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Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

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Page 1: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Techniques for Computing Game-Theoretic Solutions

Vincent Conitzer Duke University

Parts of this talk are joint work with Tuomas Sandholm

Page 2: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Introduction• Increasingly, computer science is confronted with settings where multiple, self-interested parties interact

– network routing– job scheduling– electronic commerce– e-government– …

• Parties can be humans or computers/software agents

A

BC

D

job 1 job 2 job 3

machine 1 machine 2v( ) = $500

v( ) = $700

> >

> >

Page 3: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Where do we face difficultcomputational problems?

• Running the mechanism under which the agents interact

• Computing how the agents should act under the mechanism (strategically)

• Computing which mechanisms give the best outcomes (under strategic behavior)

this talk

Page 4: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Game theory

Page 5: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Rock-paper-scissors

0, 0 -1, 1 1, -1

1, -1 0, 0 -1, 1

-1, 1 1, -1 0, 0

Page 6: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

The presentation game

Pay attention

Do not pay attention

Put effort into presentation

Do not put effort into presentation

4, 4 -16, -14

0, -2 0, 0

Page 7: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

“Should I buy an SUV?” (aka. Prisoner’s Dilemma)

-10, -10 -7, -11

-11, -7 -8, -8

cost: 5

cost: 3

cost: 5 cost: 5

cost: 5 cost: 5

cost: 8 cost: 2

dominance

Page 8: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Nash equilibrium

• Nash equilibrium: a strategy for each player so that no player has an incentive to change strategies

4, 4 -16, -14

0, -2 0, 0

A

NA

E NE

0, 0 -1, 1 1, -1

1, -1 0, 0 -1, 1

-1, 1 1, -1 0, 0Two Nash equilibria

No Nash equilibria!

Really? Can a game have no Nash equilibria?

Page 9: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Nash equilibrium…

• Mixed strategy: a probability distribution over (pure) strategies

4, 4 -16, -14

0, -2 0, 0

0, 0 -1, 1 1, -1

1, -1 0, 0 -1, 1

-1, 1 1, -1 0, 0A third Nash equilibrium

One Nash equilibrium

4/5 1/5

1/10

9/10

1/3 1/3 1/3

1/3

1/3

1/3

• At least one Nash equilibrium always exists (in finite games) [Nash 50]

Page 10: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

How do we compute solutions?

• Computing dominance is easy (and many, though not all, variants are as well [C. & Sandholm EC05])

• Computing Nash equilibria is harder…

Page 11: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

A useful reduction (SAT -> game) [C. & Sandholm IJCAI03/extended draft]

Formula: (x1 or -x2) and (-x1 or x2 )Solutions: x1=true, x2=true

x1=false,x2=false

Game: x1 x2 +x1 -x1 +x2 -x2 (x1 or -x2) (-x1 or x2) default

x1 -2,-2 -2,-2 0,-2 0,-2 2,-2 2,-2 -2,-2 -2,-2 0,1x2 -2,-2 -2,-2 2,-2 2,-2 0,-2 0,-2 -2,-2 -2,-2 0,1

+x1 -2,0 -2,2 1,1 -2,-2 1,1 1,1 -2,0 -2,2 0,1-x1 -2,0 -2,2 -2,-2 1,1 1,1 1,1 -2,2 -2,0 0,1+x2 -2,2 -2,0 1,1 1,1 1,1 -2,-2 -2,2 -2,0 0,1-x2 -2,2 -2,0 1,1 1,1 -2,-2 1,1 -2,0 -2,2 0,1

(x1 or -x2) -2,-2 -2,-2 0,-2 2,-2 2,-2 0,-2 -2,-2 -2,-2 0,1(-x1 or x2) -2,-2 -2,-2 2,-2 0,-2 0,-2 2,-2 -2,-2 -2,-2 0,1default 1,0 1,0 1,0 1,0 1,0 1,0 1,0 1,0 ε, ε

• Every satisfying assignment (if there are any) corresponds to an equilibrium with utilities 1, 1• Exactly one additional equilibrium with utilities ε, ε that always exists

Page 12: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

What about just computing one (any) Nash equilibrium?

• Complexity was completely open for a long time– [Papadimitriou STOC01]: “together with factoring […] the most important concrete open question on the boundary of P today”

• Recent sequence of papers shows that computing one (any) Nash equilibrium is PPAD-complete [Daskalakis, Goldberg, Papadimitriou 05; Chen, Deng 05]

– Just as hard in symmetric games [C. 03/Tardos 03]

• All known algorithms require exponential time (in the worst case)

Page 13: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Search-based approaches• Suppose we know the support Xi of each player

i’s mixed strategy in equilibrium

• Then, we have a simple linear feasibility problem:– for both i, for any si Xi, Σp-i(s-i)ui(si, s-i) = ui

– for both i, for any si Si - Xi, Σp-i(s-i)ui(si, s-i) ≤ ui

• Thus, we can search over supports– This is the basic idea underlying methods in [Dickhaut &

Kaplan 91; Porter, Nudelman, Shoham AAAI04; Sandholm, Gilpin, C. AAAI05]

• Dominated strategies can be eliminated

Page 14: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

A class of hard games[Sandholm, Gilpin, C. AAAI05]

0, 2 0, 3 3, 0 0, 0 0, 2 0, 0 0, 2

0, 2 0, 0 0, 0 0, 3 0, 2 3, 0 0, 2

2, 4 2, 0 2, 0 2, 0 4, 2 2, 0 3, 3

3, 3 2, 0 2, 0 2, 0 2, 4 2, 0 4, 2

0, 2 3, 0 0, 3 0, 0 0, 2 0, 0 0, 2

0, 2 0, 0 0, 0 3, 0 0, 2 0, 3 0, 2

4, 2 2, 0 2, 0 2, 0 3, 3 2, 0 2, 4

1/3 1/3 1/3

1/3

1/31/3

0 00000

00

Page 15: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Eliminability conceptsDominance: strategy always does worse than some other (mixed)

strategy- strong argument- local reasoning- easy to compute

- often does not apply

Nash equilibrium: strategy does not appear in support of any Nash

equilibrium-weaker argument- global reasoning- hard to compute

- applies more often

3, 2 2, 3

2, 3 3, 2

4, 0 0, 1

.5

.5

0

.5 .5

Is there something “in between” that combines good aspects of both? Yes! [C. & Sandholm AAAI05]

3, 2 2, 3

2, 3 3, 2

2, 0 2, 1

.5

.5

Page 16: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Definition as game between attacker and defender

• Stage 1: Defender specifies probabilities on E strategies (er

*

must get > 0) 3, 00, 30, 20, 2sr

4

0, 33, 00, 20, 2sr3

2, 02, 02, 22, 2sr2

2, 02, 02, 22, 2sr1

sc4sc

3sc2sc

1

0.4

0.3

0.5 0.4

• Stage 2: Attacker chooses one of the E strategies with positive probability to attack and chooses (possibly mixed) attacking strategy

0.5 0.4

attacked

attacking

• Stage 3: Defender chooses on which (non-E) strategy to place the remainder of the probability– If attacking outperforms attacked,

attacker wins attacked

attacking

0.5 0.40.1

er* = sr

3, Er = {sr3, sr

4}, Ec = {sc3, sc

4}

3, 00, 30, 20, 2sr4

0, 33, 00, 20, 2sr3

2, 02, 02, 22, 2sr2

2, 02, 02, 22, 2sr1

sc4sc

3sc2sc

1

3, 00, 30, 20, 2sr4

0, 33, 00, 20, 2sr3

2, 02, 02, 22, 2sr2

2, 02, 02, 22, 2sr1

sc4sc

3sc2sc

1

Page 17: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

A spectrum of elimination power

• The larger the Ei sets, the more strategies are eliminable

• If the Ei sets include all strategies, then a strategy is eliminable if and only if no Nash equilibrium places positive probability on it

• If the Ei sets are empty (with the exception of er*) then er* is eliminable if and only if it is dominated

dominance Nash equilibrium

larger Ei sets

Page 18: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Alternative definition

• Stage 1: Defender specifies probabilities on E sets (er

* must get > 0)

0.40.3

0.5 0.4

• Stage 2: Attacker chooses one of the E strategies with positive probability to attack

• Stage 3: Defender distributes the remainder of the probability (not on E)

attacked

0.5 0.4

attacked

0.5 0.4

• Stage 4: Attacker chooses attacking strategy– If attacking outperforms attacked,

attacker wins

0.05 0.05

attacked

0.5 0.40.05 0.05

attacking

er* = sr

3, Er = {sr3, sr

4}, Ec = {sc3, sc

4}

3, 00, 30, 20, 2sr4

0, 33, 00, 20, 2sr3

2, 02, 02, 22, 2sr2

2, 02, 02, 22, 2sr1

sc4sc

3sc2sc

1

3, 00, 30, 20, 2sr4

0, 33, 00, 20, 2sr3

2, 02, 02, 22, 2sr2

2, 02, 02, 22, 2sr1

sc4sc

3sc2sc

1

3, 00, 30, 20, 2sr4

0, 33, 00, 20, 2sr3

2, 02, 02, 22, 2sr2

2, 02, 02, 22, 2sr1

sc4sc

3sc2sc

1

3, 00, 30, 20, 2sr4

0, 33, 00, 20, 2sr3

2, 02, 02, 22, 2sr2

2, 02, 02, 22, 2sr1

sc4sc

3sc2sc

1

Page 19: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Equivalence

• Theorem. The alternative definition is equivalent to the original one.

• Proof based on duality (more specifically, Minimax Theorem [von Neumann 1927])

Page 20: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Mixed integer programming approach (using alternative definition)

• Continuous variables: pi(ei), pie-i(si), binary: bi(ei)

• maximize pr(er*)

• subject to– for both i, for any eiEi, Σp-i(e-i) + Σp-i

ei(s-i) = 1

– for both i, for any eiEi, pi(ei) ≤ bi(ei)

– for both i, for any eiEi and any diSi,

Σp-i(e-i)(ui(ei, e-i)-ui(di, e-i)) + Σp-iei(s-i)(ui(ei, s-i)-ui(di, s-i)) ≥ (bi(ei)-1)Ui

Ui is the maximum difference between two of player i’s utilities

• Number of binary variables = |Er| + |Ec|– Exponential only in this!

Page 21: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Eliminating strategies in the hard game

0, 2 0, 3 3, 0 0, 0 0, 2 0, 0 0, 2

0, 2 0, 0 0, 0 0, 3 0, 2 3, 0 0, 2

2, 4 2, 0 2, 0 2, 0 4, 2 2, 0 3, 3

3, 3 2, 0 2, 0 2, 0 2, 4 2, 0 4, 2

0, 2 3, 0 0, 3 0, 0 0, 2 0, 0 0, 2

0, 2 0, 0 0, 0 3, 0 0, 2 0, 3 0, 2

4, 2 2, 0 2, 0 2, 0 3, 3 2, 0 2, 4

1/3 1/3 1/3

1/3

1/31/3

0 00000

00

Er

Ec

Page 22: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Another preprocessing technique for computing a Nash equilibrium [C. & Sandholm AAMAS06]

al, dml…a2, dm2a1, dm1

………

al, d2l…a2, d22a1, d21

al, d1l…a2, d12a1, d11

ckn, bk…ck2, bkck1, bk

………

c2n, b2…c22, b2c21, b2

c1n, b1…c12, b1c11, b1

G

πr, πcal, ΣipG(si)d1l…a2, ΣipG(si)di2a1,ΣipG(si)di1

ΣjpG(tj)ckj, bk

ΣjpG(tj)c2j, b2

ΣjpG(tj)c1j, b1

G

H

H

Page 23: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Required structure on original game O

al, dml…a2, dm2a1, dm1sm

…………

al, d2l…a2, d22a1, d21s2

al, d1l…a2, d12a1, d11s1

ckn, bk…ck2, bkck1, bkuk

…………

c2n, b2…c22, b2c21, b2u2

c1n, b1…c12, b1c11, b1u1

tn…t2t1vl…v2v1

That is: against any fixed vj, all the si give the row player the same utility aj

against any fixed ui, all the tj give the column player the same utility bi

H

G

Page 24: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Solve for equilibrium of G (recursively)

sm

s2

s1

tn…t2t1

• Obtain– Equilibrium distributions pG(si), pG(tj)

– Player’s expected payoffs in equilibrium πr, πc

G

Page 25: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Reduced game R

πr, πcal, ΣipG(si)d1l…a2, ΣipG(si)di2a1,ΣipG(si)di1s

ΣjpG(tj)ckj, bkuk

……

ΣjpG(tj)c2j, b2u2

ΣjpG(tj)c1j, b1u1

tvl…v2v1

Expected payoffs when row player plays the equilibrium of G, column player plays vi

Expected payoffs when both players play the equilibrium of G

• Theorem. pR(ui), pR(s)pG(si); pR(vj), pR(t)pG(tj) constitutes a Nash equilibrium of original game.

H

Page 26: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Example

v1 t1 t2

u1 2, 2 0, 3 2, 3

s1 1, 2 4, 0 0, 4

s2 1, 4 0, 4 4, 0

t1 t2

s1 4, 0 0, 4

s2 0, 4 4, 0

0.5 0.5

0.5

0.5

v1 t

u1 2, 2 1, 3

s 1, 3 2, 2

0.50.5

0.5 0.5

0.5

0.5 0.25 0.25

0.25

0.25

Page 27: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

A more difficult example

= the game that we solved before!

v1 = b2 t1 = b1 t2 = b3

u1 = a2 2, 2 0, 3 2, 3

s1 = a1 1, 2 4, 0 0, 4

s2 = a3 1, 4 0, 4 4, 0

b1 b2 b3

a1 4, 0 1, 2 0, 4

a2 0, 3 2, 2 2, 3

a3 0, 4 1, 4 4, 0

• But how (in general) do we find the correct labeling of the strategies as ui, si , vj , tj? Can it be done in polynomial time?

Page 28: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Let’s try to use satisfiability

b1 b2 b3

a1 4, 0 1, 2 0, 4

a2 0, 3 2, 2 2, 3

a3 0, 4 1, 4 4, 0• Say that v(σ) = true if we label σ as one of the si or tj (that is, we put it “in” G)

• If a1, a2 are both in G, then b1 must also be in G because a1, a2 get different payoffs against b1

• Equivalently, v(a1) and v(a2) v(b1)

– or (-v(a1) or -v(a2) or v(b1))

• Theorem: satisfaction of all such clauses the condition is satisfied

Page 29: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Clauses for the example

b1 b2 b3

a1 4, 0 1, 2 0, 4

a2 0, 3 2, 2 2, 3

a3 0, 4 1, 4 4, 0• v(a1) and v(a2) v(b1) and v(b2) and v(b3)

• v(a1) and v(a3) v(b1) and v(b3)

• v(a2) and v(a3) v(b2) and v(b3)

• v(b1) and v(b2) v(a1) and v(a2)

• v(b1) and v(b3) v(a1) and v(a3)

• v(b2) and v(b3) v(a1) and v(a2) and v(a3)

• Complete characterization of solutions:– Set at most one variable to true for each player (does not reduce game)

– Set all variables to true (G = whole game!)

– Only nontrivial solution: set v(a1), v(a3), v(b1), v(b3) to true

Page 30: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Simple algorithm

• Algorithm to find nontrivial solution:– Start with any two variables for the same agent set to true– Follow the implications– If all variables set to true, start with next pair of variables

Page 31: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Solving the example with the algorithm (pass 1)

b1 b2 b3

a1 4, 0 1, 2 0, 4

a2 0, 3 2, 2 2, 3

a3 0, 4 1, 4 4, 0

• v(a1) and v(a2) v(b1) and v(b2) and v(b3)

• v(a1) and v(a3) v(b1) and v(b3)

• v(a2) and v(a3) v(b2) and v(b3)

• v(b1) and v(b2) v(a1) and v(a2)

• v(b1) and v(b3) v(a1) and v(a3)

• v(b2) and v(b3) v(a1) and v(a2) and v(a3)

• Variables set to true: v(a1) v(a2) v(a3)v(b1) v(b2) v(b3)

Page 32: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Solving the example with the algorithm (pass 2)

b1 b2 b3

a1 4, 0 1, 2 0, 4

a2 0, 3 2, 2 2, 3

a3 0, 4 1, 4 4, 0

• v(a1) and v(a2) v(b1) and v(b2) and v(b3)

• v(a1) and v(a3) v(b1) and v(b3)

• v(a2) and v(a3) v(b2) and v(b3)

• v(b1) and v(b2) v(a1) and v(a2)

• v(b1) and v(b3) v(a1) and v(a3)

• v(b2) and v(b3) v(a1) and v(a2) and v(a3)

• Variables set to true: v(a1) v(a3) v(b1) v(b3)

Page 33: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Algorithm complexity

• Theorem. Requires at most O((#rows+#columns)4) clause applications– That is, quadratic if the game is square

• Can improve in practice by caching previous results

Page 34: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Preprocessing the hard game

2, 4 4, 2 3, 3

3, 3 2, 4 4, 2

4, 2 3, 3 2, 4

0, 2 1.5, 1.5 0, 2 0, 2

2, 4 2, 0 4, 2 3, 3

3, 3 2, 0 2, 4 4, 2

4, 2 2, 0 3, 3 2, 4

0, 2 0, 3 3, 0 0, 0 0, 2 0, 0 0, 2

0, 2 0, 0 0, 0 0, 3 0, 2 3, 0 0, 2

2, 4 2, 0 2, 0 2, 0 4, 2 2, 0 3, 3

3, 3 2, 0 2, 0 2, 0 2, 4 2, 0 4, 2

0, 2 3, 0 0, 3 0, 0 0, 2 0, 0 0, 2

0, 2 0, 0 0, 0 3, 0 0, 2 0, 3 0, 2

4, 2 2, 0 2, 0 2, 0 3, 3 2, 0 2, 40, 3 3, 0

3, 0 0, 3

0, 3 3, 0 0, 0

0, 0 0, 0 1.5, 1.5

3, 0 0, 3 0, 0

1.5, 1.5 0, 0

0, 0 1.5, 1.5

0, 3 3, 0

3, 0 0, 3

0, 3 3, 0 0, 0 0, 0

0, 0 0, 0 0, 3 3, 0

3, 0 0, 3 0, 0 0, 0

0, 0 0, 0 3, 0 0, 3

1/2 1/21/2

1/2

1/2 1/21/2

1/2

1/3

11

0

0

1/3 1/3

1/3

1/3

1/3

Page 35: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Another game

2, 1 4, 0

1, 0 3, 1dominates

dominates

Page 36: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

What if player 1 commits first?

2, 1 4, 0

1, 0 3, 1

0

1

10

Page 37: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

What if player 1 commits first?

2, 1 4, 0

1, 0 3, 1

1/2 (- ε)

1/2 (+ ε)

10

Page 38: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Computing optimal mixed strategies to commit to [C. & Sandholm EC06]

For every t, solve:

maximize Σspsul(s, t)

subject to

for all t’, Σspsuf(s, t) ≥ Σspsuf(s, t’)

Σsps = 1

Choose solution with highest objective

Page 39: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Example solve

maximize 2pUp+ 1pDown

subject to

1pUp ≥ 1pDown

pUp+ pDown = 1

solution: pUp= 1, pDown = 0, objective = 2

maximize 4pUp+ 3pDown

subject to

1pDown ≥ 1pUp

pUp+ pDown = 1

solution: pUp= .5, pDown = .5, objective = 3.5

2, 1 4, 0

1, 0 3, 1

Page 40: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Optimal computer player for “Liar’s Dice” games

“accept”“9” “10” “bluff”

• (One variant of) Liar’s Dice:– Player rolls some number of dice under cup, peeks– Makes claim about total score (can lie)– Next player can accept or call bluff– If next player accepts, has to claim higher number in her turn

“5” “accept” “7” “bluff”

Red player wins

Red player wins

Page 41: Techniques for Computing Game-Theoretic Solutions Vincent Conitzer Duke University Parts of this talk are joint work with Tuomas Sandholm

Conclusions• To act strategically (according to game theory), we need algorithms for computing game-theoretic solutions• In computer science, we often get to design the game, too

– Network protocols, e-commerce mechanisms, …

• Many important computational questions here– Even just running the mechanism can be hard– Finding the optimal mechanism (given strategic behavior) is even harder

Thank you for your attention!