May 6, 2008 - Introduction. Game ... What are the elementary concepts of game theory? What is the ... Conclusion: New (mathematical) concepts required to take over the role of the optimum (solution ...... M. J. Osborne and A. Rubinstein.
Introduction to Game Theory and Mechanism Design Paul Harrenstein and Mathijs de Weerdt ¨ Munich and Delft University of Technology, Delft Ludwig-Maximilians-Universitat,
EASSS’08, Lisbon, 6th May 2008
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
1 / 94
Outline
1
Game Theory
2
Social Choice
3
Mechanism Design: Theory
4
Mechanism Design: Applications
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
2 / 94
Game Theory
Introduction
Game Theory
1
Game Theory Introduction Strategic Games Elementary Concepts Nash Equilibrium Bayes-Nash Equilibrium Conclusion
2
Social Choice
3
Mechanism Design: Theory
4
Mechanism Design: Applications
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
3 / 94
Game Theory
Introduction
What is This Tutorial Trying to Accomplish?
What is the subject matter of game theory and which phenomena does it help us understand? What is the problem of game theory? What are the elementary concepts of game theory? What is the relevance of game theory to agent research? How can game-theoretic concepts be put to use so as to design better systems?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
4 / 94
Game Theory
Introduction
Example: Defence-Attack Situation: Attacker (Red, column player) can attack either target A or target B, but not both. Defender (Blue, row player) can defend either of two targets but not both. Target A is three times as valuable as Target B.
A
B
A
B
A
4, 0
3, 1
B
1, 3
4, 0
jdfkjd
Question: Which target is Red to attack and which target is Blue to defend?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
5 / 94
Game Theory
Introduction
Battle of the Sexes
Fight
Ballet
Fight
2, 1
0, 0
Ballet
0, 0
1, 2
Harrenstein and De Weerdt (LMU and TU Delft)
jdfkjd
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
6 / 94
Game Theory
Introduction
Game Theory versus Decision Theory
expected utility
possible courses of action
Issue: Find the course of action that maximizes expected utility given particular stochastic parameters.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
7 / 94
Game Theory
Introduction
What is Game Theory Trying to Accomplish?
Point of Departure: Game theory as interactive decision theory. Issue: Assume many agents operating in the same environment each faced with a different optimization problem. Observation I: Dependence of the outcome on all the players’ actions Hence, the optimality of an action depends on the optimality of the other players’ actions As this holds for all players, a circularity threatens. Observation II: Yet, the other players’ decisions cannot be considered stochastic parameters in a straightforward way. Conclusion: New (mathematical) concepts required to take over the role of the optimum (solution concepts).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
8 / 94
Game Theory
Introduction
What is Game Theory Trying to Accomplish?
Point of Departure: Game theory as interactive decision theory. Issue: Assume many agents operating in the same environment each faced with a different optimization problem. Observation I: Dependence of the outcome on all the players’ actions Hence, the optimality of an action depends on the optimality of the other players’ actions As this holds for all players, a circularity threatens. Observation II: Yet, the other players’ decisions cannot be considered stochastic parameters in a straightforward way. Conclusion: New (mathematical) concepts required to take over the role of the optimum (solution concepts).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
8 / 94
Game Theory
Introduction
What is Game Theory Trying to Accomplish? “...But we must plan what we are to do about Moriarty now.” “As this is an express, and as the boat runs in connection with it, I should think we have shaken him off very effectively.” “My dear Watson, you evidently did not realize my meaning when I said that this man may be taken as being quite on the same intellectual plane as myself. You do not imagine that if I were the pursuer I should allow myself to be baffled by so slight an obstacle. Why, then, should you think so meanly of him?” “What will he do?” “What I should do.” “What would you do, then?” “Engage a special.” “But it must be late.” “By no means. This train stops at Canterbury; and there is always at least a quarter of an hour’s delay at the boat. He will catch us there.” “One would think that we were the criminals. Let us have him arrested on his arrival.”
Dover
Dieppe
Dover
0, 1
1, 0
Dieppe
1, 0
0, 1
Harrenstein and De Weerdt (LMU and TU Delft)
jdfkjd
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
8 / 94
Game Theory
Introduction
What is Game Theory Trying to Accomplish? “It would be to ruin the work of three months. We should get the big fish, but the smaller would dart right and left out of the net. On Monday we should have them all. No, an arrest is inadmissible.” “What then?” “We shall get out at Canterbury.” “And then?” “Well, then we must make a cross-country journey to Newhaven, and so over to Dieppe. Moriarty will again do what I should do. He will get on to Paris, mark down our luggage, and wait for two days at the depot. In the meantime we shall treat ourselves to a couple of carpet-bags, encourage the manufactures of the countries through which we travel, and make our way at our leisure into Switzerland, via Luxembourg and Basle.” At Canterbury, therefore, we alighted, only to find that we should have to wait an hour before we could get a train to Newhaven.
Dover
Dieppe
Dover
0, 1
1, 0
Dieppe
1, 0
0, 1
Harrenstein and De Weerdt (LMU and TU Delft)
jdfkjd
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
8 / 94
Game Theory
Introduction
What is Game Theory Trying to Accomplish?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
8 / 94
Game Theory
Introduction
What is Game Theory Trying to Accomplish?
Point of Departure: Game theory as interactive decision theory. Issue: Assume many agents operating in the same environment each faced with a different optimization problem. Observation I: Dependence of the outcome on all the players’ actions Hence, the optimality of an action depends on the optimality of the other players’ actions As this holds for all players, a circularity threatens. Observation II: Yet, the other players’ decisions cannot be considered stochastic parameters in a straightforward way. Conclusion: New (mathematical) concepts required to take over the role of the optimum (solution concepts).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
8 / 94
Game Theory
Introduction
What is Game Theory Trying to Accomplish?
Point of Departure: Game theory as interactive decision theory. Issue: Assume many agents operating in the same environment each faced with a different optimization problem. Observation I: Dependence of the outcome on all the players’ actions Hence, the optimality of an action depends on the optimality of the other players’ actions As this holds for all players, a circularity threatens. Observation II: Yet, the other players’ decisions cannot be considered stochastic parameters in a straightforward way. Conclusion: New (mathematical) concepts required to take over the role of the optimum (solution concepts).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
8 / 94
Game Theory
Introduction
What is Game Theory Trying to Accomplish?
Point of Departure: Game theory as interactive decision theory. Issue: Assume many agents operating in the same environment each faced with a different optimization problem. Observation I: Dependence of the outcome on all the players’ actions Hence, the optimality of an action depends on the optimality of the other players’ actions As this holds for all players, a circularity threatens. Observation II: Yet, the other players’ decisions cannot be considered stochastic parameters in a straightforward way. Conclusion: New (mathematical) concepts required to take over the role of the optimum (solution concepts).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
8 / 94
Game Theory
Introduction
What is Mechanism Design Trying to Accomplish?
Fix a set of possible outcomes X . Given a preference profile (θ1 , . . . , θn ) certain outcomes X ∗ ∈ X are more desirable than others from an outsider’s point of view (e.g., assigning an object to the agent that values it most). However, preferences of the players are unknown to the designer, or hard to obtain. Issue: Design a game (mechanism) such that the outcome given a particular (fixed) solution concept of this game generates one of the desired outcomes in X ∗ for all (relevant) preference profiles (θ1 , . . . , θn ).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
9 / 94
Game Theory
Introduction
Nobel Prizes for Game Theory
1972
Arrow
Welfare theory
1978
Simon
Decision making
1994
Nash, Harsanyi, Selten
Equilibria
1996
Vickrey
Incentives
1998
Sen
Welfare economics
2005
Aumann and Schelling
Conflict and cooperation
2007
Hurwicz, Maskin and Myerson
Mechanism design
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
10 / 94
Game Theory
Strategic Games
Games and Game Forms: The Strategic Form Players: Who is involved? Rules: What can the players do? What do they know when they move? Outcomes: What will happen when the players move in a particular way? Preferences: What are the players’ preferences over the possible outcomes?
Fight
Ballet
Fight
2, 1
0, 0
Ballet
0, 0
1, 2
Harrenstein and De Weerdt (LMU and TU Delft)
jdfkjd
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
11 / 94
Game Theory
Strategic Games
Games and Game Forms: The Strategic Form Definition: A game form G is a quadruple (N , S , X , ω) where: N, a set of n players S=
i ∈N
Si , an n-dimensional space of strategy profiles
Let Si denote the set of strategies of player i X , a set of outcomes
ω : S → X , an outcome function Definition: A strategic game Γ is a quintuple (N , S , X , ω, θ), where:
(N , S , X , ω) is a game form θ = (θ1 , . . . , θn ) is a preference profile over X
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
11 / 94
Game Theory
Strategic Games
Preferences Let X be a set of outcomes.
Θ ⊆ 2X ×X θi ⊆ X × X , reflexive, transitive and complete θ = (θ1 , . . . , θn ) ∈ ΘN L (X ), set of linear orders over X (+ anti-symmetry) P (X ) = 2X ×X , set of weak orders over X Notations: x %θi y and x %i y if (x , y ) ∈ θi x ∼i y if both x %i y and y %i x x i y if both x %i y and not y %i x s %i s 0 if ω(s ) %i ω(s 0 )
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
12 / 94
Game Theory
Strategic Games
Utilities
Definition: A utility function ui : X → R represents preferences θi over outcomes X so that: ui (x ) ≥ ui (y ) iff x %i y
Fact: All preference relations over a countable set X are representable by a utility function. These utility functions are invariant under monotonically increasing functions. Fact: Let X = R × R and θ be the lexicographic order on X :
(x , x 0 ) % (y , y 0 ) iff x > y or both x = u and x 0 ≥ y 0 Then, θ cannot be represented by a utility function.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
13 / 94
Game Theory
Strategic Games
Security Level Definition: The pure security level of a player is the least payoff he can guarantee himself, no matter what strategies the other players play, i.e.: max min(ui (t1 , . . . , si , . . . , tn )). s ∈S
Harrenstein and De Weerdt (LMU and TU Delft)
t ∈S
1, 0
0, 1
0, 1
1, 0
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
14 / 94
Game Theory
Strategic Games
Mixed Strategies and Expected Utility Definition: Let (N , S , u) be a strategic game. Then:
Σi = ∆(Si ), set of mixed strategies Σ = Σ1 × · · · × Σn , set of mixed strategy profiles P Expected utility lotteries u∗ (λ) = x ∈X λ(x ) · u(x ) P Q Expected utility mixed strategies u∗ (σ) = s ∈S i ∈N σi (si ) · ui (s ) Von Neumann-Morgenstern Utilities Outcomes of mixed strategy profiles are lotteries λ over X Qualitative preferences over lotteries represent attitudes towards risk Question: Given a i b i c, does b %i [ 12 a ; 21 c ] or [ 21 a ; 21 c ] %i b hold? Conclusion: Preferences θ should be defined over ∆(X )
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
15 / 94
Game Theory
Strategic Games
Mixed Strategies and Expected Utility Definition: Let (N , S , u) be a strategic game. Then:
Σi = ∆(Si ), set of mixed strategies Σ = Σ1 × · · · × Σn , set of mixed strategy profiles P Expected utility lotteries u∗ (λ) = x ∈X λ(x ) · u(x ) P Q Expected utility mixed strategies u∗ (σ) = s ∈S i ∈N σi (si ) · ui (s ) Von Neumann-Morgenstern Utilities Provided certain conditions hold for θ ⊆ ∆(X ) × ∆(X ), a utility function U : X → R exists such that for all λ, λ0 ∈ ∆(X ):
λ % λ0 iff
X x ∈X
Harrenstein and De Weerdt (LMU and TU Delft)
λ(x ) · U (x ) ≥
X
λ0 · U (x )
x ∈X
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
15 / 94
Game Theory
Elementary Concepts
The Prisoner’s Dilemma
Two suspects are taken into custody and separated. The district attorney is certain that they are guilty of a specific crime, but he does not have adequate evidence to convict them at a trial. He points out to each prisoner that each has two alternatives: to confess to the crime the police are sure they have done, or not to confess. If they will both do not confess, then the district attorney states he will book them on some very minor trumped up charge such as petty larceny and illegal possession of a weapon, and they will both receive minor punishment; if they both confess they will be prosecuted, but he will recommend less than the most severe sentence; but if one confesses and the other does not, then the confessor will receive lenient treatment for turning state’s evidence whereas the latter will get “the book” slapped on him. (Luce and Raiffa, 1957, p. 95)
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
16 / 94
Game Theory
Elementary Concepts
The Prisoner’s Dilemma
conceal
inform
conceal
2, 2
0, 3
inform
3, 0
1, 1
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
jdfkjd
EASSS’08, Lisbon, 6th May 2008
16 / 94
Game Theory
Elementary Concepts
Pareto Efficiency
Definition: An outcome x is (weakly) Pareto efficient if there is no outcome that is strictly better for all players, i.e., if there is no y ∈ X such that for all i ∈ N: y i x
Definition: A lottery λ ∈ ∆(X ) is (weakly) Pareto efficient if there is no lottery that is strictly better for all players, i.e., if there is no λ0 ∈ ∆(X ) such that for all i ∈ N: u∗ (λ0 ) i u∗ (λ)
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
17 / 94
Game Theory
Elementary Concepts
Pareto Efficiency
conceal
inform
conceal
2, 2
0, 3
inform
3, 0
1, 1
jdfkjd
Which are the Pareto efficient outcomes?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
17 / 94
Game Theory
Elementary Concepts
Pareto Efficiency
conceal
inform
conceal
2, 2
0, 3
inform
3, 0
1, 1
jdfkjd
Which are the Pareto efficient outcomes?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
17 / 94
Game Theory
Elementary Concepts
Dominance
Definition: A strategy si for player i (strongly) dominates another strategy si0 if for any choice of action of the opponents, si leads to a more preferable outcome than si0 , i.e., if: for all t ∈ S :
Harrenstein and De Weerdt (LMU and TU Delft)
(t1 , . . . , si , . . . , tn ) i t1 , . . . , si0 , . . . , tn .
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
18 / 94
Game Theory
Elementary Concepts
Dominance
conceal
inform
conceal
2, 2
0, 3
inform
3, 0
1, 1
jdfkjd
Which are the strongly dominant strategy profiles?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
18 / 94
Game Theory
Elementary Concepts
Dominance
conceal
inform
conceal
2, 2
0, 3
inform
3, 0
1, 1
jdfkjd
Which are the strongly dominant strategy profiles?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
18 / 94
Game Theory
Elementary Concepts
Dominance
conceal
inform
conceal
2, 2
0, 3
inform
3, 0
1, 1
jdfkjd
Which are the strongly dominant strategy profiles?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
18 / 94
Game Theory
Elementary Concepts
Dominance
Definition: A mixed strategy σi for player i (strongly) dominates a pure strategy si0 if for any choice of action of the opponents, σi has a greater expected utility than si0 , i.e., if: for all t ∈ S :
Harrenstein and De Weerdt (LMU and TU Delft)
ui∗ (t1 , . . . , σi , . . . , tn ) > ui∗ t1 , . . . , si0 , . . . , tn .
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
18 / 94
Game Theory
Elementary Concepts
Best Responses
Definition: A strategy si∗ is pure best response of a player i to in a pure strategy profile (s1 , . . . , sn ) if for all t ∈ Si :
(s1 , . . . , si∗ , . . . , sn ) %i (s1 , . . . , ti , . . . , sn )
Definition: A mixed strategy σ∗i is (mixed) best response of a player i to in a mixed strategy profile (σ1 , . . . , σn ) if for all τ ∈ Σi : ui∗ (σ1 , . . . , σ∗i , . . . , σn ) ≥ ui∗ (σ1 , . . . , τi , . . . , σn )
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
19 / 94
Game Theory
Elementary Concepts
Best Responses
Definition: A strategy si∗ is pure best response of a player i to in a pure strategy profile (s1 , . . . , sn ) if for all t ∈ Si :
(s1 , . . . , si∗ , . . . , sn ) %i (s1 , . . . , ti , . . . , sn )
Definition: A mixed strategy σ∗i is (mixed) best response of a player i to in a mixed strategy profile (σ1 , . . . , σn ) if for all τ ∈ Σi : ui∗ (σ1 , . . . , σ∗i , . . . , σn ) ≥ ui∗ (σ1 , . . . , τi , . . . , σn )
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
19 / 94
Game Theory
Nash Equilibrium
Nash Equilibrium Definition: A pure strategy profile s ∗ is a pure Nash equilibrium if no player has an incentive to unilaterally deviate from s, i.e., if for all players i: for all t ∈ S :
s ∗ %i s1∗ , . . . , ti , . . . , sn∗
2, 2
0, 3
1, 0
0, 1
2, 1
0, 0
3, 0
1, 1
0, 1
1, 0
0, 0
1, 2
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
20 / 94
Game Theory
Nash Equilibrium
Nash Equilibrium Definition: A mixed strategy profile σ∗ is a Nash equilibrium if no player has an incentive to unilaterally deviate from σ, i.e., if for all players i: for all τ ∈ Σ :
ui∗ (σ∗ ) ≥ ui∗ σ∗1 , . . . , τi , . . . , σ∗n
2, 2
0, 3
1, 0
0, 1
2, 1
0, 0
3, 0
1, 1
0, 1
1, 0
0, 0
1, 2
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
20 / 94
Game Theory
Nash Equilibrium
Nash’s Theorem
Theorem (Nash 1950): Every strategic game with a finite number of pure strategies has a Nash equilibrium in mixed strategies.
Remark: The proofs are non-constructive and use Brouwer’s or Kakutani’s fixed point theorems.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
21 / 94
Game Theory
Nash Equilibrium
Properties of Nash Equilibrium
Nash equilibrium is perhaps the most important solution concept for non-cooperative games, for which numerous refinements have been proposed. Any combination of dominant strategies is a Nash equilibrium. Nash equilibria are not generally Pareto efficient. Existence in (pure) strategies is not in general guaranteed. Nash equilibria are not in general unique (equilibria selection, focal points). Nash equilibria are not generally interchangeable. Payoffs in different Nash equilibria may vary.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
22 / 94
Game Theory
Nash Equilibrium
Alternative Characterization of Nash Equilibria
Lemma: A mixed strategy profile σ is a Nash equilibrium iff for all players i Given (σ1 , . . . , σi −1 , σi +1 , . . . , σn ), all actions in the support of σi yield the same expected utility Given (σ1 , . . . , σi −1 , σi +1 , . . . , σn ) no action not in the support of σi yields a higher expected utility than any action in the support of σ.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
23 / 94
Game Theory
Nash Equilibrium
Alternative Characterization of Nash Equilibria
Lemma: A mixed strategy profile σ is a Nash equilibrium iff for all players i ui∗ (σ1 , . . . , s , . . . , σn ) = ui∗ (σ1 , . . . , t , . . . , σn ), support of σi
for all actions s , t ∈ Si in the
ui∗ (σ1 , . . . , s , . . . , σn ) ≥ ui∗ (σ1 , . . . , t , . . . , σn ), but t not in the support of σi
for all actions s , t ∈ Si with s in
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
23 / 94
Game Theory
Nash Equilibrium
Exercise
2, 1
0, 0
0, 0
1, 2
Compute the Nash equilibria of the Battle of the Sexes.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
24 / 94
Game Theory
Bayes-Nash Equilibrium
Complete and Incomplete Information
Complete information: the structure of the game is common knowledge among the players Incomplete information: uncertainties among the players about the game Uncertainty modeled as probabilities over possible games with a common prior Restriction: only uncertainty about other players’ preferences
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
25 / 94
Game Theory
Bayes-Nash Equilibrium
Bayesian Games and Bayes-Nash Equilibrium
Definition:
A Bayesian game is a quintuple (N , A , Θ, ρ, u), where:
N, a set of n players A = A1 × · · · × An , a set of action profiles
Θ = Θ1 × · · · × Θn , a set of type profiles ρ : Θ → [0, 1], a common prior over type profiles u = (u1 , . . . , un ), a utility profile ui : S × Θ → R is a utility function for i Remark: Observe that ui (a , θ1 , . . . , θn ) can also depend on the types θ1 , . . . , θi −1 , θi +1 , . . . θn of the other players.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
26 / 94
Game Theory
Bayes-Nash Equilibrium
Bayesian Games and Bayes-Nash Equilibrium (θ1 , θ2 )
L
R
T
2, 0
0, 2
B
0, 2
2, 0
(θ1 , θ20 )
L
R
T
2, 2
0, 3
B
3, 0
1, 1
ρ(θ1 , θ2 ) = .3 (θ10 , θ2 )
L
R
T
2, 2
0, 0
B
0, 0
1, 1
ρ(θ1 , θ20 ) = .1 (θ10 , θ20 )
L
R
T
2, 1
0, 0
B
0, 0
1, 2
ρ(θ10 , θ2 ) = .2
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
ρ(θ10 , θ20 ) = .4 EASSS’08, Lisbon, 6th May 2008
26 / 94
Game Theory
Bayes-Nash Equilibrium
Bayesian Games and Bayes-Nash Equilibrium Definition:
For (N , A , Θ, ρ, u) a Bayesian game:
a pure (Bayesian) strategy is a function si : Θi → A Si , the set of pure Bayesian strategies of i
Σi = ∆(Si ) the set of mixed Bayesian strategies σi (a | θi ) the probability under σi that i plays a, given his type θi Definition:
Player i’s (ex ante) expected utility ui∗ : Σ → R: ui (σ) = ∗
X θ∈Θ
Definition:
X Y ρ(θ) σj (aj | θj ) ui (a , θ) a ∈A
j ∈N
A Bayes-Nash equilibrium is a strategy profile σ such that for all i and all σ0 : ui∗ (σ1 , . . . , σi , . . . , σn ) ≥ ui∗ (σi , . . . , σ0i , . . . , σn )
Fact:
Every Bayesian game has at least one Bayes-Nash equilibrium.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
26 / 94
Game Theory
Conclusion
Other Solution Concepts
Refinements of Nash equilibrium, e.g., quasi-strict equilibrium Coarsenings of Nash equilibrium, e.g., correlated equilibrium Deviations by coalitions: strong and coalition proof equilibrium Trembling hand perfect equilibrium Rationalizability ...
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
27 / 94
Social Choice
Social Choice Theory
1
Game Theory
2
Social Choice Introduction Majority Voting Condorcet Impossibility Theorems Circumventing Impossibility Theorems
3
Mechanism Design: Theory
4
Mechanism Design: Applications
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
28 / 94
Social Choice
Introduction
What Is Social Choice Theory Trying to Accomplish?
Goal: aggregate preferences of agents (e.g. voting)
In this tutorial: Elementary concepts Impossibility results
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
29 / 94
Social Choice
Introduction
Social Choice Rules
Definition: Be N a set of players, X a set of alternatives, and Θ a class of preference relations over X . • Social Choice Function (scf): f : ΘN → X
• Social Choice Correspondence (scc):
F : ΘN → 2X
• Social Welfare Function (swf):
φ : ΘN → Θ
• Social Welfare Correspondence (swc): Φ : ΘN → 2Θ Remark: For simplicity we assume that Θ ⊆ L (X ), i.e. the class of linear preference orders.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
30 / 94
Social Choice
Introduction
Social Choice Example
Given alternatives X = {a , b }, and the the following preferences (each column is a preference order ∈ Θ, the first row indicates the number of players with that preference order): 3 7 a
b
b
a
Question:
Which alternative (a or b) is preferred?
Question:
Formulate a social choice function f : ΘN → X .
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
31 / 94
Social Choice
Majority Voting
Majority Voting with Two Alternatives
Two alternatives a and b, three possible preference relations: ab
a∼b
ba
Majority voting: Order the two candidates proportional to the number of “votes” they obtain. Social choice function f selects the candidate with the most votes. Social choice correspondence F selects a subset of candidates that have the most votes. Social welfare function φ defines the social order proportional to the number of votes.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
32 / 94
Social Choice
Majority Voting
Anonymity and Neutrality
Intuition: Anonymity: The names of the players do not matter: if two players exchange types, the outcome is not affected. Neutrality: The names of the alternatives do not matter: if we exchange a and b in the preference profile of each agent, then the outcome is affected accordingly.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
33 / 94
Social Choice
Majority Voting
Anonymity and Neutrality
Definitions: Be φ a social welfare function, x , y ∈ X , (θ1 , . . . , θn ) ∈ ΘN
φ is anonymous if for every permutation π of N: φ(θ1 , . . . , θn ) = φ(θπ(1) , . . . , θπ(n) ) φ is neutral if for every permutation π of X : φ(π(θ1 ), . . . , π(θn )) = π(φ(θ1 , . . . , θn )) (where a π(θi ) b iff π(a ) θi π(b ), for all a , b ∈ X )
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
33 / 94
Social Choice
Majority Voting
Choice on Two Alternatives: May’s Theorem Definition: A social welfare function φ on two alternatives a and b is positive responsive if for all players i and all θ = (θ1 , . . . , θi , . . . , θn ) and θ0 = (θ1 , . . . , θi0 , . . . , θn ): if a φ(θ) b, b %θi a and a %θi0 b, then a φ(θ0 ) b if a ∼φ(θ) b, a ∼θi b and a θi0 b, then a φ(θ0 ) b if a ∼φ(θ) b, b θi a and a %θi0 b, then a φ(θ0 ) b Intuition: If alternative a wins or is equal to alternative b, and one player strictly increases a in its ordering ceteris paribus, then alternative a wins. Theorem (May, 1952): If |X | = 2, majority voting defines the only social welfare function satisfying anonymity, neutrality and positive responsiveness.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
34 / 94
Social Choice
Majority Voting
Majority Rule on More than Two Alternatives
Question:
3
5
7
6
a
a
b
c
b
c
d
b
c
b
c
d
d
d
a
a
Who should be the winner according to the majority rule?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
35 / 94
Social Choice
Condorcet
Condorcet Winner
Definition: An alternative a is a Condorcet winner if against any other alternative b there is a majority preferring a to b.
Question:
3
5
7
6
a
a
b
c
b
c
d
b
c
b
c
d
d
d
a
a
Who is the Condorcet winner?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
36 / 94
Social Choice
Condorcet
Condorcet Paradox
The Condorcet Paradox: A Condorcet winner does not always exist.
θ1 a b c
θ2 c a b
Harrenstein and De Weerdt (LMU and TU Delft)
θ3 b c a
b
a
Game Theory and Mechanism Design
c
EASSS’08, Lisbon, 6th May 2008
37 / 94
Social Choice
Condorcet
Examples of Social Choice Methods
Majority Voting Condorcet Consistent Method Borda Protocol
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
38 / 94
Social Choice
Condorcet
The Borda Protocol Definition (The Borda Protocol): Given a finite set of alternatives X and strict individual preferences, for each ballot, each alternative is given one point for every other alternative it is ranked above. The alternatives are then ranked proportional to the number of points they aggregate. Example: 1
2
x
count
a
d
a
3+0=3
b
c
b
2+2∗1=4
c
b
c
1+2∗2=5
d
a
d
0+2∗3=6
In this case the Borda ranking is d c b a.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
39 / 94
Social Choice
Condorcet
The Borda Protocol Definition (The Borda Protocol): Given a finite set of alternatives X and strict individual preferences, for each ballot, each alternative is given one point for every other alternative it is ranked above. The alternatives are then ranked proportional to the number of points they aggregate. Example: 1
5
5
3
2
a d
a
c
b
b
d
b
a
d
b
c
a
d
c
c
b
d
c
a
Question:
Who is the Borda winner?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
39 / 94
Social Choice
Condorcet
Borda cannot always select one winner Example:
θ1 θ2 a b b c c a
Question:
θ3 c a b
x
count
a
2+0+1=3
b
1+2+0=3
c
0+1+2=3
Who is the Borda winner?
Remark: The Borda protocol does not always provide a social choice function, but a social choice correspondence.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
40 / 94
Social Choice
Condorcet
Borda cannot always select one winner Example:
θ1 θ2 a b b c c a
Question:
θ3 c a b
x
count
a
2+0+1=3
b
1+2+0=3
c
0+1+2=3
Who is the Borda winner?
Remark: The Borda protocol does not always provide a social choice function, but a social choice correspondence.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
40 / 94
Social Choice
Impossibility Theorems
A Trivial Impossibility Result
Proposition:
There is no anonymous and neutral social choice function.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
41 / 94
Social Choice
Impossibility Theorems
Anonymity and Neutrality (repeated)
Intuition: Anonymity: The names of the players do not matter: if two players exchange types, the outcome is not affected. Neutrality: The names of the alternatives do not matter: if we exchange a and b in the preference profile of each agent, then the outcome is affected accordingly.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
42 / 94
Social Choice
Impossibility Theorems
Anonymity and Neutrality (repeated)
Definitions: Be φ a social welfare function, x , y ∈ X , (θ1 , . . . , θn ) ∈ ΘN
φ is anonymous if for every permutation π of N: φ(θ1 , . . . , θn ) = φ(θπ(1) , . . . , θπ(n) ) φ is neutral if for every permutation π of X : φ(π(θ1 ), . . . , π(θn )) = π(φ(θ1 , . . . , θn )) (where a π(θi ) b iff π(a ) θi π(b ), for all a , b ∈ X )
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
42 / 94
Social Choice
Impossibility Theorems
A Trivial Impossibility Result Proposition:
There is no anonymous and neutral social choice function.
Proof. Assume scf is anonymous and neutral. Consider θ, θ0 , θ00 :
θ1 a b c
θ2 θ3 b c c a a b
θ10 b c a
θ20 θ30 c a a b b c
θ100 θ200 a b b c c a
θ300 c a b
W.l.o.g., f (θ) = a. For π(a ) = b, π(b ) = c, and π(c ) = a, θ0 = π(θ). With neutrality, f (θ0 ) = π(f (θ)) = π(a ) = b . With anonymity, f (θ0 ) = f (θ00 ) = b. However θ = θ00 , a contradiction, since f (θ) = a.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
43 / 94
Social Choice
Impossibility Theorems
Properties of Social Welfare Functions
Intuition: Pareto optimality: If alternative a is unanimously preferred to alternative b, b should not be elected. Non-dictatorship: There is no player whose preference profile determines the strict preferences of the social welfare function. Unrestricted Domain: The social welfare function should define a social preference order for any given set of preference profiles.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
44 / 94
Social Choice
Impossibility Theorems
Properties of Social Welfare Functions
Definitions: Be φ a social welfare function, x , y ∈ X , (θ1 , . . . , θn ) ∈ ΘN
φ has the Pareto property if x θi y for all i ∈ N implies x φ(θ1 ,...,θn ) y φ is dictatorial if for some i ∈ N, for all (θ1 , . . . , θn ) ∈ ΘN : x θi y implies x φ(θ1 ,...,θn ) y φ has an unrestricted domain iff for every θ ∈ ΘN it holds that φ(θ) ∈ Θ.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
44 / 94
Social Choice
Impossibility Theorems
Independence of Irrelevant Alternatives
1
5
5
3
2
a
a
c
b
b
d
d
b
a
d
b
c
a
d
c
c
b
d
c
a
Ordering according to Borda scores: a b c d Ordering according to Borda scores: c b a
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
45 / 94
Social Choice
Impossibility Theorems
Independence of Irrelevant Alternatives
1
5
5
3
2
a
a
c
b
b
d
d
b
a
d
b
c
a
d
c
c
b
d
c
a
Ordering according to Borda scores: a b c d Ordering according to Borda scores: c b a
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
45 / 94
Social Choice
Impossibility Theorems
Independence of Irrelevant Alternatives
Definition (Independence of Irrelevant Alternatives): θ, θ0 ∈ ΘN and alternatives x , y ∈ X :
For preference profiles
x φ(θ) y ⇔ x φ(θ0 ) y, whenever x θi y ⇔ x θi0 y, for all i ∈ N
Intuition: The social preference of two alternatives only depends on the relative ordering of these two alternatives in the individual preference relations. Remark: IIA captures a consistency property of social choice rules. Lack of such consistency enables strategic manipulation.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
45 / 94
Social Choice
Impossibility Theorems
Arrow’s Impossibility Theorem
Theorem (Arrow, 1951): Let |X | ≥ 3 and |N | ≥ 2, then, any social welfare function with unrestricted domain satisfying the Pareto property (or unanimity) and Independence of Irrelevant Alternatives is dictatorial.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
46 / 94
Social Choice
Impossibility Theorems
Arrow’s Impossibility Theorem
Theorem (Arrow, 1951): Let |X | ≥ 3 and |N | ≥ 2, then, any social welfare function with unrestricted domain satisfying the Pareto property (or unanimity) and Independence of Irrelevant Alternatives is dictatorial.
Remark: No hope for general social welfare functions, but what about social choice functions?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
46 / 94
Social Choice
Impossibility Theorems
Muller-Satterthwaite Theorem Definition: Let θ, θ0 ∈ ΘN . θ0 is induced from θ through an improvement of a if for all i ∈ N and all x , y ∈ X with a , x and a , y both: a θi x implies a θi0 x, and x θi y iff x θi0 y Definition: A scf f is strongly monotonic if for all θ, θ0 ∈ ΘN and all a ∈ X such that θ0 is induced through some improvement of some a, f (θ0 ) = {a } or f (θ0 ) = f (θ). Intuition (strong monotonicity): Improving one alternative should not influence the relative ordering of other alternatives. Theorem (Muller-Satterthwaite, 1977): function is dictatorial.
Harrenstein and De Weerdt (LMU and TU Delft)
Every strongly monotonic social choice
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
47 / 94
Social Choice
Circumventing Impossibility Theorems
Circumventing the Impossibility Theorems
Argue against one of the axioms IIA (most usual in voting protocols) Pareto property Unrestricted domain, e.g., quasi-linear utility functions Strong monotonicity
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
48 / 94
Social Choice
Circumventing Impossibility Theorems
Single-peaked Preferences (I)
Definition: Provided that the preference domain has a one-dimensional ordering, a preference relation θi is single-peaked if there exists a point p ∈ X (its peak) such that for all x , y ∈ X such that p ≥ x > y or y > x ≥ p then x θi y. Intuition: Each player prefers points closer to their ideal points over points that are more distant. Definition: Given a set of single-peaked preference profiles (θ1 , . . . , θn ) with peaks (p1 , . . . , pn ), and a set of other alternatives y1 , . . . , ym the median voter rule selects the median of the union of the peaks and the other alternatives.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
49 / 94
Circumventing Impossibility Theorems
Social Choice
Single-peaked Preferences (II) 1
1
2
2
3
3 a
Question:
b
c
b
a
c
Are all profiles in these two settings single-peaked?
θ1 c b a Harrenstein and De Weerdt (LMU and TU Delft)
θ2 a b c
θ3 b a c
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
50 / 94
Circumventing Impossibility Theorems
Social Choice
Single-peaked Preferences (II) 1
1
2
2
3
3 a
Question:
b
c
b
a
c
Are all profiles in these two settings single-peaked?
θ1 c b a Harrenstein and De Weerdt (LMU and TU Delft)
θ2 a b c
θ3 b a c
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
50 / 94
Social Choice
Circumventing Impossibility Theorems
Single-peaked Preferences (III) Example: p1
Question:
p2
p3
p4
p5
What time to go to the restaurant?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
51 / 94
Social Choice
Circumventing Impossibility Theorems
Single-peaked Preferences (III) Example: p1
Question:
p2
p3
p4
p5
What time to go to the restaurant?
The median is p3 . Not dictatorial: no single player determines outcome Not strong monotonic: not always single-peaked after an improvement of a Incentive compatible (see next section)
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
51 / 94
Mechanism Design: Theory
Introduction
Mechanism Design: Theory
1
Game Theory
2
Social Choice
3
Mechanism Design: Theory Introduction Strategic Voting Implementation Implementation in Dominant Strategies Implementation in Other Solution Concepts Implementation in Nash Equilibrium
4
Mechanism Design: Applications
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
52 / 94
Mechanism Design: Theory
Introduction
What is Mechanism Design Trying to Accomplish?
Takahashi wishes to sell a precious Ming vase to either Ann or Bob, depending on who values it most. Yet, Takahashi does not know the valuations of either Ann or Bob. Hence, the goal he sets himself is to sell the vase to Ann if she values it most, and to Bob otherwise. (Social choice function). Then, he tries to construct a protocol (mechanism) that guarantees the vase to be sold to the one who values it most, for all possible valuations Ann and Bob may have. (Implement the social choice function).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
53 / 94
Mechanism Design: Theory
Introduction
What is Mechanism Design Trying to Accomplish?
Fix a set of possible outcomes X . Given a preference profile (θ1 , . . . , θn ) certain outcomes X ∗ ∈ X are more desirable than others from an outsider’s point of view (e.g., assigning an object to the agent that values it most). However, preferences of the players are unknown to the designer, or hard to obtain. Issue: Design a game (mechanism) such that the outcome given a particular (fixed) solution concept of this game generates one of the desired outcomes in X ∗ for all (relevant) preference profiles (θ1 , . . . , θn ).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
53 / 94
Mechanism Design: Theory
Strategic Voting
Strategic Behavior and the Importance of Truthfulness
Principles of voting make an election more of a game of skill than a real test of the wishes of the electors. My own opinion is that it is better for elections to be decided according to the wish of the majority than of those who happen to have most skill at the game. (C.L. Dodgson)
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
54 / 94
Mechanism Design: Theory
Strategic Voting
Strategic Behavior and the Importance of Truthfulness
Consider the Borda rule.
θ1
θ2
θ3
θ1
θ2
θ30 b
a
a
d
a
a
b
b
c
b
b
c
c
d
b
c
d
d
d
c
a
d
c
a
Borda winner in (θ1 , θ2 , θ3 ) is a with 6 points Borda winner in (θ1 , θ2 , θ30 ) is b with 7 points Conclusion:
If θ represent the true preferences, Player 3 had better lie about them!
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
54 / 94
Mechanism Design: Theory
Strategic Voting
Social Choice Functions as Strategic Game Forms
Preferences as strategies (lie or tell the truth) Combination of such strategies is a preference profile Outcomes are defined by a social choice function f Social choice functions reflect how to determine the desired (by the designer) outcomes relative to the agents’ preferences. E.g., assigning the object to the agent that values it most The true preferences of the agents are assumed to be unknown to the designer Each possible preference profile θ yields such a game
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
55 / 94
Mechanism Design: Theory
Strategic Voting
Social Choice Functions as Strategic Game Forms
θ1
θ10
Harrenstein and De Weerdt (LMU and TU Delft)
θ2
θ20
f (θ1 , θ2 )
f (θ1 , θ20 )
f (θ10 , θ2 )
f (θ10 , θ20 )
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
55 / 94
Mechanism Design: Theory
Strategic Voting
Social Choice Functions as Strategic Game Forms (θ1 , θ2 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ2 )
Harrenstein and De Weerdt (LMU and TU Delft)
(θ1 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ20 )
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
55 / 94
Mechanism Design: Theory
Strategic Voting
Social Choice Functions as Strategic Game Forms (θ1 , θ2 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ2 )
Harrenstein and De Weerdt (LMU and TU Delft)
(θ1 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ20 )
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
55 / 94
Mechanism Design: Theory
Strategic Voting
Social Choice Functions as Strategic Game Forms (θ1 , θ2 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ2 )
Harrenstein and De Weerdt (LMU and TU Delft)
(θ1 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ20 )
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
55 / 94
Mechanism Design: Theory
Strategic Voting
Social Choice Functions as Strategic Game Forms (θ1 , θ2 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ2 )
Harrenstein and De Weerdt (LMU and TU Delft)
(θ1 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ20 )
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
55 / 94
Mechanism Design: Theory
Strategic Voting
Social Choice Functions as Strategic Game Forms (θ1 , θ2 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ2 )
Harrenstein and De Weerdt (LMU and TU Delft)
(θ1 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
θ2
θ20
θ1
f (θ1 , θ2 )
f (θ1 , θ20 )
θ10
f (θ10 , θ2 )
f (θ10 , θ20 )
(θ10 , θ20 )
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
55 / 94
Mechanism Design: Theory
Strategic Voting
Incentive Compatibility of Social Choice Functions
Definition: A social choice function f is dominant strategy incentive compatible w.r.t. a set Θ of type profiles, if for all θ∗ ∈ Θ, all θ, θ0 ∈ Θ and all i ∈ N: f (θ1 , . . . , θi∗ , . . . , θn ) vi
⇓
Other bidders bid lower than you, but higher than your true valuation bi > b > vi
⇓
You don’t get the item.
Harrenstein and De Weerdt (LMU and TU Delft)
You win the item, but have net utility: vi − b < 0.
Game Theory and Mechanism Design
Other bidders bid lower than your true valuation bi > vi > b
⇓ You win the item and have net utility: vi − b > 0.
EASSS’08, Lisbon, 6th May 2008
76 / 94
Mechanism Design: Applications
Second-price auctions
Bid lower than your true valuation, i.e. vi > bi
Other bidders bid higher than you and your true valuation b > vi > bi
Other bidders bid higher than you, but lower than your true valuation vi > b > bi
⇓
⇓
You don’t get the item.
Harrenstein and De Weerdt (LMU and TU Delft)
You lose the item, while you could have positive net utility.
Game Theory and Mechanism Design
Other bidders bid lower than you vi > bi > b
⇓ You win the item and have net utility: vi − b > 0.
EASSS’08, Lisbon, 6th May 2008
77 / 94
Mechanism Design: Applications
Second-price auctions
Bid exactly your true valuation, i.e. bi = vi
Other bidders bid higher than you b > vi
Other bidders bid lower than you vi > b
⇓
⇓ You don’t get the item.
Question:
You win the item and have net utility: vi − b > 0.
Does this contradict Gibbard-Satterthwaite? Why (not)?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
78 / 94
Mechanism Design: Applications
Second-price auctions
Introducing payments
outcome x∈X
preference profile
θ = (θ1 , . . . , θn )
(f , p ) common knowledge
payment p = (p1 , . . . , pn )
Mechanism also includes a payment function p : ΘN → RN that defines the payment for each agent. Utility of each agent i depends linearly on payment: ui : X × ΘN → R, i.e. ui (x , θ) = vi (x , θ) − pi (θ) (and is therefore called a quasi-linear utility function) NB: In most current studies a preference profile θ consists just of the valuation functions vi of the agents.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
79 / 94
Mechanism Design: Applications
Second-price auctions
Truthful mechanisms
Definition: A direct-revelation mechanism (f , p ) is truthfully implementable or incentive compatible in dominant strategies iff for all θ∗ , θ, θ0 ∈ ΘN for all i it holds that ui (x , θ1 , . . . , θi∗ , . . . , θn ) ≥ ui (x , θ1 , . . . , θi0 , . . . , θn ). Intuition: A social choice function f is truthfully implementable iff for no player there are situations in which telling the truth can hurt.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
80 / 94
Mechanism Design: Applications
VCG Mechanisms
Vickrey-Clarke-Groves (I)
Definition: A mechanism (f , p ) is called a Vickrey-Clarke-Groves (VCG) mechanism if f (θ) ∈ arg maxx ∈X
P
i ∈N
vi (x , θ), i.e. f maximizes social welfare;
for some function h−i : ΘN have that for all valuations θ it holds that −i → R, we P pi (θ) = hi (θ1 , . . . , θi −1 , θi +1 , . . . , θn ) − j ,i vj (f (θ) , θ).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
81 / 94
Mechanism Design: Applications
VCG Mechanisms
Vickrey-Clarke-Groves (II)
Theorem (VCG): Every VCG mechanism for agents with quasi-linear preferences is incentive compatible (strategy-proof) and efficient. Intuition: The payment function aligns each agent’s utility with the social welfare and is independent of the agent’s declared type. Proof. The utility of agent i is vi (f (θ), θ) + j ,i vj (f (θ) , θ) − hi (θ−i ). Ignore hi , because does not depend on θi . P f (θ) ∈ arg maxx ∈X i ∈N vi (x , θ), so efficient by definition, and strategy-proofness follows, because other types θi0 , θi cannot improve the utility of agent i.
P
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
82 / 94
Mechanism Design: Applications
VCG Mechanisms
Individual Rationality
Question: (f , p )?
When do agents want to take part in such a (VCG) mechanism
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
83 / 94
Mechanism Design: Applications
VCG Mechanisms
Individual Rationality Definition: If every agent i ∈ N has a positive utility, i.e. if vi (f (θ−i , θi ), θ) − pi (θ−i , θi ) ≥ 0, we say that it is (ex post) individually rational (IR) for the agents to participate. Intuition: An agent can withdraw once the solution is known. Definition: If every agent i ∈ N has a positive expected utility given its type, i.e. if Eθ∈Θ [vi (f (θ−i , θi ), θ) − pi (θ−i , θi )] ≥ 0, we say that it is interim individually rational (IR) for the agents to participate. Intuition: An agent can withdraw once it knows its type. Definition: If every agent i ∈ N has a positive expected utility, i.e. if Eθ∈Θ [vi (f (θ), θ) − pi (θ)] ≥ 0, we say that it is ex ante individually rational (IR) for the agents to participate. Intuition: An agent can (only) withdraw before it knows its type.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
83 / 94
Mechanism Design: Applications
VCG Mechanisms
Clarke pivot rule
Definition: The Clarke pivot rule is the payment function where P hi (θ) = maxx ∈X j ,i vi (x , θ). Theorem: The VCG mechanism with the Clarke pivot payment is (ex-post) individually rational. Intuition: The utility of agent i with the Clarke pivot payment is P P vi (f (θ), θ) + j ,i vj (f (θ) , θ) − maxx ∈X j ,i vi (x , θ). This is its marginal contribution to the social welfare.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
84 / 94
Mechanism Design: Applications
VCG Mechanisms
Is VCG the Way to Go?
Theorem (Green and Laffont, 1977): VCG mechanisms are the only efficient and strategy-proof mechanisms for agents with quasi-linear preferences and general valuation functions, amongs all direct-revelation mechanisms. Remark: This has also been extended to hold for Bayesian-Nash mechanisms by Kirshna and Perry (1998) and Williams (1999).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
85 / 94
Mechanism Design: Applications
Shortcomings of VCG
Shortcomings of VCG
What to do with the payments? What if we cannot compute the optimal solution and the payments exactly?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
86 / 94
Mechanism Design: Applications
Shortcomings of VCG
Budget-balancedness (I)
Definition: A mechanism is (ex post) budget-balanced if
P
i
pi = 0.
Definition: A mechanism is (ex post) weakly budget-balanced if
P
i
pi ≥ 0.
Theorem: The VCG mechanism can be made (ex post) weakly budget-balanced. Remark: Ex ante budget-balancedness is defined on the expected sum of payments.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
87 / 94
Mechanism Design: Applications
Shortcomings of VCG
Budget-balancedness (II)
Theorem (Hurwucz, 1975 and Green-Laffont, 1979): No strategy-proof mechanism can implement an efficient (ex post) budget-balanced scf. However, sometimes part of the money can be redistributed.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
88 / 94
Mechanism Design: Applications
Shortcomings of VCG
Budget-balancedness (III)
Example: Bilateral trading one buyer, one seller, one good valuations v1 and v2 Theorem (Myerson-Satterthwaite, 1983): Even in bilateral trading no mechanism can implement an efficient (ex-post) weak budget-balanced and (interim) IR scf, even in Bayes-Nash equilibrium.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
89 / 94
Mechanism Design: Applications
Shortcomings of VCG
Computational properties
Theorem (Nisan-Ronen, 2007): VCG requires exact optimization (approximation loses IC) in general. However possible for some problems where approximation solution is maximal in range (MIR), i.e. max and not depending on agents’ types (eg multi-unit auctions) not possible for others, e.g., for any cost-minimization allocation problem any sub-optimal VCG-based mechanism is degenerate (i.e. can have solutions arbitrarily far from optimal).
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
90 / 94
Mechanism Design: Applications
Shortcomings of VCG
Circumvent the shortcomings of VCG
In which situations can all/most of the payments be redistributed? Under which conditions can the optimal solution be computed efficiently? For which problems can we find MIR algorithms?
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
91 / 94
Mechanism Design: Applications
Summary and conclusions
Future Work and Open Problems
Online mechanisms Distributed mechanisms Communicating agents’ types or preferences Other solution concepts Other desired properties, e.g. fairness
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
92 / 94
Mechanism Design: Applications
Summary and conclusions
Recommended reading We have selected one reference for each of the four parts. R. J. Aumann. Game theory. In J. Eatwell, M. Milgate, and P. Newman, editors, Game Theory, The New Palgrave, pages 1–54. Macmillan, London and Basingstoke, 1987. H. Moulin. Axioms of Cooperative Decision Making. Cambridge University Press, 1988. J. Moore. Implementation, contracts, renegotiations in environments with complete information. In J. Laffont, editor, Advances in Economic Theory, chapter 5, pages 182–282. Cambridge University Press, 1992. N. Nisan. Introduction to mechanism design (for computer scientists). In N. Nisan, T. Roughgarden, E. Tardos, and V. Vazirani, editors, Algorithmic Game Theory, chapter 9, pages 209–242. Cambridge University Press, 2007.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
93 / 94
Mechanism Design: Applications
Summary and conclusions
Other References R. D. Luce and H. Raiffa. Games and Decisions. Introduction and Critical Survey. John Wiley & Sons, New York, 1957. A. Mas-Colell, M. D. Whinston, and J. R. Green. Microeconomic Theory. Oxford University Press, New York and Oxford, 1995. H. Moulin. The Strategy of Social Choice. North-Holland, 1983. M. J. Osborne and A. Rubinstein. A Course in Game Theory. MIT Press, Cambridge, Mass., 1994. D. Parkes. Iterative Combinatorial Auctions: Achieving Economic and Computational Efficiency. PhD thesis, Department of Computer and Information Science, University of Pennsylvania, 2001. Y. Shoham and K. Leyton-Brown. Multiagent Systems: Algorithmic, Game-Theoretic, and Logical Foundations. Cambridge University Press, Cambridge, 2008. forthcoming August 2008. J. von Neumann and O. Morgenstern. Theory of Games and Economic Behavior. Princeton U.P., Princeton, N.J., 1944.
Harrenstein and De Weerdt (LMU and TU Delft)
Game Theory and Mechanism Design
EASSS’08, Lisbon, 6th May 2008
94 / 94