{"title":"Coordination in Noncooperative Multiplayer Matrix Games via Reduced Rank Correlated Equilibria","authors":"Jaehan Im;Yue Yu;David Fridovich-Keil;Ufuk Topcu","doi":"10.1109/LCSYS.2024.3414976","DOIUrl":null,"url":null,"abstract":"Coordination in multiplayer games enables players to avoid the lose-lose outcome that often arises at Nash equilibria. However, designing a coordination mechanism typically requires the consideration of the joint actions of all players, which becomes intractable in large-scale games. We develop a novel coordination mechanism, termed reduced rank correlated equilibria. The idea is to approximate the set of all joint actions with the actions used in a set of pre-computed Nash equilibria via a convex hull operation. In a game with n players and each player having m actions, the proposed mechanism reduces the number of joint actions considered from \n<inline-formula> <tex-math>${\\mathcal {O}}(m^{n})$ </tex-math></inline-formula>\n to \n<inline-formula> <tex-math>${\\mathcal {O}}(mn)$ </tex-math></inline-formula>\n and thereby mitigates computational complexity. We demonstrate the application of the proposed mechanism to an air traffic queue management problem. Compared with the correlated equilibrium—a popular benchmark coordination mechanism—the proposed approach is capable of solving a problem involving four thousand times more joint actions while yielding similar or better performance in terms of a fairness indicator and showing a maximum optimality gap of 0.066% in terms of the average delay cost. In the meantime, it yields a solution that shows up to 99.5% improvement in a fairness indicator and up to 50.4% reduction in average delay cost compared to the Nash solution, which does not involve coordination.","PeriodicalId":37235,"journal":{"name":"IEEE Control Systems Letters","volume":null,"pages":null},"PeriodicalIF":2.4000,"publicationDate":"2024-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Control Systems Letters","FirstCategoryId":"1085","ListUrlMain":"https://ieeexplore.ieee.org/document/10557654/","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"AUTOMATION & CONTROL SYSTEMS","Score":null,"Total":0}
引用次数: 0
Abstract
Coordination in multiplayer games enables players to avoid the lose-lose outcome that often arises at Nash equilibria. However, designing a coordination mechanism typically requires the consideration of the joint actions of all players, which becomes intractable in large-scale games. We develop a novel coordination mechanism, termed reduced rank correlated equilibria. The idea is to approximate the set of all joint actions with the actions used in a set of pre-computed Nash equilibria via a convex hull operation. In a game with n players and each player having m actions, the proposed mechanism reduces the number of joint actions considered from
${\mathcal {O}}(m^{n})$
to
${\mathcal {O}}(mn)$
and thereby mitigates computational complexity. We demonstrate the application of the proposed mechanism to an air traffic queue management problem. Compared with the correlated equilibrium—a popular benchmark coordination mechanism—the proposed approach is capable of solving a problem involving four thousand times more joint actions while yielding similar or better performance in terms of a fairness indicator and showing a maximum optimality gap of 0.066% in terms of the average delay cost. In the meantime, it yields a solution that shows up to 99.5% improvement in a fairness indicator and up to 50.4% reduction in average delay cost compared to the Nash solution, which does not involve coordination.