Strategyproof Mechanisms: Possibilities
Despite dictatorships being the only strategyproof mechanisms in general, more interesting strategyproof mechanisms exist for specialized settings. I introduce single-peaked preferences and discrete exchange as two fruitful domains.
Strategyproofness is a very appealing property. When interacting with a strategyproof mechanism, a person is never worse off for being honest (at least in a causal decision-theoretic sense), so there is no need to make conjectures about the actions of others. However, the Gibbard-Satterthwaite theorem showed that dictatorships are the only universal strategyproof mechanisms for choosing from three or more outcomes. If we want to avoid dictatorships while keeping strategyproofness, we’ll have to narrow our attention to specific applications with more structure. In this post, I’ll introduce two restricted domains with more interesting strategyproof mechanisms.
Strategyproof Mechanisms: Impossibilities
In which the limits of dominant-strategy implementation are explored. The Gibbard-Satterthwaite dictatorship theorem for unrestricted preference domains is stated, showing no universal strategyproof mechanisms exist, along with a proof for a special case.
Due to the Revelation Principle, most design questions can be answered by studying incentive compatible mechanisms, as discussed in the last post. Incentive compatibility comes in many different flavors corresponding to different solution concepts—dominant-strategy IC and Bayes-Nash IC being the two most common. In this post, I’ll delve into what’s possible under dominant strategy incentive compatibility.
Recall that a strategy is dominant if playing it always leads to (weakly) higher payoffs for an agent than other strategy would, no matter what strategies other agents play. A social choice function is dominant-strategy incentive compatible if honest revelation is a dominant strategy in the direct mechanism for that SCF1. The appeal of implementation in dominant strategies is that an agent doesn't need to think about what other agents will do. Even in the worst case, a dominant-strategy IC social choice function leaves an agent better off for being honest. Since the need for strategic thinking is eliminated, dominant-strategy IC is also referred to as strategyproofness.
Gibbard-Satterthwaite: universal strategyproof mechanisms are out of reach
Arrow’s theorem is well-known for showing dictatorships are the only aggregators of ordinal rankings that satisfy a set of particular criteria. The result is commonly interpreted as saying there is no perfect voting system for more than two candidates. However, since Arrow deals with social welfare functions which take a profile of preferences as input and outputs a full preference ranking, it really says something about aggregating a set of preferences into a single group preference. Most of the time though, a full ranking of candidates will be superfluous—all we really need to know is who wins the election. Although Arrow doesn’t give social welfare functions much room to maneuver, maybe there are still some nice social choice functions out there.
Alas, it’s not to be. Alan Gibbard and Mark Satterthwaite have shown that, in general, the only strategyproof choice from three or more alternatives that is even slightly responsive to preferences is a dictatorship by one agent.
Incentive compatibility and the Revelation Principle
In which the Revelation Principle is introduced, showing all mechanisms can be reduced to incentive compatible mechanisms. With this insight, a solution (of sorts) is given to the public good problem in the last post. Limitations of the Revelation Principle are also discussed.
The formalism I introduced last time will now start paying off. We were left with the question of how to check whether a mechanism exists that satisfies some particular goal, naively requiring us to search over all possible procedures. Luckily though, the space of all possible mechanisms can be reduced to something manageable.
Observe the following: suppose through divine intervention we were granted a mechanism (M, g) that implements a social choice function f. In other words, the outcome when agents of types θ1, …, θn interact with the mechanism is exactly the outcome prescribed by the function f for those types. Since a person’s type encodes all relevant variation in their characteristics, preferences, or beliefs, we’d know what that person wants to do if we knew their type. In particular, when agent i is type θi, we expect her choice of message to be mi(θi). Once all the messages are sent, the function g translates the agents’ choices into an outcome so that g(m1(θ1), …, mn(θn)) = f(θ1, …, θn).
But wait! Since we expect a type θi agent to send message mi(θi), why don’t we just package that inside the mechanism? Each agent will tell us their type and the mechanism designer will play in proxy for the agent according to the original mechanism. We’ll call this the direct mechanism for f since all we need to know is that agents tell us their types and then are assigned outcome f(θ), no matter what we’ve blackboxed in the middle.
Mechanism Design: Constructing Algorithms for Strategic Agents
tl;dr Mechanism design studies how to design incentives for fun and profit. A puzzle about whether or not to paint a room is posed. A modeling framework is introduced, with lots of corresponding notation.
Mechanism design is a framework for constructing institutions for group interactions, giving us a language for the design of everything from voting systems to school admissions to auctions to crowdsourcing. Think of it as the engineering side of game theory, building algorithms for strategic agents. In game theory, the primary goal is to answer the question, “Given agents who can take some actions that will lead to some payoffs, what do we expect to happen when the agents strategically interact?” In other words, game theory describes the outcomes of fixed scenarios. In contrast, mechanism design flips the question around and asks, “Given some goals, what payoffs should agents be assigned for the right outcome to occur when agents strategically interact?” The rules of the game are ours to choose, and, within some design constraints, we want to find the best possible ones for a situation.
Although many people, even high-profile theorists, doubt the usefulness of game theory, its application in mechanism design is one of the major success stories of modern economics. Spectrum license auctions designed by economists paved the way for modern cell-phone networks and garnered billions in revenue for the US and European governments. Tech companies like Google and Microsoft employ theorists to improve advertising auctions. Economists like Al Roth and computer scientists like Tuomas Sandholm have been instrumental in establishing kidney exchanges to facilitate organ transplants, while others have been active in the redesign of public school admissions in Boston, Chicago, and New Orleans.
The objective of this post is to introduce all the pieces of a mechanism design problem, providing the setup for actual conclusions later on. I assume you have some basic familiarity with game theory, at the level of understanding the concept of a dominant strategies and Nash equilbria. Take a look at Yvain’s Game Theory Intro if you’d like to brush up.
[Sequence announcement] Introduction to Mechanism Design
Mechanism design is the theory of how to construct institutions for strategic agents, spanning applications like voting systems, school admissions, regulation of monopolists, and auction design. Think of it as the engineering side of game theory, building algorithms for strategic agents. While it doesn't have much to say about rationality directly, mechanism design provides tools and results for anyone interested in world optimization.
In this sequence, I'll touch on
- The basic mechanism design framework, including the revelation principle and incentive compatibility.
- The Gibbard-Satterthwaite impossibility theorem for strategyproof implementation (a close analogue of Arrow's Theorem), and restricted domains like single-peaked or quasilinear preference where we do have positive results.
- The power and limitations of Vickrey-Clarke-Groves mechanisms for efficiently allocating goods, generalizing Vickrey's second-price auction.
- Characterizations of incentive-compatible mechanisms and the revenue equivalence theorem.
- Profit-maximizing auctions.
- The Myerson-Satterthwaite impossibility for bilateral trade.
- Two-sided matching markets à la Gale and Shapley, school choice, and kidney exchange.
As the list above suggests, this sequence is going to be semi-technical, but my foremost goal is to convey the intuition behind these results. Since mechanism design builds on game theory, take a look at Yvain's Game Theory Intro if you want to brush up.
Various resources:
- For further introduction, you can start with the popular or more scholarly survey of mechanism design from the 2007 Nobel memoriam prize in economics.
- Jeff Ely has lecture notes and short videos to accompany an undergraduate class in microeconomic theory from the perspective of mechanism design.
- The textbook A Toolbox for Economic Design by Dimitrios Diamantaras is very accessible and comprehensive if you can get ahold of a copy.
- Tilman Börgers has a draft textbook intended for graduate students.
- Chapters 9-16 of Algorithmic Game Theory and chapters 10-11 of Multiagent Systems cover various topics in mechanism design from the perspective of computer scientists.
- Video lectures introducing market design and computational aspects of mechanism design.
I plan on following up on this sequence with another focusing on group rationality and information aggregation, surveying scoring rules and prediction markets among other topics.
Suggestions and comments are very welcome.
What should superrational players do in asymmetric games?
Rereading Hofstadter's essays on superrationality prompted me to wonder what strategies superrational agents would want to commit to in asymmetric games. In symmetric games, everyone can agree on outcome they'd like to jointly achieve, leaving the decision-theoretic question of whether the players can commit or not. In asymmetric games, life becomes murkier. There are typically many Pareto-efficient outcomes, and we enter the wilds of cooperative game theory and bargaining solutions trying to identify the right one. While, say, the Nash bargaining solution is appealing on many levels, I have a hard time connecting the logic of superrationality to any particular solution. Recently though, I found some insight in "Cooperation in Strategic Games Revisited" by Adam Kalai and Ehud Kalai (working paper version and three-page summary version) for the special case of two-player games with side transfers.
Just to make sure everyone's on common ground, the prototypical game examined in the argument for superrationality is the prisoners' dilemma:
| Alice / Bob | Cooperate | Defect |
| Cooperate | 10 / 10 | 0 / 12 |
| Defect | 12 / 0 | 4 / 4 |
The unique dominant-strategy equilibrium is (Defect, Defect). However, Hofstadter argues that "superrational" players would recognize the symmetry in reasoning processes between each other and thus conclude that cooperating is in their interest. The argument is not in favor of unconditional cooperation. Instead, the reasoning is closer to "I cooperate if and only I expect you to cooperate if and only if I cooperate". Many bits have been devoted to formalizing this reasoning in timeless decision theory and other variants.
The symmetry in the prisoners' dilemma makes it easy to pick out (Cooperate, Cooperate) as the action profile each player ideally wants to see happen. Consider instead the following skewed prisoners' dilemma:
| Alice/Bob | Cooperate | Defect |
| Cooperate | 2 / 18 | 0 / 12 |
| Defect | 12 / 0 | 4 / 4 |
The (Cooperate, Cooperate) outcome still has the highest total benefit, but (Defect, Defect) is also Pareto-efficient. With this asymmetry, it seems reasonable for Alice to Defect, even as someone who would cooperate in the original prisoners' dilemma. Suppose however players can also agree to transfer utility between themselves on a 1-to-1 basis (like if they value cash equally and can make side-payments). Then, (Cooperate, Cooperate) with a transfer between 2 and 14 from Bob to Alice dominates (Defect, Defect). The size of the transfer is still up in the air, although a transfer of 8 (leaving both with a payoff of 10) is appealing since it takes us back to the original symmetric game. I feel confident suggesting this as an outcome the players should commit to if possible.
While the former game could be symmetrized in a nice way, what about more general games where payoffs could look even more askew or strategy sets could be completely different?
Let A be the payoff matrix for Alice and B be the payoff matrix for Bob in any given game. Kalai and Kalai point out that the game (A, B) can be decomposed into the sum of two games:
where payoffs are identical in the first game (the team game) and zero-sum in the second (the advantage game). Consider playing these games separately. In the team game, Alice and Bob both agree on the action profile that maximizes their payoff with no controversy. In the advantage game, preferences are exactly opposed, so each can play their maximin strategy, again with no controversy. Of course, the rub is the team game strategy profile could be very different from the advantage game strategy profile.
Suppose Alice and Bob could commit to playing each game separately. Kalai and Kalai define the payoffs each gets between the two games as
where coco stands for cooperative/competitive. We don't actually have two games to be played separately, so the way to achieve these payoffs is for Alice and Bob to actually play the team game actions and hypothetically play the advantage game. Transfers then even out the gains from the team game results and add in the hypothetical advantage game results. Even though the original game might be asymmetric, this simple decomposition allows players to cooperate exactly where interests are aligned and compete exactly where interests are opposed.
For example, consider two hot dog vendors. There are 40 potential customers at the airport and 100 at the beach. If both choose the same location, they split the customers there evenly. Otherwise, the vendor at each location sells to everyone at that place. Alice turns a profit of $2 per customer, while Bob turns a profit of $1 per customer. Overall this yields the payoffs:
| Alice / Bob | Airport | Beach |
| Airport | 40 / 20 | 80 / 100 |
| Beach | 200 / 40 | 100 / 50 |
The game decomposes into the team game:
| Alice / Bob | Airport | Beach |
| Airport | 30 / 30 | 90 / 90 |
| Beach | 120 / 120 | 75 / 75 |
and the advantage game:
| Alice / Bob | Airport | Beach |
| Airport | 10 / -10 | -10 / 10 |
| Beach | 80 / -80 | 25 / -25 |
The maximizing strategy profile for the team game is (Beach, Airport) with payoffs (120, 120). The maximin strategy profile for the advantage game is (Beach, Beach) with payoffs (25, -25). In total, this game has a coco-value of (145, 95), which would be realized by Alice selling at the beach, Bob selling at the airport, and Alice transferring 55 to Bob. Alice generates most of the profits in this situation, but Bob has to be compensated for his credible threat to start selling at the beach too.
The bulk of the Kalai and Kalai article is extending the coco-value to incomplete information settings. For instance, each vendor might have some private information about the weather tomorrow, which will affect the number of customers at the airport and the beach. The Kalais prove that being able to publicly observe the payoffs for the chosen actions is sufficient for agents to commit themselves to the coco-value ex-ante (before receiving any private information) and that being able to publicly observe all hypothetical payoffs from alternative action profiles is sufficient for commitment even after agents have private information.
The Kalais provide an axiomatization of the coco-value, showing it is the payoff pair that uniquely satisfies all of the following:
- Pareto optimality: The sum of the values is maximal.
- Shift invariance: Increasing a player's payoff by a constant amount in each cell increases their value by the same amount.
- Payoff dominance: If one player always gets more than the other in each cell, that player can't get a smaller value for the game.
- Invariance to redundant strategies: Adding a new action that is a convex combination of the payoffs of two other actions can't change the value.
- Monotonicity in actions: Removing an action from a player can't increase their value for the game.
- Monotonicity in information: Giving a player strictly less information can't increase their value for the game.
The coco-value is also easily computable, unlike Nash equilibria in general. I'm hard-pressed to think of any more I could want from it (aside from easy extensions to bigger classes of games). Given its simplicity, I'm surprised it wasn't hit upon earlier.
[Link] On the Height of a Field
Mark Eichenlaub posted a great little case-study about the difficulty of updating beliefs, even over trivial matters like the slope of a baseball field. The basic story of Bayes-updating assumes the likelihood of evidence in different states is obvious, but feedback between observations and judgments about likelihood quickly complicate the situation:
The story of how belief is supposed to work is that for each bit of evidence, you consider its likelihood under all the various hypotheses, then multiplying these likelihoods, you find your final result, and it tells you exactly how confident you should be. If I can estimate how likely it is for Google Maps and my GPS to corroborate each other given that they are wrong, and how likely it is given that they are right, and then answer the same question for every other bit of evidence available to me, I don’t need to estimate my final beliefs – I calculate them. But even in this simple testbed of the matter of a sloped baseball field, I could feel my biases coming to bear on what evidence I considered, and how strong and relevant that evidence seemed to me. The more I believed the baseball field was sloped, the more relevant (higher likelihood ratio) it seemed that there was that short steep hill on the side, and the less relevant that my intuition claimed the field was flat. The field even began looking more sloped to me as time went on, and I sometimes thought I could feel the slope as I ran, even though I never had before.
That’s what I was interested in here. I wanted to know more about the way my feelings and beliefs interacted with the evidence and with my methods of collecting it. It is common knowledge that people are likely to find what they’re looking for whatever the facts, but what does it feel like when you’re in the middle of doing this, and can recognizing that feeling lead you to stop?
Edit: Title changed from "An Empirical Evaluation into Runner's High," the original title of the article, to match the author's new title.
Rational Toothpaste: A Case Study
Inspired by Konkvistador's comment
Posts titled "Rational ___-ing" or "A Rational Approach to ____" induce groans among a sizeable contingent here, myself included. However, inflationary use of "rational" and its transformation into an applause light is only one part of the problem. These posts tend to revolve around specific answers, rather than the process of how to find answers. I claim a post on "rational toothpaste buying" could be on-topic and useful, if correctly written to illustrate determining goals, assessing tradeoffs, and implementing the final conclusions. A post detailing the pros and cons of various toothpaste brands is for a dentistry or personal hygiene forum; a post about algorithms for how to determine the best brands or whether to do so at all is for a rationality forum. This post is my shot at showing what this would look like.
[SEQ RERUN] Third Alternatives for Afterlife-ism
Today's post, Third Alternatives for Afterlife-ism was originally published on May 8, 2007. A summary (from the LW wiki):
One source of hope against death is Afterlife-ism. Some say that this justifies it as a Noble Lie. But there are better (because more plausible) Third Alternatives, including nanotech, actuarial escape velocity, cryonics, and the Singularity. If supplying hope were the real goal of the Noble Lie, advocates would prefer these alternatives. But the real goal is to excuse a fixed belief from criticism, not to supply hope.
Discuss the post here (rather than in the comments of the original post).
This post is part of a series rerunning Eliezer Yudkowsky's old posts so those interested can (re-)read and discuss them. The previous post was The Third Alternative, and you can use the sequence_reruns tag or rss feed to follow the rest of the series.
Sequence reruns are a community-driven effort. You can participate by re-reading the sequence post, discussing it, posting the next day's sequence reruns post, summarizing forthcoming articles on the wiki, or creating exercises. Go here for more details, or to discuss the Sequence Reruns.
[SEQ RERUN] The Third Alternative
Today's post, The Third Alternative was originally published on May 6, 2007. A summary (from the LW wiki):
People justify Noble Lies by pointing out their benefits over doing nothing. But, if you really need these benefits, you can construct a Third Alternative for getting them. How? You have to search for one. Beware the temptation not to search or to search perfunctorily. Ask yourself, "Did I spend five minutes by the clock trying hard to think of a better alternative?"
Discuss the post here (rather than in the comments of the original post).
This post is part of a series rerunning Eliezer Yudkowsky's old posts so those interested can (re-)read and discuss them. The previous post was Beware the Unsurprised, and you can use the sequence_reruns tag or rss feed to follow the rest of the series.
Sequence reruns are a community-driven effort. You can participate by re-reading the sequence post, discussing it, posting the next day's sequence reruns post, summarizing forthcoming articles on the wiki, or creating exercises. Go here for more details, or to discuss the Sequence Reruns.
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