Inspired by the work of [Kempe, Kleinberg, Oren, Slivkins, EC13] we introduce and analyze a model on opinion formation; the update rule of our dynamics is a simplified version of that of Kempe et. al. We assume that the population is partitioned into types whose interaction pattern is specified by a graph. Interaction leads to population mass moving from types of smaller mass to those of bigger. We show that starting uniformly at random over all population vectors on the simplex, our dynamics converges point-wise with probability one to an independent set. This settles an open problem of Kempe et. al., as applicable to our dynamics. We believe that our techniques can be used to settle the open problem for the Kempe et. al. dynamics as well. Next, we extend the model of Kempe et. al. by introducing the notion of birth and death of types, with the interaction graph evolving appropriately. Birth of types is determined by a Bernoulli process and types die when their population mass is less than a parameter @math . We show that if the births are infrequent, then there are long periods of "stability" in which there is no population mass that moves. Finally we show that even if births are frequent and "stability" is not attained, the total number of types does not explode: it remains logarithmic in @math .
Other works, including dynamical systems that show convergence to fixed points, are @cite_9 @cite_20 @cite_21 @cite_12 @cite_7 @cite_28 . @cite_28 focuses on quadratic dynamics and they show convergence in the limit. On the other hand @cite_0 shows that sampling from the distribution this dynamics induces at a given time step is PSPACE-complete. In @cite_9 @cite_20 , it is shown that replicator dynamics in linear congestion and 2-player coordination games converges to pure Nash equilibria, and in @cite_21 @cite_12 it is shown that gradient descent converges to local minima, avoiding saddle points even in the case where the fixed points are uncountably many.
@cite_7 @cite_28 @cite_9 @cite_21 @cite_0 @cite_20 @cite_12
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We consider multi-player repeated games involving a large number of players with large strategy spaces and enmeshed utility structures. In these ldquolarge-scalerdquo games, players are inherently faced with limitations in both their observational and computational capabilities. Accordingly, players in large-scale games need to make their decisions using algorithms that accommodate limitations in information gathering and processing. This disqualifies some of the well known decision making models such as ldquoFictitious Playrdquo (FP), in which each player must monitor the individual actions of every other player and must optimize over a high dimensional probability space. We will show that Joint Strategy Fictitious Play (JSFP), a close variant of FP, alleviates both the informational and computational burden of FP. Furthermore, we introduce JSFP with inertia, i.e., a probabilistic reluctance to change strategies, and establish the convergence to a pure Nash equilibrium in all generalized ordinal potential games in both cases of averaged or exponentially discounted historical data. We illustrate JSFP with inertia on the specific class of congestion games, a subset of generalized ordinal potential games. In particular, we illustrate the main results on a distributed traffic routing problem and derive tolling procedures that can lead to optimized total traffic congestion. Bottleneck congestion games properly model the properties of many real-world network routing applications. They are known to possess strong equilibria—a strengthening of Nash equilibrium to resilience against coalitional deviations. In this paper, we study the computational complexity of pure Nash and strong equilibria in these games. We provide a generic centralized algorithm to compute strong equilibria, which has polynomial running time for many interesting classes of games such as, e.g., matroid or single-commodity bottleneck congestion games. In addition, we examine the more demanding goal to reach equilibria in polynomial time using natural improvement dynamics. Using unilateral improvement dynamics in matroid games pure Nash equilibria can be reached efficiently. In contrast, computing even a single coalitional improvement move in matroid and single-commodity games is strongly NP-hard. In addition, we establish a variety of hardness results and lower bounds regarding the duration of unilateral and coalitional improvement dynamics. They continue to hold even for convergence to approximate equilibria. We study the speed of convergence of decentralized dynamics to approximately optimal solutions in potential games. We consider α-Nash dynamics in which a player makes a move if the improvement in his payoff is more than an α factor of his own payoff. Despite the known polynomial convergence of α-Nash dynamics to approximate Nash equilibria in symmetric congestion games [7], it has been shown that the convergence time to approximate Nash equilibria in asymmetric congestion games is exponential [25]. In contrast to this negative result, and as the main result of this paper, we show that for asymmetric congestion games with linear and polynomial delay functions, the convergence time of α-Nash dynamics to an approximate optimal solution is polynomial in the number of players, with approximation ratio that is arbitrarily close to the price of anarchy of the game. In particular, we show this polynomial convergence under the minimal liveness assumption that each player gets at least one chance to move in every T steps. We also prove that the same polynomial convergence result does not hold for (exact) best-response dynamics, showing the α-Nash dynamics is required. We extend these results for congestion games to other potential games including weighted congestion games with linear delay functions, cut games (also called party affiliation games) and market sharing games. The paper promotes the study of computational aspects, primarily the convergence rate, of nonlinear dynamical systems from a combinatorial perspective. The authors identify the class of symmetric quadratic systems. Such systems have been widely used to model phenomena in the natural sciences, and also provide an appropriate framework for the study of genetic algorithms in combinatorial optimisation. They prove several fundamental general properties of these systems, notably that every trajectory converges to a fixed point. They go on to give a detailed analysis of a quadratic system defined in a natural way on probability distributions over the set of matchings in a graph. In particular, they prove that convergence to the limit requires only polynomial time when the graph is a tree. This result demonstrates that such systems, though nonlinear, are amenable to quantitative analysis. >