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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
  • Users own network components
  • Internet scale
  • Massive systems
  • Limited communication/computational resources
  • ? Both strategic and computational issues!

6
Fundamental question
  • How the computational aspects of a strategic
    distributed system should be addressed?

Theory of Algorithms
Game Theory
Algorithmic Game Theory


7
Basics of Game Theory
  • A game consists of
  • A set of players (or agents)
  • A set of rules of encounter Who should act when,
    and what are the possible actions (strategies)
  • A specification of payoffs for each outcome
    (combination of strategies)
  • Game Theory attempts to predict the final outcome
    (or solution) of the game by taking into account
    the individual behavior of the players

8
(Some) Types of games
  • Cooperative/Non-cooperative
  • Symmetric/Asymmetric (for 2-player games)
  • Zero sum/Non-zero sum
  • Simultaneous/Sequential
  • Perfect information/Imperfect information
  • One-shot/Repeated

9
Solution concept
  • How do we establish that an outcome is a
    solution? Among the possible outcomes of a game,
    those enjoying the following properties play a
    fundamental role
  • Paretos efficient no player's payoff can be
    made greater, without making any other player's
    payoff lesser
  • Equilibrium strategy combination in which
    players are not willing to change their state.
    This is much more informal 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.

10
Roadmap
  • We focus on equilibria in particular, Nash
    Equilibria (NE) and Dominant Strategy Equilibria
    (DSE)
  • 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 strategic distributed system?
  • Strategy-proof mechanisms in DSE VCG-mechanisms
  • Case study Mechanism design for some basic
    network design problems (shortest paths and
    minimum spanning tree)

11
  • FIRST PART
  • (Nash)
  • Equilibria

12
Games in Normal-Form
We will be interested in simultaneous,
perfect-information and non-cooperative games.
These games are usually represented explicitly by
listing all possible strategies and corresponding
payoffs of all players (this is the so-called
normalform) more formally, we have
  • A set of N rational players
  • For each player i, a strategy set Si
  • A payoff matrix for each strategy combination
    (s1, s2, , sN), where si?Si, a corresponding
    payoff vector (p1, p2, , pN)
  • ? 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 any possible alternative strategy profile 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 of player i 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 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., there exists a
    profile of probability distributions for the
    players such that the expected payoff of each
    player 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
    unilaterally a different randomization!

24
Some big computational issues concerned with NE
  1. Finding a NE in mixed/pure (if any) strategies
  2. Establishing the quality of a NE, as compared to
    a cooperative system, namely a system in which
    agents can collaborate (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)
  4. Verifying a NE, approximating a NE, NE in
    resource (e.g., time, space, message size)
    constrained settings, breaking a NE by colluding,
    etc...

(interested in a PhD?)
25
Finding a NE in mixed strategies
  • How do we select the correct probability
    distribution? It looks like a problem in the
    continuous
  • but its not, actually! It can be shown that
    such a distribution can be found by selecting for
    each player a best possible subset of pure
    strategies (so-called best support), over which
    the probability distribution can actually be
    found by solving a system of algebraic equations!
  • ? In the practice, the problem can be solved by
    a simplex-like technique called the LemkeHowson
    algorithm, which however is exponential in the
    worst case

26
Is finding a NE NP-hard?
  • In pure strategies, yes, for many games of
    interest
  • What about mixed strategies? W.l.o.g., we
    restrict ourself to 2-player games Then, we
    wonder whether 2-NASH is NP-hard.
  • Reminder a problem P is NP-hard if one can
    Turing-reduce in polynomial time any NP-complete
    problem P to it (this means, P can be solved in
    polynomial time by an oracle machine with an
    oracle for P)
  • But 2-NASH can be solved in polynomial-time by a
    NDTM (by enumerating all the supports) moreover,
    every instance of 2-NASH is a yes-instance
    (since every game has a NE), and so we could
    certificate in polynomial-time on a NDTM both
    yes and no-instances of any NP-complete
    problem
  • if 2-NASH is NP-hard then NP coNP (hard to
    believe!)

27
The complexity class PPAD
  • Definition (Papadimitriou, 1994) PPAD
    (Polynomial Parity Argument Directed case) is a
    subclass of TFNP, where existence of a solution
    is guaranteed by a parity argument. Roughly
    speaking, PPAD contains all problems whose
    solution space can be set up as the (non-empty)
    set of all sinks in a suitable directed graph
    (generated by the input instance), having an
    exponential number of vertices in the size of the
    input, though.
  • Breakthrough 2-NASH is PPAD-complete!!!
    (Chen Deng, FOCS06)
  • Remark It could very well be that PPADP?NP
  • but several PPAD-complete problems are
    resisting for decades to poly-time attacks (e.g.,
    finding Brouwer fixed points)

28
Finding a NE in 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 for
    many games of interest, a NE can be found in
    poly-time w.r.t. to the number of players (e.g.,
    using the powerful potential method)

29
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 (PD) 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!

30
A worst-case perspective the Price of Anarchy
(PoA)
  • Definition (Koutsopias Papadimitriou, 1999)
    Given a game G and a social-choice minimization
    (resp., maximization) function C (i.e., the sum
    of all players payoffs), let S be the set of NE,
    and let OPT be the outcome of G optimizing C.
    Then, the Price of Anarchy (PoA) of G w.r.t. C is
  • Example in the PD game, PoAPD(C)10/25

PoAG(C)
31
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???

32
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.

33
Mathematical model (multicommodity flow network)
  • A directed graph G (V,E)
  • A set of commodities, i.e., sourcesink pairs
    si,ti for i1,..,k (each player is associated
    with a commodity)
  • An amount 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

34
Mathematical model (2)
  • For each e?E, the amount of flow absorbed by e
    is
  • fe?Pe?P fP
  • For each edge e, a real-value latency function le
  • Cost (or total latency) of a path P
  • C(P)?e?P fe le(fe)
  • Cost of a flow f (social-choice function)
  • C(f)?P?? C(P)

35
Flows and NE
  • Definition A flow f is a Nash flow if no player
    can improve its cost (i.e., the cost of its used
    path) 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?

36
Example Pigous game 1920
  • Latency depends on the congestion (x is the
    fraction of flow using the edge)

Total amount of flow 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 ?
    PoA(C) 1/0.75 4/3

37
The Braesss paradox
  • Does it help adding edges to improve the PoA?
  • NO! Lets have a look at the Braess Paradox (1968)

Cost of each path 0.50.50.51 0.75
v
1
x
1/2
s
t
1/2
x
1
Cost of the flow 20.751.5 (notice this is
optimal)
w
38
The Braesss paradox (2)
To reduce the cost 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
39
The Braesss paradox (3)
However, each user is incentived to change its
route now, since the route s?v?w?t has less cost
(indeed, x1)
If only a single user changes its route, then its
cost 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!
40
The Braesss paradox (4)
  • So, the new cost of the flow is now
  • 1110112gt1.5
  • Even worse, this is a NE!
  • The optimal min-cost flow is equal to that we had
    before adding the new road! So, the PoA is

Notice 4/3, as in the Pigous example
41
Existence of a Nash flow
  • Theorem (Beckmann et al., 1956) If for each edge
    xle(x) is convex and continuously
    differentiable, then the Nash flow of (G,r,l)
    exists and is unique, and is equal to the optimal
    min-cost flow of the following instance
  • (G,r, ?(x)?0 l(t)dt/x).
  • Remark The optimal min-cost flow can be computed
    in polynomial time through convex programming
    methods.

x
42
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 min-cost flow.
  • Theorem 2 In a network with degree-p polynomials
    latency functions, the cost of a Nash flow is
    O(p/log p) times that of the min-cost flow.
  • (Roughgarden Tardos, JACM02)

43
A bad example for non-linear latencies
  • Assume pgtgt1

xp
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)
44
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?

45
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

46
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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