selfish player
Competitive Multi-armed Bandit Games for Resource Sharing
In modern resource-sharing systems, multiple agents access limited resources with unknown stochastic conditions to perform tasks. When multiple agents access the same resource (arm) simultaneously, they compete for successful usage, leading to contention and reduced rewards. This motivates our study of competitive multi-armed bandit (CMAB) games. In this paper, we study a new N-player K-arm competitive MAB game, where non-myopic players (agents) compete with each other to form diverse private estimations of unknown arms over time. Their possible collisions on same arms and time-varying nature of arm rewards make the policy analysis more involved than existing studies for myopic players. We explicitly analyze the threshold-based structures of social optimum and existing selfish policy, showing that the latter causes prolonged convergence time $\Omega(\frac{K}{\eta^2}\ln({\frac{KN}{\delta}}))$, while socially optimal policy with coordinated communication reduces it to $\mathcal{O}(\frac{K}{N\eta^2}\ln{(\frac{K}{\delta})})$. Based on the comparison, we prove that the competition among selfish players for the best arm can result in an infinite price of anarchy (PoA), indicating an arbitrarily large efficiency loss compared to social optimum. We further prove that no informational (non-monetary) mechanism (including Bayesian persuasion) can reduce the infinite PoA, as the strategic misreporting by non-myopic players undermines such approaches. To address this, we propose a Combined Informational and Side-Payment (CISP) mechanism, which provides socially optimal arm recommendations with proper informational and monetary incentives to players according to their time-varying private beliefs. Our CISP mechanism keeps ex-post budget balanced for social planner and ensures truthful reporting from players, achieving the minimum PoA=1 and same convergence time as social optimum.
Competing for Shareable Arms in Multi-Player Multi-Armed Bandits
Xu, Renzhe, Wang, Haotian, Zhang, Xingxuan, Li, Bo, Cui, Peng
Competitions for shareable and limited resources have long been studied with strategic agents. In reality, agents often have to learn and maximize the rewards of the resources at the same time. To design an individualized competing policy, we model the competition between agents in a novel multi-player multi-armed bandit (MPMAB) setting where players are selfish and aim to maximize their own rewards. In addition, when several players pull the same arm, we assume that these players averagely share the arms' rewards by expectation. Under this setting, we first analyze the Nash equilibrium when arms' rewards are known. Subsequently, we propose a novel Selfish MPMAB with Averaging Allocation (SMAA) approach based on the equilibrium. We theoretically demonstrate that SMAA could achieve a good regret guarantee for each player when all players follow the algorithm. Additionally, we establish that no single selfish player can significantly increase their rewards through deviation, nor can they detrimentally affect other players' rewards without incurring substantial losses for themselves. We finally validate the effectiveness of the method in extensive synthetic experiments.
Selfish Robustness and Equilibria in Multi-Player Bandits
Boursier, Etienne, Perchet, Vianney
Motivated by cognitive radios, stochastic multi-player multi-armed bandits gained a lot of interest recently. In this class of problems, several players simultaneously pull arms and encounter a collision -- with 0 reward -- if some of them pull the same arm at the same time. While the cooperative case where players maximize the collective reward (obediently following some fixed protocol) has been mostly considered, robustness to malicious players is a crucial and challenging concern. Existing approaches consider only the case of adversarial jammers whose objective is to blindly minimize the collective reward. We shall consider instead the more natural class of selfish players whose incentives are to maximize their individual rewards, potentially at the expense of the social welfare. We provide the first algorithm robust to selfish players (a.k.a. Nash equilibrium) with a logarithmic regret, when the arm reward is observed. When collisions are also observed, Grim Trigger type of strategies enable some implicit communication-based algorithms and we construct robust algorithms in two different settings: in the homogeneous case (with a regret comparable to the centralized optimal one) and in the heterogeneous case (for an adapted and relevant notion of regret). We also provide impossibility results when only the reward is observed or when arm means vary arbitrarily among players.