Energy distribution using multi-player games an outgoing inventory of what we have and what remains to be done Thomas Brihaye1 , Amit Kumar Dhar2 , Gilles Geeraerts3 , Axel Haddad1 (me), Benjamin Monmege4 1 Université de Mons 2 IIIT Allahabad 3 Université de Bruxelles 4 Aix-Marseille Université European Project FP7-CASSTING Our motivation “The objective is to develop a novel approach for analysing and designing collective adaptive systems in their totality, by setting up a game theoretic framework.” The Nøvling case study Each house: • has a list of tasks • is equiped with solar panels • can use or sell its energy • can buy the other houses produced energy • can buy energy from the supplier The Nøvling case study Goal: • Achieve all the tasks • Minimise each house’s bill • Minimise the energy bought from the supplier How to model it? • Game, multiple players • Prices ⇒ costs and incomes (= negative costs) • some goal to reach (perform all the tasks) • Time sensitive costs and possible actions • Simultaneous choices ⇒ Concurrency How to model it? • Game, multiple players • Prices ⇒ costs and incomes (= negative costs) • some goal to reach (perform all the tasks) • Time sensitive costs and possible actions • Simultaneous choices ⇒ Concurrency Multi-player concurrent priced∗ -timed games! ∗ (with positive and negative costs) What are we looking for? A Nash equilibrium! (if possible one that is not too costly) i.e. strategies for all players such that no player can pay less by deviating from his/her strategy. Untimed versions: Min-Cost reachability games • Several players • Played of a graph, with costs (different for each player) • Some nodes are targets • Goal: reach a target and minimize the sum of the costs • Can be concurrent or turn-based 1,1 ℓ6 -1,-5 -7,0 ℓ5 ℓ1 ℓ2 ℓ4 -2,4 1,1 -3,-4 8,7 1,-3 ℓ3 5,-2 0,0 ℓf 6,2 ℓ7 -5,-4 Simple priced-timed games • Time elapse in an interval (usually [0, 1]) • all players are forced to play within this interval • Rates for each location and each player • In a location loc: costfor player p = timein loc × ratein loc for p • Some locations are urgent = cannot wait before taking a transition. 1,1 2,2 6,-8 ℓ6 -1,-5 ℓ1 8,7 1,-3 -7,0 ℓ5 0,4 1,1 -3,-4 ℓ2 ! ℓ3 5,-2 -7,9 0,0 ℓ4 ! -2,4 ℓf 6,2 ℓ7 10,-8 -5,-4 (General) Priced-timed games • Several clocks x, y, . . . • Time can elapse to +∞ • After each transition, some clocks can be reset • Some guards are added to the transition • they specify intervals for each clocks in which the transition can be triggered 1,1 2,2 6,-8 ℓ6 -1,-5 if x ⩾ 2 -7,0 ℓ5 0,4 ℓ1 reset y 1,1 -3,-4 8,7 1,-3 ℓ2 ! ℓ3 5,-2 -7,9 0,0 if y ∈ [4, 7] ℓ4 ! -2,4 ℓf 6,2 ℓ7 10,-8 -5,-4 How to tackle multi-player games? The Folk theorem! The Folk theorem is a magical tool that turns solving any∗ concurrent multi-player game into solving turn-based two-player zero-sum games! ∗ (provided that it is fully informed = each player sees the actions of all the others.) When not fully informed, a more involved version of the theorem still holds, see the suspect games of [Bouyer Brenguier Markey Ummels 2015]. Coalition games Given a concurrent multi-player Game, a history (= the beginning of a play), a cost, a player. The coalition game Gameplayer,cost [history]: • 2 players, player and coalition, • is played on the same Game starting after the history. • The player has the same actions as before, coalition controls the actions of all the other players, • player chooses its actions after coalition, • the goal of player is to pay < than cost, • the goal of coalition is to make player pay ⩾ cost. Coalition games Given a concurrent multi-player Game, a history (= the beginning of a play), a cost, a player. The coalition game Gameplayer,cost [history]: • 2 players, player and coalition, • is played on the same Game starting after the history. • The player has the same actions as before, coalition controls the actions of all the other players, • player chooses its actions after coalition, • the goal of player is to pay < than cost, • the goal of coalition is to make player pay ⩾ cost. Example: The owner of a house claims to be able to pay less that 20€ a month of electricity, and the other households want to prove him wrong! Characterising Nash Equilibrium A Nash equilibrium can be split in 3 parts: • The outcome of the equilibrium = the play when everyone follows their strategies. • The retaliations strategies = what do the strategies prescribe when one player deviates. • What remains of the strategies = what do the strategies prescribe when two or more players deviate. Characterising Nash Equilibrium A Nash equilibrium can be split in 3 parts: • The outcome of the equilibrium = the play when everyone follows their strategies. • The retaliations strategies = what do the strategies prescribe when one player deviates. • What remains of the strategies = what do the strategies prescribe when two or more players deviate. First: the last part has no impact on the Nash property. Then: the only goal of the retaliations strategies in Nash equilibria is to prevent the one who deviated to pay less. Finally: in the context of a deviation, all other players have this same objective! Characterising Nash Equilibrium A Nash equilibrium can be split in 3 parts: • The outcome of the equilibrium = the play when everyone follows their strategies. • The retaliations strategies = what do the strategies prescribe when one player deviates. • What remains of the strategies = what do the strategies prescribe when two or more players deviate. First: the last part has no impact on the Nash property. Then: the only goal of the retaliations strategies in Nash equilibria is to prevent the one who deviated to pay less. Finally: in the context of a deviation, all other players have this same objective! ⇒ when one player deviates, the others form a coalition... ⇒ the situation is equivalent to a coalition game! The folk theorem Given a Game, a player, a play π whose cost for player is cost: The play π is the outcome of a Nash Equilibrium if and only if, for all player and for all history where only player has deviated, coalition wins the game: Gameplayer,costplayer (π) [history] Notice that, if it is satisfied, one can construct a Nash Equilibrium! Existence of Nash Equilibria The Folk theorem is hidden behind many Nash equilibria existence results, e.g. [Brihaye, De Pril, Schewe 2013], [Le Roux, Pauly 2016]: A large class of games in which there exists a Nash equilibrium. ⇒ there allways exist Nash equilibria in turn-based Min-Cost reachability games with non negative costs (De Pril ,2014) (As usual, concurrency is not a friend of pure Nash equilibria, e.g. rock paper scissors) A conjecture prefix-linear: For all history h, there exists ah ∈ R and bh ∈ R+ such that for all play p, cost(h · p) = ah + bh ·cost(p) (i.e. history does not change the preference relation) Initial coalition games: coalition games with no history, starting in any location. Every turn-based game with: • a prefix-linear cost function, • such that all initial coalition games have optimal finite-memory strategies, has a Nash equilibrium. (= first versions of [Brihaye, De Pril, Schewe 2013] and [Le Roux, Pauly 2016]) Unfortunately... When negative costs are allowed, even with no concurrency, and no clocks... 0,-1 B A -1,0 -1,0 0,-1 C 0,0 Unfortunately... When negative costs are allowed, even with no concurrency, and no clocks... 0,-1 B A -1,0 -1,0 0,-1 C 0,0 (Note that when the possible costs are bounded below, the situation is equivalent to games with non-negative costs ⇒ there allways exists a Nash equilibrium.) A construction that might work 1 compute for each player, a strategy ensuring the least possible cost against a coalition of all other players (= solve a two-player zero sum game). 2 consider the outcome of the constructed profile 3 check that all deviations satisfy the property (= solve more two-player zero sum games) 4 if it is the case, compute coalition strategies in case of a deviation. 2-player zero-sum games with non-negative costs • Min-Cost reachability games: compute the value and optimal strategies in polynomial time, furthermore there are optimal positional strategies. • Simple priced-timed games: compute the value and optimal strategies in exponential time • One-clock priced-timed games: compute the value in exponential time • Priced-timed games with 3 or more clocks: knowing whether there is a strategy ensuring a cost smaller than a given bound is undecidable. (those results and other on the subjects have been found by many researchers, as a non exhaustive list Alur, Berendsen, Bernadsky, Bouyer, Brihaye, Bruyère, Cassez, Chen, Fleury, Hansen, Ibsen-Jensen, Jansen, Jaziri, Khachiyan, Larsen, Madhusudan, Markey, Miltersen, Raskin, Rasmussen, Rutkowski,…) Positive and negative costs • Min-Cost reachability games: compute the value and optimal strategies in pseudo-polynomial time, furthermore there are optimal finite-memory strategies. • Simple priced-timed games: compute the value and optimal strategies in exponential time • One-clock priced-timed games: ??? (Joint work with Thomas Brihaye, Gilles Geeraerts, Engel Lefaucheux and Benjamin Monmege) Back to the case study We modeled it with min-cost reachability games using PRISM and were able to construct some equilibria that maintains minimum non-solar energy consumption and such that the average cost paid by the houses is not too high. A lot remains to be done • What about 1-clock priced-timed games with positive and negative weights? • Is it difficult to look at equilibrium in timed games? • What about mixed strategies? • (My favorite:) By using meta-strategies (e.g, corner-point abstraction, non-standard arithmetics, profinite words) can we regain the existence of kind-of-Nash-equilbria? (e.g. example below or the “< 1 minute game”) 0,-1 B A -1,0 -1,0 0,-1 C 0,0 • About case studies: can we refine the models and find more efficient solutions? • ...
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