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The Optimal Way to Play the Most Difficult
 Repeated Coordination Games

Antti Kuusisto University of Helsinki and Tampere University
Finland [email protected] Université Paris-Saclay, CNRS, ENS Paris-Saclay
France
   Raine Rönnholm Université Paris-Saclay, CNRS, ENS Paris-Saclay
France [email protected]
Abstract

This paper investigates repeated win-lose coordination games (𝖶𝖫𝖢\mathsf{WLC}-games). We analyse which protocols are optimal for these games, covering both the worst case and average case scenarios, i,e., optimizing the guaranteed and expected coordination times. We begin by analysing Choice Matching Games (𝖢𝖬\mathsf{CM}-games) which are a simple yet fundamental type of 𝖶𝖫𝖢\mathsf{WLC}-games, where the goal of the players is to pick the same choice from a finite set of initially indistinguishable choices. We give a fully complete classification of optimal expected and guaranteed coordination times in two-player 𝖢𝖬\mathsf{CM}-games and show that the corresponding optimal protocols are unique in every case—except in the 𝖢𝖬\mathsf{CM}-game with four choices, which we analyse separately.

Our results on 𝖢𝖬\mathsf{CM}-games are essential for proving a more general result on the difficulty of all 𝖶𝖫𝖢\mathsf{WLC}-games: we provide a complete analysis of least upper bounds for optimal expected coordination times in all two-player 𝖶𝖫𝖢\mathsf{WLC}-games as a function of game size. We also show that 𝖢𝖬\mathsf{CM}-games can be seen as the most difficult games among all two-player 𝖶𝖫𝖢\mathsf{WLC}-games, as they turn out to have the greatest optimal expected coordination times.

1 Introduction

Pure win-lose coordination games (𝖶𝖫𝖢\mathsf{WLC}-games) are simple yet fundamental games where all players receive the same payoffs: 1 (win) or 0 (lose). This paper studies repeated 𝖶𝖫𝖢\mathsf{WLC}-games, where the players make simultaneous choices in discrete rounds until (if ever) succeeding to coordinate on a winning profile. Choice matching games (𝖢𝖬\mathsf{CM}-games) are the simplest class of such games. The choice matching game 𝖢𝖬_mn\mathsf{CM}_{\_}m^{n} has nn players with the goal to choose the same choice among mm different indistinguishable choices, with no communication during play. The players can use the history of the game (i.e., the players’ choices in previous rounds) for their benefit as the game proceeds. For simplicity, we denote the two-player game 𝖢𝖬_m2\mathsf{CM}_{\_}m^{2}  by  𝖢𝖬_m\mathsf{CM}_{\_}m.

A paradigmatic real-life scenario with a choice matching game relates to a phenomenon that has humorously been called “pavement tango” or “droitwich” in [2]. Here two people try to pass each other but may end up blocking each other by repeatedly moving sideways into the same direction. For another example of a choice matching game, consider 𝖢𝖬_3\mathsf{CM}_{\_}3, the coordination-based variant of the rock-paper-scissors game, pictured on the right. {vwcol}[widths=0.85,0.15, sep=2mm, justify=flush, rule=0pt, lines=7] Here the two players (i.e., columns) coordinate if they succeed choosing an edge from one of the three rows. The players first choose randomly; suppose they select the nodes in dotted circles. Next the players have three options: (1) to repeat their first choice, (2) to try to coordinate with the first choice of the other player, or (3) to select the choice which has not been selected yet. Supposing that the players behave symmetrically, (3) is the only way to guarantee coordination in the second round.

A general nn-player 𝖶𝖫𝖢\mathsf{WLC}-game is a generalization of 𝖢𝖬_mn\mathsf{CM}_{\_}m^{n} where the players do not necessarily have to choose from the same row to coordinate, and it may not even suffice to choose from the same row. In classical matrix form representation, two-player choice matching games have ones on the diagonal and zeroes elsewhere, while general two-player 𝖶𝖫𝖢\mathsf{WLC}-games have general distributions of ones and zeroes; see Definition 2.1 for the full formal details.

In repeated 𝖶𝖫𝖢\mathsf{WLC}-games, it is natural to try to coordinate as quickly as possible. There are two main scenarios to be investigated: guaranteeing coordination (with certainty) in as few rounds as possible and minimizing the expected number of rounds for coordination. The former concerns the number of rounds it takes to coordinate in the worst case and is measured in terms of guaranteed coordination times (𝖦𝖢𝖳\mathsf{GCT}s). The latter relates to the average case analysis measured in terms of expected coordination times (𝖤𝖢𝖳\mathsf{ECT}s).

Our contributions. We provide a comprehensive study of upper bounds for coordination in all two-player repeated 𝖶𝖫𝖢\mathsf{WLC}-games, including a classification of related optimal strategies (called protocols in this work). 𝖶𝖫𝖢\mathsf{WLC}-games are represented in a novel way as relational structures, which is a key to many of the techniques used in the paper. 𝖢𝖬\mathsf{CM}-games are central to our work, being a fundamental class of games and also the most difficult games for coordination—in a sense made precise below.

Two protocols play a central role in our study. We introduce the so-called loop avoidance protocol 𝖫𝖠\mathsf{LA} (cf. Def. 4.1) that essentially instructs players to play so that the generated history of choices always reduces the symmetries (e.g., automorphisms) of the game structure. We also use the so-called wait-or-move protocol 𝖶𝖬\mathsf{WM} (cf. Def. 4.5), essentially telling players to randomly alternate between two choices that both coordinate with at least one of the opponent’s two choices. We show that 𝖶𝖬\mathsf{WM} leads to coordination in all two-player 𝖶𝖫𝖢\mathsf{WLC}-games very fast, the 𝖤𝖢𝖳\mathsf{ECT} being at most 32p3-2p, where pp is the probability of coordinating in the first round with random choices.

We then provide a complete analysis of the optimal 𝖤𝖢𝖳\mathsf{ECT}s and 𝖦𝖢𝖳\mathsf{GCT}s in all choice matching games 𝖢𝖬_m\mathsf{CM}_{\_}m. We also identify the protocols giving the optimal 𝖤𝖢𝖳\mathsf{ECT}s and 𝖦𝖢𝖳\mathsf{GCT}s and show their uniqueness, where possible. The table in Figure 1 on the next page summarizes these results.

Optimal expected Unique optimal Optimal guaranteed Unique optimal
mm coordination protocol for coordination protocol for
time in 𝖢𝖬_m\mathsf{CM}_{\_}m expected time time in 𝖢𝖬_m\mathsf{CM}_{\_}m guaranteed time
11 1 (any) 1 (any)
22 22 𝖶𝖬\mathsf{WM} \infty
33 1+231+\frac{2}{3} 𝖫𝖠\mathsf{LA} 22 𝖫𝖠\mathsf{LA}
44 2+122+\frac{1}{2} \infty
55 2+132+\frac{1}{3} 𝖫𝖠\mathsf{LA} 33 𝖫𝖠\mathsf{LA}
\hdashline 66 2+232+\frac{2}{3} 𝖶𝖬\mathsf{WM} \infty
77 2+572+\frac{5}{7} 𝖶𝖬\mathsf{WM} 44 𝖫𝖠\mathsf{LA}
2k2k 31k3-\frac{1}{k} 𝖶𝖬\mathsf{WM} \infty
2k+12k+1 322k+13-\frac{2}{2k+1} 𝖶𝖬\mathsf{WM} kk 𝖫𝖠\mathsf{LA}
Figure 1: A complete analysis of two-player choice matching games.

Our analysis is fully complete, as we prove that there exists a continuum of optimal protocols for 𝖢𝖬_4\mathsf{CM}_{\_}4 and establish that for all even mm, no protocol guarantees a win in 𝖢𝖬_m\mathsf{CM}_{\_}m.

Concerning the more general class of all 𝖶𝖫𝖢\mathsf{WLC}-games, we provide the following complete characterization of upper bounds for the optimal 𝖤𝖢𝖳\mathsf{ECT}s in all two-player 𝖶𝖫𝖢\mathsf{WLC}-games as a function of game size (a game in a classical matrix form is of size mm when the maximum of the number of rows and columns is mm):

Theorem. For any mm, the greatest optimal 𝖤𝖢𝖳\mathsf{ECT} among two-player 𝖶𝖫𝖢\mathsf{WLC}-games of size mm is as follows:

Game size m_+{3,5}m\in\mathbb{Z}_{\_}+\setminus\{3,5\} m=5m=5 m=3m=3
Greatest optimal  𝖤𝖢𝖳\mathsf{ECT} 32m3-\frac{2}{m} 2+132+\frac{1}{3} 1+4+172\frac{1+\sqrt{4+\sqrt{17}}}{2} (1.925)(\approx 1.925)

Also, concerning two-player 𝖢𝖬\mathsf{CM}-games, we establish that 𝖢𝖬_m\mathsf{CM}_{\_}m has the strictly greatest optimal 𝖤𝖢𝖳\mathsf{ECT} out of all two-player 𝖶𝖫𝖢\mathsf{WLC}-games of size m3m\not=3, making 𝖢𝖬\mathsf{CM}-games the most difficult 𝖶𝖫𝖢\mathsf{WLC}-games to coordinating in. We give a separate full analysis of the case m=3m=3.

Two comments are in order. Firstly, in real-life scenarios it can be very inefficient to determine the absolutely optimal protocols taking into account the full game structure. Indeed, this generally requires an analysis of the game structure and thus identifying, e.g., automorphic choices. Computing automorphisms of (even bipartite graphs) is well known to be hard. However, our analysis gives an instant way of finding a fast protocol for any two-player 𝖶𝖫𝖢\mathsf{WLC}-game GG. The 𝖤𝖢𝖳\mathsf{ECT} given by this protocol in GG is better or equal to the greatest optimal 𝖤𝖢𝖳\mathsf{ECT} of the games of the same size (cf. the theorem above). Secondly, our main analysis concerns only two-player games. However, the arguments for this case are already quite involved, so the nn-player case is expected to be highly complex and is thus left for the future. Furthermore, the two-player case is an especially important special case covering, e.g., learning of communication protocols in distributed systems.

Related work. Coordination games (see, e.g., [5], [4]) are a key topic in game theory, with the early foundations laid, inter alia, in the works of Schelling [18] and Lewis [16]. Repeated games are—likewise—a key topic, see for example [13], [3], [17]. For seminal work on repeated coordination games, see for example the articles [7], [6], [15]. Repeated coordination games have a wide range of applications, from learning and social choice theory to symmetry breaking in distributed systems.

However, 𝖶𝖫𝖢\mathsf{WLC}-games are a simple class of games that have not been extensively studied in the literature. In particular, choice matching games clearly constitute a highly fundamental class of games, and it is thus surprising that the analysis of the current paper has not been previously carried out. Thus the related analysis is well justified; it closes a gap in the literature. Indeed, while 𝖢𝖬\mathsf{CM}-games are simple, they precisely capture the highly fundamental coordination problem of picking the same choice from a set of choices.

Our study differs from the classical game-theoretic work on repeated games where the focus is on accumulated payoffs instead of the discrete outcomes of 𝖶𝖫𝖢\mathsf{WLC}-games. Indeed, repeated 𝖶𝖫𝖢\mathsf{WLC}-games are based on reachability objectives. Especially our worst case (but also the average case) analysis has only superficial overlap with typical work on repeated games.

However, similar work exists, the most notable example being the seminal article [7] that studies a generalization of 𝖶𝖫𝖢\mathsf{WLC}-games in a framework that has some similarities with our setting. Also the papers [9], [11], [8], [10] have a similar focus, as they also concentrate on coordination games with discrete win-lose outcomes. However, the papers [9], [11], [8], [10] do not investigate optimality of protocols in repeated games, unlike the current paper. The seminal work [7] introduces (what is equivalent to) the two-player 𝖢𝖬\mathsf{CM}-games in their final section on general examples. They also essentially identify the optimal ways of playing 𝖢𝖬_2\mathsf{CM}_{\_}2 and 𝖢𝖬_3\mathsf{CM}_{\_}3 (discussed also in this article) although in a technically somewhat different setting with accumulated payoffs. Furthermore, they observe that a protocol essentially equivalent to 𝖶𝖬\mathsf{WM} is the best way to play 𝖢𝖬_6\mathsf{CM}_{\_}6, an observation we also make in our setting. However, optimality of 𝖶𝖬\mathsf{WM} in 𝖢𝖬_6\mathsf{CM}_{\_}6 is not proved in [7]. This would require an extensive analysis proving that the players cannot make beneficial use of asymmetric histories created by non-coordinating choices. Indeed, the main technical difficulty in our corresponding setting is to show uniqueness of the optimal protocol, which we do in each case where a unique protocol exist.

Nonetheless, despite the differences, the framework of [7] bears some conceptual similarities to ours, e.g., the authors also identify structural protocols (cf. Definition 3.4 below) as the natural notion of strategy for studying their framework. Furthermore, they make extensive use of focal points [18] in analysing how asymmetric histories can be used for coordination.

Relating to uniqueness of protocols, [12] argues that individual rationality considerations not are not sufficient for “learning how to coordinate” in the setting of [7]. We agree with [12] that some conventions are needed if many protocols lead to the optimal result. However—in our framework—as we can prove uniqueness of the optimal protocols for 𝖢𝖬_m\mathsf{CM}_{\_}m (for m4m\neq 4), then arguably rational players should adopt precisely these protocols in 𝖢𝖬\mathsf{CM}-games.

The paper [14] is the preprint of the current submission with full proofs and further examples.

Techniques used. The core of our work relies on an original approach to games based on relational structures, as opposed to using the traditional matrix form representation. This approach enables us to use graph-theoretic ideas in our arguments. Both in the worst-case and in average-case analysis, the main technical work relies heavily on analysis of symmetries—especially the way the groups of automorphisms of games evolve when playing coordination games. The most involved result of the worst-case analysis, Theorem 5.2, is proved by reducing the cardinality of the automorphism group of the 𝖶𝖫𝖢\mathsf{WLC}-game studied in a maximally fast fashion. In the average-case analysis, Theorems 6.2, 6.3, 6.4 are proved via a combination of analysis of extrema; keeping track of groups of automorphisms; graph-theoretic methods; and focal points [18] for breaking symmetry. The most demanding part here is to show uniqueness of the protocols involved. Also in the average-case analysis, Theorem 7.2 relies on earlier theorems and an extensive and exhaustive analysis of certain bipartite graphs.

In principle one could of course reduce our arguments into the setting with games presented in matrix form. However, then it would become harder to apply natural graph-theoretic notions like degrees of nodes; special features such as cycles; general symmetries (automorphisms) et cetera. Such notions are key elements in our analysis.

2 Preliminaries

We define (pure) win-lose coordination games as relational structures as follows.

Definition 2.1.

An nn-player win-lose coordination game (𝖶𝖫𝖢\mathsf{WLC}-game) is a relational structure G=(A,C_1,,C_n,W_G)G=(A,C_{\_}1,\dots,C_{\_}n,W_{\_}G) where AA is a finite domain of choices, each C_iC_{\_}i is a non-empty unary relation (representing the choices of player ii) such that C_1C_n=AC_{\_}1\cup\cdots\cup C_{\_}n=A, and W_GC_1××C_nW_{\_}G\subseteq C_{\_}1\times\cdots\times C_{\_}n is an nn-ary winning relation. For technical convenience, we assume the players have pairwise disjoint choice sets, i.e., C_iC_j= for all i and jiC_{\_}i\cap C_{\_}j=\emptyset\text{ for all }i\text{ and }j\not=i. A tuple σC_1××C_n\sigma\in C_{\_}1\times\cdots\times C_{\_}n is a choice profile for GG and the choice profiles in W_GW_{\_}G are winning (choice) profiles. We assume there are no surely losing choices, i.e., choices cAc\in A that do not belong to any winning choice profile, as rational players would never select such choices.

We will use the visual representation of 𝖶𝖫𝖢\mathsf{WLC} games as hypergraphs; two-player games become just bipartite graphs under this scheme. The choices of each player are displayed as columns of nodes, starting from the choices of player 1 on the left and ending with the column of choices of player nn. The winning relation consists of lines that represent the winning choice profiles. Thus winning choice profiles are also called edges. See Example A.1 in [14] for an illustration.

Consider a 𝖶𝖫𝖢\mathsf{WLC}-game G=(A,C_1,,C_n,W_G)G=(A,C_{\_}1,\dots,C_{\_}n,W_{\_}G) with nn players and mm winning choice profiles that do not intersect, i.e., none of the mm winning choice profiles share a choice cAc\in A. Such games form a simple yet fundamental class of games, where the goal of the players is simply to pick the same “choice”, i.e., to simultaneously pick one of the mm winning profiles. These games are called choice matching games. We let 𝖢𝖬_nm\mathsf{CM}^{n}_{\_}m denote the choice matching game with nn players and mm choices for each player. In this article, we extensively make use of the two-player choice matching games, 𝖢𝖬_2m\mathsf{CM}^{2}_{\_}m. For these games, we will omit the superscript “22” and simply denote them by 𝖢𝖬_m\mathsf{CM}_{\_}m. (Recall the example 𝖢𝖬_3\mathsf{CM}_{\_}3 pictured in the introduction.)

Interestingly, out of all nn-player 𝖶𝖫𝖢\mathsf{WLC}-games where each of the nn players has mm choices, the game 𝖢𝖬_nm\mathsf{CM}^{n}_{\_}m has the least probability of coordination when each player plays randomly. In this sense these games can be seen the most difficult for coordination. A fully compelling reason for the maximal difficulty of choice matching games is given later on by Theorem 7.3.

3 Repeated 𝖶𝖫𝖢\mathsf{WLC}-Games

A repeated play of a 𝖶𝖫𝖢\mathsf{WLC}-game GG consists of consecutive (one-step) plays of GG. The repeated play is continued until the players successfully coordinate, i.e., select their choices from a winning choice profile. This may lead to infinite plays. We assume that each player can remember the full history of the repeated play and use this information when planning choices. The history of the play after kk rounds is encoded in a sequence _k\mathcal{H}_{\_}k defined as follows.

Definition 3.1.

Let GG be an nn-player 𝖶𝖫𝖢\mathsf{WLC}-game. A pair (G,_k)(G,\mathcal{H}_{\_}k) is called a stage kk (or kkth stage) in a repeated play of GG, where the history _k\mathcal{H}_{\_}k is a kk-sequence of choice profiles in GG. More precisely, _k=(H_i)_i{1,,k}\mathcal{H}_{\_}k=\big{(}H_{\_}i\big{)}_{\_}{i\in\{1,\dots,k\}} where each H_iH_{\_}i is an nn-ary relation H_i={(c_1,,c_n)}H_{\_}i=\{(c_{\_}1,\dots,c_{\_}n)\} with a single tuple (c_1,,c_n)C_1××C_n(c_{\_}1,\dots,c_{\_}n)\in C_{\_}1\times\cdots\times C_{\_}n. In the case k=0k=0, we define _0=\mathcal{H}_{\_}0=\emptyset. The stage (G,_0)(G,\mathcal{H}_{\_}0) is the initial stage (or the 0th stage). Like GG, also (G,_k)(G,\mathcal{H}_{\_}k) is a relational structure.

A stage kk contains a history specifying precisely kk choice profiles chosen in a repeated play. A winning profile of (G,_k)(G,\mathcal{H}_{\_}k) is called a touched edge if it contains some choice cc picked in some round 1,,k1,\dots,k leading to (G,_k)(G,\mathcal{H}_{\_}k). As we assume that the players only need to coordinate once, we consider repeated plays only up to the first stage where some winning choice profile is selected. If coordination occurs in the kkth round, the kkth stage is called the final stage of the repeated play. (But a play can take infinitely long without coordination.)

{vwcol}

[widths=0.85,0.15, sep=5mm, justify=flush, rule=0pt,lines=5] On the right is a drawing of the stage 22 in a repeated play of 𝖢𝖬_2\mathsf{CM}_{\_}2, the “coordination game variant” of the matching pennies game (or the “pavement tango” from the introduction). Here the players have failed to coordinate in round 1 (having picked the choices with dotted circles) and then failed again by both swapping their choices in round 2 (solid circles).

A protocol gives a mixed strategy for all stages in all 𝖶𝖫𝖢\mathsf{WLC}-games and for all player roles ii:

Definition 3.2.

A protocol π\pi is a function outputting a probability distribution f:C_i[0,1]f:C_{\_}i\rightarrow[0,1] (so _cC_if(c)=1\sum_{\_}{c\in C_{\_}i}f(c)=1) with the input of a player ii and a stage (G,_k)(G,\mathcal{H}_{\_}k) of a repeated 𝖶𝖫𝖢\mathsf{WLC}-game.

Since a protocol can depend on the full history of the current stage, it gives a mixed, memory-based strategy for any repeated 𝖶𝖫𝖢\mathsf{WLC}-game. Thus protocols can informally be regarded as global “behaviour styles" of agents over the class of all repeated 𝖶𝖫𝖢\mathsf{WLC}-games. It is important to note that all players can see (and remember) the previous choices selected by all the other players—and also the order in which the choices have been made.

In the scenario that we study, it is obvious to require that the protocols should act independently of the names of choices and the names (or ordering) of player roles ii.111Note that if this assumption is not made, coordination can trivially be guaranteed in a single round in any 𝖶𝖫𝖢\mathsf{WLC}-game by using a protocol which chooses some winning choice profile with probability 11. In [7], this requirement follows from the “assumption of no common language” (for describing the game), and in [11], such protocols are called structural. We shall adopt the terminology of [11]. To extend this concept for repeated games, we first need to define the notion of a renaming. The intuitive idea of renamings is to extend isomorphisms between game graphs—including the history—to additionally enable permuting the players 1,,n1,\dots,n (see Example A.2 in [14] for an illustration of the definition).

Definition 3.3.

A renaming between stages (G,_k)(G,\mathcal{H}_{\_}k) and (G,_k)(G^{\prime},\mathcal{H}_{\_}k^{\prime}) of nn-player 𝖶𝖫𝖢\mathsf{WLC}-games GG and GG^{\prime} is a pair (β,h)(\beta,h) where β\beta is a permutation of {1,,n}\{1,\dots,n\} and hh a bijection from the domain of GG to that of GG^{\prime} such that

  • cC_β(i)h(c)C_ic\in C_{\_}{\beta(i)}\Leftrightarrow h(c)\in C_{\_}i^{\prime} for all ini\leq n and cc in the domain of GG,

  • (c_1,,c_n)W_G(h(c_β(1)),,h(c_β(n)))W_G(c_{\_}1,\dots,c_{\_}n)\in W_{\_}G\Leftrightarrow(h(c_{\_}{\beta(1)}),\dots,h(c_{\_}{\beta(n)}))\in W_{\_}{G^{\prime}},

  • (c_1,,c_n)H_i(h(c_β(1)),,h(c_β(n)))H_i(c_{\_}1,\dots,c_{\_}n)\in H_{\_}i\Leftrightarrow(h(c_{\_}{\beta(1)}),\dots,h(c_{\_}{\beta(n)}))\in H_{\_}i^{\prime} for all iki\leq k.

If (G,_k)(G,\mathcal{H}_{\_}k) and (G,_k)(G^{\prime},\mathcal{H}_{\_}k^{\prime}) have the same domain AA, we say that (β,h)(\beta,h) is a renaming of (G,_k)(G,\mathcal{H}_{\_}k). Choices cC_ic\in C_{\_}i and dC_jd\in C_{\_}j are structurally equivalent, denoted by cdc\sim d, if there is a renaming (β,h)(\beta,h) of (G,_k)(G,\mathcal{H}_{\_}k) s.t. β(i)=j\beta(i)=j and h(c)=dh(c)=d. It is easy to see that \sim is an equivalence relation on AA. We denote the equivalence class of a choice cc by [c][c].

Definition 3.4.

A protocol π\pi is structural if it is indifferent with respect to renamings, i.e., if (G,_k)(G,\mathcal{H}_{\_}k) and (G,_k)(G^{\prime},\mathcal{H}_{\_}k^{\prime}) are stages with a renaming (β,π)(\beta,\pi) between them, then for any ii and any cC_ic\in C_{\_}i, we have f(c)=f(π(c)),f(c)=f^{\prime}(\pi(c)), where f=π((G,_k),i)f=\pi((G,\mathcal{H}_{\_}k),i) and f=π((G,_k),β(i))f^{\prime}=\pi((G^{\prime},\mathcal{H}_{\_}k^{\prime}),\beta(i)).

Note that a structural protocol may depend on the full history which records even the order in which the choices have been played. Hereafter we assume all protocols to be structural.

Definition 3.5.

Let GG be a 𝖶𝖫𝖢\mathsf{WLC}-game and let SS and SS^{\prime} be stages of GG. Let \sim (respectively, \sim^{\prime}) be the structural equivalence relation over SS (respectively, SS^{\prime}). We say that SS and SS^{\prime} are automorphism-equivalent if =\sim\,=\,\sim^{\prime}. The stages SS and SS^{\prime} are structurally similar if one can be obtained from the other by a chain of renamings and automorphism-equvalences.

A choice cc in a stage SS is a focal point if it is not structurally equivalent to any other choice in that same stage SS, with the possible exception of choices cc^{\prime} that all belong to some single edge with cc. A focal point breaks symmetry and can be used for winning a repeated coordination game. This requires that the players have some (possibly prenegotiated) way to agree on which focal point to use. See the following example for an illustration.

Example 3.6.

Consider the first two rounds of the game 𝖢𝖬_5\mathsf{CM}_{\_}5, pictured below, where the players fail to coordinate by first selecting the pair (a_1,b_2)(a_{\_}1,b_{\_}2) and then fail again by selecting the pair (b_1,c_2)(b_{\_}1,c_{\_}2).

𝖢𝖬_5:\mathsf{CM}_{\_}5:e_1e_{\_}1d_1d_{\_}1c_1c_{\_}1b_1b_{\_}1a_1a_{\_}1e_2e_{\_}2d_2d_{\_}2c_2c_{\_}2b_2b_{\_}2a_2a_{\_}2

The structural equivalence classes become modified in this scenario as follows:

  • Initially all choices are structurally equivalent.

  • After the first round, the equivalence classes are {a_1,b_2}\{a_{\_}1,b_{\_}2\}, {b_1,a_2}\{b_{\_}1,a_{\_}2\} and {c_1,d_1,e_1,c_2,d_2,e_2}\{c_{\_}1,d_{\_}1,e_{\_}1,c_{\_}2,d_{\_}2,e_{\_}2\}.

  • After the second round, the equivalence classes are {a_1}\{a_{\_}1\}, {a_2}\{a_{\_}2\}, {b_1}\{b_{\_}1\}, {b_2}\{b_{\_}2\}, {c_1}\{c_{\_}1\}, {c_2}\{c_{\_}2\} and {d_1,e_1,d_2,e_2}\{d_{\_}1,e_{\_}1,d_{\_}2,e_{\_}2\}.

There are no focal points in the initial stage S_0S_{\_}0 and the same is true for the next stage S_1S_{\_}1. However, in the stage S_2S_{\_}2, all the choices a_1,b_1,c_1,a_2,b_2,c_2a_{\_}1,b_{\_}1,c_{\_}1,a_{\_}2,b_{\_}2,c_{\_}2 become focal points, and the players can thus immediately guarantee coordination in the third round by selecting any winning pair of focal points, i.e., any of the pairs (a_1,a_2)(a_{\_}1,a_{\_}2), (b_1,b_2)(b_{\_}1,b_{\_}2), (c_1,c_2)(c_{\_}1,c_{\_}2). (We note that, from the point of view of the general study of rational choice, it may not be obvious which of these pairs should be selected, so a convention may be needed to fix which protocol to use.) For another type of example on focal points, see Example A.3 in [14].

In repeated coordination games, it is natural to try to coordinate as quickly as possible. There are two principal scenarios related to optimizing coordination times: the average case and the worst case. The former concerns the expected number rounds for coordination and the latter the maximum number in which coordination can be guaranteed with certainty.

Definition 3.7.

Let (G,_k)(G,\mathcal{H}_{\_}k) be a stage and let π\pi be a protocol. The one-shot coordination probability (𝖮𝖲𝖢𝖯\mathsf{OSCP}) from (G,_k)(G,\mathcal{H}_{\_}k) with π\pi is the probability of coordinating in a single round from (G,_k)(G,\mathcal{H}_{\_}k) when each player follows π\pi. The expected coordination time (𝖤𝖢𝖳\mathsf{ECT}) from (G,_k)(G,\mathcal{H}_{\_}k) with π\pi is the expected value for the number of rounds until coordination from (G,_k)(G,\mathcal{H}_{\_}k) when all players follow π\pi. The guaranteed coordination time (𝖦𝖢𝖳\mathsf{GCT}) from (G,_k)(G,\mathcal{H}_{\_}k) with π\pi is the number nn such that the players are guaranteed to coordinate from (G,_k)(G,\mathcal{H}_{\_}k) in nn rounds, but not in n1n-1 rounds, when all players follow π\pi, if such a number exists. Otherwise this value is \infty.

The 𝖮𝖲𝖢𝖯\mathsf{OSCP}, 𝖤𝖢𝖳\mathsf{ECT} and 𝖦𝖢𝖳\mathsf{GCT} from the initial stage (G,)(G,\emptyset) with π\pi are referred to as the 𝖮𝖲𝖢𝖯\mathsf{OSCP}, 𝖤𝖢𝖳\mathsf{ECT} and 𝖦𝖢𝖳\mathsf{GCT} in GG with π\pi. We say that π\pi is 𝖤𝖢𝖳\mathsf{ECT}-optimal for GG if π\pi gives the minimum 𝖤𝖢𝖳\mathsf{ECT} in GG, i.e., the 𝖤𝖢𝖳\mathsf{ECT} given by any protocol π\pi^{\prime} is at least as large as the one given by π\pi. 𝖦𝖢𝖳\mathsf{GCT}-optimality of π\pi for GG is defined analogously.

It is possible that there are several different protocols giving the optimal 𝖤𝖢𝖳\mathsf{ECT} (or 𝖦𝖢𝖳\mathsf{GCT}) for a given 𝖶𝖫𝖢\mathsf{WLC}-game. If two protocols π_1\pi_{\_}1 and π_2\pi_{\_}2 are both optimal, it may be that the optimal value is nevertheless not obtained when some of the players follow π_1\pi_{\_}1 and the others π_2\pi_{\_}2. This leads to a meta-coordination problem about choosing the same optimal protocol to follow. However, such a problem will be avoided if there exists a unique optimal protocol.

Definition 3.8.

Let π\pi be a protocol and GG a 𝖶𝖫𝖢\mathsf{WLC}-game. We say that π\pi is uniquely 𝖤𝖢𝖳\mathsf{ECT}-optimal for GG if π\pi is 𝖤𝖢𝖳\mathsf{ECT}-optimal for GG and the following holds for all other protocols π\pi^{\prime} that are 𝖤𝖢𝖳\mathsf{ECT}-optimal for GG: for any stage SS in GG that is reachable with π\pi, we have π(S)=π(S)\pi^{\prime}(S)=\pi(S). Unique 𝖦𝖢𝖳\mathsf{GCT}-optimality of π\pi for GG is defined analogously.222Note that if two different protocols are uniquely 𝖤𝖢𝖳\mathsf{ECT}-optimal for G (and similarly for unique 𝖦𝖢𝖳\mathsf{GCT}-optimality), then their behaviour on GG can differ only on stages that are not reachable in the first place by the protcols. Also, their behaviour can of course differ on games other than GG.

The next lemma states that two structurally similar stages are essentially the same stage with respect to different 𝖤𝖢𝖳\mathsf{ECT}s and 𝖦𝖢𝖳\mathsf{GCT}s. The proof is straightforward.

Lemma 3.9.

Assume stages SS and SS^{\prime} of GG are structurally similar. Now, for any protocol π\pi, there exists a protocol π\pi^{\prime} which gives the same 𝖤𝖢𝖳\mathsf{ECT} and 𝖦𝖢𝖳\mathsf{GCT} from SS^{\prime} as π\pi gives from SS.

4 Protocols for Repeated 𝖶𝖫𝖢\mathsf{WLC}-Games

In this section we introduce two special protocols, the loop avoidance protocol 𝖫𝖠\mathsf{LA} and the wait-or-move protocol 𝖶𝖬\mathsf{WM}. Informally, 𝖫𝖠\mathsf{LA} asserts that in every round, every player ii should avoid—if possible—all choices cc that could possibly make the resulting stage automorphism-equivalent (cf. Def. 3.5) to the current stage, i.e., the stage just before selecting cc.

Definition 4.1.

The loop avoidance protocol (𝖫𝖠\mathsf{LA}) asserts that in every round, every player ii should avoid—if possible—all choices cc for which the following condition holds: if the player ii selects cc, then there exist choices for the other players so that the resulting stage is automorphism-equivalent to the current stage. If this condition holds for all choices of the player ii, then ii makes a random choice. Moreover, uniform probability is used among all the possible choices of ii.

It is easy to see that 𝖫𝖠\mathsf{LA} avoids, when possible, all such stages that are structurally similar to any earlier stage in the repeated play. As structurally similar stages are essentially identical (cf. Lemma 3.9), repetition of such stages can be seen as a “loop” in the repeated play. When trying to guarantee coordination as quickly as possible, such loops should be avoided. In addition to this heuristic justification, Theorems 5.1 and 5.2 give a fully compelling justification for 𝖫𝖠\mathsf{LA} when considering guaranteed coordination in two-player 𝖢𝖬\mathsf{CM}-games. For now, we present the following results (for the proofs, see the correspondingly numbered Propositions 4.2 and 4.3 in [14]); see also Example 4.4 below for an illustration of the use of 𝖫𝖠\mathsf{LA}.

Proposition 4.2.

𝖫𝖠\mathsf{LA} is uniquely 𝖤𝖢𝖳\mathsf{ECT}-optimal and uniquely 𝖦𝖢𝖳\mathsf{GCT}-optimal in 𝖢𝖬_3\mathsf{CM}_{\_}3.

Proposition 4.3.

𝖫𝖠\mathsf{LA} guarantees coordination in games 𝖢𝖬_m\mathsf{CM}_{\_}m in m/2\lceil m/2\rceil rounds when mm is odd, but 𝖫𝖠\mathsf{LA} does not guarantee coordination in 𝖢𝖬_m\mathsf{CM}_{\_}m for any even mm.

Example 4.4.

We illustrate the use of the 𝖫𝖠\mathsf{LA} protocol in the game 𝖢𝖬_5\mathsf{CM}_{\_}5, pictured below. Suppose that coordination fails in the first round. By symmetry, we may assume that the players selected a_1a_{\_}1 and b_2b_{\_}2. Now, in the resulting stage S_1S_{\_}1, the structural equivalence classes are {a_1,b_2}\{a_{\_}1,b_{\_}2\}, {b_1,a_2}\{b_{\_}1,a_{\_}2\} and {c_1,d_1,e_1,c_2,d_2,e_2}\{c_{\_}1,d_{\_}1,e_{\_}1,c_{\_}2,d_{\_}2,e_{\_}2\}.

If the pair (b_1,a_2)(b_{\_}1,a_{\_}2) is selected in the next round, then the structural equivalence classes do not change and thus the resulting next stage is automorphism-equivalent to S_1S_{\_}1. Hence, by following 𝖫𝖠\mathsf{LA}, player 1 should avoid selecting b_1b_{\_}1 and player 2 should avoid selecting a_2a_{\_}2. For the same reason, the players should also avoid selecting the choices a_1a_{\_}1 and b_2b_{\_}2.

𝖢𝖬_5:\mathsf{CM}_{\_}5:e_1e_{\_}1d_1d_{\_}1c_1c_{\_}1b_1b_{\_}1a_1a_{\_}1e_2e_{\_}2d_2d_{\_}2c_2c_{\_}2b_2b_{\_}2a_2a_{\_}2

Hence, by following 𝖫𝖠\mathsf{LA} in S_1S_{\_}1, the players will select among the set {c_1,d_1,e_1,c_2,d_2,e_2}\{c_{\_}1,d_{\_}1,e_{\_}1,c_{\_}2,d_{\_}2,e_{\_}2\} with the uniform probability distribution. Supposing that they fail again in coordination, we may assume by symmetry that they selected the pair (c_1,d_2)(c_{\_}1,d_{\_}2). The equivalence classes in the resulting stage S_2S_{\_}2 are {a_1,b_2}\{a_{\_}1,b_{\_}2\}, {b_1,a_2}\{b_{\_}1,a_{\_}2\}, {c_1,d_2}\{c_{\_}1,d_{\_}2\}, {d_1,c_2}\{d_{\_}1,c_{\_}2\} and {e_1,e_2}\{e_{\_}1,e_{\_}2\}. Now, selecting any of the pairs (a_1,b_2)(a_{\_}1,b_{\_}2), (b_1,a_2)(b_{\_}1,a_{\_}2), (c_1,d_2)(c_{\_}1,d_{\_}2) and (d_1,c_2)(d_{\_}1,c_{\_}2) leads to a next stage which is automorphism-equivalent to S_2S_{\_}2. Thus, by following 𝖫𝖠\mathsf{LA} in S_2S_{\_}2, the players will select the pair (e_1,e_2)(e_{\_}1,e_{\_}2). This leads to guaranteed coordination in the third round.

We next present the wait-or-move protocol 𝖶𝖬\mathsf{WM}, which naturally appears in numerous real-life two-player coordination scenarios. Informally, both players alternate (with equal probability) between two choices: the players own initial choice and another choice that coordinates with the initial choice of the other player.

Definition 4.5.

The wait-or-move protocol (𝖶𝖬\mathsf{WM}) for repeated two-player 𝖶𝖫𝖢\mathsf{WLC}-games goes as follows: first randomly select any choice cc, and thereafter choose, with equal probability, cc or a choice cc^{\prime} that coordinates with the initial choice of the other player (thereby never picking other choices than cc and cc^{\prime}).

Definition A.5 in [14] specifies 𝖶𝖬\mathsf{WM} in yet further detail. The following theorem shows that 𝖶𝖬\mathsf{WM} is very fast in relation to 𝖤𝖢𝖳\mathsf{ECT}s. This holds for all two-player 𝖶𝖫𝖢\mathsf{WLC}-games, not only choice matching games 𝖢𝖬_m\mathsf{CM}_{\_}m. (The claim is validated by the proof of Proposition 4.5 in [14].)

Theorem 4.6.

Let GG be a 𝖶𝖫𝖢\mathsf{WLC}-game with one-shot coordination probability pp when both players make their first choice randomly. Then the expected coordination time by 𝖶𝖬\mathsf{WM} is at most 32p3-2p. Thus the 𝖤𝖢𝖳\mathsf{ECT} with 𝖶𝖬\mathsf{WM} is strictly less than 33 in every two-player 𝖶𝖫𝖢\mathsf{WLC}-game.

It follows from the proof of Theorem 4.6 that the 𝖤𝖢𝖳\mathsf{ECT} with 𝖶𝖬\mathsf{WM} is exactly 32m3-\frac{2}{m} in all choice matching games 𝖢𝖬_m\mathsf{CM}_{\_}m. Thus the last claim of the theorem cannot be improved, as the 𝖤𝖢𝖳\mathsf{ECT}s of the games 𝖢𝖬_m\mathsf{CM}_{\_}m grow asymptotically closer to the strict upper bound 33 when mm is increased. In the particular case of 𝖢𝖬_2\mathsf{CM}_{\_}2, the 𝖤𝖢𝖳\mathsf{ECT} with 𝖶𝖬\mathsf{WM} is 322=23-\frac{2}{2}=2. Thus the following clearly holds.

Lemma 4.7.

When S=(𝖢𝖬_m,_k)S=(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}k) is a non-final stage with exactly two touched edges, then the 𝖤𝖢𝖳\mathsf{ECT} from SS with 𝖶𝖬\mathsf{WM} is 2. Moreover, in any 𝖶𝖫𝖢\mathsf{WLC}-game GG, if S=(G,_k)S^{\prime}=(G,\mathcal{H}_{\_}k) is a non-final stage that is reachable by using 𝖶𝖬\mathsf{WM}, then the 𝖤𝖢𝖳\mathsf{ECT} from SS^{\prime} with 𝖶𝖬\mathsf{WM} is at most 2.

𝖶𝖬\mathsf{WM} eventually leads to coordination with asymptotic probability 11 in all two-player 𝖶𝖫𝖢\mathsf{WLC}-games. But it does not guarantee (with certainty) coordination in any number of rounds in 𝖶𝖫𝖢\mathsf{WLC}-games where the winning relation is not the total relation. In a typical real-life scenario, eternal non-coordination is of course impossible by 𝖶𝖬\mathsf{WM}, but it is conceivable, e.g., that two computing units using the very same pseudorandom number generator will never coordinate due to being synchronized to swap their choices in precisely the same rounds.

It is easy to show that 𝖶𝖬\mathsf{WM} is the unique protocol which gives the optimal 𝖤𝖢𝖳\mathsf{ECT} (namely, 2 rounds) in the “droitwich-scenario” of the game 𝖢𝖬_2\mathsf{CM}_{\_}2 (see the proof of Proposition 4.8 in [14]).

Proposition 4.8.

𝖶𝖬\mathsf{WM} is uniquely 𝖤𝖢𝖳\mathsf{ECT}-optimal in 𝖢𝖬_2\mathsf{CM}_{\_}2.

Next we compare the pros and cons of 𝖫𝖠\mathsf{LA} and 𝖶𝖬\mathsf{WM} in two-player 𝖢𝖬\mathsf{CM}-games. Recall that 𝖶𝖬\mathsf{WM} does not guarantee coordination in 𝖢𝖬_m\mathsf{CM}_{\_}m (when m1m\not=1), while 𝖫𝖠\mathsf{LA} does guarantee coordination in 𝖢𝖬_m\mathsf{CM}_{\_}m if and only if mm is odd. Concerning expected coordination times, it is easy to prove that 𝖶𝖬\mathsf{WM} gives a smaller 𝖤𝖢𝖳\mathsf{ECT} than 𝖫𝖠\mathsf{LA} in 𝖢𝖬_m\mathsf{CM}_{\_}m for all even mm (except for the case m=2m=2, where 𝖶𝖬\mathsf{WM} and 𝖫𝖠\mathsf{LA} behave identically). Thus we now restrict attention to the games 𝖢𝖬_m\mathsf{CM}_{\_}m with odd mm. Then, the probability of coordinating in the \ell-th round of 𝖢𝖬_m\mathsf{CM}_{\_}m using 𝖫𝖠\mathsf{LA}, with m/2\ell\leq\lceil m/2\rceil, can relatively easily be seen to be calculable by the formula P_,mP_{\_}{\ell,m} defined below (where the product is 11 when =1\ell=1). And using the formula for P_,mP_{\_}{\ell,m}, we also get a formula for the expected coordination time E_mE_{\_}m in 𝖢𝖬_m\mathsf{CM}_{\_}m with 𝖫𝖠\mathsf{LA}:

P_,m=1m2+2_k=0k=2m2k1m2k,E_m=_=1=m/2P_,m.P_{\_}{\ell,m}=\frac{1}{m-2\ell+2}\prod\limits_{\_}{k=0}^{k\,=\,{\ell-2}}\frac{m-2k-1}{m-2k},\qquad E_{\_}m=\!\!\!\sum\limits_{\_}{\ell=1}^{\ell=\lceil m/2\rceil}\!\!\!\ell\cdot P_{\_}{\ell,m}.

Using this and Theorem 4.6, we can compare the 𝖤𝖢𝖳\mathsf{ECT}s in 𝖢𝖬_m\mathsf{CM}_{\_}m with 𝖫𝖠\mathsf{LA} and 𝖶𝖬\mathsf{WM} for odd mm (see the following table).

mm 𝖤𝖢𝖳\mathsf{ECT} in 𝖢𝖬_m\mathsf{CM}_{\_}m with 𝖶𝖬\mathsf{WM} 𝖤𝖢𝖳\mathsf{ECT} in 𝖢𝖬_m\mathsf{CM}_{\_}m with 𝖫𝖠\mathsf{LA}
11 1 11
33 2+132+\frac{1}{3} 1+231+\frac{2}{3}
55 2+352+\frac{3}{5} 2+132+\frac{1}{3}
77 2+572+\frac{5}{7} 33
99 2+792+\frac{7}{9} 3+233+\frac{2}{3}

Especially the case m=7m=7 is interesting, as the 𝖤𝖢𝖳\mathsf{ECT} with 𝖫𝖠\mathsf{LA} is exactly 3 which is precisely the strict upper bound for the 𝖤𝖢𝖳\mathsf{ECT}s with 𝖶𝖬\mathsf{WM} for the class of all two-player choice matching games 𝖢𝖬_m\mathsf{CM}_{\_}m. Furthermore, m=7m=7 is the case where 𝖶𝖬\mathsf{WM} becomes faster than 𝖫𝖠\mathsf{LA} in relation to 𝖤𝖢𝖳\mathsf{ECT}s. Thus 𝖶𝖬\mathsf{WM} clearly stays faster than 𝖫𝖠\mathsf{LA} for all m7m\geq 7, including even values of mm.

5 Optimizing Guaranteed Coordination Times

In this section we investigate when coordination can be guaranteed in two-player 𝖢𝖬\mathsf{CM}-games and which protocols give the optimal 𝖦𝖢𝖳\mathsf{GCT} for them. The following result is a direct consequence of the symmetries of 𝖢𝖬_m\mathsf{CM}_{\_}m for even mm (see the proof of Proposition 5.1 in [14]):

Theorem 5.1.

For all even m2m\geq 2, there is no protocol guaranteeing coordination in 𝖢𝖬_m\mathsf{CM}_{\_}m.

We then consider choice matching games 𝖢𝖬_m\mathsf{CM}_{\_}m with an odd mm. Proposition 4.3 showed that the 𝖦𝖢𝖳\mathsf{GCT} with 𝖫𝖠\mathsf{LA} in these games is m/2\lceil m/2\rceil. The next theorem shows that this is the optimal 𝖦𝖢𝖳\mathsf{GCT} for 𝖢𝖬_m\mathsf{CM}_{\_}m, and moreover, 𝖫𝖠\mathsf{LA} is the unique protocol giving this 𝖦𝖢𝖳\mathsf{GCT}. The proof of Theorem 5.2 is an interesting exercise in the optimally fast elimination of automorphisms.

Theorem 5.2.

For any odd m1m\geq 1, 𝖫𝖠\mathsf{LA} is uniquely 𝖦𝖢𝖳\mathsf{GCT}-optimal for 𝖢𝖬_m\mathsf{CM}_{\_}m.

Proof.

Let mm be odd. Recall that, by Proposition 4.3, the 𝖦𝖢𝖳\mathsf{GCT} in 𝖢𝖬_m\mathsf{CM}_{\_}m with 𝖫𝖠\mathsf{LA} is m/2\lceil m/2\rceil rounds. We assume, for contradiction, that there is some protocol π𝖫𝖠\pi\neq\mathsf{LA} that guarantees coordination in 𝖢𝖬_m\mathsf{CM}_{\_}m in at most m/2\lceil m/2\rceil of rounds, possibly less. As π𝖫𝖠\pi\neq\mathsf{LA}, there exists some play of 𝖢𝖬_m\mathsf{CM}_{\_}m where both players follow π\pi, and in some round, at least one of the players chooses a node on a touched edge. (Recall from the proof of Proposition 4.3 that 𝖫𝖠\mathsf{LA} never chooses from a touched edge in 𝖢𝖬\mathsf{CM}-game with an odd number of edges.) Now, let S_=(𝖢𝖬_m,_)S_{\_}\ell=(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}\ell) be the first stage of that play when this happens—so if (c,c)(c,c^{\prime}) is the most recently recorded pair of choices in S_S_{\_}\ell, then at least one of cc and cc^{\prime} is part of an edge that has already been touched in some earlier round. And furthermore, in all stages S_S_{\_}{\ell^{\prime}} with <\ell^{\prime}<\ell, the most recently chosen pair does not contain a choice belonging to an edge that was touched in some yet earlier round ′′<\ell^{\prime\prime}<\ell^{\prime}.

In the stage S_1S_{\_}{\ell-1} it therefore holds that for every choice profile (c_i,d_i)(c_{\_}i,d_{\_}i), chosen in some round i(1)i\leq(\ell-1), the nodes c_ic_{\_}i and d_id_{\_}i are structurally equivalent. Of course also the nodes of S_1S_{\_}{\ell-1} on so far untouched edges are structurally equivalent to each other. Furthermore, the number of already touched edges in S_1S_{\_}{\ell-1} is the even number m=2(1)m^{\prime}=2(\ell-1).

We will now show that π\pi does not guarantee a win in m/2(1)\lceil m/2\rceil-(\ell-1) rounds when starting from the stage S_1S_{\_}{\ell-1}. This completes the proof, contradicting the assumption that π\pi guarantees a win in 𝖢𝖬_m\mathsf{CM}_{\_}m in at most m/2\lceil m/2\rceil rounds.

Now, recall the stage S_S_{\_}\ell from above where (c,c)(c,c^{\prime}) contained a choice from an already touched edge. By symmetry, we may assume that cc is such a choice. Starting from the stage S_1S_{\_}{\ell-1}, consider a newly defined stage S_S_{\_}\ell^{\prime} where the first player again makes the choice cc but the other player this time makes a structurally equivalent choice ccc^{*}\sim c. This is possible as π\pi is a structural protocol. Now note that the choice profile (c,c)(c,c^{*}) is not winning since cc and cc^{*} are structurally equivalent choices from already touched edges, and thus either (c,c)(c,c^{*}) is a choice profile that has already been chosen in some earlier round j<j<\ell, or the nodes d,dd,d^{*} adjacent in 𝖢𝖬_m\mathsf{CM}_{\_}m to c,cc^{*},c (respectively) form a choice profile (d,d)(d,d^{*}) chosen in some earlier round j<j<\ell.

Therefore, in the freshly defined stage S_S_{\_}\ell^{\prime}, the players have in every stage (including the stage S_S_{\_}\ell^{\prime} itself) selected a choice profile that consists of two structurally equivalent choices. Both choices in the most recently selected choice profile in S_S_{\_}\ell^{\prime} have been picked from edges that have become touched even earlier. It now suffices to show that it can still take m/2(1)\lceil m/2\rceil-(\ell-1) rounds to finish the game. To see that this is the case, we shall next consider a play from the stage S_S_{\_}\ell^{\prime} onwards where in each remaining round, the choice profile (e,e)(e,e^{*}) picked by the players consists of structurally equivalent choices; such a play exists since π\pi is structural.

Due to picking only structurally equivalent choices in the remaining play, when choosing a profile from the already touched part, the players will clearly never coordinate. And when choosing from the untouched part, immediate coordination is guaranteed if and only if there is only one untouched edge left. Therefore the players coordinate exactly when they ultimately select from the last untouched edge. As the stage S_S_{\_}{\ell}^{\prime} has precisely m2(1)m-2(\ell-1) untouched edges, winning in this play takes at least m2(1)2=m/2(1)\big{\lceil}\ \frac{m-2(\ell-1)}{2}\,\big{\rceil}\ =\ \lceil m/2\rceil-(\ell-1) rounds to win from S_S_{\_}\ell^{\prime}. ∎

6 Optimizing Expected Coordination Times

In this section we investigate which protocols give the best 𝖤𝖢𝖳\mathsf{ECT}s for two-player choice matching games. We also investigate when the best 𝖤𝖢𝖳\mathsf{ECT} is obtained by a unique protocol. We already know by Propositions 4.8 and 4.2 that the optimal 𝖤𝖢𝖳\mathsf{ECT}s for 𝖢𝖬_2\mathsf{CM}_{\_}2 and 𝖢𝖬_3\mathsf{CM}_{\_}3 are uniquely given by 𝖶𝖬\mathsf{WM} and 𝖫𝖠\mathsf{LA}, respectively. Thus it remains to consider the games 𝖢𝖬_m\mathsf{CM}_{\_}m with m4m\geq 4. We first cover the case m6m\geq 6 and show that then 𝖶𝖬\mathsf{WM} is the unique protocol giving the best 𝖤𝖢𝖳\mathsf{ECT}. The remaining special cases m=4m=4 and m=5m=5 will then be examined. The following auxiliary lemma (proven in [14]) will be used in the proofs.

Lemma 6.1.

The 𝖤𝖢𝖳\mathsf{ECT} from (𝖢𝖬_m,_k)(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}k) with no focal point is at least 32\frac{3}{2} with any protocol.

We are now ready to cover the case for choice matching games 𝖢𝖬_m\mathsf{CM}_{\_}m with m6m\geq 6.

Theorem 6.2.

𝖶𝖬\mathsf{WM} is uniquely 𝖤𝖢𝖳\mathsf{ECT}-optimal for each 𝖢𝖬_m\mathsf{CM}_{\_}m with m6m\geq 6.

Proof.

We first present a formula for estimating the best 𝖤𝖢𝖳\mathsf{ECT}s in stages of 𝖢𝖬_m\mathsf{CM}_{\_}m (with any m1m\geq 1). Let S:=(𝖢𝖬_m,_k)S:=(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}k) be a non-final stage with exactly two touched edges. Thus there are n:=m2n:=m-2 untouched edges. Suppose the players use a protocol π\pi behaving as follows in round k+1k+1. Both players pick a choice from some touched edge with probability pp and from an untouched edge with probability (1p)(1-p). A uniform distribution is used on choices in both classes: probability p2\frac{p}{2} for both choices on touched edges (which makes sense by Lemma B.2 of [14]) and probability 1pn\frac{1-p}{n} for each choice on untouched edges (which is necessary with a structural protocol). If one player selects a choice cc from a touched edge and the other one a choice cc^{\prime} from an untouched edge, the players win in the next round by choosing the edge with cc^{\prime}. Note that cc^{\prime} is a focal point, so the winning edge can be chosen by a structural protocol with probability 1. (Also other focal points arise which could alternatively be used; cf. Example 3.6):

Suppose then that E_1E_{\_}1 is the 𝖤𝖢𝖳\mathsf{ECT} with π\pi from a stage (𝖢𝖬_m,_k+1)(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}{k+1}) where both players have chosen a touched edge in round k+1k+1 but failed to coordinate. Two different such stages (𝖢𝖬_m,_k+1)(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}{k+1}) exist, but they are automorphism-equivalent, so π\pi can give the same 𝖤𝖢𝖳\mathsf{ECT} from both of them by Lemma 3.9. (Indeed, if π\pi gave two different 𝖤𝖢𝖳\mathsf{ECT}s, it would make sense to adjust it to give the smaller one.) Similarly, suppose E_2E_{\_}2 is the 𝖤𝖢𝖳\mathsf{ECT} with π\pi from a stage (𝖢𝖬_m,_k+1)(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}{k+1}^{\prime}) where both players have chosen an untouched edge in round k+1k+1 but failed to coordinate. Note that all possible such stages (𝖢𝖬_m,_k+1)(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}{k+1}^{\prime}) are renamings of each other, so π\pi gives the same 𝖤𝖢𝖳\mathsf{ECT} from each one. We next establish that the expected coordination time from (𝖢𝖬_m,_k)(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}k) with π\pi is now given by the following formula (called formula (E) below):

p2(12+12(1+E_1))\displaystyle p^{2}\Bigl{(}\frac{1}{2}+\frac{1}{2}\bigl{(}1+E_{\_}1\bigr{)}\Bigr{)}\ + 2p(1p)2+(1p)2(1n+n1n(1+E_2))\displaystyle+\ 2p(1-p)\cdot 2\ +\ (1-p)^{2}\,\Bigl{(}\dfrac{1}{n}+\dfrac{n-1}{n}\Bigl{(}1+E_{\_}2\Bigr{)}\Bigr{)} (E)

Indeed, both players choose a touched edge in round k+1k+1 with probability p2p^{2}. In that case the 𝖤𝖢𝖳\mathsf{ECT} from (𝖢𝖬_m,_k)(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}{k}) is 12+12(1+E_1)\frac{1}{2}+\frac{1}{2}(1+E_{\_}1), the first occurrence of 12\frac{1}{2} corresponding to direct coordination and the remaining term covering the case where coordination fails at first. Both players choose an untouched edge in round k+1k+1 with probability (1p)2(1-p)^{2}, and then the 𝖤𝖢𝖳\mathsf{ECT} from (𝖢𝖬_m,_k)(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}k) is 1n+n1n(1+E_2).\frac{1}{n}+\frac{n-1}{n}(1+E_{\_}2). The remaining term 2p(1p)22p(1-p)\cdot 2 is the contribution of the case where one player chooses a touched edge and the other player an untouched one. The probability for this is 2p(1p)2p(1-p), and the remaining factor 22 indicates that coordination immediately happens in the subsequent round k+2k+2 using the focal point created in round k+1k+1.

We then present an informal argument sketch for the case 𝖢𝖬_m\mathsf{CM}_{\_}m with m6m\geq 6. We may assume that E_12E_{\_}1\leq 2 and E_232E_{\_}2\geq\frac{3}{2} by Lemmas 4.7 and 6.1. Figure 2 below illustrates the graph of (E) with E_1=2E_{\_}1=2, E_2=32E_{\_}2=\frac{3}{2}, n=4n=4, so then (E) has a unique minimum at p=1p=1 when p[0,1]p\in[0,1]. This suggests that—under these parameter values—the players should always choose a touched edge in stages with exactly two touched edges. Clearly, lowering E_1E_{\_}1, raising E_2E_{\_}2 or raising nn should make it even more beneficial to choose a touched edge. As we indeed can assume that E_12E_{\_}1\leq 2 and E_232E_{\_}2\geq\frac{3}{2} in 𝖢𝖬_m\mathsf{CM}_{\_}m for m6m\geq 6, this informally justifies that 𝖶𝖬\mathsf{WM} is uniquely 𝖤𝖢𝖳\mathsf{ECT}-optimal in 𝖢𝖬_m\mathsf{CM}_{\_}m.

Next we formalize the argument above. Let S:=(𝖢𝖬_m,_k)S:=(\mathsf{CM}_{\_}m,\mathcal{H}_{\_}k), m6m\geq 6, be a non-final stage with precisely two touched edges and SS^{\prime} a stage extending SS by one round where the players both choose an untouched edge but fail to coordinate. Let r_1r_{\_}1 (respectively, r_2r_{\_}2) be the infimum of all possible 𝖤𝖢𝖳\mathsf{ECT}s from SS (respectively, SS^{\prime}) with different protocols. Note that by Lemma 3.9, r_1r_{\_}1 and r_2r_{\_}2 are independent of which particular representative stages we choose, as long as the stages satisfy the given constraints. Let ϵ>0\epsilon>0 and fix some numbers E_1E_{\_}1 and E_2E_{\_}2 such that |E_1r_1|<ϵ|E_{\_}1-r_{\_}1|<\epsilon and |E_2r_2|<ϵ|E_{\_}2-r_{\_}2|<\epsilon. We assume E_12E_{\_}1\leq 2 and E_232E_{\_}2\geq\frac{3}{2} by Lemmas 4.7 and 6.1. It is easy to show that with such E_1E_{\_}1 and E_2E_{\_}2, the minimum value of the formula (E) with p[0,1]p\in[0,1] is obtained at p=1p=1 (for any n=m24n=m-2\geq 4).

Thus, after the necessarily random choice in round one, the above reasoning shows the players should choose a touched edge with probability p=1p=1 in each round. Indeed, assume that the earliest occasion that a protocol π_k\pi_{\_}k assigns p1p\not=1 occurs in round kk. Then, as shown above, the 𝖤𝖢𝖳\mathsf{ECT} of π_k\pi_{\_}k can be strictly improved by letting p=1p=1 in that round. By Lemma B.2 of [14], a uniform probability over the touched choices should be used. ∎

ppE(p)(p)00.50.5111.91.9222.12.12.22.2
ppE(p)(p)00.50.5111.61.61.71.71.81.81.91.9
ppE(p)(p)00.50.5111.91.9222.12.1
Figure 2: Graph of (E) with  (i) n=4n=4, E_1=2E_{\_}1=2, E_2=32E_{\_}2=\frac{3}{2};   (ii) n=3n=3, E_1=32E_{\_}1=\frac{3}{2}, E_2=1E_{\_}2=1;   (iii) n=2n=2, E_1=E_2=2E_{\_}1=E_{\_}2=2.

We then cover the case for 𝖢𝖬_5\mathsf{CM}_{\_}5. The argument is similar to the case for 𝖢𝖬_m\mathsf{CM}_{\_}m with m6m\geq 6, but this time leads to the use of 𝖫𝖠\mathsf{LA} instead of 𝖶𝖬\mathsf{WM}.

Theorem 6.3.

For 𝖢𝖬_5\mathsf{CM}_{\_}5, 𝖫𝖠\mathsf{LA} is uniquely 𝖤𝖢𝖳\mathsf{ECT}-optimal.

Proof.

Recall the formula (E) from the proof of Theorem 6.2. Let S:=(𝖢𝖬_5,_k)S:=(\mathsf{CM}_{\_}5,\mathcal{H}_{\_}k) be a non-final stage with precisely two touched edges and SS^{\prime} a stage extending SS by one round where the players both choose an untouched edge but fail to coordinate. The 𝖤𝖢𝖳\mathsf{ECT}-optimal protocol from SS^{\prime} chooses the unique winning pair of focal points in round k+2k+2, so we now have E_2=1E_{\_}2=1. Let r_1r_{\_}1 be the infimum of all possible 𝖤𝖢𝖳\mathsf{ECT}s from SS with different protocols. Let ϵ>0\epsilon>0 and fix some real number E_1E_{\_}1 such that |E_1r_1|<ϵ|E_{\_}1-r_{\_}1|<\epsilon, assuming E_132E_{\_}1\geq\frac{3}{2} (cf. Lemma 6.1). It is straightforward to show that with these values, and with n=3n=3, the minimum of (E) when p[0,1]p\in[0,1] is obtained at p=0p=0. (See also Figure 2 for the graph of (E) when E_1=32E_{\_}1=\frac{3}{2} for an illustration. Even then the figure suggests to choose an untouched edge.)

Thus, after the necessarily random choice in round one, the above reasoning shows that the players should choose an untouched edge with probability 11 in the second round, thereby following 𝖫𝖠\mathsf{LA}. Coordination is guaranteed (latest) in the third round. ∎

In the last case m=4m=4, 𝖶𝖬\mathsf{WM} is 𝖤𝖢𝖳\mathsf{ECT}-optimal, but not uniquely, as there exist infinitely many other 𝖤𝖢𝖳\mathsf{ECT}-optimal protocols. The reason for this is that—as shown in Figure 2—the graph of (E) becomes the constant line with the value 22 in the special case where E_1=E_2=2E_{\_}1=E_{\_}2=2, and then any p[0,1]p\in[0,1] gives the optimal value for (E). A complete proof is given in [14].

Theorem 6.4.

𝖶𝖬\mathsf{WM} is 𝖤𝖢𝖳\mathsf{ECT}-optimal for 𝖢𝖬_4\mathsf{CM}_{\_}4, but there are continuum many other protocols that are also 𝖤𝖢𝖳\mathsf{ECT}-optimal.

We have thus given a complete analysis of optimal 𝖤𝖢𝖳\mathsf{ECT}s and 𝖦𝖢𝖳\mathsf{GCT}s in two-player 𝖢𝖬\mathsf{CM}-games, summarized in Figure 1. Appendix D of [14] contains reflections on the results. We note that the cases for 𝖢𝖬_m\mathsf{CM}_{\_}m with small mm are exceptionally important from the point of view of applications, as such cases tend to occur more frequently in real-life scenarios.

7 The Most Difficult Two-Player 𝖶𝖫𝖢\mathsf{WLC}-Games

In this section we give a complete characterization of the upper bounds of optimal 𝖤𝖢𝖳\mathsf{ECT}s in 𝖶𝖫𝖢\mathsf{WLC}-games as a function of game size. For any m1m\geq 1, an mm-choice game refers to any two-player 𝖶𝖫𝖢\mathsf{WLC}-game G=(A,C_1,C_2,W_G)G=(A,C_{\_}1,C_{\_}2,W_{\_}G) where m=max{|C_1|,|C_2|}m=\max\{|C_{\_}1|,|C_{\_}2|\}. Note that with the classical matrix representation of an mm-choice game, the parameter mm corresponds to the largest dimension of the matrix. In this section we will also show that 𝖢𝖬_m\mathsf{CM}_{\_}m can be seen as the uniquely most difficult mm-choice game for all m3m\neq 3, see Theorem 7.3.

Our first theorem shows that the wait-or-move protocol is reasonably “safe” to use in any mm-choice game with m{3,5}m\not\in\{3,5\} as it always guarantees an 𝖤𝖢𝖳\mathsf{ECT} which is at most equal to the upper bound of optimal 𝖤𝖢𝖳\mathsf{ECT}s of all mm-choice games for the particular mm.

Theorem 7.1.

Let m{1,3,5}m\not\in\{1,3,5\} and consider an mm-choice game G=(A,C_1,C_2,W_G)𝖢𝖬_mG=(A,C_{\_}1,C_{\_}2,W_{\_}G)\not=\mathsf{CM}_{\_}m. Then the 𝖤𝖢𝖳\mathsf{ECT} in GG with 𝖶𝖬\mathsf{WM} is strictly smaller than the optimal 𝖤𝖢𝖳\mathsf{ECT} in 𝖢𝖬_m\mathsf{CM}_{\_}m.

Proof.

By Theorems 6.2, 6.4 and Proposition 4.8, the optimal 𝖤𝖢𝖳\mathsf{ECT} in 𝖢𝖬_m\mathsf{CM}_{\_}m is given by 𝖶𝖬\mathsf{WM}. We saw in Section 4 that the 𝖤𝖢𝖳\mathsf{ECT} with 𝖶𝖬\mathsf{WM} is 32m3-\frac{2}{m} in 𝖢𝖬_m\mathsf{CM}_{\_}m and at most 32p3-2p in GG, where pp is the one-shot coordination probability when choosing randomly in GG. Since GG is an mm-choice game, |W_G|m|W_{\_}G|\geq m. If |W_G|>m|W_{\_}G|>m, then p>mm2=1mp>\frac{m}{m^{2}}=\frac{1}{m}. And if |W_G|=m|W_{\_}G|=m, we have p=mmn=1n>1mp=\frac{m}{mn}=\frac{1}{n}>\frac{1}{m} where n:=min{|C_1|,|C_2|}<mn:=\min\{|C_{\_}1|,|C_{\_}2|\}<m since G𝖢𝖬_mG\neq\mathsf{CM}_{\_}m. In both cases, we have 32p<32m3-2p<3-\frac{2}{m}. ∎

The greatest optimal 𝖤𝖢𝖳\mathsf{ECT} among a class 𝒢\mathcal{G} of 𝖶𝖫𝖢\mathsf{WLC}-games is the value rr such that (1) rr is the optimal 𝖤𝖢𝖳\mathsf{ECT} for some G𝒢G\in\mathcal{G}; and (2) for every G𝒢G\in\mathcal{G}, there is a protocol which gives it an 𝖤𝖢𝖳r\mathsf{ECT}\leq r. By Theorem 7.1, the greatest optimal 𝖤𝖢𝖳\mathsf{ECT} among mm-choice games is given by 𝖶𝖬\mathsf{WM} in 𝖢𝖬_m\mathsf{CM}_{\_}m for m{1,3,5}m\not\in\{1,3,5\}. The case m=1m=1 is trivial, but for the special cases m=3m=3 and m=5m=5, we need to perform a systematic graph-theoretic analysis of all such mm-choice games and their 𝖤𝖢𝖳\mathsf{ECT}s to identify the greatest optimal 𝖤𝖢𝖳\mathsf{ECT} among the class. This analysis is done in Appendix C of [14], but we sketch below the main ideas starting from the case m=3m=3.

Since the optimal 𝖤𝖢𝖳\mathsf{ECT} for all 33-choice games whose graph has a node with degree 33 is trivially 11 round, we may leave them out of the analysis. All the remaining 33-choice games (up to structural equivalence) are pictured in Figure 3. Except for 𝖢𝖬_3\mathsf{CM}_{\_}3 and the last two games on the right, all of these games have a focal point and thus their optimal 𝖤𝖢𝖳\mathsf{ECT} is 1. The optimal 𝖤𝖢𝖳\mathsf{ECT} for the second game from the right is 1+121+\frac{1}{2} which is obtained by the protocol making a uniformly random choice every round. The optimal 𝖤𝖢𝖳\mathsf{ECT} of the rightmost game is

12(1+4+17)\frac{1}{2}\left(1+\sqrt{4+\sqrt{17}}\right)

which is indeed the greatest optimal 𝖤𝖢𝖳\mathsf{ECT} among all 33-choice games. (Moreover, this 𝖤𝖢𝖳\mathsf{ECT} is obtained by a protocol using highly nontrivial probability distributions for selecting choices.) See Appendix C.1 of [14] for the full details in each case.

Figure 3: Game graphs of all (nontrivial) 33-choice games. The game on the right has the greatest optimal 𝖤𝖢𝖳\mathsf{ECT}.

A similar—yet much more complex—analysis can be done for the case m=5m=5 to show that 𝖢𝖬_5\mathsf{CM}_{\_}5 has the greatest optimal 𝖤𝖢𝖳\mathsf{ECT} (2+132+\frac{1}{3} rounds) among all 55-choice games. (See Appendix C.2 of [14] for the full details of the analysis sketched here.) We first observe that if |W_G|>8|W_{\_}G|>8, then the 𝖤𝖢𝖳\mathsf{ECT} obtained by following 𝖶𝖬\mathsf{WM} in GG is 2+725<2+132+\frac{7}{25}<2+\frac{1}{3}. Next we analyze games GG with |W_G|8|W_{\_}G|\leq 8 based on the degrees of choices. If at least one of the players has a choice of degree at least 44, we can prove that either there exists a focal point in GG or it has the special form where two choices have degree 44 and all the others have degree 11. In this special case we can obtain the 𝖤𝖢𝖳\mathsf{ECT} of 22 rounds by giving the probability 12\frac{1}{2} for the choices with degree 44 in the first round and following 𝖶𝖬\mathsf{WM} thereafter.

Suppose next that the degree of all choices in GG is at most 33. If at least one of the players has a choice with degree 33, we can use graph-theoretic reasoning to show that there is a way to immediately guarantee coordination—unless both players have exactly one choice of degree 33, denoted by cc and cc^{\prime}. In this special case, if there is an edge between cc and cc^{\prime}, they are focal points. Else, GG has to be one of the following six games (up to structural equivalence).

Among these games, the leftmost one does not have a focal point unlike all the others, but for that game we can formulate a protocol which gives the 𝖤𝖢𝖳\mathsf{ECT} of 22 rounds. Finally, supposing that the degrees of all choices in GG are at most 22, the graph of GG must consist of disjoint paths and cycles. Recalling the assumption |W_G|8|W_{\_}G|\leq 8, there is a total of 28 such games (listed systematically in Appendix C.2 of [14]). Among those, only the following four do not have a focal point.

However, for the last three games above, we can formulate a protocol which gives them an 𝖤𝖢𝖳\mathsf{ECT} of 22 rounds. Hence 𝖢𝖬_5\mathsf{CM}_{\_}5 indeed has the greatest optimal 𝖤𝖢𝖳\mathsf{ECT} among all 55-choice games.

We argue that these graph-theoretic analyses are interesting for their own sake and demonstrate the usefulness of representing two-player 𝖶𝖫𝖢\mathsf{WLC}-games as bipartite graphs. By Theorem 7.1 and the analyses for the 3 and 5-choice cases, we obtain the following results.

Theorem 7.2.

For any mm, the greatest optimal 𝖤𝖢𝖳\mathsf{ECT} among mm-choice games is given below:

Game size m_+{3,5}m\in\mathbb{Z}_{\_}+\setminus\{3,5\} m=5m=5 m=3m=3
Greatest optimal  𝖤𝖢𝖳\mathsf{ECT} 32m3-\frac{2}{m} 2+132+\frac{1}{3} 1+4+172\frac{1+\sqrt{4+\sqrt{17}}}{2} (1.925)(\approx 1.925)
Theorem 7.3.

For m3m\not=3, the greatest optimal 𝖤𝖢𝖳\mathsf{ECT} among m-choice games is uniquely realized by 𝖢𝖬_m\mathsf{CM}_{\_}m.

Hence choice matching games can indeed be seen as the most difficult two-player 𝖶𝖫𝖢\mathsf{WLC}-games—excluding the interesting and important special case of 3-choice games.

8 Conclusion

In this paper we gave a complete analysis for two-player 𝖢𝖬\mathsf{CM}-games with respect to both 𝖦𝖢𝖳\mathsf{GCT}s and 𝖤𝖢𝖳\mathsf{ECT}s, including uniqueness proofs for the related protocols. We also found optimal upper bounds for optimal 𝖤𝖢𝖳\mathsf{ECT}s for all two-player 𝖶𝖫𝖢\mathsf{WLC}-games when determined according to game size only. Moreover, our arguments demonstrate the usefulness of representing 𝖶𝖫𝖢\mathsf{WLC}-games as hypergraphs. The current paper concentrated on the two-player case as this already turned out a challenging question. A complete characterization of the nn-player case remains. This is expected to be a highly difficult task that is likely to require sophisticated arguments.

Acknowledgements

We thank Valentin Goranko, Lauri Hella and Kerkko Luosto for discussions on coordination games. Antti Kuusisto was supported by the Academy of Finland project Theory of computational logics, grants 324435 and 328987. Raine Rönnholm was supported by Jenny and Antti Wihuri Foundation.

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