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Graphical Models

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running time is (k parents) Approximate TreeNash (2) Lemma: Let p be a NE for (G,M) and ... The algorithm runs in exponential time in the number of vertices of ... – PowerPoint PPT presentation

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Title: Graphical Models


1
Graphical Models
  • Michael Kearns
  • Michael L. Littman
  • Satinder Signh

Presenter Shay Cohen
2
So far we have seen
  • Players payoffs and the games are represented in
    tabular form
  • n agents with 2 actions n matrices of
    exponential size
  • Needed More compact representations and
    algorithms for manipulating them

3
Graphical models (not formal)
  • n-player game is given by undirected graph with n
    vertices and n matrices
  • Payoff is determined only by the neighbors
  • local games composing global game

4
Examples
  • Games with geographical aspects involved
    (salespersons)
  • Topology of computer networks with a limited set
    of neighbors
  • and so on

5
Reminder
  • n-player two-action game n matrices of size
  • specifies the payoff for pure strategy x
  • Nash-Equilibrium
  • (for all i and for all p)
  • -Nash-Equilibrium

6
Graphical Games
  • Graphical game (G,M)
  • G is undirected graph on n vertices
  • M is a set of n matrices representing the payoff
    of player i with its neighbors
  • Size of is when

7
Algorithm TreeNash
  • Works in two passes the downstream pass and the
    upstream pass
  • Downstream passes indicator tables (with
    witnesses) from the leafs to the root
  • Upstream selects witnesses from root to the
    leafs
  • (see the attached appendix)

8
TreeNash more details
  • Downstream A parent U will send to a child V a
    binary-valued table T(v,u) s.t.
  • T(v,u)1 ? there is NE for
  • in which Uu (v,u mixed
    strategies)
  • Upstream A child V will be Vv s.t. for all its
    parents

9
Downstream in general
  • W child, V current node, U parents
  • (b.r. best response)

10
How? - Downstream
T(w,v)1? v b.r. to w
T(w,u)1? u b.r. to w
  • T(z,w)1? for some (u,v)
  • T(w,u)1, T(w,v)1
  • Ww b.r. to Uu,Vv,Zz
  • T(z)1?for some w
  • T(z,w)1
  • Zz b.r. to Ww

(b.r. best response)
11
How? Upstream
Choose Uu, Vv s.t. T(w,u)1 and T(w,u)1
Choose Zz, Ww s.t. T(z,w)1
12
TreeNash
  • Theorem TreeNash computes a Nash equilibrium for
    the tree game (G,M)
  • Non-deterministic choices select all of them,
    and all NE will be found
  • But the tables are continuous How do we compute
    them?

13
Approximate TreeNash
  • Tables will be of finite size
  • All computations of best responses are
    computations of -best responses in the grid
  • Each table has entries, therefore
  • running time is (k parents)

14
Approximate TreeNash (2)
  • Lemma Let p be a NE for (G,M) and
  • let q be the nearest (in metric) mixed
    strategy on the .
  • Then provided
  • q is a -NE for (G,M)

15
Approximate TreeNash (3)
  • Theorem For any gt0, let
  • Then ApproximateTreeNash computes an -NE for the
    tree game (G,M).

16
Exact TreeNash
  • Tables will be made of finite unions of
    rectangles
  • Each table T(v,u) will be represented by a
    v-list
  • For each interval there is a
    subset of 0,1 of disjoint intervals
  • where T(v,u)1

17
Exact TreeNash (2)
  • Assume share a common v-list (by
    merging)
  • Downstream How do we find T(w,v) using them, and
    keep such representation of rectangles?

18
Exact TreeNash (3)
  • Fix a v-interval and set of intervals appropriate
    to the v-interval for each parent
  • T(w,v)1 is of the form WxI - why?
  • What would be the region W for which some v in
    the interval is b.r. to u,w?

19
Exact TreeNash (4)
  • Denote expected payoff of V
  • Lemma If
  • then W is either empty, a continuous interval
    in 0,1 or union of two intervals.

20
Exact TreeNash (5)
  • Can be shown that the leafs can be represented
    using at most 3 rectangles
  • Therefore, the representation can be kept and is
    exponential in the number of vertices
  • Witnesses can be found easily, because
    representation is finite

21
ExactTreeNash
  • Theorem ExactTreeNash computes a Nash
    equilibrium for the tree game (G,M). The
    algorithm runs in exponential time in the number
    of vertices of G

22
Polynomial algorithm
  • Use downstream pass and upstream pass as well
  • Pass breakpoints policies (W child of V)
  • Interpretation (b.p. for V)

23
How? - Downstream
  • Denote
  • - ordered set of breakpoints of Vs parents
  • - Set of values that W can play that
    allow V to play any strategy, given
  • - Set of values that W can play, and Vs
    parents play according to Vb, then Vb is a best
    response -

24
How? - Downstream
  • Lemma is either empty, a single
    interval or the union of two intervals
  • Lemma
  • Construct the policy for V by covering 0,1 with
    them will produce at most set of 2l
    breakpoints.
  • How do we start with the leafs?

25
How? - Upstream
  • Add a dummy root with constant payoff and no
    influence on the real root
  • Once we select a value for the child, the value
    for the parents are determined according to the
    policies

26
Running time
  • Sorting and computing new breakpoint policy
  • (t number of breakpoints)
  • Number of breakpoints is bounded by 2n, therefore
    total running time

27
Summary
  • First framework gave us
  • 1. Finding approximation for NE in graphical
    games which are trees in polynomial time
  • 2. Finding NE for trees in exponential time
    (ALL of the NEs representation)
  • Second algorithm finding NE in polynomial time
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