Announcements (assignments etc.)
- May 6: Welcome to CO 759.
- May 20: Assignment 1 is
available. Due on June 10, 2008.
Here are the Solutions.
- May 20: Two clarifications about today's lecture.
-
The potential function
Φ(f) = (∑e ∑i=1…Nfe
le(i / N))/N that I mentioned
for the atomic routing game with N players, each routing 1/N units of
flow, is an inexact potential function (the change in Φ is
1/N × (change in the deviating player's cost)). But it does tend to the
potential function used for the nonatomic game as N → ∞.
- As I mentioned in class, the problem of minimizing the potential function Φ for
a single-source, single-sink atomic routing game with latency functions that are not
necessarily increasing is NP-hard. Here is a sketch of the reduction. First suppose that
there are multiple sinks t1,…,tk. Consider the latency
functions le(fe)=ce if fe=1 and 0
otherwise. Then, Φ(f) is simply the ce-cost of the edges with
fe not equal to 0. So minimizing Φ amounts to finding a min-cost set
of edges containing a directed path from the source s to each
ti. This problem is NP-hard since the set-cover problem can be reduced
to it. One can now reduce the multiple-sink problem to the single-sink problem
by adding a new sink t with edges (ti ,t) for each i, and
giving each such edge a latency function that is 0 for x ≤ 1 and which increases
steeply beyond 1. Thus, these edges effectively encode unit capacities, making the
single-sink problem equivalent to the multiple-sink problem.
- May 22: Read section 18.5.1, which shows that imposing tolls on edges can completely
mitigate any efficiency-loss due to selfish behavior in the nonatomic routing game.
- May 27: Regarding the question of which strategy profiles giving rise to the
star-graph constitute a NE for α ≥ 1, it is indeed true that for
all α ≥ 1, any strategy profile yielding the star is
a NE.
- June 2: There was a typo in Q5 of assignment 1: the quantity α should be
defined so that we have le(x+1) ≤ α le(x) for all x ≥
1 and all e. The assignment has been updated.
- June 3: I will hold office hours on Thursday June 5, after class till 3:30pm in
lieu of my office hours on Tuesday June 10.
- June 10: Assignment 2 is available.
Due on July 3, 2008.
Here are the Solutions.
- June 16: Solutions to Assignment 1 have been posted.
- June 23: In addition to my office hours this Tuesday (June 24), I will hold office
hours on Friday June 27 from 2 to 3pm since next Tuesday, July 1, is a holiday.
- June 25: There was a typo in Q4 of assignment 2: the definition of social
welfare given in words and its mathematical formula were somewhat contradictory. This has
been corrected.
- June 27: Assignment 2 has been corrected and updated again.
My proposed fix of Q4 on assignment 2 introduced some other problems. As a result
Q4 on the assignment has changed somewhat and the assignment has been
updated. Please make sure you have the latest version, which defines
V(S) = ∑j pj|union of all Rijs| -
∑i ci|Si|.
- July 6: Solutions to Assignment 2 have been posted.
- July 10: Assignment 3 is available.
Due by August 7, 2008.
- July 10: There will be no class on July 15.
- July 17: Regular lecture today.
- July 18: Q2c) on assignment 3 has been clarified.
- July 23: A small parenthetical remark has been added at the end of Q3 on assignment 3.
- July 28: As announced earlier, there will be an extra meeting on
Thursday, July 31, from 1-2:30pm. The room is MC 5136B (note the
change in location).
- Aug 19: Your assignments have been graded and can be picked up.
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Course Overview and Outline
Algorithmic game theory
applies algorithmic reasoning to game-theoretic settings. A prototypical motivating
example for the problems we will consider is the Internet, which is a fascinating
computational artifact in that it was not designed by any one central authority, or
optimized for one specific purpose, but rather emerged from the interaction of several
entities, such as network operators, ISPs, users, in varying degrees of coordination and
competition. This course will investigate a variety of questions that arise from looking
at problems (often classical optimization problems) from this point of view. We will
examine, in part, algorithmic issues in games, and in part, algorithmic problems that
arise in settings with strategic players.
See here for a tentative list of topics, and
here for a pdf version of the course outline containing a
list of topics.
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Topics Covered (including relevant references)
- May 6: Course introduction. Some simple games and definitions of solution
concepts. See sections 1.1-1.3.
- May 8: Load balancing game. Existence of pure Nash equilibria (NE), bounds on price
of anarchy (PoA) and price of stability (PoS). See sections 20.1, 20.2 (unfortunately the
book uses the reverse notation of i to index jobs and j to index machines);
the notes at the end of Chapter 20 give pointers to work in other models.
See also the following paper, which is the source of Theorem 20.6 on the fast convergence
to a Nash equilibrium via (carefully chosen) improving moves, and which also studies the
convergence time of improving moves in other related load balancing games:
- May 13: Atomic routing game, potential functions and potential games. Existence of
pure NE and bounds on PoS via potential functions. See sections 18.2.2, 18.3.2 for atomic
routing games, and sections 19.3.2, 19.3.3 for potential games and potential functions.
- May 15: Atomic routing game contd. Bounds on PoA with linear latencies. See section
18.4.2. Computation of pure NE and the class PLS. See section 19.3.4, which discusses PLS
and the PLS-completeness of finding a local minimum of Φ in more detail.
Nonatomic routing game: definition and some examples. See section 18.2.1.
See also the following papers:
- May 20: Nonatomic routing game contd. Existence and uniqueness of pure NE via a
potential-function argument. See section 18.3.1.
- May 22: Nonatomic routing game contd. Bounds on PoA including bicriteria bounds, ways
of reducing PoA. See sections 18.4.1, 18.5. Section 18.5.1 shows that imposing tolls on
edges can completely mitigate the efficiency-loss in nonatomic routing.
See also the following paper about Braess' paradox and the network design problem
motivated by it:
- May 27: Proof of convex-optimization theorem. Congestion games. See section
19.3.2. Introduction and motivation for game-theoretic models of network formation.
Network creation game: definition, optimal solutions, Nash equilibria, and PoS bounds. See
sections 19.2.1, 19.2.2. See also the following surveys: the first discusses both
random-graph and game-theoretic models for network formation, contrasting the two
approaches; the second is a more detailed survey on network-formation models considered in
the economics literature.
- May 29: PoA bounds for the network creation game. See section 19.2.3. The proofs
presented in class are adapted from the following papers:
- E. Demaine, M. Hajiaghayi, H. Mahini, M. Zadimoghaddam.
The price of anarchy in network creation
games. Proceedings, PODC 2007.
- S. Albers, S. Ellis, E. Even-Dar, Y. Mansour, L. Roddity.
On Nash equilibria of a network creation
game. Proceedings, SODA 2006.
Among other results, proves an O(1) bound on the PoA when α ≥
12 n log n.
- June 3: Facility location game and utility games. Definition, existence of pure NE,
PoS and PoA bounds. See section 19.4 (all subsections). Section 19.4.5 shows that one can
even bound the social-welfare value of a solution that need not be a NE.
- June 5: Proof of Nash's theorem using Brouwer's fixed point theorem. Sperner's Lemma
and its use in the proof of Brouwer's fixed point theorem.
Slides (ppt) containing the proof of the (2D) Sperner's lemma.
- June 10: Stated d-dimensional Sperner's Lemma. Proof of Brouwer's theorem using
Sperner's Lemma. Started with the proof showing that finding a NE that maximizes the total
payoff to the players is NP-hard.
- June 12: NP-completeness proof contd. Described and analyzed the "mixing" gadget and
the "consistency" gadget.
- June 17: Finished NP-completeness proof. See section 2.2. The class TFNP of total
search problems, definition and examples. The NP-completeness proof is adapted from the
following paper:
- June 19: The class PPAD, definition and examples. See section 2.4. Started with
sketch of proof showing that r-NASH is PPAD-complete. See sections 2.5, 2.6.
See also:
- Talk given by
Paul Goldberg that covers total search problems (the class TFNP), the class PPAD and
another subclass of TFNP, and indicates why r-NASH is in the class PPAD.
- Paul Goldberg, Christos Papadimitriou.
Reducibility among equilibrium problems.
Proceedings, STOC 2006.
Shows that r-NASH ≤ 4-NASH by showing that multiplayer games can be
reduced to graphical games with degree 3 (and 2 strategies per-node), which in turn can
be reduced to constant-player games. The graphical-game gadgets developed here form the
basis of all subsequent PPAD-hardness proofs.
- June 24: Completed the proof-sketch of the PPAD-completeness result. See also the
following papers. The first paper proves that the 2D-SPERNER problem and a discrete
2D-version of Brouwer's fixed-point problem are PPAD-complete. The next two papers show
respectively that 4-NASH and 2-NASH are PPAD-complete. Both these results use a reduction
from a discrete 3D-version of Brouwer's problem instead of 2D-SPERNER, which we used in
class.
- June 26: Computation of approximate NE. Gave algorithms for computing a 0.382-NE and a
0.5-well-supported NE in {0,1}-games. These algorithms are taken from the following papers
respectively.
- July 1: No class - university holiday.
- July 3: Started with algorithmic mechanism design. See Chapter 9. Introduction to
mechanism-design, definition of a mechanism, notions of truthfulness/dominmant-strategy
implementation, the single-item auction problem and the second-price auction. See sections
9.3.1, 9.3.2, 9.4.1, 9.4.2 (the definition of a mechanism here is slightly more general in
that it allows the designer to define arbitrary strategy-sets, utility functions; see
section 9.4.3 for why our definition is without loss of generality).
The (algorithmic) implementation problem: which social-choice functions (SCFs) are
(efficiently) implementable, or admit an approximation that is efficiently implementable.
- July 8: The VCG mechanism: definition, proof of truthfulness, and examples. See
sections 9.3.3-9.3.5. The desirable features of VCG, and its limitation in the face of
computational intractability.
- July 10: Single-dimensional domains: definition and examples. Characterization of
implementable SCFs: the necessity of weak-monotonicity (WMON) and its sufficiency for
single-dimensional domains. See sections 9.5.2, 9.5.4; the definition in section 9.5.4
corresponds to the special case where αi is a {0,1}-vector.
See definition 12.1 in section 12.2 for the more general setting (there is a
typo in Theorem 12.2: the second integral should go from 0 to ∞).
- July 15: Class canceled.
- July 17: Completed characterization of implementability in single-dimensional
domains. Applications: the set cover problem.
- July 22: Applications contd.: metric facility location. (Section 15.4.2 gives a
different interpretation of the algorithm discussed in class, based on the primal-dual
method for approximation algorithms.)
- July 24: More applications: scheduling to minimize makespan on machines with speeds
(called "related machines" in the scheduling literature). See section 12.2.1.
Note: there are various typos in the proof of Lemma 12.6.
- July 29: Mechanism design in multidimensional domains: combinatorial auctions
(CAs). Truthful, approximaton mechanisms with single-minded valuations. See sections 11.1,
11.2.
- July 31: CAs contd.: truthful mechanisms for subadditive valuations. A general
technique for combining VCG and approximation algorithms to obtain truthful, approximation
mechanisms. Slides (ppt) of lecture presentation and
more. See section 12.3, and the following paper:
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