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Game Theory

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... savings if k ' n. ... e-Nash, need t of the order poly(e,2-k) & running time ~ poly(n,1/e,2k) ... No guarantees for the running time. GRAPHICAL GAMES: A SURVEY ... – PowerPoint PPT presentation

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Title: Game Theory


1
Game Theory
  • Used to analyze situations when rational action
    depends on other agents actions.
  • Equilibrium is an important game theory concept
  • Useful definition depends on the model.
  • Nash Equilibrium important and well known.
  • At equilibrium, no one can gain by unilaterally
    changing strategy.

Prisoners Dilemma
Nash equilibrium
2
Motivation for Graphical Games
  • Tabular representation too large.
  • n players, m actions n x mn entries
  • Probability distributions also have huge tabular
    representations.
  • Belief Networks attempt to capture locality of
    interaction.
  • Instance of locality in games
  • Payoff depends on at most 3 neighbors
  • Tabular 10.310
  • Locality 6.344.33

or
or
3
Graphical Games
Graphical model for the factory, shopping mall,
residential complex game
  • If k-1 is an upper bound on neighborhood size
    then mk entries.
  • Undirected graph corresponds to an assumption
    about symmetry of interaction.
  • Can consider directed models too.
  • Get exponential savings if k n.

4
Inference vs Equilibriums
  • Exact P-complete
  • Poly time exact algo for trees
  • Basic message passing algo generalized in 2 ways
  • Junction tree
  • Loopy belief propagation
  • Exact Open question (like factoring)
  • Poly time exact algo for trees
  • Similar generalizations attempted
  • No real counterpart of junction tree
  • NashProp

5
TreeNash algorithm
  • Abstract algorithm Kearns et. al. two
    realizations.

u1
u2
Upstream Pass
Downstream Pass
v
T(w,v)
w
  • Message T(w,v) is a table with continuous
    indices and is 1 iff given Ww, there is an
    upstream Nash at V in which Vv.
  • Not clear how to implement.
  • Two solutions
  • discretize and obtain poly time algorithm.
  • work with clever (but exponential)
    representation of sets where T(w,v) is 1.

6
Two realizations
  • Approximate
  • Players play strategies that are multiples of t.
  • T(w,v) is just a 1/t by 1/t matrix.
  • To compute e-Nash, need t of the order
    poly(e,2-k) running time poly(n,1/e,2k).
  • Exact
  • T sets are always disjoint unions of axis
    parallel rectangles.
  • of rectangles 2a3b (ainternal nodes,
    bleaves)
  • Allows computation of every Nash equilibrium.
  • Also have a polynomial time algo Littman at.
    al. to compute exact equilibrium in trees but it
    throws out potential equilibriums.

7
Function minimization and CSP
  • Can handle general graphs.
  • Define Regreti max amount which Pi can gain by
    unilaterally changing strategy.
  • Computing Nash equilibrium is same as minimizing
    sum of regrets.
  • Greedy hill climbing with random restarts
    proposed in Vickrey Koller
  • e-Nash can be cast as a CSP.
  • Constraint for player V says that projection of
    global strategy to neighbors of V is restricted
    to the set where Regreti e.
  • Discretize strategy space and use discrete CSP
    techniques.

8
NashProp algorithm
  • Two stage algorithm for general graphs Ortiz
    Kearns
  • table passing stage
  • assignment passing stage
  • Table passing is in rounds tables provably
    converge as we complete more rounds.
  • Search space for Nash equilibriums gets
    (potentially) reduced.
  • Assignment passing phase is a backtracking search
    through reduced search space.
  • No guarantees for the running time.

9
GRAPHICAL GAMES A SURVEY
Ambuj Tewari (ambuj_at_cs)CS281A Poster Session
  • References
  • Kearns et. al. Graphical models for game
    theory, UAI 2001.
  • Littman et. al. An efficient exact algorithm
    for solving tree-structured graphical games, NIPS
    2002
  • Ortiz Kearns Nash propagation for loopy
    graphical games, to appear
  • Vickrey Koller Multi-agent algortihms for
    solving graphical games, AAAI 2002
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