Title: Algorithmic Mechanism Design
1Algorithmic Issues in Strategic Distributed
Systems
2Suggested readings
- Algorithmic Game Theory, Edited by Noam Nisan,
Tim Roughgarden, Eva Tardos, and Vijay V.
Vazirani, Cambridge University Press. - Algorithmic Mechanism Design for Network
Optimization Problems, Luciano Gualà , PhD Thesis,
Università degli Studi dellAquila, 2007. - Web pages by Éva Tardos, Christos Papadimitriou,
Tim Roughgarden, and then follow the links
therein
3Two Research Traditions
- Theory of Algorithms computational issues
- What can be feasibly computed?
- How long does it take to compute a solution?
- Which is the quality of a computed solution?
- Centralized or distributed computational models
- Game Theory interaction between self-interested
individuals - What is the outcome of the interaction?
- Which social goals are compatible with
selfishness?
4Different Assumptions
- Theory of Algorithms (in distributed systems)
- Processors are obedient, faulty, or adversarial
- Large systems, limited computational resources
- Game Theory
- Players are strategic (selfish)
- Small systems, unlimited computational resources
5The Internet World
- Agents often autonomous (users)
- Users have their own individual goals
- Network components owned by providers
- Internet scale
- Massive systems
- Limited communication/computational resources
- ? Both strategic and computational issues!
6Fundamental question
- How the computational aspects of a strategic
(i.e., non-cooperative) distributed system can be
addressed?
Theory of Algorithms
Game Theory
Algorithmic Game Theory
7Basics of Game Theory
- A game consists of
- A set of players
- A set of rules of encounter Who should act when,
and what are the possible actions (strategies) - A specification of payoffs for each combination
of strategies - A set of outcomes
- Game Theory attempts to predict the outcome of
the game (solution) by taking into account the
individual behavior of the players (agents)
8Equilibrium
- Among the possible outcomes of a game, equilibria
play a fundamental role. - Informally, an equilibrium is a strategy
combination in which individuals are not willing
to change their state. - When a player does not want to change his state?
In the Homo Economicus model, when he has
selected a strategy that maximizes his individual
payoff, knowing that other players are also doing
the same.
9Roadmap
- Equilibria Dominant Strategy Equilibrium (DSE)
versus Nash Equilibrium (NE) - Computational Aspects of Nash Equilibria
- Does a NE always exist?
- Can a NE be feasibly computed, once it exists?
- What about the quality of a NE?
- Case study Selfish Routing in Internet, Network
Connection Games - (Algorithmic) Mechanism Design
- Which social goals can be (efficiently)
implemented in a non-cooperative distributed
system? - Strategy-proof mechanisms VCG-mechanisms
- Case study Mechanism design for some basic
network design problems (shortest paths and
minimum spanning tree)
10- FIRST PART
- (Nash)
- Equilibria
11(Some) Types of games
- Collusive versus non-collusive
- Symmetric versus asymmetric
- Zero sum versus non-zero sum
- Simultaneous versus sequential
- Perfect information versus imperfect information
- One-shot versus repeated
12Normal-Form games
We are interested in simultaneous,
perfect-information interactions between a set of
agents. These are the so-called normalform (or
strategic) games
- N rational players
- For each player i, a strategy set Si
- Payoff the strategy combination (s1, s2, , sN),
where si?Si, gives payoff (p1, p2, , pN) to the
N players - ? S1?S2 ? ? SN payoff matrix
13A famous game the Prisoners Dilemma
Non-collusive, symmetric, non-zero sum,
simultaneous, perfect information, one-shot,
2-player game
Strategy Set
Prisoner I Prisoner II Prisoner II Prisoner II
Prisoner I Dont Implicate Implicate
Prisoner I Dont Implicate 1, 1 6, 0
Prisoner I Implicate 0, 6 5, 5
Payoffs
Strategy Set
14Prisoner Is decision
- Prisoner Is decision
- If II chooses Dont Implicate then it is best to
Implicate - If II chooses Implicate then it is best to
Implicate - It is best to Implicate for I, regardless of what
II does Dominant Strategy
Prisoner I Prisoner II Prisoner II Prisoner II
Prisoner I Dont Implicate Implicate
Prisoner I Dont Implicate 1, 1 6, 0
Prisoner I Implicate 0, 6 5, 5
15Prisoner IIs decision
- Prisoner IIs decision
- If I chooses Dont Implicate then it is best to
Implicate - If I chooses Implicate then it is best to
Implicate - It is best to Implicate for II, regardless of
what I does Dominant Strategy
Prisoner I Prisoner II Prisoner II Prisoner II
Prisoner I Dont Implicate Implicate
Prisoner I Dont Implicate 1, 1 6, 0
Prisoner I Implicate 0, 6 5, 5
16Hence
Prisoner I Prisoner II Prisoner II Prisoner II
Prisoner I Dont Implicate Implicate
Prisoner I Dont Implicate 1, 1 6, 0
Prisoner I Implicate 0, 6 5, 5
- It is best for both to implicate regardless of
what the other one does - Implicate is a Dominant Strategy for both
- (Implicate, Implicate) becomes the Dominant
Strategy Equilibrium - Note If they might collude, then its beneficial
for both to Not Implicate, but its not an
equilibrium as both have incentive to deviate
17Dominant Strategy Equilibrium
- Dominant Strategy Equilibrium is a strategy
combination s (s1, s2, , sN), such that
si is a dominant strategy for each i, namely,
for each s (s1, s2, , si , , sN) - pi (s1, s2, , si, , sN) pi (s1, s2, , si,
, sN) - Dominant Strategy is the best response to any
strategy of other players - It is good for agent as it needs not to
deliberate about other agents strategies - Of course, not all games (only very few in the
practice!) have a dominant strategy equilibrium
18A more relaxed solution concept Nash
Equilibrium 1951
- Nash Equilibrium is a strategy combination
- s (s1, s2, , sN) such that for each i, si
is a best response to (s1, ,si-1,si1,,
sN), namely, for any possible alternative
strategy si - pi (s) pi (s1, s2, , si, , sN)
19Nash Equilibrium
- In a NE no agent can unilaterally deviate from
his strategy given others strategies as fixed - Agent has to deliberate about the strategies of
the other agents - If the game is played repeatedly and players
converge to a solution, then it has to be a NE - Dominant Strategy Equilibrium ? Nash Equilibrium
(but the converse is not true)
20Nash Equilibrium The Battle of the Sexes
(coordination game)
Man Woman Woman Woman
Man Stadium Cinema
Man Stadium 2, 1 0, 0
Man Cinema 0, 0 1, 2
- (Stadium, Stadium) is a NE Best responses to
each other - (Cinema, Cinema) is a NE Best responses to each
other - ? but they are not Dominant Strategy Equilibria
are we really sure they will eventually go out
together????
21A crucial issue in game theory the existence of
a NE
- Unfortunately, for pure strategies games (as
those seen so far, in which each player, for each
possible situation of the game, selects her/his
action deterministically), it is easy to see that
we cannot have a general result of existence - In other words, there may be no, one, or many NE,
depending on the game
22A conflictual game Head or Tail
Player I Player II Player II Player II
Player I Head Tail
Player I Head 1,-1 -1,1
Player I Tail -1,1 1,-1
-
- Player I (row) prefers to do what Player II does,
while Player II prefer to do the opposite of what
Player I does! - ? In any configuration, one of the players
prefers to change his strategy, and so on and so
forththus, there are no NE!
23On the existence of a NE
- However, when a player can select his strategy
randomly by using a probability distribution
over his set of possible pure strategies (mixed
strategy), then the following general result
holds - Theorem (Nash, 1951) Any game with a finite set
of players and a finite set of strategies has a
NE of mixed strategies (i.e., the expected payoff
cannot be improved by changing unilaterally the
selected probability distribution). - Head or Tail game if each player sets
p(Head)p(Tail)1/2, then the expected payoff of
each player is 0, and this is a NE, since no
player can improve on this by choosing a
different randomization!
24Three big computational issues
- Finding a NE, once it does exist
- Establishing the quality of a NE, as compared to
a cooperative system, namely a system in which
agents can collude (recall the Prisoners
Dilemma) - In a repeated game, establishing whether and in
how many steps the system will eventually
converge to a NE (recall the Battle of the Sexes)
25On the computability of a NEfor pure strategies
- By definition, it is easy to see that an entry
(p1,,pN) of the payoff matrix is a NE if and
only if pi is the maximum ith element of the row
(p1,,pi-1, p(s)s?Si ,pi1,,pN), for each
i1,,N. - Notice that, with N players, an explicit (i.e.,
in normal-form) representation of the payoff
functions is exponential in N ? brute-force
(i.e., enumerative) search for pure NE is then
exponential in the number of players (even if it
is still polynomial in the input size, but the
normal-form representation needs not be a
minimal-space representation of the input!) - ? Alternative cheaper methods are sought (we will
see that for some categories of games of our
interest, a NE can be found in poly-time w.r.t.
to the number of players)
26On the quality of a NE
- How inefficient is a NE in comparison to an
idealized situation in which the players would
strive to collaborate selflessly with the common
goal of maximizing the social welfare? - Recall in the Prisoners Dilemma game, the DSE ?
NE means a total of 10 years in jail for the
players. However, if they would not implicate
reciprocally, then they would stay a total of
only 2 years in jail!
27The price of anarchy
- Definition (Koutsopias Papadimitriou, 1999)
Given a game G and a social-choice minimization
(resp., maximization) function f (i.e., the sum
of all players payoffs), let S be the set of NE,
and let OPT be the outcome of G optimizing f.
Then, the Price of Anarchy (PoA) of G w.r.t. f
is - Example in the PD game, ?G(f)10/25
28A case study for the existence and quality of a
NE selfish routing on Internet
- Internet components are made up of heterogeneous
nodes and links, and the network architecture is
open-based and dynamic - Internet users behave selfishly they generate
traffic, and their only goal is to
download/upload data as fast as possible! - But the more a link is used, the more is slower,
and there is no central authority optimizing
the data flow - So, why does Internet eventually work is such a
jungle???
29Modelling the flow problem
- Internet can be modelled by using game theory it
is a congestion game in which - players users
- strategies paths
over which users can route their traffic - Non-atomic Selfish Routing
- There is a large number of (selfish) users
- All the traffic of a user is routed over a single
path simultaneously - Every user controls a tiny fraction of the
traffic.
30Mathematical model
- A directed graph G (V,E)
- A set of sourcesink pairs si,ti for i1,..,k
- A rate ri ? 0 of traffic between si and ti for
each i1,..,k - A set Pi of paths between si and ti for each
i1,..,k - The set of all paths ?Ui1,,k Pi
- A flow vector f specifying a traffic routing
- fP amount of traffic routed on si-ti path P
- A flow is feasible if for every i1,..,k
- ?P?Pi fP ri
31Mathematical model (2)
- For each e?E, the amount of flow absorbed by e
is - fe?Pe?P fP
- For each edge e, a latency function le(fe)
- Cost or total latency of a path P
- C(P)?e?Pfe le(fe)
- Cost or total latency of a flow f (social
welfare) - C(f)?P?? C(P)
32Flows and NE
- Definition A flow f is a Nash flow if no agent
can improve its latency by changing unilaterally
its path. - QUESTION Given an instance (G,r,l) of the
non-atomic selfish routing game, does it admit a
Nash flow? And in the positive case, what is the
PoA of such Nash flow?
33Example Pigous game 1920
- Latency depends on the congestion (x is the
fraction of flow using the edge)
Rate 1
s
t
Latency is fixed
- What is the NE of this game? Trivial all the
fraction of flow tends to travel on the upper
edge ? the cost of the flow is 11 01 1 - What is the PoA of this NE? The optimal solution
is the minimum of C(x)xx (1-x)1 ? C (x)2x-1
? OPT1/2 ? C(OPT)1/21/2(1-1/2)10.75 ? ?G(C)
1/0.75 4/3
34 The Braesss paradox
- Does it help adding edges to improve the PoA?
- NO! Lets have a look at the Braess Paradox (1968)
Latency of each path 0.50.50.51 0.75
v
1
x
1/2
s
t
1/2
x
1
Latency of the flow 20.751.5 (notice this is
optimal)
w
35 The Braesss paradox (2)
To reduce the latency of the flow, we try to add
a no-latency road between v and w. Intuitively,
this should not worse things!
v
1
x
0
s
t
x
1
w
36 The Braesss paradox (3)
However, each user is incentived to change its
route now, since the route s?v?w?t has less
latency (indeed, x1)
If only a single user changes its route, then its
latency decreases approximately to 0.5.
v
x
1
0
s
t
x
1
w
But the problem is that all the users will decide
to change!
37 The Braesss paradox (4)
- So, the new latency of the flow is now
- 1110112gt1.5
- Even worse, this is a NE!
- The optimal min-latency flow is equal to that we
had before adding the new road! So, the PoA is
Notice 4/3, as in the Pigous example
38Existence of a Nash flow
- Theorem (Beckmann et al., 1956) If xl(x) is
convex and continuously differentiable, then the
Nash flow of (G,r,l(x)) exists and is unique, and
is equal to the optimal min-latency flow of the
following instance - (G,r, ?(x)?0 l(t)dt/x).
- Remark The optimal min-latency flow can be
computed in polynomial time through convex
programming methods.
x
39Flows and Price of Anarchy
- Theorem 1 In a network with linear latency
functions, the cost of a Nash flow is at most 4/3
times that of the minimum-latency flow. - Theorem 2 In a network with general latency
functions, the cost of a Nash flow is at most n/2
times that of the minimum-latency flow. - (Roughgarden Tardos, JACM02)
40A bad example for non-linear latencies
xi
1-?
1
s
t
1
?
0
A Nash flow (of cost 1) is arbitrarily more
expensive than the optimal flow (of cost close to
0)
41Convergence towards a NE(in pure strategies
games)
- Ok, we know that selfish routing is not so bad at
its NE, but are we really sure this point of
equilibrium will be eventually reached? - Convergence Time number of moves made by the
players to reach a NE from an initial arbitrary
state - Question Is the convergence time (polynomially)
bounded in the number of players?
42The potential function method
- (Rough) Definition A potential function for a
game (if any) is a real-valued function, defined
on the set of possible outcomes of the game, such
that the equilibria of the game are precisely the
local optima of the potential function. - Theorem In any finite game admitting a potential
function, best response dynamics always converge
to a NE of pure strategies. - But how many steps are needed to reach a NE? It
depends on the combinatorial structure of the
players' strategy space
43Convergence towards the Nash flow
- ? Positive result The non-atomic selfish routing
game is a potential game (and moreover, for many
instances, the convergence time is polynomial). - ? Negative result However, there exist instances
of the non-atomic selfish routing game for which
the convergence time is exponential (under some
mild assumptions).