Title: Congestion Games with Player-Specific Payoff Functions
1Congestion Games with Player-Specific Payoff
Functions
- Igal Milchtaich, Department of Mathematics, The
Hebrew University of Jerusalem, 1993 - Presentation By Eran Werner
- Computational Issues in Game Theory Seminar
(2002/3)
2Congestion Games with Player Specific Payoff
Functions
- The paper describes a set of noncooperative games
where players share a common set of strategies. - The payoff a player receives for playing a
particular strategy depends only on the number of
players playing the same strategy. - The payoff decreases as more players play the
same strategy, but in a manner which is specific
to every player. - Such games have realizations in economics,
traffic flow, and ecology.
3Result Existence of Equilibrium
- It is shown that each game in this class
possesses at least one Nash equilibrium in pure
strategies. - Best-reply paths, may be cyclic, but there is
always at least one path that connects an
arbitrary initial point to an equilibrium. - In the case were individuals possess different
competitive ability (weighted games) Nash
equilibrium may not exist.
4Results - Convergence to Equilibrium
- The players may reach an equilibrium by some sort
of adaptation process. Is such a process bound to
converge? - The process will always converge for 2-strategy
games or when players have equal payoff functions - In the general case of unweighted congestion
games counterexamples for convergence may be
shown - However, if the order of deviation is stochastic,
convergence is almost surely to occur.
5The Model
- There are n players sharing a set of r
strategies. The strategy played by the player
is noted . - The payoff that player i receives for playing
strategy j is a monotonically non decreasing
function of the number of players
playing the same strategy. - The strategy-tuple is a Nash
equilibrium iff each is a best-reply
strategy. - Is called the congestion vector
- corresponding to .
6The Symmetric Case
- A congestion game is symmetric iff all players
share the same set of payoff functions. These
games have exact potential functions (Rosenthal
1973). - The existence of exact potential function implies
the Finite Improvement Property (FIP) a sequence
in which a single deviator strictly increases the
payoff he receives. - Obviously any maximal Finite Improvement Path
ends with an equilibrium.
7The Two-Strategy Case
- Theorem 1
- Congestion games involving only two strategies
possess the finite improvement property. - Proof
- Suppose on the contrary that there is an infinite
improvement path then for
some - WLOG
- This implies that player i, the unique deviator
in the first step, deviates from 1 to 2 hence - By Monotonicity
- Hence player i, never deviates back to strategy
1. - Contradicting the assumption that
8Games without the Finite Improvement Property
- The Finite improvement property is equivalent to
the existence of an ordinal potential for the
game. - Eg. The potential function assigning each
strategy-tuple with the number of
strategy-tuples which are initial points of
improvement paths leading to . - If a game has no FIP thus no ordinal potential it
still may have a Nash Equilibrium.
9A two player congestion game with no finite
improvement path
3 strategies are involved (a minimal number by
Theorem 1)
The game does not admit even a generalized
ordinal potential, But pure strategy Nash
equilibria exists These are strategies (1,2)
and (2,1)
10Best Reply Paths
- A path in which each deviator shifts to the best
reply against the strategies played by other
players is called Best Reply Paths. - The Finite improvement property (FIP) implies the
Finite Best Reply Property (FBRP) but not the
converse.
11Infinite Best Reply Improvement paths
- IBRP require at least 3 players.
- Assume by contrary that 2 players suffice.
- When player A shifts strategy, the second player
B is negatively effected only if A plays the same
strategy as B (congestion). - It is this second player B which makes the next
move, thus only possibly increasing the payoff of
the player A (monotonicity), thus the strategy
played by A remains a Best Reply strategy and
Equilibrium is reached.
12An infinite best-reply improvement path in a
3-player, 3-strategy unweighted congestion game
The Strategy-tuples (3,1,2) and (2,3,1) are
equilibria of this game
13IBRP with Nash Equilibrium
- The Strategy-tuples (3,1,2) and (2,3,1) are
equilibria of this game
14The Existence of a Pure-Strategy Nash Equilibrium
- Theorem 2
-
- Every (unweighted) congestion game possesses a
Nash equilibrium in pure strategies - First we proof a Lemma (two parts).
15Lemma Part 1
- The first part of the Lemma is concerned with
paths where each deviator moves to the next
deviators present position - If is a sequence of
strategies, is a
best-reply improvement path and results
from the deviation of one player from
to
then .
16Lemma Part 1
- Proof
- Let be the congestion
vector of and set
. - Then
holds for all j and k. - Hence by deviation to of the unique
deviator in step k brings to its maximum
and all other to their minimum. - By monotonicity of payoff , j(k) remains the best
reply for that player in all later steps, thus
each player deviates at most once and
. -
17Lemma Part 2
- The second part of the Lemma is concerned with
paths were each deviator takes the last
deviators previous position. - If the deviation at step k is from j(k) to
j(k-1) (k1,2.M) then
18Lemma Part 2
- Proof
- Here too
- By deviating from j(k), the deviator at step k
brings to its minimum, this implies that
the payoff in is greater than when he
deviated to j(k) ,if he did, or that he will get
by deviating to j(k) at any later step. - Therefore a player will not return to a strategy
he deviated from each player deviates at most
r-1 times.
19Proof of Theorem 2
- By induction on the number of players n, by
reducing an n player game to an n-1 player game. - Proof omitted, we will see a more interesting
result, using the same Lemma.
20Convergence to an Equilibrium
- The proof of Theorem 2 is a by construction of an
algorithm. Adding player by player in at most
steps. But will we reach the equilibrium in
the real? - Theorem 3 Given an arbitrary strategy-tuple in a
congestion game , there exists a BRIP such that
is an equilibrium and
21An Almost Equilibrium
- Initially .
. Suppose that is a best reply for all
but maybe not for - Starting from we can find a
sequence - of strategies and a BRIP
as in Lemma (A) such that M
is maximal. - The first deviator is obviously . if
then starting from we
can find a sequence - and a BRIP
connected to it as in Lemma (B) such that N
is maximal. If then we set
.
22Convergence to an Equilibrium
- Claim is an
equilibrium. Suppose it is not, then for some
player i, is not a best reply for
. Suppose the best reply is j. Then if
then by construction
is best reply against - Then why is j and not a best reply for
- ?
- 1.
- 2. Or
Both 1,2
23Convergence to an Equilibrium
- can be true only if
(construction) contradicting the maximality
of . - can hold only if
- which is impossible by construction
(maximality of M) - Therefore must be a best reply for
24Convergence to an Equilibrium
- The theorem is true for one-player games. To
complete the proof by induction on the number of
player n, we reduce an initial n-player game
to an n-1 player game by restricting the
strategy played by player n. - By the induction hypothesis there exists a BRIP
in , where the terminal point
is an equilibrium of . Back to ,
is almost an equilibrium of . As shown,
this can be extended to reach an equilibrium, and
the extension requires at most steps. - This gives the upper bound of the
length of the shortest BRIP connecting an
arbitrary point to an equilibrium.
25Convergence to an Equilibrium
- Games in which every strategy-tuple is connected
to some NE by a best reply path are called weakly
acyclic (WA). - If
- The number of strategies is finite
- The order of deviators is chosen randomly
- Deviators do not deviate simultaneously
- Then for WA games a best-reply path almost surely
reaches an equilibrium.
26Stochastic Convergence Process
- Treating the game as a stochastic process, each
player not currently in the best reply strategy
has a positive probability of at least of
being the next deviator. - If each strategy-tuple is connected to an
equilibrium by a best reply path of length at
most L then the probability that at least one of
the strategy tuples - given
is an equilibrium is at least, for all k and
all histories. - Equilibrium is not reached within the first
steps with probability
27Coping with lack of Information
- If players occasionally make mistakes (play not
the best reply strategies), then the concept of
equilibrium strategy-tuple should be replaced
with stationary distribution. - Mistakes can be the result of lack of
information, players starts with a priori
estimates of associated payoff which are later
modified to a posteriori knowledge of actual gain.
28Weighted Congestion Games
- Up till now the players had similar influence
upon the congestion. This model is generalized by
introducing weights and modifying the
congestion vector
29Weighted Congestion Games
- Weighted congestion games involving only two
players, involving two strategies or when players
have equal payoff functions possess the finite
improvement path or (at least) the finite best
reply property. - Therefore these games possess a Nash equilibrium
in pure strategies, and the equilibrium can be
reached by constructing a maximal best-reply
improvement path
30Weighted Congestion Games The General Case
- Weighted congestion games may not possess a pure
strategy Nash equilibrium. - Even a three-player, three-strategy weighted
congestion game may not possess a pure-strategy
Nash equilibrium.
31A three-player, three-strategy congestion game
with no pure-strategy Nash Equilibrium
For each player there is effectively only two
strategies as the third one is always minimal. A
deviation is considered either as a right to left
or left to right move.
32A three-player, three-strategy congestion game
with no pure-strategy Nash Equilibrium
It is always optimal (unique best reply) for the
deviator to play the opposite strategy played by
the player preceding him. As the number of
players is odd, a pure strategy Nash equilibrium
clearly does not exist.
33Unweighted Vs. Weighed Congestion Games