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7 - Graphical Games

from I - Computing in Games

Published online by Cambridge University Press:  31 January 2011

Michael Kearns
Affiliation:
Department of Computer and Information Science University of Pennsylvania
Noam Nisan
Affiliation:
Hebrew University of Jerusalem
Tim Roughgarden
Affiliation:
Stanford University, California
Eva Tardos
Affiliation:
Cornell University, New York
Vijay V. Vazirani
Affiliation:
Georgia Institute of Technology
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Summary

Abstract

In this chapter we examine the representational and algorithmic aspects of a class of graph-theoretic models for multiplayer games. Known broadly as graphical games, these models specify restrictions on the direct payoff influences among the player population. In addition to a number of nice computational properties, these models have close connections to well-studied graphical models for probabilistic inference in machine learning and statistics.

Introduction

Representing multiplayer games with large player populations in the normal form is undesirable for both practical and conceptual reasons. On the practical side, the number of parameters that must be specified grows exponentially with the size of the population. On the conceptual side, the normal form may fail to capture structure that is present in the strategic interaction, and which can aid understanding of the game and computation of its equilibria. For this reason, there have been many proposals for parametric multiplayer game representations that are more succinct than the normal form, and attempt to model naturally arising structural properties. Examples include congestion and potential games and related models (Monderer and Shapley, 1996; Rosenthal, 1973).

Graphical games are a representation of multiplayer games meant to capture and exploit locality or sparsity of direct influences. They are most appropriate for large population games in which the payoffs of each player are determined by the actions of only a small subpopulation. As such, they form a natural counterpart to earlier parametric models.

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Publisher: Cambridge University Press
Print publication year: 2007

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  • Graphical Games
    • By Michael Kearns, Department of Computer and Information Science University of Pennsylvania
  • Edited by Noam Nisan, Hebrew University of Jerusalem, Tim Roughgarden, Stanford University, California, Eva Tardos, Cornell University, New York, Vijay V. Vazirani, Georgia Institute of Technology
  • Book: Algorithmic Game Theory
  • Online publication: 31 January 2011
  • Chapter DOI: https://doi.org/10.1017/CBO9780511800481.009
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  • Graphical Games
    • By Michael Kearns, Department of Computer and Information Science University of Pennsylvania
  • Edited by Noam Nisan, Hebrew University of Jerusalem, Tim Roughgarden, Stanford University, California, Eva Tardos, Cornell University, New York, Vijay V. Vazirani, Georgia Institute of Technology
  • Book: Algorithmic Game Theory
  • Online publication: 31 January 2011
  • Chapter DOI: https://doi.org/10.1017/CBO9780511800481.009
Available formats
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Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Graphical Games
    • By Michael Kearns, Department of Computer and Information Science University of Pennsylvania
  • Edited by Noam Nisan, Hebrew University of Jerusalem, Tim Roughgarden, Stanford University, California, Eva Tardos, Cornell University, New York, Vijay V. Vazirani, Georgia Institute of Technology
  • Book: Algorithmic Game Theory
  • Online publication: 31 January 2011
  • Chapter DOI: https://doi.org/10.1017/CBO9780511800481.009
Available formats
×