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
Back up
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