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Nicola Gatti

Publications and source records attributed to Nicola Gatti.

At least 91 records · Page 5Linked to original sources

Computing the Strategy to Commit to in Polymatrix Games (Extended Version)

Leadership games provide a powerful paradigm to model many real-world settings. Most literature focuses on games with a single follower who acts optimistically, breaking ties in favour of the leader. Unfortunately, for real-world applications, this is unlikely. In this paper, we look for efficiently solvable games with multiple followers who play either optimistically or pessimistically, i.e., breaking ties in favour or against the leader. We study the computational complexity of finding or approximating an optimistic or pessimistic leader-follower equilibrium in specific classes of succinct games---polymatrix like---which are equivalent to 2-player Bayesian games with uncertainty over the follower, with interdependent or independent types. Furthermore, we provide an exact algorithm to find a pessimistic equilibrium for those game classes. Finally, we show that in general polymatrix games the computation is harder even when players are forced to play pure strategies.

cs.AI↗

Facing Multiple Attacks in Adversarial Patrolling Games with Alarmed Targets

We focus on adversarial patrolling games on arbitrary graphs, where the Defender can control a mobile resource, the targets are alarmed by an alarm system, and the Attacker can observe the actions of the mobile resource of the Defender and perform different attacks exploiting multiple resources. This scenario can be modeled as a zero-sum extensive-form game in which each player can play multiple times. The game tree is exponentially large both in the size of the graph and in the number of attacking resources. We show that when the number of the Attacker's resources is free, the problem of computing the equilibrium path is NP-hard, while when the number of resources is fixed, the equilibrium path can be computed in poly-time. We provide a dynamic-programming algorithm that, given the number of the Attacker's resources, computes the equilibrium path requiring poly-time in the size of the graph and exponential time in the number of the resources. Furthermore, since in real-world scenarios it is implausible that the Defender knows the number of attacking resources, we study the robustness of the Defender's strategy when she makes a wrong guess about that number. We show that even the error of just a single resource can lead to an arbitrary inefficiency, when the inefficiency is defined as the ratio of the Defender's utilities obtained with a wrong guess and a correct guess. However, a more suitable definition of inefficiency is given by the difference of the Defender's utilities: this way, we observe that the higher the error in the estimation, the higher the loss for the Defender. Then, we investigate the performance of online algorithms when no information about the Attacker's resources is available. Finally, we resort to randomized online algorithms showing that we can obtain a competitive factor that is twice better than the one that can be achieved by any deterministic online algorithm.

cs.AI↗

How to Maximize the Spread of Social Influence: A Survey

This survey presents the main results achieved for the influence maximization problem in social networks. This problem is well studied in the literature and, thanks to its recent applications, some of which currently deployed on the field, it is receiving more and more attention in the scientific community. The problem can be formulated as follows: given a graph, with each node having a certain probability of influencing its neighbors, select a subset of vertices so that the number of nodes in the network that are influenced is maximized. Starting from this model, we introduce the main theoretical developments and computational results that have been achieved, taking into account different diffusion models describing how the information spreads throughout the network, various ways in which the sources of information could be placed, and how to tackle the problem in the presence of uncertainties affecting the network. Finally, we present one of the main application that has been developed and deployed exploiting tools and techniques previously discussed.

cs.SI↗

Computational Results for Extensive-Form Adversarial Team Games

We provide, to the best of our knowledge, the first computational study of extensive-form adversarial team games. These games are sequential, zero-sum games in which a team of players, sharing the same utility function, faces an adversary. We define three different scenarios according to the communication capabilities of the team. In the first, the teammates can communicate and correlate their actions both before and during the play. In the second, they can only communicate before the play. In the third, no communication is possible at all. We define the most suitable solution concepts, and we study the inefficiency caused by partial or null communication, showing that the inefficiency can be arbitrarily large in the size of the game tree. Furthermore, we study the computational complexity of the equilibrium-finding problem in the three scenarios mentioned above, and we provide, for each of the three scenarios, an exact algorithm. Finally, we empirically evaluate the scalability of the algorithms in random games and the inefficiency caused by partial or null communication.

cs.AI↗

On the Verification and Computation of Strong Nash Equilibrium

Computing equilibria of games is a central task in computer science. A large number of results are known for \emph{Nash equilibrium} (NE). However, these can be adopted only when coalitions are not an issue. When instead agents can form coalitions, NE is inadequate and an appropriate solution concept is \emph{strong Nash equilibrium} (SNE). Few computational results are known about SNE. In this paper, we first study the problem of verifying whether a strategy profile is an SNE, showing that the problem is in $\mathcal{P}$. We then design a spatial branch--and--bound algorithm to find an SNE, and we experimentally evaluate the algorithm.

cs.GT↗

Methods for finding leader--follower equilibria with multiple followers

The concept of leader--follower (or Stackelberg) equilibrium plays a central role in a number of real--world applications of game theory. While the case with a single follower has been thoroughly investigated, results with multiple followers are only sporadic and the problem of designing and evaluating computationally tractable equilibrium-finding algorithms is still largely open. In this work, we focus on the fundamental case where multiple followers play a Nash equilibrium once the leader has committed to a strategy---as we illustrate, the corresponding equilibrium finding problem can be easily shown to be $\mathcal{FNP}$--hard and not in Poly--$\mathcal{APX}$ unless $\mathcal{P} = \mathcal{NP}$ and therefore it is one among the hardest problems to solve and approximate. We propose nonconvex mathematical programming formulations and global optimization methods to find both exact and approximate equilibria, as well as a heuristic black box algorithm. All the methods and formulations that we introduce are thoroughly evaluated computationally.

cs.GT↗

Unimodal Thompson Sampling for Graph-Structured Arms

We study, to the best of our knowledge, the first Bayesian algorithm for unimodal Multi-Armed Bandit (MAB) problems with graph structure. In this setting, each arm corresponds to a node of a graph and each edge provides a relationship, unknown to the learner, between two nodes in terms of expected reward. Furthermore, for any node of the graph there is a path leading to the unique node providing the maximum expected reward, along which the expected reward is monotonically increasing. Previous results on this setting describe the behavior of frequentist MAB algorithms. In our paper, we design a Thompson Sampling-based algorithm whose asymptotic pseudo-regret matches the lower bound for the considered setting. We show that -as it happens in a wide number of scenarios- Bayesian MAB algorithms dramatically outperform frequentist ones. In particular, we provide a thorough experimental evaluation of the performance of our and state-of-the-art algorithms as the properties of the graph vary.

cs.LG↗

Team-maxmin equilibrium: efficiency bounds and algorithms

The Team-maxmin equilibrium prescribes the optimal strategies for a team of rational players sharing the same goal and without the capability of correlating their strategies in strategic games against an adversary. This solution concept can capture situations in which an agent controls multiple resources-corresponding to the team members-that cannot communicate. It is known that such equilibrium always exists and it is unique (unless degeneracy) and these properties make it a credible solution concept to be used in real-world applications, especially in security scenarios. Nevertheless, to the best of our knowledge, the Team-maxmin equilibrium is almost completely unexplored in the literature. In this paper, we investigate bounds of (in)efficiency of the Team-maxmin equilibrium w.r.t. the Nash equilibria and w.r.t. the Maxmin equilibrium when the team members can play correlated strategies. Furthermore, we study a number of algorithms to find and/or approximate an equilibrium, discussing their theoretical guarantees and evaluating their performance by using a standard testbed of game instances.

cs.AI↗

Extensive-Form Perfect Equilibrium Computation in Two-Player Games

We study the problem of computing an Extensive-Form Perfect Equilibrium (EFPE) in 2-player games. This equilibrium concept refines the Nash equilibrium requiring resilience w.r.t. a specific vanishing perturbation (representing mistakes of the players at each decision node). The scientific challenge is intrinsic to the EFPE definition: it requires a perturbation over the agent form, but the agent form is computationally inefficient, due to the presence of highly nonlinear constraints. We show that the sequence form can be exploited in a non-trivial way and that, for general-sum games, finding an EFPE is equivalent to solving a suitably perturbed linear complementarity problem. We prove that Lemke's algorithm can be applied, showing that computing an EFPE is $\textsf{PPAD}$-complete. In the notable case of zero-sum games, the problem is in $\textsf{FP}$ and can be solved by linear programming. Our algorithms also allow one to find a Nash equilibrium when players cannot perfectly control their moves, being subject to a given execution uncertainty, as is the case in most realistic physical settings.

cs.GT↗

Multi-resource defensive strategies for patrolling games with alarm systems

Security Games employ game theoretical tools to derive resource allocation strategies in security domains. Recent works considered the presence of alarm systems, even suffering various forms of uncertainty, and showed that disregarding alarm signals may lead to arbitrarily bad strategies. The central problem with an alarm system, unexplored in other Security Games, is finding the best strategy to respond to alarm signals for each mobile defensive resource. The literature provides results for the basic single-resource case, showing that even in that case the problem is computationally hard. In this paper, we focus on the challenging problem of designing algorithms scaling with multiple resources. First, we focus on finding the minimum number of resources assuring non-null protection to every target. Then, we deal with the computation of multi-resource strategies with different degrees of coordination among resources. For each considered problem, we provide a computational analysis and propose algorithmic methods.

cs.AI↗

Towards Better Models of Externalities in Sponsored Search Auctions

Sponsored Search Auctions (SSAs) arguably represent the problem at the intersection of computer science and economics with the deepest applications in real life. Within the realm of SSAs, the study of the effects that showing one ad has on the other ads, a.k.a. externalities in economics, is of utmost importance and has so far attracted the attention of much research. However, even the basic question of modeling the problem has so far escaped a definitive answer. The popular cascade model is arguably too idealized to really describe the phenomenon yet it allows a good comprehension of the problem. Other models, instead, describe the setting more adequately but are too complex to permit a satisfactory theoretical analysis. In this work, we attempt to get the best of both approaches: firstly, we define a number of general mathematical formulations for the problem in the attempt to have a rich description of externalities in SSAs and, secondly, prove a host of results drawing a nearly complete picture about the computational complexity of the problem. We complement these approximability results with some considerations about mechanism design in our context.

cs.GT↗

Ad auctions and cascade model: GSP inefficiency and algorithms

The design of the best economic mechanism for Sponsored Search Auctions (SSAs) is a central task in computational mechanism design/game theory. Two open questions concern the adoption of user models more accurate than that one currently used and the choice between Generalized Second Price auction (GSP) and Vickrey-Clark-Groves mechanism (VCG). In this paper, we provide some contributions to answer these questions. We study Price of Anarchy (PoA) and Price of Stability (PoS) over social welfare and auctioneer's revenue of GSP w.r.t. the VCG when the users follow the famous cascade model. Furthermore, we provide exact, randomized, and approximate algorithms, showing that in real-world settings (Yahoo! Webscope A3 dataset, 10 available slots) optimal allocations can be found in less than 1s with up to 1000 ads, and can be approximated in less than 20ms even with more than 1000 ads with an average accuracy greater than 99%.

cs.GT↗

Adversarial patrolling with spatially uncertain alarm signals

When securing complex infrastructures or large environments, constant surveillance of every area is not affordable. To cope with this issue, a common countermeasure is the usage of cheap but wide-ranged sensors, able to detect suspicious events that occur in large areas, supporting patrollers to improve the effectiveness of their strategies. However, such sensors are commonly affected by uncertainty. In the present paper, we focus on spatially uncertain alarm signals. That is, the alarm system is able to detect an attack but it is uncertain on the exact position where the attack is taking place. This is common when the area to be secured is wide such as in border patrolling and fair site surveillance. We propose, to the best of our knowledge, the first Patrolling Security Game model where a Defender is supported by a spatially uncertain alarm system which non-deterministically generates signals once a target is under attack. We show that finding the optimal strategy in arbitrary graphs is APX-hard even in zero-sum games and we provide two (exponential time) exact algorithms and two (polynomial time) approximation algorithms. Furthermore, we analyse what happens in environments with special topologies, showing that in linear and cycle graphs the optimal patrolling strategy can be found in polynomial time, de facto allowing our algorithms to be used in real-life scenarios, while in trees the problem is NP-hard. Finally, we show that without false positives and missed detections, the best patrolling strategy reduces to stay in a place, wait for a signal, and respond to it at best. This strategy is optimal even with non-negligible missed detection rates, which, unfortunately, affect every commercial alarm system. We evaluate our methods in simulation, assessing both quantitative and qualitative aspects.

cs.AI↗

Strong Nash equilibria and mixed strategies

In this paper we consider strong Nash equilibria, in mixed strategies, for finite games. Any strong Nash equilibrium outcome is Pareto efficient for each coalition. First, we analyze the two--player setting. Our main result, in its simplest form, states that if a game has a strong Nash equilibrium with full support (that is, both players randomize among all pure strategies), then the game is strictly competitive. In order to get our result we use the indifference principle fulfilled by any Nash equilibrium, and the classical KKT conditions (in the vector setting), that are necessary conditions for Pareto efficiency. Our characterization enables us to design a strong-Nash-equilibrium-finding algorithm with complexity in Smoothed-$\mathcal{P}$. So, this problem---that Conitzer and Sandholm [Conitzer, V., Sandholm, T., 2008. New complexity results about Nash equilibria. Games Econ. Behav. 63, 621--641] proved to be computationally hard in the worst case---is generically easy. Hence, although the worst case complexity of finding a strong Nash equilibrium is harder than that of finding a Nash equilibrium, once small perturbations are applied, finding a strong Nash is easier than finding a Nash equilibrium. Next we switch to the setting with more than two players. We demonstrate that a strong Nash equilibrium can exist in which an outcome that is strictly Pareto dominated by a Nash equilibrium occurs with positive probability. Finally, we prove that games that have a strong Nash equilibrium where at least one player puts positive probability on at least two pure strategies are extremely rare: they are of zero measure.

math.OC↗

Truthful Learning Mechanisms for Multi-Slot Sponsored Search Auctions with Externalities

Sponsored search auctions constitute one of the most successful applications of microeconomic mechanisms. In mechanism design, auctions are usually designed to incentivize advertisers to bid their truthful valuations and to assure both the advertisers and the auctioneer a non-negative utility. Nonetheless, in sponsored search auctions, the click-through-rates (CTRs) of the advertisers are often unknown to the auctioneer and thus standard truthful mechanisms cannot be directly applied and must be paired with an effective learning algorithm for the estimation of the CTRs. This introduces the critical problem of designing a learning mechanism able to estimate the CTRs at the same time as implementing a truthful mechanism with a revenue loss as small as possible compared to an optimal mechanism designed with the true CTRs. Previous work showed that, when dominant-strategy truthfulness is adopted, in single-slot auctions the problem can be solved using suitable exploration-exploitation mechanisms able to achieve a per-step regret (over the auctioneer's revenue) of order $O(T^{-1/3})$ (where T is the number of times the auction is repeated). It is also known that, when truthfulness in expectation is adopted, a per-step regret (over the social welfare) of order $O(T^{-1/2})$ can be obtained. In this paper we extend the results known in the literature to the case of multi-slot auctions. In this case, a model of the user is needed to characterize how the advertisers' valuations change over the slots. We adopt the cascade model that is the most famous model in the literature for sponsored search auctions. We prove a number of novel upper bounds and lower bounds both on the auctioneer's revenue loss and social welfare w.r.t. to the VCG auction and we report numerical simulations investigating the accuracy of the bounds in predicting the dependency of the regret on the auction parameters.

cs.GT↗

Mechanism Design for Mobile Geo-Location Advertising

Mobile geo-location advertising, where mobile ads are targeted based on a user's location, has been identified as a key growth factor for the mobile market. As with online advertising, a crucial ingredient for their success is the development of effective economic mechanisms. An important difference is that mobile ads are shown sequentially over time and information about the user can be learned based on their movements. Furthermore, ads need to be shown selectively to prevent ad fatigue. To this end, we introduce, for the first time, a user model and suitable economic mechanisms which take these factors into account. Specifically, we design two truthful mechanisms which produce an advertisement plan based on the user's movements. One mechanism is allocatively efficient, but requires exponential compute time in the worst case. The other requires polynomial time, but is not allocatively efficient. Finally, we experimentally evaluate the tradeoff between compute time and efficiency of our mechanisms.

cs.GT↗

Beaconing-Aware Optimal Policies for Two-Hop Routing in Multi-Class Delay Tolerant Networks

In Delay Tolerant Networks (DTNs), two-hop routing compromises energy versus delay more conveniently than epidemic routing. Literature provides comprehensive results on optimal routing policies for mobile nodes with homogeneous mobility, often neglecting signaling costs. Routing policies are customarily computed by means of fluid approximation techniques, which assure solutions to be optimal only when the number of nodes is infinite, while they provide a coarse approximation otherwise. This work addresses heterogeneous mobility patterns and multiple wireless transmission technologies; moreover, we explicitly consider the beaconing/signaling costs to support routing and the possibility for nodes to discard packets after a local time. We theoretically characterize the optimal policies by deriving their formal properties. Such analysis is leveraged to define two algorithmic approaches which allow to trade off optimality with computational efficiency. Theoretical bounds on the approximation guarantees of the proposed algorithms are derived. We then experimentally evaluated them in realistic scenarios of multi-class DTNs.

cs.NI↗

On the complexity of strong Nash equilibrium: Hard-to-solve instances and smoothed complexity

The computational characterization of game-theoretic solution concepts is a central topic in artificial intelligence, with the aim of developing computationally efficient tools for finding optimal ways to behave in strategic interactions. The central solution concept in game theory is Nash equilibrium (NE). However, it fails to capture the possibility that agents can form coalitions (even in the 2-agent case). Strong Nash equilibrium (SNE) refines NE to this setting. It is known that finding an SNE is NP-complete when the number of agents is constant. This hardness is solely due to the existence of mixed-strategy SNEs, given that the problem of enumerating all pure-strategy SNEs is trivially in P. Our central result is that, in order for a game to have at least one non-pure-strategy SNE, the agents' payoffs restricted to the agents' supports must, in the case of 2 agents, lie on the same line, and, in the case of n agents, lie on an (n - 1)-dimensional hyperplane. Leveraging this result, we provide two contributions. First, we develop worst-case instances for support-enumeration algorithms. These instances have only one SNE and the support size can be chosen to be of any size-in particular, arbitrarily large. Second, we prove that, unlike NE, finding an SNE is in smoothed polynomial time: generic game instances (i.e., all instances except knife-edge cases) have only pure-strategy SNEs.

cs.GT↗