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Algorithmic Mechanism Design

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Title: Algorithmic Mechanism Design


1
Algorithmic Issues in Strategic Distributed
Systems
2
Suggested 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

3
Two 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?

4
Different 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

5
The 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!

6
Fundamental 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


7
Basics 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)

8
Equilibrium
  • 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.

9
Roadmap
  • 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

12
Normal-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

13
A 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
14
Prisoner 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
15
Prisoner 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
16
Hence
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

17
Dominant 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

18
A 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)

19
Nash 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)

20
Nash 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????

21
A 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

22
A 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!

23
On 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!

24
Three big computational issues
  1. Finding a NE, once it does exist
  2. Establishing the quality of a NE, as compared to
    a cooperative system, namely a system in which
    agents can collude (recall the Prisoners
    Dilemma)
  3. 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)

25
On 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)

26
On 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!

27
The 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

28
A 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???

29
Modelling 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.

30
Mathematical 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

31
Mathematical 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)

32
Flows 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?

33
Example 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
38
Existence 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
39
Flows 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)

40
A bad example for non-linear latencies
  • Assume igtgt1

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)
41
Convergence 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?

42
The 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

43
Convergence 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).
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