The Curse of Ties in Congestion Games with Limited Lookahead

We introduce a novel framework to model limited lookahead in congestion games. Intuitively, the players enter the game sequentially and choose an optimal action under the assumption that the $k-1$ subsequent players play subgame-perfectly. Our model naturally interpolates between outcomes of greedy best-response ($k=1$) and subgame-perfect outcomes ($k=n$, the number of players). We study the impact of limited lookahead (parameterized by $k$) on the stability and inefficiency of the resulting outcomes. As our results reveal, increased lookahead does not necessarily lead to better outcomes; in fact, its effect crucially depends on the existence of ties and the type of game under consideration. More specifically, already for very simple network congestion games we show that subgame-perfect outcomes (full lookahead) can be unstable, whereas greedy best-response outcomes (no lookahead) are known to be stable. We show that this instability is due to player indifferences (ties). If the game is generic (no ties exist) then all outcomes are stable, independent of the lookahead $k$. In particular, this implies that the price of anarchy of $k$-lookahead outcomes (for arbitrary $k$) equals the standard price of anarchy. For special cases of cost-sharing games and consensus games we show that no lookahead leads to stable outcomes. Again this can be resolved by removing ties, though for cost-sharing games only full lookahead provides stable outcomes. We also identify a class of generic cost-sharing games for which the inefficiency decreases as the lookahead $k$ increases.

[1]  Vahab S. Mirrokni,et al.  A Theoretical Examination of Practical Game Playing: Lookahead Search , 2012, SAGT.

[2]  R. Holzman,et al.  Strong Equilibrium in Congestion Games , 1997 .

[3]  Tuomas Sandholm,et al.  Limited Lookahead in Imperfect-Information Games , 2015, IJCAI.

[4]  Paul G. Spirakis,et al.  Symmetry in Network Congestion Games: Pure Equilibria and Anarchy Cost , 2005, WAOA.

[5]  José R. Correa,et al.  The Curse of Sequentiality in Routing Games , 2015, WINE.

[6]  Claude E. Shannon,et al.  Programming a computer for playing chess , 1950 .

[7]  Gerhard J. Woeginger,et al.  How Hard Is It to Find Extreme Nash Equilibria in Network Congestion Games? , 2008, WINE.

[8]  Igal Milchtaich,et al.  Network Topology and the Efficiency of Equilibrium , 2005, Games Econ. Behav..

[9]  A. James 2010 , 2011, Philo of Alexandria: an Annotated Bibliography 2007-2016.

[10]  Renato Paes Leme,et al.  The curse of simultaneity , 2012, ITCS '12.

[11]  Rann Smorodinsky,et al.  Greediness and Equilibrium in Congestion Games , 2011, ArXiv.

[12]  Reinhard Selten Spieltheoretische Behandlung eines Oligopolmodells mit Nachfrageträgheit , 2016 .

[13]  Igal Milchtaich Crowding games are sequentially solvable , 1998, Int. J. Game Theory.

[14]  J. D. Jong Quality of equilibria in resource allocation games , 2016 .

[15]  Vittorio Bilò,et al.  On lookahead equilibria in congestion games , 2017, Math. Struct. Comput. Sci..

[16]  M. Mantovani Limited backward induction: foresight and behavior in sequential games , 2015 .

[17]  Heike Sperber How to find Nash equilibria with extreme total latency in network congestion games? , 2009, 2009 International Conference on Game Theory for Networks.

[18]  Dimitris Fotakis Congestion Games with Linearly Independent Paths: Convergence Time and Price of Anarchy , 2009, Theory of Computing Systems.

[19]  Vittorio Bilò,et al.  Some Anomalies of Farsighted Strategic Behavior , 2012, Theory of Computing Systems.

[20]  Yishay Mansour,et al.  Efficient graph topologies in network routing games , 2009, Games Econ. Behav..

[21]  Christos H. Papadimitriou,et al.  Worst-case Equilibria , 1999, STACS.