Algorithmic Game Theory

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Questions and Answers

What is the term for being able to walk?

  • Ambulatory (correct)
  • Atrophy
  • Apnea
  • Acute

Which of the following describes an 'acute' condition?

  • Constant without change
  • Sudden and relatively severe onset (correct)
  • Gradual and progressive
  • Long-lasting and mild

What is the meaning of 'Apnea'?

  • Difficulty breathing
  • Inflammation of the lungs
  • Rapid heart rate
  • Temporary stopping of breathing (correct)

What does 'asymptomatic' mean?

<p>Without symptoms (B)</p> Signup and view all the answers

If something is described as 'benign', what does that mean?

<p>Not harmful, non-malignant (C)</p> Signup and view all the answers

What is 'appendicitis'?

<p>Inflammation of the appendix (A)</p> Signup and view all the answers

What does the term 'atrophy' refer to?

<p>To waste away (D)</p> Signup and view all the answers

What is an 'arrhythmia'?

<p>Irregular heartbeat (A)</p> Signup and view all the answers

What is 'anaphylaxis'?

<p>An extreme immune response to an allergen (C)</p> Signup and view all the answers

What is the purpose of a 'biopsy'?

<p>To diagnose a condition (B)</p> Signup and view all the answers

Flashcards

Acute

Sudden and severe onset of disease symptoms that subside quickly.

Ambulatory

Able to walk; not bedridden.

Anaphylaxis

Severe, potentially fatal allergic reaction.

Apnea

Temporary cessation of breathing.

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Appendicitis

Inflammation of the appendix.

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Arrhythmia

Irregular heartbeat.

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Asymptomatic

Without symptoms.

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Atrophy

Wasting away of tissue or an organ.

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Benign

Not harmful or malignant.

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Biopsy

Tissue sample taken for diagnostic examination.

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Study Notes

Course Information

Course Description

  • Covers algorithmic game theory with focus on networked systems and markets.
  • Topics include solution concepts, mechanism design, price of anarchy, and fair division.

Prerequisites

  • Requires knowledge of algorithms and probability.
  • Requires mathematical maturity.

Grading Breakdown

  • Problem sets: 50%
  • Participation: 10%
  • Project: 40%

Game Theory Defined

  • It is a mathematical framework used to analyze strategic interactions between multiple agents.
  • Agents have varied preferences.
  • Outcomes for agents are based on the actions of everyone involved.

Game Theory Examples

  • Network routing
  • Auctions
  • Fair division
  • Elections
  • Social networks

Selfish Routing

  • $n$ agents want to travel from vertex $s$ to vertex $t$ in a network.
  • Each edge $e$ has a cost function $\mathcal{l}_e(x)$ which represents the cost to each agent using edge $e$ when $x$ agents use that edge.
  • The goal is to quantify the drop in network quality due to selfish routing.

Congestion Game

  • It comprises a tuple $(N, R, E, {c_e})$.
  • $N$ is the number of players.
  • $R_i \subseteq 2^E$ represents player $i$'s set of strategies.
  • $E$ is the set of resources.
  • $c_e$ is the cost function for resource $e$, dependent on the number of players using it.

Congestion Game Example

  • Includes a simple network with two vertices, $s$ and $t$, and two edges connecting them.
  • Edge 1 has a cost function of $\mathcal{l}_1(x) = x$.
  • Edge 2 has a cost function of $\mathcal{l}_2(x) = 1$.

Nash Equilibrium (Definition 1)

  • Is a scenario in which no player benefits from unilaterally changing their strategy.

Nash Equilibrium Example

  • If all players take edge 1, any player can switch to edge 2 to lower their cost from $n$ to $1$.
  • A Nash Equilibrium occurs when one player takes edge 2 while $n-1$ players take edge 1, discouraging any player from switching.
  • The cost for the $n-1$ players on edge 1 is $n-1$.
  • The cost for the single player on edge 2 is $1$.

Social Cost (Definition 2)

  • The total cost incurred by all players in a strategy profile, $SC = \sum_{i \in N} c_i(s)$.
  • Social cost is defined as the sum of all players' costs.

Social Cost Example

  • In the Nash Equilibrium example above, the social cost is: $SC = (n-1) + 1 = n$
  • If all players took edge 2, the social cost would be $SC = n$
  • If all players took edge 1, the social cost would be $SC = n \cdot n = n^2$

Price of Anarchy

  • Measures the ratio of the worst-case Nash Equilibrium's social cost to the optimal social cost.
  • Formula: $PoA = \frac{\text{Social cost of worst-case Nash Equilibrium}}{\text{Optimal social cost}}$

Price of Anarchy Example

  • In the example given, the Price of Anarchy is: $PoA = \frac{n}{n} = 1$

Braess's Paradox

  • Adding capacity to a network paradoxically increases congestion and travel times.

Braess's Paradox Example

  • Network with vertices $A$, $B$, $C$, and $D$.
  • Edge from $A$ to $B$ has a cost function of $\mathcal{l}_1(x) = x$.
  • Edge from $A$ to $C$ has a cost function of $\mathcal{l}_2(x) = 10$.
  • Edge from $B$ to $D$ has a cost function of $\mathcal{l}_3(x) = 10$.
  • Edge from $C$ to $D$ has a cost function of $\mathcal{l}_4(x) = x$.
  • If one agent travels from $A$ to $D$, the path $A \rightarrow B \rightarrow D$ costs $x + 10$, and the path $A \rightarrow C \rightarrow D$ costs $10 + x$.
  • In Nash Equilibrium, players split evenly between the paths, costing each player $\frac{n}{2} + 10$.
  • The social cost is: $n \cdot (\frac{n}{2} + 10)$
  • When an edge from $B$ to $C$ with cost function $\mathcal{l}_5(x) = 0$ is added, each player takes the path $A \rightarrow B \rightarrow C \rightarrow D$, with cost of $x + 0 + x = 2x$.
  • The social cost becomes: $n \cdot 2n = 2n^2$

Non-Atomic Routing Game Example

  • $n$ infinitesimal players travel from $s$ to $t$.
  • $f_e$ represents flow on edge $e$.
  • $\mathcal{l}_e(f_e)$ is the latency on edge $e$.

Wardrop Equilibrium

  • Flow pattern $f$ where all flow occurs on paths with minimum latency, denoted as $L(f)$.
  • Paths used have equal latency.
  • Unused paths have higher latency.

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