SearcharxivSearch

arXiv · 2312.03282

Monte Carlo Optimization for Solving Multilevel Stackelberg Games

Abstract

Stackelberg games originate where there are market leaders and followers, and the actions of leaders influence the behavior of the followers. Mathematical modelling of such games results in what's called a Bilevel Optimization problem. There is an entire area of research dedicated to analyzing and solving Bilevel Optimization problems which are often complex, and finding solutions for such problems is known to be NP-Hard. A generalization of Stackelberg games is a Multilevel Stackelberg game where we may have nested leaders and followers, such that a follower is, in turn, a leader for all lower-level players. These problems are much more difficult to solve, and existing solution approaches typically require extensive cooperation between the players (which generally can't be assumed) or make restrictive assumptions about the structure of the problem. In this paper, we present a stochastic algorithm to approximate the local equilibrium solutions for these Multilevel games. We then construct a few examples of such Multilevel problems, including: a) a nested toll-setting problem; and b) an adversarial initial condition determination problem for Robust Trajectory Optimization. We test our algorithm on our constructed problems as well as some trilevel problems from the literature, and show that it is able to approximate the optimum solutions for these problems within a reasonable error margin. We also provide an asymptotic proof for the convergence of the algorithm and empirically analyze its accuracy and convergence speed for different parameters. Lastly, we compare it with existing solution strategies from the literature and demonstrate that it outperforms them.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Pravesh Koirala, Forrest Laine. 2023-12-06. Monte Carlo Optimization for Solving Multilevel Stackelberg Games. https://arxiv.org/abs/2312.03282

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

MMS Allocation for Chores with Online Agent Arrivals

We study the fair allocation of $m$ indivisible chores to $n$ agents with subadditive cost functions arriving online in an arbitrary order. Upon an agent's arrival, we are informed of her cost function and must irrevocably assign her a set of chores. We focus on the Maximin Share (MMS) fairness notion and aim to compute an allocation in which all items are assigned, and no agent incurs a cost more than $\alpha$ times her MMS. Without any prior information about the instance (other than $n$ and $m$), we design an algorithm with a competitive ratio of $O(\min\{n, k\log^{1+\epsilon}k, \log m\})$ for any constant $\epsilon > 0$, where $k$ denotes the number of cost function types. Our bound matches the best known offline approximation guarantees for MMS under subadditive costs and is nearly optimal with respect to all three parameters: we show that even for binary additive cost functions, no online algorithm can achieve a competitive ratio of $o(\min\{n, k\log k, \log m\})$. We then consider the setting in which the $k$ cost function types are known in advance (though the realized types of arriving agents are not). For additive cost functions, we provide an algorithm with a competitive ratio of $O(\min\{\log k, \log(kn)/\log\log(kn)\})$, and show that constant-competitive algorithms do not exist for general $k$, even for the binary additive setting. For binary additive functions when $k \le n$, we propose a $3$-competitive algorithm and establish a lower bound of $2$.

cs.GT

Truncated Noisy Best-Response Algorithms: Toward Game Theoretic Learning with Safety Guarantees

We consider a game theoretic approach to solve multi-agent coordination problems with submodular maximization objectives. It is known for such problems that the Nash equilibria for the corresponding game are always within 50% of the optimal, but that the equilibria which achieve this worst-case bound are not stable. To exploit this instability, we propose a family of algorithms which we call Truncated Noisy Best-Response (TNBR) Algorithms. These algorithms are flexibly characterized by agents asynchronously and stochastically selecting actions from a neighbourhood of their best response payoffs. We compute bounds on the recurrent classes of TNBR algorithms' associated Markov chains. Our bounds fall into two categories: first, "Performance" bounds ensure that TNBR algorithms always have a high-value recurrent state; second, "Safety" bounds ensure that TNBR algorithms never have arbitrarily-bad recurrent states. Furthermore, these two types of bounds are linked by a waterbed-like effect: every game with a poor Safety guarantee necessarily has a favorable Performance guarantee.

cs.GT

Existence of the Core in Approval-Based Committee Elections

We settle the main open question in the theory of approval-based multi-winner elections: we show that there always exists a committee in the core. The core is a stability and group fairness concept. The proof introduces a new voting rule that optimizes an entropy-like objective function over committees and payment systems. All local optima of this objective function lie in the core, which implies that a core committee can be found in polynomial time.

cs.GT