Pragmatic algorithmic game theory

Kevin Leyton-Brown
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引用次数: 2

Abstract

Algorithmic Game Theory (AGT) studies problems at the interface between computer science and microeconomics. Research in this area typically attacks very general settings using theoretical tools. There are great advantages to such an approach: in particular, the field has amassed an impressive range of sweeping impossibility, optimality, and approximation results. However, sometimes it is very difficult to obtain a clean theoretical result that addresses a complex, real-world problem of interest. We can often say more about realistic problems if we're willing to be pragmatic. In particular, progress can often be made by leveraging one or both of the following forms of pragmatism: 1. Aiming to achieve good performance only on problems of interest, rather than in relatively unconstrained settings; and 2. Working with statistical rather than analytical tools, thereby defining problems of interest implicitly via a dataset and/or appealing to data-driven measures of performance. This talk will survey three broad problems that I have attacked using such pragmatic approaches in my own research. (There is, of course, a wide range of excellent work in this vein by others; however, surveying it is beyond the scope of this talk.) First, a central problem in AGT is reasoning about equilibrium behavior in games. A seminal result was that the identification of a sample Nash equilibrium is PPAD-complete even in two-player games, meaning that the problem is probably intractable in the worst case. However, it is nevertheless often still possible to reason about games of interest, because they often exhibit various structural regularities. I'll describe the Action Graph Game (AGG) formalism, and explain how restricting ourselves to games that are compact in this (general) language yields exponential performance improvements. AGGs are particularly interesting for AGT researchers because they can compactly model messy, realistic mechanisms like advertising auctions or voting systems. I'll discuss what can be gained by analyzing such mechanisms in this way, and introduce some general tools that researchers can use to easily leverage these techniques in their own work. A second problem at the core of AGT is market design. I'll focus here on the FCC's upcoming 'incentive auction', in which television broadcasters will be given the opportunity to sell their broadcast rights, remaining broadcasters will be repacked into a smaller block of spectrum, and the freed airwaves will be resold to telecom companies. The stakes for this auction are huge'projected tens of billions of dollars in revenue for the government'justifying the design of a special-purpose descending-price auction mechanism, which I'll describe. An inner-loop problem in this mechanism is determining whether a given set of broadcasters can be repacked into a smaller block of spectrum while respecting radio interference constraints. This is an instance of a (worst-case intractable) graph coloring problem; however, stations' broadcast locations and interference constraints are all known in advance. I'll explain how this information can be leveraged by machine learning methods to obtain a SAT-based algorithm that can very quickly solve nearly all repacking problems encountered in practice. Finally, I'll briefly discuss Kudu, a market for agricultural commodities that my collaborators and I have built to help smallhold farmers in Uganda.
实用算法博弈论
算法博弈论(AGT)研究计算机科学和微观经济学之间的接口问题。这一领域的研究通常使用理论工具攻击非常普遍的设置。这种方法有很大的优势:特别是,该领域已经积累了一系列令人印象深刻的不可能性、最优性和近似结果。然而,有时很难获得一个明确的理论结果来解决一个复杂的,感兴趣的现实世界问题。如果我们愿意务实,我们通常可以更多地谈论现实问题。特别是,通常可以通过利用以下一种或两种形式的实用主义来取得进展:目标是只在感兴趣的问题上取得良好的性能,而不是在相对不受约束的环境中;和2。使用统计工具而不是分析工具,从而通过数据集隐含地定义感兴趣的问题和/或吸引数据驱动的性能度量。这次演讲将探讨我在自己的研究中使用这种实用主义方法所攻击的三个广泛问题。(当然,其他人在这方面也有很多优秀的作品;然而,调查它超出了本演讲的范围。)首先,AGT的一个核心问题是对游戏中的均衡行为进行推理。一个开创性的结果是,即使在两人博弈中,样本纳什均衡的识别也是ppad完备的,这意味着在最坏的情况下,这个问题可能是难以解决的。然而,我们仍然有可能对感兴趣的游戏进行推理,因为它们通常表现出各种结构规律。我将描述动作图形游戏(AGG)的形式主义,并解释如何将自己限制在这种(通用)语言紧凑的游戏中,从而产生指数级的性能改进。agg对AGT研究人员来说特别有趣,因为它们可以简洁地模拟混乱、现实的机制,如广告拍卖或投票系统。我将讨论以这种方式分析这些机制可以得到什么,并介绍一些研究人员可以使用的通用工具,以便在自己的工作中轻松地利用这些技术。AGT的第二个核心问题是市场设计。在这里,我将重点介绍联邦通信委员会即将进行的“激励拍卖”,在拍卖中,电视广播公司将有机会出售他们的转播权,剩余的广播公司将被重新打包成一个较小的频谱块,而释放的无线电波将被转售给电信公司。这次拍卖的利害关系是巨大的,“预计将为政府带来数百亿美元的收入”,这证明了设计一种特殊目的的降价拍卖机制是合理的,我将对此进行描述。该机制中的一个内环问题是,在尊重无线电干扰约束的情况下,确定一组给定的广播机是否可以重新打包到更小的频谱块中。这是一个(最坏情况下难以处理的)图着色问题的实例;然而,电台的广播位置和干扰约束都是事先知道的。我将解释如何通过机器学习方法利用这些信息来获得基于sat的算法,该算法可以非常快速地解决实践中遇到的几乎所有重新包装问题。最后,我将简要地讨论一下Kudu,这是我和我的合作者为帮助乌干达的小农户而建立的一个农产品市场。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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