(last update: 29 July 2009)
All presentations are in PDF format; typical file size is 1MB.
The files represent the newest version, older talks may have
been different (and sometimes had different titles).
Please do not use these slides without my permission. Thanks!
Paper.
Abstract:
The solution concept of ``correlated equilibrium''
allows for coordination in games.
For game trees with imperfect information, it gives rise to
NP-hard problems, even for two-player games without chance
moves.
We introduce the ``extensive form correlated equilibrium''
(EFCE), which extends Aumann's correlated equilibrium,
where coordination is achieved by signals that are
received ``locally'' at information sets.
An EFCE is polynomial-time computable
for two-player games without chance moves.
Talks given:
-
27 January 2006,
Workshop on Strategic Communication and Networks,
University of Valencia, Spain.
-
24 April 2004,
Game Theory Seminar, Waseda University, Tokyo, Japan.
-
13 September 2003,
Workshop
on Complexity in Economic Theory,
Cowles Foundation for Research in Economics, Yale
University, New Haven, Connecticut, USA.
-
23 July 2003,
14th International Conference on Game Theory at Stony Brook,
New York, USA.
-
11 February 2002,
Mittagsseminar, Department of Computer Science, ETH Zurich,
Switzerland.
-
20 December 2001,
Seminar, University of Paris X and THEMA, France.
-
18 October 2001,
Economics Seminar, University of Stockholm, Sweden.
Survey in the Graduate
Textbook "Algorithmic Game Theory"
Survey in the Handbook of Game
Theory
Abstract:
We survey algorithms for finding equilibria of
two-player games in strategic form and extensive form.
The main tool are polyhedra that show a player's
mixed strategies and the other player's pure best responses.
For extensive games, the exponential size of the strategic
form is avoided by using the "sequence form" which has the
same size as the game tree.
Talks given:
-
10 September 2008,
Invited talk at GAMES 2008,
Annual Workshop of the ESF Networking
Program on Games for Design and Verification,
Warsaw, Poland.
-
29 April 2008,
AEOLUS Spring School on Algorithmic Principles of
Selfishness and Mechanism Design,
Paderborn, Germany.
-
27-28 June 2006,
Summer School on Game Theory in Computer Science,
University of Aarhus, Denmark.
Paper.
Abstract:
We describe algorithms for finding all Nash equilibria of a
two-player game in strategic form. We present two algorithms
that extend earlier work. Our presentation is
self-contained, and explains the two methods in a unified
frame-work using faces of best-response polyhedra. The
first method lrsNash is based on the known vertex
enumeration program lrs, for "lexicographic reverse search".
It enumerates the vertices of only one best-response
polytope, and the vertices of the complementary faces that
correspond to these vertices (if they are not empty) in the
other polytope. The second method is a modification of the
known EEE algorithm, for "enumeration of extreme equilibria".
We report on computational experiments that compare the two
algorithms, which show that both have their strengths and
weaknesses.
Talks given:
-
26 March 2007,
DIMAP Workshop on Algorithmic Game Theory,
University of Warwick
Paper for part 2 (Long
Lemke-Howson Paths), joint with Rahul Savani.
Song "Find the longest path" by
Dan Barrett (MP3-file).
Abstract:
Game-theoretic problems have found massive recent interest
in computer science. Obvious applications arise from the
internet, for example the study of online auctions.
In theoretical computer science, some of the most intriguing
open problems concern the time that an algorithm needs to
find a Nash equilibrium of a game. We give a survey of
these open problems, which depend on the type of game
considered. For bimatrix games, Nash equilibria are best
understood geometrically, but recent results seem to make
it unlikely that a "polynomial-time" algorithm for finding
a Nash equilibrium exists. Zero-sum "simple stochastic
games", on the other hand, are likely to be solvable in
polynomial time, but a corresponding algorithm continues to
be elusive. The talk is directed at a general audience, not
at experts in computational complexity.
Talks given:
-
13 July 2006,
Invited plenary talk, 17th International Conference on Game
Theory, Stony Brook, New York, USA.
Abstract:
The linear complementarity problem (LCP) generalizes linear
programming (via the complementary slackness conditions of a
pair of optimal primal and dual solutions) and finding Nash
equilibria of bimatrix games. It suffices to look only for
symmetric equilibria of symmetric games, which simplifies
the problem setup. A famous open problem is the
computational complexity of finding one equilibrium. The
classical Lemke-Howson algorithm finds an equilibrium, but
has exponential worst-case complexity. A related method is
Lemke's algorithm for solving an LCP. Applied to linear
programming, it gives the self-dual parametric simplex
algorithm, which has been shown to have polynomial expected
running time using a geometric description of "complementary
cones".
We review two main geometric views of the algorithms by
Lemke-Howson and Lemke: the polyhedral view, which describes
the nonnegativity (feasilibity) constraints, and the
"complementary cones" view, which maintains complementarity.
Using complementary cones, Lemke's algorithm is seen as
inverting a piecewise linear map along a line segment. One
new result is that the underlying "LCP map" is surjective
for the equilibrium problem (requiring only that the LCP
matrix is positive), so the algorithm can be started
anywhere. A second result shows that the Lemke-Howson
algorithm is a special case of this description, giving it a
unified view with Lemke's algorithm.
Talks given:
-
18 February 2009,
Game
Theory and Computer Science Day,
Chevaleret, University of Paris 6
-
17 May 2006,
Workshop on Complexity of Games, Polyhedra and Lattice
Points,
ETH Zurich, Switzerland.
-
25 July 2005,
Mathematics department, George Mason University, Virginia,
USA.
-
21 July 2005,
Workshop on Game Theory and Computer Science,
Stony Brook, New York, USA.
-
19 July 2005,
Seminar, GERAD, University of Montreal, Canada.
Paper.
Abstract:
A bimatrix game is a two-player game in strategic form, a
basic model in game theory. A Nash equilibrium is a pair of
(possibly randomized) strategies, one for each player, so
that no player can do better by unilaterally changing his or
her strategy. The exact computational complexity of finding
one Nash equilibrium of a bimatrix game is open. Already a
subexponential algorithm would be a major breakthrough in
the field.
In this talk, which will introduce the main concepts and
geometric tools, we show that the commonly used Lemke-Howson
algorithm for finding one equilibrium of a bimatrix game is
exponential. This question had been open for some time.
The algorithm is a pivoting method similar to the simplex
algorithm for linear programming. We present a class of
square bimatrix games for which the shortest Lemke-Howson
path grows exponentially in the dimension d of the game.
We construct the games using pairs of dual cyclic polytopes
with 2d facets in d-space. An extension of this work gives
games where in addition to long Lemke-Howson paths, a
trivial "support guessing" algorithm also takes exponential
time on average.
Talks given:
-
22 May 2007,
Microeconomics Seminar, IGIER, Bocconi University,
Milan, Italy.
-
27 February 2007,
Seminar, Computer Science Department,
University of Liverpool.
-
24 November 2006,
Departmental Seminar, Department of Computer Science,
University of Bath.
-
28 June 2006,
Summer School on Game
Theory in Computer Science, Aarhus University, Denmark.
-
15 June 2006,
Colloquium, Faculty of Economics and Business Administration,
University of Maastricht, The Netherlands.
-
13 June 2006,
Invited guest speaker,
2006
Colloquium, Deutsche Forschungsgemeinschaft, Research Centre 1126 on ``Algorithms for
large and complex networks'',
Technical University of Aachen, Germany.
-
[given by Rahul Savani]
12 May 2006,
Computer Science Seminar, University of Leicester.
-
[given by Rahul Savani]
6 April 2006,
22nd British Colloquium for
Theoretical Computer Science (BCTCS), Swansea University.
-
9 February 2006,
Centre for Computational Finance and Economic Agents
Seminar,
University of Essex.
-
30 January 2006,
Departmental Research Seminar, Department of Computer
Science, Durham University.
-
[given by Rahul Savani]
13 December 2005,
Mittagsseminar,
Department of Computer Science, ETH Zurich,
Switzerland.
-
30 September 2005,
Computer Science Seminar, University of Warwick.
-
2 March 2005,
Pure Mathematics Seminar,
University College London.
-
28 February 2005,
Game Theory Seminar,
Ecole Polytechnique and Universities of Paris I - VI -
Dauphine, France.
-
22 February 2005,
Laboratory for Foundations of Computer Science Seminar,
University of Edinburgh.
-
[short version, given by Rahul Savani]
18 October 2004,
45th Annual IEEE Symposium on Foundations of Computer
Science (FOCS 2004),
Rome, Italy.
Paper.
-
10 November 2003,
Seminar, Department of Mathematical Sciences,
Brunel University.
-
[given by Rahul Savani]
13 September 2003,
Workshop
on Complexity in Economic Theory,
Cowles Foundation for Research in Economics, Yale
University, New Haven, Connecticut, USA.
-
11 September 2003,
Colloquium in Computer Science, Brown University,
Providence, Rhode Island, USA.
-
15 July 2003,
Dagstuhl
Seminar 03291, Algorithmic Game Theory and the Internet,
Schloss Dagstuhl, Germany.
Leadership Games
(part 2 joint with Shmuel Zamir)
Paper 1.
Paper 2.
Abstract:
A "Leadership Game" is obtained from a game in strategic
form by letting on player become the "leader", who can
commit to a strategy, against which the other player or
players (called "followers") react. The classic
example is the Stackelberg game, which is the leadership
game obtained from the Cournot duopoly game of quantity
competition, the oldest formally defined "game".
First, we present a simple result on "follower payoffs in
symmetric duopoly games", where we give a general and very
short proof of the following property of a leadership game
for a symmetric duopoly game, for example of price or
quantity competition. Under certain standard assumptions,
The follower's payoff is either higher than the leader's, or
lower than even in the simultaneous game. A possible
interpretation is that ``endogenous'' timing is difficult
since the players either want to move both second or both
first. Apart from the surprising result, the setup
introduces key concepts of game theory and its modelling
assumptions using only simple mathematics, and a very
basic economic model.
Secondly, we study leadership games for the mixed extension
of a finite game, where the leader commits to a mixed,
that is, randomized strategy. In a generic two-player
game, the leader payoff is unique and at least as large
as any Nash payoff in the original simultaneous game.
In non-generic two-player games, which are completely
analyzed, the leader payoffs may form an interval, which
as a set of payoffs is never worse than the Nash payoffs
for the player who has the commitment power.
In other words, the power to commit never hurts, even
when best responses are not unique.
Talks given:
-
11 November 2005,
Economics Seminar, University of Alicante, Spain.
-
18 January 2005,
Pure Mathematics Seminar,
Royal Holloway, University of London.
-
20 May 2004,
STICERD Interdisciplinary Seminar in Game Theory,
London School of Economics.
-
25 March 2004,
Seminar, Department of Value and Decision Science,
Tokyo Institute of Technology, Tokyo, Japan.
-
22 November 2003,
Game Theory Workshop,
Waseda University, Tokyo, Japan.
-
13 February 2003,
Seminar in Economics and Econometrics,
University of Cergy-Pontoise, France.
Abstract:
Existence of equilibria in various economic models is
closely related to fixed point theorems, for example
Brouwer's theorem that a continuous function on a simplex
has a fixed point. Approximate fixed points exist by
Sperner's lemma that asserts the existence of a properly
colored simplex of certain colored simplicial subdivisions.
An algorithmic proof follows a path of simplices. Many such
path-following proofs are known, not only for approximate
Brouwer fixed points, but also for Nash equilibra of
two-player games (Lemke and Howson 1964) or for the core of
a balanced N-person game (Scarf 1965).
Our goal is to find the right mathematical abstraction to
explain the relationship between these concepts.
Computationally, they seem equally difficult. A recent
famous result due to Chen and Deng states that finding a
Nash equilibrium of a bimatrix game is "PPAD-complete", that
is, already as hard as finding an approximate Brouwer fixed
point, a seemingly much harder problem. We explain the
theorem but not its proof. We study how to capture the
directedness of the path (the "D" in "PPAD") by oriented
topological manifolds in a suitable abstraction.
Our exposition uses colorful pictures and examples
wherever possible.
Talks given:
-
17 July 2009,
Invited Plenary Talk,
International Conference on Game Theory, Stony Brook, NY, USA
-
30 June 2009,
BRICKS
Workshop on Game Theory and Multiagent Systems, CWI,
Amsterdam, The Netherlands
-
7 April 2009,
Conference in Honour of Jack Edmonds on Pretty Structures,
Existential Polytime and Polyhedral Combinatorics, Paris,
France
Paper.
Abstract:
The central solution concept for strategic games is the Nash
equilibrium. Every equilibrium has an index, which is an
integer describing a geometric-topological concept related
to the sign of a determinant, essentially a positive or
negative orientation. The sum of all indices over all
equilibria is +1. The index is related to concepts of
"stability", e.g. with respect to perturbing the game data
(equilibrium components with index 0 can disappear), or with
respect to evolutionary dynamics, for example. The index is
typically described very technically.
We give a new construction that allows to visualize the
index in a low-dimensional picture, for example the plane
for a 3 x n game, for any n. We prove that the index can be
characterized in strategic terms: an equilibrium has index
+1 if and only if it can be made the unique equilibrium of
the game by adding suitable strategies.
Talks given:
-
15 April 2009,
CRETA Marie Curie Workshop,
University of Warwick
-
1 April 2009,
Workshop New Topics on Game Theory,
Seville, Spain
-
24 March 2009,
Bellairs
Workshop on Algorithmic Game Theory,
Barbados
-
8 September 2008,
Transatlantic Theory Workshop, Paris School of Economics,
France.
-
15 July 2008,
Third World Congress of the Game Theory Society, Kellogg
School of Management, Northwestern University, Evanston,
USA.
-
10 June 2008,
Conference on Dynamics and Optimization,
University of Paris 6, France.
-
30 April 2008,
Symposium on Algorithmic Game Theory (SAGT),
Paderborn, Germany.
-
22 April 2008,
DIMAP Seminar, University of Warwick, United Kingdom.
-
11 March 2008,
Seminar, Department of Computer Science,
University of Aarhus, Denmark.
-
15 December 2005,
Mittagsseminar, Department of Computer Science, ETH Zurich,
Switzerland;
old slides.
-
15 July 2005,
Invited plenary talk, 16th International Conference on Game
Theory, Stony Brook, New York, USA.
-
23 May 2005,
Game Theory Seminar,
Ecole Polytechnique and Universities of Paris I - VI -
Dauphine, France.
-
21 April 2005,
Mini-Symposium on Games and Dynamics, London School of
Economics.
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