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Bernhard von Stengel

Publications and source records attributed to Bernhard von Stengel.

13 recordsLinked to original sources

Equilibrium Numbers in Non-Square Bimatrix Games

Bimatrix games may have an exponential number of mixed Nash equilibria if both dimensions of the game are allowed to grow. Bounds on their maximal number give structural insights that have been used to construct hard-to-solve games. We show new sharp or asymptotically sharp bounds on the (polynomial) number of equilibria for generic games where one dimension of the game is fixed and the number of strategies of the other player grows. These results go beyond the hitherto studied square games. Our methods employ combinatorial properties of polytopes, and recent obstructions that relate to the graph of those polytopes. For $n\ge5$, we construct $3\times n$ games that have all $2n+1$ vertices of the best-response polytope as equilibrium strategies, proved using a simple case of the 4-color theorem for planar graphs. Generic $4\times 5$ games are shown to have at most 17 equilibria, using computer calculations with existing datasets for all combinatorial types of the relevant polytopes. For $d\times n$ games, we construct games where all but a fraction of $O(1/n)$ of the maximum number of vertices are equilibrium strategies.

cs.GT↗

The Condorcet Dimension of Metric Spaces

A Condorcet winning set is a set of candidates such that no other candidate is preferred by at least half the voters over all members of the set. The Condorcet dimension, which is the minimum cardinality of a Condorcet winning set, is known to be at most logarithmic in the number of candidates. We study the case of elections where voters and candidates are located in a $2$-dimensional space with preferences based upon proximity voting. Our main result is that the Condorcet dimension is at most $4$, under both the Manhattan norm and the infinity norm, which are natural measures in electoral systems. We also prove that any set of voter preferences can be embedded into a metric space of sufficiently high dimension for any $p$-norm, including the Manhattan and infinity norms.

cs.GT↗

A Stable-Set Bound and Maximal Numbers of Nash Equilibria in Bimatrix Games

Quint and Shubik (1997) conjectured that a non-degenerate n-by-n game has at most 2^n-1 Nash equilibria in mixed strategies. The conjecture is true for n at most 4 but false for n=6 or larger. We answer it positively for the remaining case n=5, which had been open since 1999. The problem can be translated to a combinatorial question about the vertices of a pair of simple n-polytopes with 2n facets. We introduce a novel obstruction based on the index of an equilibrium, which states that equilibrium vertices belong to two equal-sized disjoint stable sets of the graph of the polytope. This bound is verified directly using the known classification of the 159,375 combinatorial types of dual neighborly polytopes in dimension 5 with 10 facets. Non-neighborly polytopes are analyzed with additional combinatorial techniques where the bound is used for their disjoint facets.

cs.GT↗

Zero-Sum Games and Linear Programming Duality

The minimax theorem for zero-sum games is easily proved from the strong duality theorem of linear programming. For the converse direction, the standard proof by Dantzig (1951) is known to be incomplete. We explain and combine classical theorems about solving linear equations with nonnegative variables to give a correct alternative proof, more directly than Adler (2013). We also extend Dantzig's game so that any max-min strategy gives either an optimal LP solution or shows that none exists.

cs.GT↗

Finding Nash Equilibria of Two-Player Games

This paper is an exposition of algorithms for finding one or all equilibria of a bimatrix game (a two-player game in strategic form) in the style of a chapter in a graduate textbook. Using labeled "best-response polytopes", we present the Lemke-Howson algorithm that finds one equilibrium. We show that the path followed by this algorithm has a direction, and that the endpoints of the path have opposite index, in a canonical way using determinants. For reference, we prove that a number of notions of nondegeneracy of a bimatrix game are equivalent. The computation of all equilibria of a general bimatrix game, via a description of the maximal Nash subsets of the game, is canonically described using "complementary pairs" of faces of the best-response polytopes.

cs.GT↗

Fast Algorithms for Rank-1 Bimatrix Games

The rank of a bimatrix game is the matrix rank of the sum of the two payoff matrices. This paper comprehensively analyzes games of rank one, and shows the following: (1) For a game of rank r, the set of its Nash equilibria is the intersection of a generically one-dimensional set of equilibria of parameterized games of rank r-1 with a hyperplane. (2) One equilibrium of a rank-1 game can be found in polynomial time. (3) All equilibria of a rank-1 game can be found by following a piecewise linear path. In contrast, such a path-following method finds only one equilibrium of a bimatrix game. (4) The number of equilibria of a rank-1 game may be exponential. (5) There is a homeomorphism between the space of bimatrix games and their equilibrium correspondence that preserves rank. It is a variation of the homeomorphism used for the concept of strategic stability of an equilibrium component.

cs.GT↗

Unit Vector Games

McLennan and Tourky (2010) showed that "imitation games" provide a new view of the computation of Nash equilibria of bimatrix games with the Lemke-Howson algorithm. In an imitation game, the payoff matrix of one of the players is the identity matrix. We study the more general "unit vector games", which are already known, where the payoff matrix of one player is composed of unit vectors. Our main application is a simplification of the construction by Savani and von Stengel (2006) of bimatrix games where two basic equilibrium-finding algorithms take exponentially many steps: the Lemke-Howson algorithm, and support enumeration.

cs.GT↗

Recursive Inspection Games

We consider a sequential inspection game where an inspector uses a limited number of inspections over a larger number of time periods to detect a violation (an illegal act) of an inspectee. Compared with earlier models, we allow varying rewards to the inspectee for successful violations. As one possible example, the most valuable reward may be the completion of a sequence of thefts of nuclear material needed to build a nuclear bomb. The inspectee can observe the inspector, but the inspector can only determine if a violation happens during a stage where he inspects, which terminates the game; otherwise the game continues. Under reasonable assumptions for the payoffs, the inspector's strategy is independent of the number of successful violations. This allows to apply a recursive description of the game, even though this normally assumes fully informed players after each stage. The resulting recursive equation in three variables for the equilibrium payoff of the game, which generalizes several other known equations of this kind, is solved explicitly in terms of sums of binomial coefficients. We also extend this approach to non-zero-sum games and, similar to Maschler (1966), "inspector leadership" where the inspector commits to (the same) randomized inspection schedule, but the inspectee acts legally (rather than mixes as in the simultaneous game) as long as inspections remain.

cs.GT↗

Oriented Euler Complexes and Signed Perfect Matchings

This paper presents "oriented pivoting systems" as an abstract framework for complementary pivoting. It gives a unified simple proof that the endpoints of complementary pivoting paths have opposite sign. A special case are the Nash equilibria of a bimatrix game at the ends of Lemke-Howson paths, which have opposite index. For Euler complexes or "oiks", an orientation is defined which extends the known concept of oriented abstract simplicial manifolds. Ordered "room partitions" for a family of oriented oiks come in pairs of opposite sign. For an oriented oik of even dimension, this sign property holds also for unordered room partitions. In the case of a two-dimensional oik, these are perfect matchings of an Euler graph, with the sign as defined for Pfaffian orientations of graphs. A near-linear time algorithm is given for the following problem: given a graph with an Eulerian orientation with a perfect matching, find another perfect matching of opposite sign. In contrast, the complementary pivoting algorithm for this problem may be exponential.

cs.DM↗

Game Theory Explorer - Software for the Applied Game Theorist

This paper presents the "Game Theory Explorer" software tool to create and analyze games as models of strategic interaction. A game in extensive or strategic form is created and nicely displayed with a graphical user interface in a web browser. State-of-the-art algorithms then compute all Nash equilibria of the game after a mouseclick. In tutorial fashion, we present how the program is used, and the ideas behind its main algorithms. We report on experiences with the architecture of the software and its development as an open-source project.

cs.GT↗

Nash Codes for Noisy Channels

This paper studies the stability of communication protocols that deal with transmission errors. We consider a coordination game between an informed sender and an uninformed decision maker, the receiver, who communicate over a noisy channel. The sender's strategy, called a code, maps states of nature to signals. The receiver's best response is to decode the received channel output as the state with highest expected receiver payoff. Given this decoding, an equilibrium or "Nash code" results if the sender encodes every state as prescribed. We show two theorems that give sufficient conditions for Nash codes. First, a receiver-optimal code defines a Nash code. A second, more surprising observation holds for communication over a binary channel which is used independently a number of times, a basic model of information transmission: Under a minimal "monotonicity" requirement for breaking ties when decoding, which holds generically, EVERY code is a Nash code.

cs.GT↗

Optimal Lower Bounds for Projective List Update Algorithms

The list update problem is a classical online problem, with an optimal competitive ratio that is still open, known to be somewhere between 1.5 and 1.6. An algorithm with competitive ratio 1.6, the smallest known to date, is COMB, a randomized combination of BIT and the TIMESTAMP algorithm TS. This and almost all other list update algorithms, like MTF, are projective in the sense that they can be defined by looking only at any pair of list items at a time. Projectivity (also known as "list factoring") simplifies both the description of the algorithm and its analysis, and so far seems to be the only way to define a good online algorithm for lists of arbitrary length. In this paper we characterize all projective list update algorithms and show that their competitive ratio is never smaller than 1.6 in the partial cost model. Therefore, COMB is a best possible projective algorithm in this model.

cs.CC↗