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Congestion Games with Player-Specific Payoff Functions

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Congestion Games with Player-Specific Payoff Functions Igal Milchtaich, Department of Mathematics, The Hebrew University of Jerusalem, 1993 Presentation By: Eran Werner – PowerPoint PPT presentation

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Title: Congestion Games with Player-Specific Payoff Functions


1
Congestion 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)

2
Congestion 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.

3
Result 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.

4
Results - 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.

5
The 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 .

6
The 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.

7
The 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

8
Games 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.

9
A 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)
10
Best 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.

11
Infinite 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.

12
An 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
13
IBRP with Nash Equilibrium
  • The Strategy-tuples (3,1,2) and (2,3,1) are
    equilibria of this game

14
The 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).

15
Lemma 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 .

16
Lemma 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
    .

17
Lemma 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

18
Lemma 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.

19
Proof 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.

20
Convergence 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

21
An 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
    .

22
Convergence 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

23
Convergence 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

24
Convergence 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.

25
Convergence 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.

26
Stochastic 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

27
Coping 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.

28
Weighted 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

29
Weighted 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

30
Weighted 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.

31
A 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.
32
A 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.
33
Unweighted Vs. Weighed Congestion Games
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