PPT slides

Graphical Models for Game Theory
by
Michael Kearns,
Michael L. Littman,
Satinder Singh
Presented by: Gedon Rosner
Agenda
• Introduction
• Motivation
• Goals
• Terminology
• The Algorithm
• Outline
• Details
• Proof
• Back up
Introduction
• This paper describes a graphical
representation of multi-player single-stage
games.
• Presents a polynomial algorithm that
provides approximations to well-defined
problems that would otherwise be
computationally hard.
• Presents an exponential algorithm with
precise results that will not be described.
Introduction – cont.
• Multi-Player game theory uses Tables to
represent games – payoffs to each player per
their course of action.
• Tables require immense computational
resources (space & time).
• In certain cases graphical structures succinctly
describe the game and may be computationally
less expensive as well (depending on what is
computed).
Motivation -Tabular Form
• n agents with X possible actions require:
n*Xn space in matrix/tabular form.
• Each agent has X=2 possible actions {0,1} the
possible results of the game is represented in n
matrices (for each player) where each matrix is
2n cells for every combination of actions vi that
the other players may perform (v1, v2,…. vn).
• The representation in itself is exponential by
the number of players, computation seems at
least as hard.
Motivation-Graphical Form
• Matrices ~ Graphs :- special graphs (e.g. trees)
are better used to describe sparse Matrices.
• A full graph (V,E) is isomorphic to a matrix.
• Trees - graph traversal algorithms are “better”
for flow computation – representing
dependencies.
• If a game has dependencies between sets of
localized players and mutual influence is
propagated “across the board” a tree structure is
inherent.
Motivation - Computation
• Nash Equilibriums are sets of strategies in
which no player can unilaterally change his/her
strategy and gain benefit (=local maxim).
• Radio stations music vs. rating benefit:
A\B
‫מזרחית‬
‫מזרחית‬
25,25
MTV
50,30
‫ישראלית‬
50,20
MTV
30,50
15,15
30,20
‫ישראלית‬
20,50
20,30
10,10
Nash equilibrium
• The danger is that both stations will choose the
more profitable ‫ מזרחית‬format -- and split the
market, getting only 25 each! Actually, there is
an even worse danger that each station might
assume that the other station will choose
‫מזרחית‬, and each choose MTV, splitting that
market and leaving each with a market share of
just 15.
Goals
1. Provide a complete graphical representation for
multi-player one-stage games.
2. Define how/when the graphical structure may
provide a succinct representation in an order of
magnitude. (polynomial vs. exponential).
3. Provide a polynomial algorithm for computing
approximate Nash equilibriums in one stage
games by trees or sparse graphs.
Agenda
• Introduction
• Motivation
• Goals
• Terminology
• The Algorithm
• Outline
• Details
• Proof
• Back up
Terminology
• Games in Tabular form:
An n-player, two-action game is defined by n
matrices Mi with n indices. The entry Mi(x1,.. xn)
specifies the payoff to player i when the

combined action of the n players is x  {0,1}n.
Each matrix has 2n entries.
• Pure and Mixed Strategies:
The actions of either 0 or 1 are pure. A mixed
strategy is a probability pi the player will play 0.
Terminology – cont.
• Expected Payoff for mixed strategy:

Player i expects the payoff Mi(p) which is

defined as the Exp.x~p[Mi(p)].
 
here x~p indicates that:
xj = 0 pj.
xj = 1 1- pj.
• Nash Theorem (1951):
For any game, there exists a Nash equilibrium in
the space of joint mixed strategies.
{
Terminology – cont.
• Nash equilibrium:
A mixed strategy of all the players denoted as.

p s.t. for any player i and for any other




strategy p[0,1]: Mi(p)  Mi(p[i:pi]).
This just means that no player can improve
their payoff by deviating unilaterally from the
Nash equilibrium.
• -Nash equilibrium:



Mi(p)+  Mi(p[i:pi]) – improve by at most .
Agenda
• Introduction
• Motivation
• Goals
• Terminology
• The Algorithm
• Outline
• Details
• Proof
• Back up
Graphical Game description
• An n-player game is - (G,M): G is an
undirected graph on n vertices and Mi is a set
of n matrices for each player. Player i is
represented by a vertex labeled i.
• NG(i){1,…,n} – the neighbors j of i in G s.t.
the undirected edge (i,j)E(G) and (i,i) NG(i).

• If | NG(i)|k then p  [0,1]k  the expected
payoff is effected by k neighbors only and


?
k
Mi(p) = Exp.x~p[Mi(p)] = O(2 ) << O(2k).
A Complete Description
• Proof:
There is a complete mapping between graph
representation and tabular representation.
Every game has a trivial representation as a
graphical game by choosing the complete
graph.
In cases (like Bayesian networks) where a flow
or a local neighborhood may be defined and
can be bound by k << n, exponential space
saving occurs.
Attaining Goal #1 + #2
The Tree Algorithm - Abstract
• The graphical game is (G,M). G is a tree.
• The computation is an -Nash equilibrium of
the game.
• The algorithm traverses the tree in reverse
depth-first order using a relaxation computation
in each step. Inductively a group of Nash
equilibrium is determined.
• Finally the tree is traversed in depth-first
ordering where a single Nash equilibrium is
chosen.
Terminology of the game
• V is the father of U, R is the root of the tree.
• Denote:
• GU - the sub-tree where U is the root to its leaves.
• MuV=v as the subset of matrices of M corresponding
to the vertices in Gu where the matrix MU has the
index V=v.
• Theorem 1:
A Nash Equilibrium of (GU , MUV=v ) is an
equilibrium “downstream” from U given that V
plays v.
Traversing the Tree
• Upstream traversal - each node Ui will send V all
the Nash equilibrium found on the corresponding
sub-graph of GUi . V will then perform the
relaxation of the algorithm which determines
which equilibrium should be passed on.
• In each step of the traversal, every vertex
communicates a binary-valued table T which is
indexed by all the possible values for the mixed
strategies v  [0,1] of V, ui  [0,1] of Ui (!!!!).
The Relaxation
• If U is a leaf then T(v,u)=1 iff U=u is a best
response to V=v.
• T(v, ui) = 1 iff there exists a Nash equilibrium
for (GUi , MUiV=v ).
• V uses the k tables Ti it received and computes
the table for its parent W: For each pair of
strategies (w,v), T(w,v)=1 iff there exists a set
of strategies u1,…uk (per child) s.t. T(v, ui)=1
( i<k) and V=v is best for Ui=ui , W=w.
• V remembers the list of (u1,…uk) – witnesses.
Abstract Algorithm Proof
Base case:
Every leaf U sends its parent V the table T(v,u)
for every strategy pair (v,u).
General case:
If T(w,v)=1 for some pair (w,v) then there exists
a witness (u1,…uk) s.t. T(v, ui)=1 for all i.
Induction assumption & Theorem 1  there exists
a downstream equilibrium s.t. each Ui=ui ; since
V=v is the best response - the equilibrium is from
V.
Abstract Algorithm Proof – cont.
• If T(w,v)=0 using the same reasoning  there
is no equilibrium in which W=w and V=v.
• Nash Theorem concludes and assures that for
every game there exists at least one pair (w,v)
s.t. T(w,v) = 1.
• R receives a table that along with the witnesses
represent all Nash equilibriums.
• R chooses a strategy non-deterministically and
informs its sons – one of the strategies is
determined at the end of the downstream flow.
Agenda
• Introduction
• Motivation
• Goals
• Terminology
• The Algorithm
• Outline
• Details
• Proof
• Back up
Details…Details …
• Claimed to find an approximation of a Nash
equilibrium in O(n) – looks like we’ve found
every Nash equilibrium ??
• The table T(w,v) is unrealistic – w,v are
continues not discrete.
• There may be exponential numbers of Nash
Equilibrium – a deterministic algorithm can’t be
polynomial.
Quantification
• Instead of continues values – discrete values
with finite size and computational ease.
• Determine a grid {0,,2 ,…,1}. Player i plays

qi  {0,,2 ,…,1} and q  {0,,2 ,…,1}n.
• Each table consists of binary values for 1/ 2
entries.
• Finding best responses is a simple search
across the table and are now approximate best
responses.
Agenda
• Introduction
• Motivation
• Goals
• Terminology
• The Algorithm
• Outline
• Details
• Proof
• Back up
Determining 
1.  needs to insure that the loss suffered by
any player in moving to the grid is bound.
2.  needs to insure the Nash equilibriums
may be approximately preserved 
existence of an  –Nash equilibrium.
3.  needs to be scalable to the size of the
representation to allow the algorithm to be
polynomial – 1/  = O(nx).
Bound Loss of Players - #1
• Let | NG(i)|=k then as defined
Mi(p) = Exp.x~p[Mi(p)]
 k

1 x j
xj 
    ( p j ) (1  p j ) M i ( x )

x{0 ,1}k  j 1

• Remember xj = {0,1} so this is merely the

probability that x actually occurs.
Lemma 1
• Let p,q  [0,1]k satisfy |pi – qi|   (i=1..k).
 
Then provided   4/ (k log2(k/2)) :
k
k
 p   q  k log k  τ
i
i 1
i
i 1
• Proof by induction on k:
Base case k =2: k · logk = 2
2  ( p2+q2)  |p1- q1|·( p2+q2)  |p1 p2 - q1 q2|
+ |p1 q2 - q1 p2|  |p1 p2 - q1 q2|
Lemma 1 – Proof cont.
• Without loss of generality assume k is even.
 k / 2  k   k / 2



qi    qi   qi     pi  (k / 2)(log( k / 2))  

i 1
 i 1  i ( k / 2) 1   i 1

k
 k

  pi  (k / 2)(log( k / 2))  


i

(
k
/
2
)

1


 k

  pi   k (log k  1)  (( k / 2)(log( k / 2)) ) 2
 i 1 
• The lemma holds if -k+((k/2)(log(k/2)))2  0.
So   4/(k·log2(k/2)).
Lemma 2
 
• Let p,q the mixed strategies for (G,M) satisfy
|pi – qi|   (i=1..k), then provided:
  4/ (k log2(k/2)):


| Mi(p) - Mi(q)|  2k(k logk)·
• This Lemma gives an upper bound on the loss
suffered by any player in moving to the nearest
joint strategy on the -grid.
Lemma 2 - Proof


M i ( p)  M i (q )
k
 k

1 x j
xj
1 x j
xj 
    ( p j ) (1  p j )   (q j ) (1  q j )  M i ( x )

j 1
x{0 ,1}k  j 1



k
 ( p )

x{0 ,1}k j 1
1 x j
j
 k log( k )

x{0 ,1}k
 2 k log( k ) 
k
k
(1  p j )   (q j )
xj
j 1
1 x j

(1  q j ) M i ( x )
xj
 –Nash equilibrium - #2
Lemma 3:


Let p be a Nash equilibrium for (G,M) and let q
be the nearest mixed strategy on the grid. Then

2
provided   4/(k log (k/2)): q is a
2k+1(k·log(k) · - Nash Equilibrium for (G,M).
Proof:

Let ri be the best response for player i to q. We

bound Mi(q[i: ri]) - Mi(q) which is the benefit

player i could attain from deviating from q.
Lemma 3 - Proof
• By Lemma 2:


• Mi(q[i: ri]) - Mi(p[i: ri])  2k(k logk)·


• Mi(q)  Mi(p) - 2k(k logk)·
• Since p is equilibrium:




Mi(p)  Mi(p[i: ri])  Mi(q[i: ri])  Mi(p) +
2k(k logk)·
• Sum the inequalities and result in…


Mi(q[i: ri]) - Mi(q)  2k+1(k logk)· ≡ 
Polynomial scalability
• We now choose  in accordance with the
constraints:
2k+1(k logk)·  
  4/(k log2(k/2))
So:
  min(/ 2k+1(k logk) , 4/(k log2(k/2)) )
Notice that  is exponential to k << n. Each
step in the algorithm computes over (1/ )2
entries totaling (1/ )2k, the complete run time
is polynomial in n.
Graphical Models for Game Theory
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