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The discussion of strategies and solution concepts in Chapter 3 largely ignored issues of computation. We start by asking the most basic question: How hard is it to compute the Nash equilibria of a game? The answer turns out to be quite subtle, and to depend on the class of games being considered.
We have already seen how to compute the Nash equilibria of simple games. These calculations were deceptively easy, partly because there were only two players and partly because each player had only two actions. In this chapter we discuss several different classes of games, starting with the simple two-player, zero-sum normal-form game. Dropping only the zero-sum restriction yields a problem of different complexity—while it is generally believed that any algorithm that guarantees a solution must have an exponential worst case complexity, it is also believed that a proof to this effect may not emerge for some time. We also consider procedures for n-player games. In each case, we describe how to formulate the problem, the algorithm (or algorithms) commonly used to solve them, and the complexity of the problem. While we focus on the problem of finding a sample Nash equilibrium, we will briefly discuss the problem of finding all Nash equilibria and finding equilibria with specific properties. Along the way we also discuss the computation of other game-theoretic solution concepts: maxmin and minmax strategies, strategies that survive iterated removal of dominated strategies, and correlated equilibria.
In the preceding chapters we adopted what might be called the “agent perspective”: we asked what an agent believes or wants, and how an agent should or would act in a given situation. We now adopt a complementary, “designer perspective”: we ask what rules should be put in place by the authority (the “designer”) orchestrating a set of agents. In this chapter this will take us away from game theory, but before too long (in the next two chapters) it will bring us right back to it.
Introduction
A simple example of the designer perspective is voting. How should a central authority pool the preferences of different agents so as to best reflect the wishes of the population as a whole? It turns out that voting, the kind familiar from our political and other institutions, is only a special case of the general class of social choice problems. Social choice is a motivational but nonstrategic theory—agents have preferences, but do not try to camouflage them in order to manipulate the outcome (of voting, for example) to their personal advantage. This problem is thus analogous to the problem of belief fusion that we present in Section 14.2.1, which is also nonstrategic; here, however, we examine the problem of aggregating preferences rather than beliefs.
In Chapter 3 we assumed that a game is represented in normal form: effectively, as a big table. In some sense, this is reasonable. The normal form is conceptually straightforward, and most see it as fundamental. While many other representations exist to describe finite games, we will see in this chapter and in Chapter 6 that each of them has an “induced normal form”: a corresponding normal-form representation that preserves game-theoretic properties such as Nash equilibria. Thus the results given in Chapter 3 hold for all finite games, no matter how they are represented; in that sense the normal-form representation is universal.
In this chapter we will look at extensive-form games, a finite representation that does not always assume that players act simultaneously. This representation is in general exponentially smaller than its induced normal form, and furthermore can be much more natural to reason about. While the Nash equilibria of an extensiveform game can be found through its induced normal form, computational benefit can be had by working with the extensive form directly. Furthermore, there are other solution concepts, such as subgame-perfect equilibrium (see Section 5.1.3), which explicitly refer to the sequence in which players act and which are therefore not meaningful when applied to normal-form games.
Perfect-information extensive-form games
The normal-form game representation does not incorporate any notion of sequence, or time, of the actions of the players.
Imagine a personal software agent engaging in electronic commerce on your behalf. Say the task of this agent is to track goods available for sale in various online venues over time, and to purchase some of them on your behalf for an attractive price. In order to be successful, your agent will need to embody your preferences for products, your budget, and in general your knowledge about the environment in which it will operate. Moreover, the agent will need to embody your knowledge of other similar agents with which it will interact (e.g., agents who might compete with it in an auction or agents representing store owners)—including their own preferences and knowledge. A collection of such agents forms a multiagent system. The goal of this book is to bring under one roof a variety of ideas and techniques that provide foundations for modeling, reasoning about, and building multiagent systems.
Somewhat strangely for a book that purports to be rigorous, we will not give a precise definition of a multiagent system. The reason is that many competing, mutually inconsistent answers have been offered in the past. Indeed, even the seemingly simpler question—What is a (single) agent?—has resisted a definitive answer. For our purposes, the following loose definition will suffice: Multiagent systems are those systems that include multiple autonomous entities with either diverging information or diverging interests, or both.
In Chapters 1 and 2 we looked at how teams of cooperative agents can accomplish more together than they can achieve in isolation. Then, in Chapter 3 and many of the chapters that followed, we looked at how self-interested agents make individual choices. In this chapter we interpolate between these two extremes, asking how self-interested agents can combine to form effective teams. As the title of the chapter suggests, this chapter is essentially a crash course in coalitional game theory, also known as cooperative game theory. As was mentioned at the beginning of Chapter 3, when we introduced noncooperative game theory, the term “cooperative” can be misleading. It does not mean that, as in Chapters 1 and 2, each agent is agreeable and will follow arbitrary instructions. Rather, it means that the basic modeling unit is the group rather than the individual agent. More precisely, in coalitional game theory we still model the individual preference of agents, but not their possible actions. Instead, we have a coarser model of the capabilities of different groups.
We proceed as follows. First, we define the most widely studied model of coalitional games, give examples of situations that can be modeled in this way, and discuss a series of refinements to the model. Then we consider how such games can be analyzed. The main solution concepts we discuss here are the Shapley value, the core, and the nucleolus.
In this chapter we look at how one might represent statements such as “John knows that it is raining,” “John believes that it will rain tomorrow,” “Mary knows that John believes that it will rain tomorrow” and “It is common knowledge between Mary and John that it is raining.”
The partition model of knowledge
Consider a distributed system, in which multiple processors autonomously performing some joint computation. Of course, the joint nature of the computation means that the processors need to communicate with one another. One set of problems comes about when the communication is error prone. In this case the system analyst may find himself saying something like the following: “Processor A sent the message to processor B. The message may not arrive, and processor A knows this. Furthermore, this is common knowledge, so processor A knows that processor B knows that it (A) knows that if a message was sent it may not arrive.” The topic of this chapter is how to make such reasoning precise.
Muddy children and warring generals
Often the modeling is done in the context of some stylized problem, with an associated entertaining story. Thus, for example, when we return to the distributed computing application in Section 13.4, rather than speak about computer processors, we will tell the story of two generals who attempt to coordinate among themselves to gang up on a third.
In this chapter we go beyond the model of knowledge and belief introduced in the previous chapter. Here we look at how one might represent statements such as “Mary believes that it will rain tomorrow with probability > .7,” and even “Bill knows that John believes with probability .9 that Mary believes with probability > .7 that it will rain tomorrow.” We will also look at rules that determine how these knowledge and belief statements can change over time, more broadly at the connection between logic and games, and consider how to formalize the notion of intention.
Knowledge and probability
In a Kripke structure, each possible world is either possible or not possible for a given agent, and an agent knows (or believes) a sentence when the sentence is true in all of the worlds that are accessible for that agent. As a consequence, in this framework both knowledge and belief are binary notions in that agents can only believe or not believe a sentence (and similarly for knowledge). We would now like to add a quantitative component to the picture. In our quantitative setting we will keep the notion of knowledge as is, but will be able to make statements about the degree of an agent's belief in a particular proposition. This will allow us to express not only statements of the form “the agent believes with probability .3 that it will rain” but also statements of the form “agent i believes with probability .3 that agent j believes with probability .9 that it will rain.”
We briefly review the main ingredients of Markov Decision Problems or MDPs, which, as we discuss in Chapter 6, can be viewed as single-agent stochastic games. The literature on MDPs is rich, and the reader is referred to the many textbooks on the subject for further reading.
The model
An MDP is a model for decision making in an uncertain, dynamic world. The (single) agent starts out in some state, takes an action, and receives some immediate rewards. The state then transitions probabilistically to some other state and the process repeats. Formally speaking, an MDP is a tuple (S,A,p,R). S is a set of states and A is a set of actions. The function p : S × A × S ↦ ℝ specifies the transition probability among states: p(s, a, s′) is the probability of ending in state s′ when taking action a in state s. Finally, the function R : S × A ↦ ℝ returns the reward for each state-action pair.
Game theory is the mathematical study of interaction among independent, self-interested agents. It has been applied to disciplines as diverse as economics (historically, its main area of application), political science, biology, psychology, linguistics—and computer science. In this chapter we will concentrate on what has become the dominant branch of game theory, called noncooperative game theory, and specifically on normal-form games, a canonical representation in this discipline.
As an aside, the name “noncooperative game theory” could be misleading, since it may suggest that the theory applies exclusively to situations in which the interests of different agents conflict. This is not the case, although it is fair to say that the theory is most interesting in such situations. By the same token, in Chapter 12 we will see that coalitional game theory (also known as cooperative game theory) does not apply only in situations in which the interests of the agents align with each other. The essential difference between the two branches is that in noncooperative game theory the basic modeling unit is the individual (including his beliefs, preferences, and possible actions) while in coalitional game theory the basic modeling unit is the group. We will return to that later in Chapter 12, but for now let us proceed with the individualistic approach.
Self-interested agents
What does it mean to say that agents are self-interested? It does not necessarily mean that they want to cause harm to each other, or even that they care only about themselves.
In this chapter we consider the problem of allocating (discrete) resources among selfish agents in a multiagent system. Auctions—an interesting and important application of mechanism design—turn out to provide a general solution to this problem. We describe various different flavors of auctions, including single-good, multiunit, and combinatorial auctions. In each case, we survey some of the key theoretical, practical, and computational insights from the literature.
The auction setting is important for two reasons. First, auctions are widely used in real life, in consumer, corporate, as well as government settings. Millions of people use auctions daily on Internet consumer Web sites to trade goods. More complex types of auctions have been used by governments around the world to sell important public resources such as access to electromagnetic spectrum. Indeed, all financial markets constitute a type of auction (one of the family of so-called double auctions). Auctions are also often used in computational settings, to efficiently allocate bandwidth and processing power to applications and users.
The second—and more fundamental—reason to care about auctions is that they provide a general theoretical framework for understanding resource allocation problems among self-interested agents. Formally speaking, an auction is any protocol that allows agents to indicate their interest in one or more resources and that uses these indications of interest to determine both an allocation of resources and a set of payments by the agents.
The capacity to learn is a key facet of intelligent behavior, and it is no surprise that much attention has been devoted to the subject in the various disciplines that study intelligence and rationality. We will concentrate on techniques drawn primarily from two such disciplines—artificial intelligence and game theory—although those in turn borrow from a variety of disciplines, including control theory, statistics, psychology and biology, to name a few. We start with an informal discussion of the various subtle aspects of learning in multiagent systems and then discuss representative theories in this area.
Why the subject of “learning” is complex
The subject matter of this chapter is fraught with subtleties, and so we begin with an informal discussion of the area. We address three issues—the interaction between learning and teaching, the settings in which learning takes place and what constitutes learning in those settings, and the yardsticks by which to measure this or that theory of learning in multiagent systems.
The interaction between learning and teaching
Most work in artificial intelligence concerns the learning performed by an individual agent. In that setting the goal is to design an agent that learns to function successfully in an environment that is unknown and potentially also changes as the agent is learning. A broad range of techniques have been developed, and learning rules have become quite sophisticated.
Automatic pronunciation of unknown words (i.e., those not in the system dictionary) is a difficult problem in text-to-speech (TTS) synthesis. Currently, many data-driven approaches have been applied to the problem, as a backup strategy for those cases where dictionary matching fails. The difficulty of the problem depends on the complexity of spelling-to-sound mappings according to the particular writing system of the language. Hence, the degree of success achieved varies widely across languages but also across dictionaries, even for the same language with the same method. Further, the sizes of the training and test sets are an important consideration in data-driven approaches. In this paper, we study the variation of letter-to-phoneme transcription accuracy across seven European languages with twelve different lexicons. We also study the relationship between the size of dictionary and the accuracy obtained. The largest dictionaries of each language have been partitioned into ten approximately equal-sized subsets and combined to give ten different-sized test sets. In view of its superior performance in previous work, the transcription method used is pronunciation by analogy (PbA). Best results are obtained for Spanish, generally believed to have a very regular (‘shallow’) orthography, and poorest results for English, a language whose irregular spelling system is legendary. For those languages for which multiple dictionaries were available (i.e., French and English), results were found to vary across dictionaries. For the relationship between dictionary size and transcription accuracy, we find that as dictionary size grows, so performance grows monotonically. However, the performance gain decelerates (tends to saturate) as the dictionary increases in size; the relation can simply be described by a logarithmic regression, one parameter of which (α) can be taken as quantifying the depth of orthography of a language. We find that α for a language is significantly correlated with transcription performance on a small dictionary (approximately 10,000 words) for that language, but less so for asymptotic performance. This may be because our measure of asymptotic performance is unreliable, being extrapolated from the fitted logarithmic regression.
We describe SkillSum, a Natural Language Generation (NLG) system that generates a personalised feedback report for someone who has just completed a screening assessment of their basic literacy and numeracy skills. Because many SkillSum users have limited literacy, the generated reports must be easily comprehended by people with limited reading skills; this is the most novel aspect of SkillSum, and the focus of this paper. We used two approaches to maximise readability. First, for determining content and structure (document planning), we did not explicitly model readability, but rather followed a pragmatic approach of repeatedly revising content and structure following pilot experiments and interviews with domain experts. Second, for choosing linguistic expressions (microplanning), we attempted to formulate explicitly the choices that enhanced readability, using a constraints approach and preference rules; our constraints were based on corpus analysis and our preference rules were based on psycholinguistic findings. Evaluation of the SkillSum system was twofold: it compared the usefulness of NLG technology to that of canned text output, and it assessed the effectiveness of the readability model. Results showed that NLG was more effective than canned text at enhancing users' knowledge of their skills, and also suggested that the empirical ‘revise based on experiments and interviews’ approach made a substantial contribution to readability as well as our explicit psycholinguistically inspired models of readability choices.
The limits on predictability and refinement of English structural annotation are examined by comparing independent annotations, by experienced analysts using the same detailed published guidelines, of a common sample of written texts. Three conclusions emerge. First, while it is not easy to define watertight boundaries between the categories of a comprehensive structural annotation scheme, limits on inter-annotator agreement are in practice set more by the difficulty of conforming to a well-defined scheme than by the difficulty of making a scheme well defined. Secondly, although usage is often structurally ambiguous, commonly the alternative analyses are logical distinctions without a practical difference – which raises questions about the role of grammar in human linguistic behaviour. Finally, one specific area of annotation is strikingly more problematic than any other area examined, though this area (classifying the functions of clause-constituents) seems a particularly significant one for human language use. These findings should be of interest both to computational linguists and to students of language as an aspect of human cognition.
Finite-state technology is considered the preferred model for representing the phonology and morphology of natural languages. The attractiveness of this technology for natural language processing stems from four sources: modularity of the design, due to the closure properties of regular languages and relations; the compact representation that is achieved through minimization; efficiency, which is a result of linear recognition time with finite-state devices; and reversibility, resulting from the declarative nature of such devices. However, when wide-coverage morphological grammars are considered, finite-state technology does not scale up well, and the benefits of this technology can be overshadowed by the limitations it imposes as a programming environment for language processing. This paper investigates the strengths and weaknesses of existing technology, focusing on various aspects of large-scale grammar development. Using a real-world case study, we compare a finite-state implementation with an equivalent Java program with respect to ease of development, modularity, maintainability of the code, and space and time efficiency. We identify two main problems, abstraction and incremental development, which are currently not addressed sufficiently well by finite-state technology, and which we believe should be the focus of future research and development.