regret minimization and the price of total anarchy
DESCRIPTION
Regret Minimization and the Price of Total Anarchy. Paper by A. Blum, M. Hajiaghayi, K. Ligett, A.Roth Presented by Michael Wunder. Nash Anarchy vs. Total Anarchy. In a multiagent setting, want to find the ratio between the socially optimal value and the “selfish” agent outcome - PowerPoint PPT PresentationTRANSCRIPT
Regret Minimization and the Price of Total Anarchy
Paper by A. Blum, M. Hajiaghayi, K. Ligett, A.Roth
Presented by Michael Wunder
Nash Anarchy vs. Total Anarchy
In a multiagent setting, want to find the ratio between the socially optimal value and the “selfish” agent outcome
Traditionally, assumed to be Nash, where no agent has incentive to change
Can also find the price of total anarchy, when selfish agents act repeatedly to minimize regret over previous actions
Why Regret Minimization? Finding Nash equilibria can be
computationally difficult Not clear that agents would converge
to it, or remain in one if there are several
Regret minimization is realistic because there are efficient algorithms that minimize regret, it is locally computed, and players improve by lowering regret
Results comparing prices
Shows how PoTA compares with PoA
Four classes of games Hotelling Games Valid Games Atomic Linear Congestion Games Parallel Link Congestion Games
Preliminaries (maximization)
Ai : set of pure strategies for player i Si : set of mixed strategies for player i
(distributions over Ai )
Social Utility Function: Individual utility function: Strategy set if player i
changes from si to s’i: ’
Preliminaries (cont.)
Regret of Player i given action sets A:The difference between action taken and best available action over all timesteps
Price of Total Anarchy:Ratio of social value of best strategies to the “regret minimizers”
Socially Optimal Value:
Hotelling Games
Problem: k sellers must set up a vendor stand on a graph to sell to n tourists, who buy from first seller along a path
Strategy set Ai = VS1
S2
T1
Hotelling Games cont. Social welfare at
time t: To maximize
fairness (and maximize the lowest player), split all vertices equally
OPT = n/k
Si
T1
Hotelling Games cont. Claim: Price of anarchy = (2k-
2)/k Proof: Consider alternate set:
Some player h achieves:
If player i plays same strategy as h, the expected payoff is:
Therefore, Price of Anarchy
Hotelling with Total Anarchy
The price of total anarchy is also (2k-2)/k Proof from symmetry: Let Ot
i be the set of plays at time t by players other than i
Δit->u
be the difference between expected payoff from choosing from Ot
i at time step u, and n/(2k-2) For all i, for all 1<=t, u<=T: Δi
t->u + Δiu->t >=0
Imagine a (2k-2) player game where there is a time t and a time u player for each original player but i
If player i replaces a random player, αi = n/(2k-2)
Hotelling Total Anarchy Proof If player i replaces a time t player, and all other time t
players are removed, player i’s payoff only improves
The expected payoff of player i from picking an action oti
uniformly at random from Oti and playing over all T rounds:
Generalized Hotelling Games The above proof does not use
specifics of the game as described In general, PoTA is (2k-2)/k even in
the presence of arbitrarily many Byzantine players making arbitrary decisions
Regret-minimizing players may not converge to a Nash equilibrium, and play can cycle forever
Valid Games, Price of Anarchy Valid games are a broad class of games
that includes a market sharing game, the facility location problem, and others. Example: Cable television market sharing
Game is bipartite graph G = ((V,U),E). Each v in V is a player, each u in U is a market
Markets have value and cost Players have budget Players may enter adjacent markets, and
receive value of market divided by players in market
Valid Games Definition For a set function f, define the derivative
of f at X in V in direction D in V-X to be f’D(X)=f(X U D)-f(X)
A game is valid if: For X in A, γ i’(X)>= γ i’(A) for all i in V –
A (submodularity)
(Vickrey)
Valid Games Price of Anarchy
Vetta shows that for any Nash equilibrium strategy S, if γ is non-decreasing, γ(S) >= OPT/2
PoTA matches PoA While PoA does not hold with the
addition of Byzantine players, PoTA does
Total Anarchy w/Byzantines
So there is a regret minimizing player i which violates the regret minimizing condition.
Atomic Congestion Games An atomic congestion game is a minimization
game consisting of k players and a set of facilities V (ai over Vi)
Each facility e has a latency function fe(le) Each player i has weight wi (unweighted wi = 1)
Player i experiences cost: load on facility le
Atomic Congestion Games
Consider two types of social utility function: linear and makespan in parallel link networks
Linear Edge Costs: Social utility:
Congestion Games PoA Price of Anarchy with unweighted players,
sum social utility function, and linear cost functions is 2.5 (Christodoulou et al. 2005)
Claim: Price of Total Anarchy is the same: “By assuming regret minimization, each player’s time average cost is no better than the cost of best action in hindsight. That is, no better than optimal strategy.”
Congestion Games: PoTA Proof: for all i:
Summing over all players:
After math:
Congestion Games: PoTA
For atomic congestion games with unweighted players, sum social function, and polynomial latency functions of degree d, PoTA <= dd1-
o(1)
Parallel Link Congestion Game
n identical links, k weighted players Each player pays sum of weights of jobs
on link chosen Social cost is total weight of worst
loaded link (makespan):
2 Parallel Links: PoTA For 2 links, Price of Total Anarchy matches
Price of Anarchy = 3/2, but only in expectation
n Parallel Links: PoTA With n parallel links, PoTA is not the same
as PoA PoTA with makespan utility and n links is
Ω(n½), versus O(log n/ log log n) for PoA Proof: with n links and n players, OPT = 1 We can construct a situation with negative
regret but with maximum latency = Ω(n½)
n Parallel Links: PoTA Divide the players into groups of size n½/2 and
rotate each group to take link 1 The rest distribute evenly on the remaining links
Each player has average latency 5/4 – ½ (n-½) If a player plays a fixed link, the average
latency is 2 – ½ (n-½) Therefore, players have negative regret but
maximum latency = Ω(n½)
Conclusion
Thank you!