Algorithmic Information Design in Multi-Player Games: Possibilities and Limits in Singleton Congestion

Chenghan Zhou, T. Nguyen, Haifeng Xu
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引用次数: 3

Abstract

Most algorithmic studies on multi-agent information design have focused on the restricted situation of optimal public signaling with no inter-agent externalities; only a few exceptions investigated special game classes such as zero-sum games and second-price auctions. This paper initiates the algorithmic information design of both public and private signaling in a fundamental class of games with negative externalities, i.e., atomic singleton congestion games, with a wide range of applications in scheduling, routing, and network design, etc. For both public and private signaling, we show that the optimal information design can be efficiently computed when the number of resources is a constant. To our knowledge, this is the first set of efficient exact algorithms for information design in succinctly representable many-player games. Our results hinge on novel techniques such as developing certain reduced forms to compactly characterize equilibria in public signaling or to represent players' marginal beliefs in private signaling. When there are many resources, we show computational intractability results. Here, we introduce a new notion of (equilibrium)-obliviously NP-hardness, which rules out any possibility of computing a good signaling scheme, irrespective of the equilibrium selection. full version of this paper can be accessed from the following link: https://arxiv.org/pdf/2109.12445.pdf
多人游戏中的算法信息设计:单一拥塞的可能性和限制
大多数关于多智能体信息设计的算法研究都集中在无智能体间外部性的最优公共信号约束情况下;只有少数例外调查了特殊的游戏类别,如零和游戏和二次价格拍卖。本文针对一类具有负外部性的基本博弈,即原子单例拥塞博弈,在调度、路由和网络设计等方面有着广泛的应用,提出了公共信令和私有信令的算法信息设计。对于公共和私有信令,我们证明了当资源数量为常数时,可以有效地计算出最优信息设计。据我们所知,这是第一组有效的精确算法,用于在简洁可表示的多人游戏中进行信息设计。我们的研究结果依赖于一些新技术,如开发某些简化形式,以紧凑地表征公共信号中的均衡,或表示参与者在私人信号中的边际信念。当有很多资源时,我们展示了计算难解性的结果。在这里,我们引入了一个新的(平衡)无关np -硬度的概念,它排除了计算一个好的信号方案的任何可能性,而不考虑平衡选择。全文可从以下链接获取:https://arxiv.org/pdf/2109.12445.pdf
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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