1,972 research outputs found

    Constant Rank Bimatrix Games are PPAD-hard

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    The rank of a bimatrix game (A,B) is defined as rank(A+B). Computing a Nash equilibrium (NE) of a rank-00, i.e., zero-sum game is equivalent to linear programming (von Neumann'28, Dantzig'51). In 2005, Kannan and Theobald gave an FPTAS for constant rank games, and asked if there exists a polynomial time algorithm to compute an exact NE. Adsul et al. (2011) answered this question affirmatively for rank-11 games, leaving rank-2 and beyond unresolved. In this paper we show that NE computation in games with rank 3\ge 3, is PPAD-hard, settling a decade long open problem. Interestingly, this is the first instance that a problem with an FPTAS turns out to be PPAD-hard. Our reduction bypasses graphical games and game gadgets, and provides a simpler proof of PPAD-hardness for NE computation in bimatrix games. In addition, we get: * An equivalence between 2D-Linear-FIXP and PPAD, improving a result by Etessami and Yannakakis (2007) on equivalence between Linear-FIXP and PPAD. * NE computation in a bimatrix game with convex set of Nash equilibria is as hard as solving a simple stochastic game. * Computing a symmetric NE of a symmetric bimatrix game with rank 6\ge 6 is PPAD-hard. * Computing a (1/poly(n))-approximate fixed-point of a (Linear-FIXP) piecewise-linear function is PPAD-hard. The status of rank-22 games remains unresolved

    Vickrey Auctions for Irregular Distributions

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    The classic result of Bulow and Klemperer \cite{BK96} says that in a single-item auction recruiting one more bidder and running the Vickrey auction achieves a higher revenue than the optimal auction's revenue on the original set of bidders, when values are drawn i.i.d. from a regular distribution. We give a version of Bulow and Klemperer's result in settings where bidders' values are drawn from non-i.i.d. irregular distributions. We do this by modeling irregular distributions as some convex combination of regular distributions. The regular distributions that constitute the irregular distribution correspond to different population groups in the bidder population. Drawing a bidder from this collection of population groups is equivalent to drawing from some convex combination of these regular distributions. We show that recruiting one extra bidder from each underlying population group and running the Vickrey auction gives at least half of the optimal auction's revenue on the original set of bidders

    Social Dilemmas and Cooperation in Complex Networks

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    In this paper we extend the investigation of cooperation in some classical evolutionary games on populations were the network of interactions among individuals is of the scale-free type. We show that the update rule, the payoff computation and, to some extent the timing of the operations, have a marked influence on the transient dynamics and on the amount of cooperation that can be established at equilibrium. We also study the dynamical behavior of the populations and their evolutionary stability.Comment: 12 pages, 7 figures. to appea

    Randomized Revenue Monotone Mechanisms for Online Advertising

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    Online advertising is the main source of revenue for many Internet firms. A central component of online advertising is the underlying mechanism that selects and prices the winning ads for a given ad slot. In this paper we study designing a mechanism for the Combinatorial Auction with Identical Items (CAII) in which we are interested in selling kk identical items to a group of bidders each demanding a certain number of items between 11 and kk. CAII generalizes important online advertising scenarios such as image-text and video-pod auctions [GK14]. In image-text auction we want to fill an advertising slot on a publisher's web page with either kk text-ads or a single image-ad and in video-pod auction we want to fill an advertising break of kk seconds with video-ads of possibly different durations. Our goal is to design truthful mechanisms that satisfy Revenue Monotonicity (RM). RM is a natural constraint which states that the revenue of a mechanism should not decrease if the number of participants increases or if a participant increases her bid. [GK14] showed that no deterministic RM mechanism can attain PoRM of less than ln(k)\ln(k) for CAII, i.e., no deterministic mechanism can attain more than 1ln(k)\frac{1}{\ln(k)} fraction of the maximum social welfare. [GK14] also design a mechanism with PoRM of O(ln2(k))O(\ln^2(k)) for CAII. In this paper, we seek to overcome the impossibility result of [GK14] for deterministic mechanisms by using the power of randomization. We show that by using randomization, one can attain a constant PoRM. In particular, we design a randomized RM mechanism with PoRM of 33 for CAII

    Experimental realization of a quantum game on a one-way quantum computer

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    We report the first demonstration of a quantum game on an all-optical one-way quantum computer. Following a recent theoretical proposal we implement a quantum version of Prisoner's Dilemma, where the quantum circuit is realized by a 4-qubit box-cluster configuration and the player's local strategies by measurements performed on the physical qubits of the cluster. This demonstration underlines the strength and versatility of the one-way model and we expect that this will trigger further interest in designing quantum protocols and algorithms to be tested in state-of-the-art cluster resources.Comment: 13 pages, 4 figure

    Quantum Games and Quantum Strategies

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    We investigate the quantization of non-zero sum games. For the particular case of the Prisoners' Dilemma we show that this game ceases to pose a dilemma if quantum strategies are allowed for. We also construct a particular quantum strategy which always gives reward if played against any classical strategy.Comment: 4 pages, 4 figures, typographic sign error in the definition of the operator J correcte

    Computing Stable Coalitions: Approximation Algorithms for Reward Sharing

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    Consider a setting where selfish agents are to be assigned to coalitions or projects from a fixed set P. Each project k is characterized by a valuation function; v_k(S) is the value generated by a set S of agents working on project k. We study the following classic problem in this setting: "how should the agents divide the value that they collectively create?". One traditional approach in cooperative game theory is to study core stability with the implicit assumption that there are infinite copies of one project, and agents can partition themselves into any number of coalitions. In contrast, we consider a model with a finite number of non-identical projects; this makes computing both high-welfare solutions and core payments highly non-trivial. The main contribution of this paper is a black-box mechanism that reduces the problem of computing a near-optimal core stable solution to the purely algorithmic problem of welfare maximization; we apply this to compute an approximately core stable solution that extracts one-fourth of the optimal social welfare for the class of subadditive valuations. We also show much stronger results for several popular sub-classes: anonymous, fractionally subadditive, and submodular valuations, as well as provide new approximation algorithms for welfare maximization with anonymous functions. Finally, we establish a connection between our setting and the well-studied simultaneous auctions with item bidding; we adapt our results to compute approximate pure Nash equilibria for these auctions.Comment: Under Revie

    Quantum Games

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    In these lecture notes we investigate the implications of the identification of strategies with quantum operations in game theory beyond the results presented in [J. Eisert, M. Wilkens, and M. Lewenstein, Phys. Rev. Lett. 83, 3077 (1999)]. After introducing a general framework, we study quantum games with a classical analogue in order to flesh out the peculiarities of game theoretical settings in the quantum domain. Special emphasis is given to a detailed investigation of different sets of quantum strategies.Comment: 13 pages (LaTeX), 3 figure

    Charge Transport in the Dense Two-Dimensional Coulomb Gas

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    The dynamics of a globally neutral system of diffusing Coulomb charges in two dimensions, driven by an applied electric field, is studied in a wide temperature range around the Berezinskii-Kosterlitz-Thouless transition. I argue that the commonly accepted ``free particle drift'' mechanism of charge transport in this system is limited to relatively low particle densities. For higher densities, I propose a modified picture involving collective ``partner transfer'' between bound pairs. The new picture provides a natural explanation for recent experimental and numerical findings which deviate from standard theory. It also clarifies the origin of dynamical scaling in this context.Comment: 4 pages, RevTeX, 2 eps figures included; some typos corrected, final version to be published in Phys. Rev. Let

    Biology helps you to win a game

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    We present a game of interacting agents which mimics the complex dynamics found in many natural and social systems. These agents modify their strategies periodically, depending on their performances using genetic crossover mechanisms, inspired by biology. We study the performances of the agents under different conditions, and how they adapt themselves. In addition the dynamics of the game is investigated.Comment: 4 pages including 6 figures. Uses REVTeX4. Submitted for Conference Proceedings of the "Unconventional Applications of Statistical Physics", Kolkat
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