A central goal in algorithmic game theory is to analyze the performance of decentralized multiagent systems, like communication and information networks. In the absence of a central planner who can enforce how these systems are utilized, the users can strategically interact with the system, aiming to maximize their own utility, possibly leading to very inefficient outcomes, and thus a high price of anarchy. To alleviate this issue, the system designer can use decentralized mechanisms that regulate the use of each resource (e.g., using local queuing protocols or scheduling mechanisms), but with only limited information regarding the state of the system. These information limitations have a severe impact on what such decentralized mechanisms can achieve, so most of the success stories in this literature have had to make restrictive assumptions (e.g., by either restricting the structure of the networks or the types of cost functions). In this paper, we overcome some of the obstacles that the literature has imposed on decentralized mechanisms, by designing mechanisms that are enhanced with predictions regarding the missing information. Specifically, inspired by the big success of the literature on "algorithms with predictions", we design decentralized mechanisms with predictions and evaluate their price of anarchy as a function of the prediction error, focusing on two very well-studied classes of games: scheduling games and multicast network formation games.
翻译:算法游戏理论的一个中心目标是分析分散化的多试剂系统(如通信和信息网络)的性能。在没有中央规划员能够实施如何使用这些系统的中央规划员的情况下,用户可以与系统进行战略互动,目的是最大限度地发挥其自身的效用,可能导致效率极低的结果,从而导致无政府状态的高昂代价。为了缓解这一问题,系统设计师可以使用分散化机制来规范每一种资源的使用(例如,使用当地排队协议或排期机制),但关于系统状况的信息有限。这些信息限制严重影响了这种分散化机制能够实现什么,因此,本文献中的大多数成功故事不得不作出限制性假设(例如,限制网络结构或成本功能类型 ) 。 在本文中,我们克服了文献给分散化机制带来的一些障碍,通过对缺失信息进行预测来强化机制。具体地说,根据关于“以预测为基础的语言”的文献的巨大成功经验,我们设计了分散化机制,用预测来评估并评估其无政府状态的价格,作为多级的游戏的游戏的形成周期。