CMU GTDG - Spring 2008
Overview
The Game Theory Discussion Group is intended for (but not limited to) researchers in a game theory-related area including (but not limited to) computational game theory, algorithmic game theory, mechanism design, equilibrium finding, auction theory, e-commerce, etc. The group meets once a week where someone gives a 1-1.5 hour presentation on current research. The emphasis is on research that is not yet published. Also, overview talks are encouraged. Presentations are informal (i.e. no slides).
Abe Othman coordinates the discussion group. All meetings will take place in the AMEM lab, Wean 3203 at 5pm.
Mailing List
The mailing list is gametheory-discussiongroup at lists.andrew.cmu.edu (subscribe). This list is not intended for discussion, but rather for announcements and organization. If you have trouble using the list then let Abe know.
Schedule
February 11th
Andrew Gilpin
Andrew Gilpin
Gradient-based algorithms for solving two-person zero-sum games
In this talk I will discuss the problem of finding
ε-equilibria in two-person zero-sum games. Both matrix games and
sequential games will be considered. I will describe our algorithm based
on Nesterov's excessive gap technique. This was the first O(1/ε)
gradient-based algorithm for finding ε-equilibria in sequential games. Then I will
discuss our newer O(log (1/ε)) algorithms for matrix and sequential
games. This is the first O(log (1/ε)) gradient-based algorithm for
this problem, and it matches the performance guarantees of interior-point
methods in terms of the dependence on ε.
February 18th
Sam Ganzfried
Sam Ganzfried
Algorithms for multiplayer stochastic games of imperfect information
There often exists a large complexity gap between the difficulty of
solving two and three-player zero-sum games. For example, two-player
zero-sum matrix games can be solved in polynomial time by linear
programming while solving three-player zero-sum matrix games is
PPAD-complete. Furthermore, while it has been known for decades that an
equilibrium exists in two-player zero-sum undiscounted stochastic games,
it is still unknown whether one exists in such games with more than two
players. In this talk I will discuss several new algorithms for
computing
an equilibrium in multiplayer stochastic games of imperfect information
and present experimental results on a three-player poker tournament
(which
is modeled as a stochastic game).
February 25th
Abe Othman
Abe Othman
Towards Assassination Markets
Traditional prediction markets answer "Who?" or "What?"; an assassination market is a prediction market which answers "When?" or "How Many?". In this talk, I will discuss the failures of current assassination markets and offer my solution: a novel method of market interaction that is both powerful and simple. Central to my talk is the elegant result of Robin Hanson which turns scoring rules used in expert elicitation into automated market makers for prediction markets. I will give a derivation of this result and discuss its implications. Finally, my talk will end with a proposal to run an assassination market on when the new Gates Center for Computer Science will open.
March 17th
Tinglong Dai
Tinglong Dai
Breach of Contract, Renegotiation, and Trust Building
More often than not, companies choose to walk away from their contracts due to unexpected business environments (e.g., subprime crisis). It is therefore strategic for managers to anticipate the financial outcome of breach of contacts and renegotiation possibilities.
This talk first provides a review of game theoretic literature about the issue of breach of contract. We then move to focus on two most recent models: a model dealing with breach remedy and renegotiation design for innovation and capacity; a repeated game model quantifying the impact of the value of future cooperation on the building of mutual-trust. Finally, a multi-agent model with commitment flexibility is introduced, which is still under the phase of initial development.
March 31st
Andrew Gilpin
Andrew Gilpin
Solving Two-person Zero-sum Repeated Games of Incomplete Information
In repeated games with incomplete information, rational
agents must carefully weigh the tradeoffs of advantageously
exploiting their information to achieve a short-term gain versus
carefully concealing their information so as not to give
up a long-term informed advantage. The theory of infinitely-repeated
two-player zero-sum games with incomplete information
has been carefully studied, beginning with the seminal
work of Aumann and Maschler. While this theoretical
work has produced a characterization of optimal strategies,
algorithms for solving for optimal strategies have not yet
been studied. For the case where one player is informed
about the true state of the world and the other player is uninformed,
we provide a non-convex mathematical programming
formulation for computing the value of the game, as
well as optimal strategies for the informed player. We then
describe an efficient algorithm for solving this difficult optimization
problem to within arbitrary accuracy. We also
discuss how to efficiently compute optimal strategies for the
uninformed player using the output of our algorithm.
April 14th
Aaron Roth
Aaron Roth
Stability of Nash Equilibria in the Face of Noise
Nash equilibria represent "stable states" in a game. But not all Nash equilibria are created equal -- in fact, some are very brittle to "noise", whereas some are resilient to it. We will informally discuss several kinds of noise, and what we can say about the resulting solution. We will see that we can sometimes prove stronger guarantees about the resulting equilibria, using the "Load Balancing Game" as an example. Finally, we might talk about BGP a bit and solicit ideas from the audience.
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