Title: Algorithmic Mechanism Design
1FOURTH PART
Algorithmic 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. - Blog by Noam Nisan http//agtb.wordpress.com/
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 (i.e., crash),
adversarial (i.e., Byzantine), or they compete
without being strategic (e.g., concurrent
systems) - Large systems, limited computational resources
- Game Theory
- Players are strategic (selfish)
- Small systems, unlimited computational resources
5The Internet World
- Users often selfish
- Have their own individual goals
- Own network components
- Internet scale
- Massive systems
- Limited communication/computational resources
- ? Both strategic and computational issues!
6Fundamental question
- How the computational aspects of a strategic
distributed system should be addressed?
Theory of Algorithms
Game Theory
Algorithmic Game Theory
7Basics of Game Theory
- A game consists of
- A set of players (or agents)
- A specification of the information available to
each player - A set of rules of encounter Who should act when,
and what are the possible actions (strategies) - A specification of payoffs for each possible
outcome (combination of strategies) of the game - Game Theory attempts to predict the final outcome
(or solution) of the game by taking into account
the individual behavior of the players
8Solution concept
- How do we establish that an outcome is a
solution? Among the possible outcomes of a game,
those enjoying the following property play a
fundamental role - Equilibrium solution strategy combination in
which players are not willing to change their
state. This is quite informal when a player does
not want to change his state? In the Homo
Economicus model, this makes sense when he has
selected a strategy that maximizes his individual
payoff, knowing that other players are also doing
the same.
9Roadmap
- We will focus on two types of equilibria 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 Network Flow Game (i.e., 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 the Shortest
Path Game
10- FIRST PART
- (Nash)
- Equilibria
11(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
12Games in Normal-Form
We start by considering 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
13A famous game the Prisoners Dilemma
Non-cooperative, 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
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 - If a game has a DSE, then players will
immediately converge to it - 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 of player i - pi (s1, s2, , si, , sN) pi (s1, s2,
, si, , sN)
19Nash Equilibrium
- In a NE no agent can unilaterally deviate from
his strategy given others strategies as fixed - Each agent has to take into consideration 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 - But if a game has one or more NE, players need
not to converge to it - 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 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., 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!
24Fundamental computational issues concerned with NE
- Finding a NE in mixed/pure (if any) strategies
- Establishing the quality of a NE, as compared to
a cooperative system, namely a system in which
agents can collaborate (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) - 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?)
25Finding 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
26Is 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. - Recall 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) - Recall also a problem P is in NP (resp., in
coNP) if all its "yes"-instances (resp.,
no-instances) can be decided in polynomial time
by a Non-Deterministic Turing Machine (NDTM). - 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!)
27The complexity class PPAD
- Definition (Papadimitriou, 1994) PPAD
(Polynomial Parity Argument Directed case) is a
subclass of TFNP (Total Function Nondeterministic
Polynomial), 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)
28Finding 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)
29On 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 (and NE) incurs 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!
30A worst-case perspective the Price of Anarchy
(PoA)
- Definition (Koutsopias Papadimitriou, 1999)
Given a game G and a social-choice function C
which depends on the payoff of all the players,
let S be the set of all NE. If the payoff
represents a cost (resp., a utility) for a
player, let OPT be the outcome of G minimizing
(resp., maximizing) 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)
31A 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???
32Modelling 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 an infinitesimal fraction of
the traffic.
33Mathematical model (multicommodity flow network)
- A directed graph G (V,E) and a set of N players
- A set of commodities, i.e., sourcesink pairs
(si,ti), for i1,..,k (each of the N players is
associated with a commodity) - An amount (or rate) 0 ri 1 of traffic between
si and ti for each i1,..,k, with ?i1,,k ri
1 - 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 rate of traffic routed on path P (notice that
0 fP 1 ) - A flow is feasible if for every i1,..,k we have
?P?Pi fP ri
34Mathematical model (2)
- For each e?E, the amount of flow absorbed by e
w.r.t. f is fe?Pe?P fP - For each edge e, a real-value latency function
le(x) of its absorbed flow x (this is a
monotonically increasing function which expresses
how e gets congested when a fraction 0x1 of the
total flow f uses e) - Cost (or latency) of a path P c(P)?e?P le(fe)
- Cost (or total latency) of a flow f
(social-choice function) C(f)?P?? fP c(P)
?e?E fe le(fe) - Observation Notice that the game is not given in
normal form!
35Flows 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(r1,,rk),l(le1,
, lem)) 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?
36Example Pigous game 1920
- Latency depends on the congestion (x is the
fraction of flow using the edge)
le1(x)x
Total amount of flow 1
s
t
Latency is fixed
le2(x)1
- What is the (only) NE of this game? Trivial all
the fraction of flow tends to travel on the upper
edge ? the cost of the flow is C(f) 1le1(1)
0le2(0) 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 x11/21 1.5
v
1
x
1/2
s
t
1/2
x
1
Cost of the flow 2(1.51/2)1.5 (notice this a
NE and it is also an optimal flow)
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 tempted 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 from 1.5 to approximately 1,
i.e. c(s?v?w?t) x0x 0.5 0.5 1
v
x
1
0
s
t
x
1
But the problem is that all the users will decide
to change!
w
40 The Braesss paradox (4)
- So, the cost of the flow f that now entirely uses
the path s?v?w?t is - C(f) 1110112gt1.5
- Even worse, this is a NE (the cost of the path
s?v?w?t is 2, and the cost of the two paths not
using (v,w) is also 2)! - The optimal min-cost flow is equal to that we had
before adding the new road and so, the PoA is
Notice it is 4/3, as in the Pigous example
41Existence of a Nash flow
- Theorem (Beckmann et al., 1956) If for each edge
e the function xle(x) is convex (i.e., its
graphic lies below the line segment joining any
two points of the graphic) and continuously
differentiable (i.e., its derivative exists at
each point in its domain and is continuous), 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)? l(t)dt/x).
- Remark The optimal min-cost flow can be computed
in polynomial time through convex programming
methods.
x
0
42Flows 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 ? every instance
of the non-atomic selfish routing has PoA 4/3. - 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)
43A bad example for non-linear latencies
xp
1-?
1
s
t
1
? close to 0
0
A Nash flow (of cost 1) is arbitrarily more
expensive than the optimal flow (of cost close to
0)
44Convergence 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?
45The 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 (i.e., each
player at each step greedily takes a move which
maximizes its personal utility) 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
46Convergence towards the Nash flow
- ? Positive result The non-atomic selfish routing
game is a potential game, and moreover, for many
instances (i.e., for prominent graph topologies
and/or commodity specifications), 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).