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Lecture 5
Lecture 5
Lecture 5
Game Theory for Networks (II)
Figure: Entry
deterrence game.
Figure: Investment
in duopoly.
stage k. Define ski : H k ! Si (H k ) such that si (hk ) 2 Si (hk ). Then the pure
strategy of player i is the set of sequences si = {ski }1k=0 , i.e., a pure strategy
of a player is a collection of functions from all possible histories into
available actions. A strategy profile s is given by the tuple s = (s1 , . . . , sI ).
Given a strategy profile s, we can find the sequence of actions generated: the
stage 0 actions are s0 = s0 (h0 ) , the stage 1 actions are s1 = s1 (s0 ), the stage
2016/4/10 Lecture 5: Game Theory for Networks (II) 5
Extensive Form Games
2 actions are s2 = s2 (s0 , s1 ) , and so on. This is called the path or
outcome of strategy profile s.
• A set of preferences for each player. Since for finite horizon games,
terminal histories H K+1 specify an entire sequence of play, we can
represent the preferences of player i by a utility function ui : H K+1 ! R.
In most applications, the utility functions are additively separable over
stages, i.e., each player’s utility is some weighted average of single stage
payoffs. As the strategy profile s determines the path s0 , . . . , sk and hence
hK+1, we will use the notation ui (s)as the payoff to player i under the
strategy profile s.
• Example: We consider the extensive form game illustrated in the
following figure. Player 1’s strategies are given by functions
s1 : H 0 = ; ! S1 = {C, D}, which can be represented as two possible
strategies; C, D. Player 2’s strategies are given by functions
s2 : H 1 = {{C}, {D}} ! S2 , which can be represented as four possible
strategies; EG, EH, FG and FH. For the strategy profile s = (C, EG),
E F G H
• There is one unit of load that needs to be routed from a source node to
a destination node. This load corresponds to aggregate load of
infinitesimal users (e.g., motorists in a transportation network).
• That is, it is the sum of latencies li (xi ) for each link i 2 A multiplied by
the flow over this link, xi , summed over all links A.
• The socially optimal routing xS is a feasible routing pattern that
minimizes the aggregate cost; it can be obtained as a solution of the
following optimization problem
X
minimize xi li (xi )
i2A
X
subject to xp = xi , for all i 2 E
{p2P|i2p}
X
xp = 1 and xp 1 for all p 2 P
p2P
2016/4/10 Lecture 5: Game Theory for Networks (II) 15
Wardrop Equilibrium
• As indicated above, an underlying assumption in our routing model is
that each player is “infinitesimal”, i.e., has a negligible effect on overall
performance. A Wardrop equilibrium, which we formally define below, is
a convenient modeling tool when each participant in the game is small.
• This equilibrium notion can be regarded as a Nash equilibrium in this
game, where the strategies of the other players are replaced by aggregates,
due to the non-atomic nature of the game; in our specific context, the
aggregates correspond to the total traffic on different routes.
• Since a Wardrop equilibrium can be viewed as a Nash equilibrium with
an infinite number of small decision makers, it has to be the case that for
each motorist their routing choice must be optimal. This implies that if a
motorist k 2 I is using path p, then there does not exist path p0 such that
X X
li (xi ) > li (xi ).
i2p i2p0
where mi (pi ) denotes the index of the threshold CSI and ⇡imi (pi ) denotes
its probability. This function will be referred to as the collision-free rate
function.
• Using this function, we may obtain an explicit expression for the user’s
average throughput, as a function of p = (p1 , . . . , pn ), namely
Y
ri (pi , p i ) = Hi (pi ) (1 pj ).
j6=i
2016/4/10 Lecture 5: Game Theory for Networks (II) 30
Power Control Game
• Lemma: The collision-free rate function Hi satisfies the following
properties.
• Hi (0) = 0
• Hi (pi ) is a continuous and strictly increasing function over pi 2 [0, 1]
• Hi (pi ) is concave.