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Coalitional Skill Games

Coalitional Skill Games. Yoram Bachrach Jeffrey S. Rosenschein November 2007. Agenda. Skill based models of cooperation Coalitional games and solution concepts Payoff vectors The Core The Shapley value and Banzhaf power index The CSG model Restricted CSGs – TCSG, WTSG and thresholds

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Coalitional Skill Games

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  1. Coalitional Skill Games Yoram Bachrach Jeffrey S. Rosenschein November 2007

  2. Agenda • Skill based models of cooperation • Coalitional games and solution concepts • Payoff vectors • The Core • The Shapley value and Banzhaf power index • The CSG model • Restricted CSGs – TCSG, WTSG and thresholds • Overview of results • Veto and dummy players • Core representation and emptieness • The Shapley value and Banzhaf index • Conclusion

  3. Skill Based Models of Cooperation • Cooperation in multiagent systems • Several selfish agents working together • Different subsets of the agents can achieve various goals • Focus on various skills agents have, which contribute to completing tasks • Study the complexity of computing game theoretic solution concepts

  4. Coalitional Games With Transferable Utility • Agents obtain utility when cooperating • A characteristic function indicates how much utility any coalition achieves • The utility can be divided among the agents in any way • Game properties • Increasing: If then • Super-additive: for all A,B • Simple games: coalitions either win or loose

  5. Payoffs • Define how the total utility is distributed • A payoff vector such that • Individual rationality • Otherwise, an agent can do better working alone • The payoff of a coalition C is • A coalition C is blocking if p(C) < v(C)

  6. Solution Concepts • Reasonable payoffs • Stability: when agents behave rationally, which payoff vectors do not give them an incentive to split the coalition apart? • Fairness: which payoff vectors reflect the contribution of the agents to the coalition? • Power • Which agent has the most influence on the outcome?

  7. The Core (Stability) • The set of all payment vectors that are not blocked by any coalition • For any coalition C, p(C) ≥ v(C) • No coalition has an incentive to split off from the grand coalition • Proposed by Gillies (1953) and von Neumann & Morgenstein (1947)

  8. The Shapley Value (Fairness) • Given an ordering of the agents in I, we denote the set of agents that appear before i in • The Shapley value is defined as the marginal contribution of an agent to its set of predecessors, averaged on all permutations

  9. The Banzhaf Index (Power) • Used for measuring “real power” in weighted voting systems • Suitable to any simple coalitional game • Counts the number of coalition when an agent is pivotal out of all wining coalitions containing that agent

  10. The CSG Model • A simple domain • Agents , Skills , Tasks • Each agent owns a set of skills • Each task requires a set of skills • A coalition owns the skills • A coalition can achieve any task it has the required skills for

  11. Coalitional Skill Games • The utility is determined by the set of the tasks a coalition can achieve • Very basic model of cooperation • No measure of capability for performing a task • Probability of success, quality of performance • No notion of skill quantity • Required amounts of resources • No plans for achieving a task • Direct representation is still exponential in the number of tasks

  12. Restricted forms of CSGs • TCSG – Task Count Skill Games • Utility is the number of achieved tasks • WTSG – Weighted Task Skill Games • Each task has a weight • A subset of tasks has weight • Utility is the weight of achieved tasks • Polynomial representation • List of skills for each agent and for each task • List of task weights • Misses synergies between tasks

  13. Simple Games and Threshold Versions • Coalitions can either win or loose • Require a threshold of utility to win • TCSG-T • Number of achieved tasks must exceed k • WCSG-T • Weight of achieved tasks must exceed k • STSG: Single Task Skill Game • Need to achieve all the skills to win • Can be characterized a single task, which requires all the skills

  14. Problems in CSG • Coalition Value (CV) • Compute the value of a coalition • Veto (VET) • Test of an agent is veto (present in all wining coalitions) • Dummy (DUM) • Test if an agent is a dummy (contributes nothing to any coalition) • Core Not Empty (CNE) • Test if there is some payoff vector in the core • Core (COR) • Compute and return a representation of the core • There may be infinitely many payoff vectors in the core • Shapley (SH) • Compute the Shapley value of an agent • Banzhaf (BZ) • Compute the Banzhaf index of an agent

  15. Overview of the Results

  16. Characteristic Functions in CSGs • Polynomial to compute which tasks a coalition can achieve • Iterate through the required skills for the task, and check if any member of the coalition has them • Easy to compute the characteristic function • TCSG – count the number of achieved tasks • WTSG – sum the weights of achieved tasks • General CSG – requires access to an oracle for computing the characteristic function given the subset of achieved tasks

  17. Veto Players • A Veto player is present in all winning coalitions • Or any coalition with a non zero value • Non veto players have a certain winning coalition C that they are not a part of • CSGs are increasing • If C wins, so does • If looses, so does any subset of it, or any coalition that does not contain • Can simply check

  18. Dummy Players • Dummy players contribute nothing to any coalition • Can be tested in polynomial time for TCSG and WTSG, but is co-NPC for threshold versions • Denote the set of agents who do not cover skill s as • Non dummies have a certain skill s that covers • They contribute to a coalition C, so C covers but misses some • Since is a superset of C, it also covers • Divide the game into sub-games for various tasks and test

  19. Threshold Dummy is Hard • Found an polynomial algorithm for TCSG and WTSG • What about threshold versions? • Can still be a dummy even if your addition to a coalition makes it achieve more tasks • Maybe for all such coalition, this is not enough to make the coalition go over the threshold • Dummy is co-NPC for threshold versions • Reduction from 3SAT • Hard to test if there are coalitions which can achieve exactly k tasks • If you are an agent who always adds exactly one task, testing if you are a dummy for threshold k is really testing if there is a coalition that covers exactly k tasks

  20. The Core • The Core can have infinitely many vectors in it • Cannot always find a polynomial representation for it • Can be done in simple games • No veto players -> the core is empty • Any agent has a winning coalition C that does not contain him • Give anything to that agent, and C blocks - it gets less than 1 • Otherwise, any payoff vector that gives all the gains to the veto player (in any way) is in the core • Only a winning coalition can bock • It must contain all the veto agents • If all the gains go to the veto agents, that coalition gets a total payoff of 1, which is exactly what it gains, so it cannot block

  21. The Core in Simple CSGs • Simply need to return a list of the veto players

  22. The Core in Non-Simple CSGs • Unique skill agents • Agents who have a certain skill no one else has • If there are not unique skill agents, the core is empty • Consider an agent • Coalition covers all the skills, and wins, so it blocks any payoff vector where gets anything • But this was any agent, so the core is empty

  23. The Shapley Value • Only dummy agents have a Shapley value of 0 • Testing non-dummies in TCSG-T and WTSG-T is NPC • Computing the Shapley value is NP hard

  24. The Banzhaf Index • Similarly to Shapley, we can show computing the Banzhaf index is NP-hard • Can we give a better computational characterization? • #P – the counting version of NP • The number of accepting paths of a non-deterministic TM • A problem is #P-complete if we can polynomial reduce any problem in #P to this problem • Computing the Banzhaf index in CSGs is #P-complete • Even for the most restricted case of STSG

  25. #P-completeness of Banzhaf • Reduction from #SET-COVER • Counting the number of different set cover • #SC-K – counting the number of set covers with size of at most k • Known to be #P-complete • Solving #SC-k easily allows solving #SC • We need the other way around, which is harder but true • We add an agent with a new required skill • The Banzhaf index of this agent is proportional to the number of coalitions in which he is critical • This agent is critical exactly for a set of agents which cover all the other skills, so given the index we can get the #SC solution

  26. Related Work • Compact representation of TU coalitional games • Bilbao - Cooperative Games on Combinatorial Structures, 2000 • Conitzer & Sandholm • Complexity of determining nonemptiness of the core, 2003 • Computing shapley values, manipulating value division schemes, and checking core membership in multi-issue domains, 2004 • Deng & Papadimitriou – on the complexity of cooperative solution concepts, 1994 • Power indices complexity • Matsui & Matsui – Banzhaf and Shapley in WVGs is NPC • Deng & Papadimitriou – Shapley in WVG is #P-C • Bachrach & Rosenschein –Banzhaf in network flow games is #P-C • Similar models • Wooldridge & Dunne - CRGs (Coalitional Resource Games) and QCG (Qualitative Coalitional Games • Yokoo, Conitzer, Sandholm, Ohta and Iwasaki - coalitional games in open anonymous environments

  27. Conclusion • Suggested a skill based model of cooperation • A basic general model • Restricted form games – TCSG and WTSG • Restricted simple threshold versions • Analyzed complexity of several problems and game theoretic solution concepts • Computing the value of a coalition • Testing for veto and dummy players • Computing the core • Computing the Shapley value and Banzhaf index

  28. Future Work • Complexity of other game theoretic solution concepts in CSGs: • Least-core and epsilon-core • Nucleolus • Other restricted forms of CSGs • Richer models • Allowing some synergies between tasks • Composition of games

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