In 1950, Nash proposed a natural equilibrium solution concept for games hence called Nash equilibrium, and proved that all finite games have at least one. The proof is through a simple yet ingenious application of Brouwer’s (or, in another version Kakutani’s) fixed point theorem, the most sophisticated result in his era’s topology—in fact, recent algorithmic work has established that Nash equilibria are computationally equivalent to fixed points. In this paper, we propose a new class of universal non-equilibrium solution concepts arising from an important theorem in the topology of dynamical systems that was unavailable to Nash. This approach starts with both a game and a learning dynamics, defined over mixed strategies. The Nash equilibria are fixpoints of the dynamics, but the system behavior is captured by an object far more general than the Nash equilibrium that is known in dynamical systems theory as chain recurrent set. Informally, once we focus on this solution concept—this notion of “the outcome of the game”—every game behaves like a potential game with the dynamics converging to these states. In other words, unlike Nash equilibria, this solution concept is algorithmic in the sense that it has a constructive proof of existence. We characterize this solution for simple benchmark games under replicator dynamics, arguably the best known evolutionary dynamics in game theory. For (weighted) potential games, the new concept coincides with the fixpoints/equilibria of the dynamics. However, in (variants of) zero-sum games with fully mixed (i.e., interior) Nash equilibria, it covers the whole state space, as the dynamics satisfy specific information theoretic constants of motion. We discuss numerous novel computational, as well as structural, combinatorial questions raised by this chain recurrence conception of games.
We analyze linear independence of rank one tensors produced by tensor powers of randomly perturbed vectors. This enables efficient decomposition of sums of high-order tensors. Our analysis builds upon [BCMV14] but allows for a wider range of perturbation models, including discrete ones. We give an application to recovering assemblies of neurons. Assemblies are large sets of neurons representing specific memories or concepts. The size of the intersection of two assemblies has been shown in experiments to represent the extent to which these memories co-occur or these concepts are related; the phenomenon is called association of assemblies. This suggests that an animal's memory is a complex web of associations, and poses the problem of recovering this representation from cognitive data. Motivated by this problem, we study the following more general question: Can we reconstruct the Venn diagram of a family of sets, given the sizes of their $\ell$-wise intersections? We show that as long as the family of sets is randomly perturbed, it is enough for the number of measurements to be polynomially larger than the number of nonempty regions of the Venn diagram to fully reconstruct the diagram.
Proof-of-work blockchains reward each miner for one completed block by an amount that is, in expectation, proportional to the number of hashes the miner contributed to the mining of the block. Is this proportional allocation rule optimal? And in what sense? And what other rules are possible? In particular, what are the desirable properties that any "good" allocation rule should satisfy? To answer these questions, we embark on an axiomatic theory of incentives in proof-of-work blockchains at the time scale of a single block. We consider desirable properties of allocation rules including: symmetry; budget balance (weak or strong); sybil-proofness; and various grades of collusion-proofness. We show that Bitcoin's proportional allocation rule is the unique allocation rule satisfying a certain system of properties, but this does not hold for slightly weaker sets of properties, or when the miners are not risk-neutral. We also point out that a rich class of allocation rules can be approximately implemented in a proof-of-work blockchain.
We introduce a dynamic mechanism design problem in which the designer wants to offer for sale an item to an agent, and another item to the same agent at some point in the future. The agent's joint distribution of valuations for the two items is known, and the agent knows the valuation for the current item (but not for the one in the future). The designer seeks to maximize expected revenue, and the auction must be deterministic, truthful, and ex post individually rational. The optimum mechanism involves a protocol whereby the seller elicits the buyer's current valuation, and based on the bid makes two take-it-or-leave-it offers, one for now and one for the future. We show that finding the optimum deterministic mechanism in this situation - arguably the simplest meaningful dynamic mechanism design problem imaginable - is NP-hard. We also prove several positive results, among them a polynomial linear programming-based algorithm for the optimum randomized auction (even for many bidders and periods), and we show strong separations in revenue between non-adaptive, adaptive, and randomized auctions, even when the valuations in the two periods are uncorrelated. Finally, for the same problem in an environment in which contracts cannot be enforced, and thus perfection of equilibrium is necessary, we show that the optimum randomized mechanism requires multiple rounds of cheap talk-like interactions.
Price of anarchy quantifies the degradation of social welfare in games due to the lack of a centralized authority that can enforce the optimal outcome. At its antipodes, mechanism design studies how to ameliorate these effects by incentivizing socially desirable behavior and implementing the optimal state as equilibrium. In practice, the responsiveness to such measures depends on the wealth of each individual. This leads to a natural, but largely unexplored, question. Does optimal mechanism design entrench, or maybe even exacerbate, social inequality? We study this question in nonatomic congestion games, arguably one of the most thoroughly studied settings from the perspectives of price of anarchy as well as mechanism design. We introduce a new model that incorporates the wealth distribution of the population and captures the income elasticity of travel time. This allows us to argue about the equality of wealth distribution both before and after employing a mechanism. We start our analysis by establishing a broad qualitative result, showing that tolls always increase inequality in symmetric congestion games under any reasonable metric of inequality, e.g., the Gini index. Next, we introduce the iniquity index, a novel measure for quantifying the magnitude of these forces towards a more unbalanced wealth distribution and show it has good normative properties (robustness to scaling of income, no-regret learning). We analyze iniquity both in theoretical settings (Pigou's network under various wealth distributions) as well as experimental ones (based on a large scale field experiment in Singapore). Finally, we provide an algorithm for computing optimal tolls for any point of the trade-off of relative importance of efficiency and equality. We conclude with a discussion of our findings in the context of theories of justice as developed in contemporary social sciences.