首页> 外文期刊>Artificial intelligence >Iterative voting and acyclic games
【24h】

Iterative voting and acyclic games

机译:迭代投票和非循环博弈

获取原文
获取原文并翻译 | 示例
       

摘要

Multi-agent decision problems, in which independent agents have to agree on a joint plan of action or allocation of resources, are central to artificial intelligence. In such situations, agents' individual preferences over available alternatives may vary, and may try to reconcile these differences by voting. We consider scenarios where voters cannot coordinate their actions, but are allowed to change their vote after observing the current outcome, as is often the case both in offline committees and in online voting. Specifically, we are interested in identifying conditions under which such iterative voting processes are guaranteed to converge to a Nash equilibrium state—that is, under which this process is acyclic. We classify convergence results based on the underlying assumptions about the agent scheduler (the order in which the agents take their actions) and the action scheduler (the actions available to the agents at each step). By so doing, we position iterative voting models within the general framework of acyclic games and game forms. In more detail, our main technical results provide a complete picture of conditions for acyclicity in several variations of Plurality voting. In particular, we show that (a) under the traditional lexicographic tie-breaking, the game converges from any state and for any order of agents, under a weak restriction on voters' actions; and that (b) Plurality with randomized tie-breaking is not guaranteed to converge under arbitrary agent schedulers, but there is always some path of better replies from any initial state of the game to a Nash equilibrium. We thus show a first separation between order-free acyclicity and weak acyclicity of game forms, thereby settling an open question from [7]. In addition, we refute another conjecture of Kukushkin regarding strongly acyclic voting rules, by proving the existence of strongly acyclic separable game forms.
机译:多主体决策问题是人工智能的核心,在这种问题中,独立主体必须就一项联合行动计划或资源分配达成共识。在这种情况下,座席对可用替代方案的个人偏好可能会有所不同,并且可能会尝试通过投票解决这些分歧。我们考虑的场景是,选民无法协调其行动,但被允许在观察当前结果后更改投票,这在离线委员会和在线投票中都是常见的情况。具体而言,我们对确定保证迭代投票过程收敛到Nash平衡状态的条件感兴趣,也就是说,该过程是非循环的。我们基于关于代理调度程序(代理执行其操作的顺序)和操作调度程序(每个步骤可供代理使用的操作)的基本假设对收敛结果进行分类。通过这样做,我们将迭代投票模型放置在非循环游戏和游戏形式的一般框架内。更详细地说,我们的主要技术成果提供了多种投票方式的多种变化中非循环性条件的完整描述。特别是,我们表明:(a)在传统的词典编排的抢七游戏中,游戏在不受选民行动限制的情况下,可以从任何国家,以任何代理人身份收敛。 (b)不能保证带有随机抢七的多元化在任意Agent调度程序下都可以收敛,但是从游戏的任何初始状态到Nash平衡,总会有一些更好的答复途径。因此,我们显示了无序非循环性和博弈形式的弱非循环性之间的第一个分离,从而解决了[7]中的一个开放性问题。另外,通过证明存在强非循环可分离博弈形式,我们驳斥了库库什金关于强非循环投票规则的另一种猜想。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号