International audienceStarting from a heuristic learning scheme for N-person games, we derive a new class of continuous-time learning dynamics consisting of a replicator-like drift adjusted by a penalty term that renders the boundary of the game's strategy space repelling. These penalty-regulated dynamics are equivalent to players keeping an exponentially discounted aggregate of their ongoing payoffs and then using a smooth best response to pick an action based on these performance scores. Owing to this inherent duality, the proposed dynamics satisfy a variant of the folk theorem of evolutionary game theory and they converge to (arbitrarily precise) approximations of Nash equilibria in potential games. Motivated by applications to traffic engineering, we exploit this duality further to design a discrete-time, payoff-based learning algorithm which retains these convergence properties and only requires players to observe their in-game payoffs: moreover, the algorithm remains robust in the presence of stochastic perturbations and observation errors, and it does not require any synchronization between players
International audienceRecent mobile equipment (as well as the norm IEEE 802.21) offers the possibility for users to switch from one technology to another (vertical handover). This allows flexibility in resource assignments and, consequently, increases the potential throughput allocated to each user. In this paper, we design a fully distributed algorithm based on trial and error mechanisms that exploits the benefits of vertical handover by finding fair and efficient assignment schemes. On the one hand, mobiles gradually update the fraction of data packets they send to each network based on the rewards they receive from the stations. On the other hand, network stations send rewards to each mobile that represent the impact each mobile has on the cell throughput. This reward function is closely related to the concept of marginal cost in the pricing literature. Both the station and the mobile algorithms are simple enough to be implemented in current standard equipment. Based on tools from evolutionary games, potential games and replicator dynamics, we analytically show the convergence of the algorithm to fair and efficient solutions. Moreover, we show that after convergence, each user is connected to a single network cell which avoids costly repeated vertical handovers. To achieve fast convergence, several simple heuristics based on this algorithm are proposed and tested. Indeed, for implementation purposes, the number of iterations should remain in the order of a few tens
Network neutrality is the topic of a vivid and very sensitive debate, in both the telecommunication and political worlds, because of its potential impact in everyday life. That debate has been raised by Internet Service Providers (ISPs), complaining that content providers (CPs) congest the network with insufficient monetary compensation, and threatening to impose side payments to CPs in order to support their infrastructure costs. While there have been many studies discussing the advantages and drawbacks of neutrality, there is no game-theoretical work dealing with the observable situation of competitive ISPs in front of a (quasi-)monopolistic CP. Though, this is a typical situation that is condemned by ISPs, and, according to them, another reason of the non-neutrality need.We develop and analyze here a model describing the relations between two competitive ISPs and a single CP, played as a threelevel game corresponding to three different time scales. At the largest time scale, side payments (if any) are determined. At a smaller time scale, ISPs decide their (flat-rate) subscription fee (toward users), then the CP chooses the (flat-rate) price to charge users. Users finally select their ISP (if any) using a price-based discrete choice model, and decide whether to also subscribe to the CP service. The game is analyzed by backward induction. As a conclusion, we obtain among other things that non-neutrality may be beneficial to the CP, and not necessarily to ISPs, unless the side payments are decided by ISPs.
The optimal value computation for turned-based stochastic games with reachability objectives, also known as simple stochastic games, is one of the few problems in NP ∩ coNP which are not known to be in P. However, there are some cases where these games can be easily solved, as for instance when the underlying graph is acyclic. In this work, we try to extend this tractability to several classes of games that can be thought as "almost" acyclic. We give some fixed-parameter tractable or polynomial algorithms in terms of different parameters such as the number of cycles or the size of the minimal feedback vertex set.
Starting from an entropy-driven reinforcement learning scheme for multi-agent environments, we develop a distributed algorithm for robust spectrum management in Gaussian multiple-input, multipleoutput (MIMO) uplink channels. In continuous time, our approach to optimizing the transmitters' signal distribution relies on the method of matrix exponential learning, adjusted by an entropy-driven barrier term which generates a distributed, convergent algorithm in discrete time. As opposed to traditional water-filling methods, the algorithm's convergence speed can be controlled by tuning the users' learning rate; accordingly, entropy-driven learning algorithms in MIMO systems converge arbitrarily close to the optimum signal covariance profile within a few iterations (even for large numbers of users and/or antennas per user), and this convergence remains robust even in the presence of imperfect (or delayed) measurements and asynchronous user updates.
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