The Optimal Way to Play the Most Difficult
Repeated Coordination Games
Abstract
This paper investigates repeated win-lose coordination games (-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 (-games) which are a simple yet fundamental type of -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 -games and show that the corresponding optimal protocols are unique in every case—except in the -game with four choices, which we analyse separately.
Our results on -games are essential for proving a more general result on the difficulty of all -games: we provide a complete analysis of least upper bounds for optimal expected coordination times in all two-player -games as a function of game size. We also show that -games can be seen as the most difficult games among all two-player -games, as they turn out to have the greatest optimal expected coordination times.
1 Introduction
Pure win-lose coordination games (-games) are simple yet fundamental games where all players receive the same payoffs: 1 (win) or 0 (lose). This paper studies repeated -games, where the players make simultaneous choices in discrete rounds until (if ever) succeeding to coordinate on a winning profile. Choice matching games (-games) are the simplest class of such games. The choice matching game has players with the goal to choose the same choice among 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 by .
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 , 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 -player -game is a generalization of 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 -games have general distributions of ones and zeroes; see Definition 2.1 for the full formal details.
In repeated -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 (s). The latter relates to the average case analysis measured in terms of expected coordination times (s).
Our contributions. We provide a comprehensive study of upper bounds for coordination in all two-player repeated -games, including a classification of related optimal strategies (called protocols in this work). -games are represented in a novel way as relational structures, which is a key to many of the techniques used in the paper. -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 (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 (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 leads to coordination in all two-player -games very fast, the being at most , where is the probability of coordinating in the first round with random choices.
We then provide a complete analysis of the optimal s and s in all choice matching games . We also identify the protocols giving the optimal s and 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 | |
coordination | protocol for | coordination | protocol for | |
time in | expected time | time in | guaranteed time | |
1 | (any) | 1 | (any) | |
— | ||||
— | — | |||
\hdashline | — | |||
⋮ | ⋮ | ⋮ | ⋮ | ⋮ |
— | ||||
Our analysis is fully complete, as we prove that there exists a continuum of optimal protocols for and establish that for all even , no protocol guarantees a win in .
Concerning the more general class of all -games, we provide the following complete characterization of upper bounds for the optimal s in all two-player -games as a function of game size (a game in a classical matrix form is of size when the maximum of the number of rows and columns is ):
Theorem. For any , the greatest optimal among two-player -games of size is as follows:
Game size | |||
---|---|---|---|
Greatest optimal |
Also, concerning two-player -games, we establish that has the strictly greatest optimal out of all two-player -games of size , making -games the most difficult -games to coordinating in. We give a separate full analysis of the case .
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 -game . The given by this protocol in is better or equal to the greatest optimal 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 -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, -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 -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 -games. Indeed, repeated -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 -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 -games in their final section on general examples. They also essentially identify the optimal ways of playing and (discussed also in this article) although in a technically somewhat different setting with accumulated payoffs. Furthermore, they observe that a protocol essentially equivalent to is the best way to play , an observation we also make in our setting. However, optimality of in 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 (for ), then arguably rational players should adopt precisely these protocols in -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 -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 -player win-lose coordination game (-game) is a relational structure where is a finite domain of choices, each is a non-empty unary relation (representing the choices of player ) such that , and is an -ary winning relation. For technical convenience, we assume the players have pairwise disjoint choice sets, i.e., . A tuple is a choice profile for and the choice profiles in are winning (choice) profiles. We assume there are no surely losing choices, i.e., choices that do not belong to any winning choice profile, as rational players would never select such choices.
We will use the visual representation of 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 . 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 -game with players and winning choice profiles that do not intersect, i.e., none of the winning choice profiles share a choice . 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 winning profiles. These games are called choice matching games. We let denote the choice matching game with players and choices for each player. In this article, we extensively make use of the two-player choice matching games, . For these games, we will omit the superscript “” and simply denote them by . (Recall the example pictured in the introduction.)
Interestingly, out of all -player -games where each of the players has choices, the game 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 -Games
A repeated play of a -game consists of consecutive (one-step) plays of . 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 rounds is encoded in a sequence defined as follows.
Definition 3.1.
Let be an -player -game. A pair is called a stage (or th stage) in a repeated play of , where the history is a -sequence of choice profiles in . More precisely, where each is an -ary relation with a single tuple . In the case , we define . The stage is the initial stage (or the th stage). Like , also is a relational structure.
A stage contains a history specifying precisely choice profiles chosen in a repeated play. A winning profile of is called a touched edge if it contains some choice picked in some round leading to . 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 th round, the th stage is called the final stage of the repeated play. (But a play can take infinitely long without coordination.)
[widths=0.85,0.15, sep=5mm, justify=flush, rule=0pt,lines=5] On the right is a drawing of the stage in a repeated play of , 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 -games and for all player roles :
Definition 3.2.
A protocol is a function outputting a probability distribution (so ) with the input of a player and a stage of a repeated -game.
Since a protocol can depend on the full history of the current stage, it gives a mixed, memory-based strategy for any repeated -game. Thus protocols can informally be regarded as global “behaviour styles" of agents over the class of all repeated -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 .111Note that if this assumption is not made, coordination can trivially be guaranteed in a single round in any -game by using a protocol which chooses some winning choice profile with probability . 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 (see Example A.2 in [14] for an illustration of the definition).
Definition 3.3.
A renaming between stages and of -player -games and is a pair where is a permutation of and a bijection from the domain of to that of such that
-
•
for all and in the domain of ,
-
•
,
-
•
for all .
If and have the same domain , we say that is a renaming of . Choices and are structurally equivalent, denoted by , if there is a renaming of s.t. and . It is easy to see that is an equivalence relation on . We denote the equivalence class of a choice by .
Definition 3.4.
A protocol is structural if it is indifferent with respect to renamings, i.e., if and are stages with a renaming between them, then for any and any , we have where and .
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 be a -game and let and be stages of . Let (respectively, ) be the structural equivalence relation over (respectively, ). We say that and are automorphism-equivalent if . The stages and are structurally similar if one can be obtained from the other by a chain of renamings and automorphism-equvalences.
A choice in a stage is a focal point if it is not structurally equivalent to any other choice in that same stage , with the possible exception of choices that all belong to some single edge with . 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 , pictured below, where the players fail to coordinate by first selecting the pair and then fail again by selecting the pair .
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 , and .
-
•
After the second round, the equivalence classes are , , , , , and .
There are no focal points in the initial stage and the same is true for the next stage . However, in the stage , all the choices 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 , , . (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 be a stage and let be a protocol. The one-shot coordination probability () from with is the probability of coordinating in a single round from when each player follows . The expected coordination time () from with is the expected value for the number of rounds until coordination from when all players follow . The guaranteed coordination time () from with is the number such that the players are guaranteed to coordinate from in rounds, but not in rounds, when all players follow , if such a number exists. Otherwise this value is .
The , and from the initial stage with are referred to as the , and in with . We say that is -optimal for if gives the minimum in , i.e., the given by any protocol is at least as large as the one given by . -optimality of for is defined analogously.
It is possible that there are several different protocols giving the optimal (or ) for a given -game. If two protocols and are both optimal, it may be that the optimal value is nevertheless not obtained when some of the players follow and the others . 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 be a protocol and a -game. We say that is uniquely -optimal for if is -optimal for and the following holds for all other protocols that are -optimal for : for any stage in that is reachable with , we have . Unique -optimality of for is defined analogously.222Note that if two different protocols are uniquely -optimal for G (and similarly for unique -optimality), then their behaviour on 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 .
The next lemma states that two structurally similar stages are essentially the same stage with respect to different s and s. The proof is straightforward.
Lemma 3.9.
Assume stages and of are structurally similar. Now, for any protocol , there exists a protocol which gives the same and from as gives from .
4 Protocols for Repeated -Games
In this section we introduce two special protocols, the loop avoidance protocol and the wait-or-move protocol . Informally, asserts that in every round, every player should avoid—if possible—all choices that could possibly make the resulting stage automorphism-equivalent (cf. Def. 3.5) to the current stage, i.e., the stage just before selecting .
Definition 4.1.
The loop avoidance protocol () asserts that in every round, every player should avoid—if possible—all choices for which the following condition holds: if the player selects , 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 , then makes a random choice. Moreover, uniform probability is used among all the possible choices of .
It is easy to see that 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 when considering guaranteed coordination in two-player -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 .
Proposition 4.2.
is uniquely -optimal and uniquely -optimal in .
Proposition 4.3.
guarantees coordination in games in rounds when is odd, but does not guarantee coordination in for any even .
Example 4.4.
We illustrate the use of the protocol in the game , pictured below. Suppose that coordination fails in the first round. By symmetry, we may assume that the players selected and . Now, in the resulting stage , the structural equivalence classes are , and .
If the pair is selected in the next round, then the structural equivalence classes do not change and thus the resulting next stage is automorphism-equivalent to . Hence, by following , player 1 should avoid selecting and player 2 should avoid selecting . For the same reason, the players should also avoid selecting the choices and .
Hence, by following in , the players will select among the set with the uniform probability distribution. Supposing that they fail again in coordination, we may assume by symmetry that they selected the pair . The equivalence classes in the resulting stage are , , , and . Now, selecting any of the pairs , , and leads to a next stage which is automorphism-equivalent to . Thus, by following in , the players will select the pair . This leads to guaranteed coordination in the third round.
We next present the wait-or-move protocol , 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 () for repeated two-player -games goes as follows: first randomly select any choice , and thereafter choose, with equal probability, or a choice that coordinates with the initial choice of the other player (thereby never picking other choices than and ).
Definition A.5 in [14] specifies in yet further detail. The following theorem shows that is very fast in relation to s. This holds for all two-player -games, not only choice matching games . (The claim is validated by the proof of Proposition 4.5 in [14].)
Theorem 4.6.
Let be a -game with one-shot coordination probability when both players make their first choice randomly. Then the expected coordination time by is at most . Thus the with is strictly less than in every two-player -game.
It follows from the proof of Theorem 4.6 that the with is exactly in all choice matching games . Thus the last claim of the theorem cannot be improved, as the s of the games grow asymptotically closer to the strict upper bound when is increased. In the particular case of , the with is . Thus the following clearly holds.
Lemma 4.7.
When is a non-final stage with exactly two touched edges, then the from with is 2. Moreover, in any -game , if is a non-final stage that is reachable by using , then the from with is at most 2.
eventually leads to coordination with asymptotic probability in all two-player -games. But it does not guarantee (with certainty) coordination in any number of rounds in -games where the winning relation is not the total relation. In a typical real-life scenario, eternal non-coordination is of course impossible by , 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 is the unique protocol which gives the optimal (namely, 2 rounds) in the “droitwich-scenario” of the game (see the proof of Proposition 4.8 in [14]).
Proposition 4.8.
is uniquely -optimal in .
Next we compare the pros and cons of and in two-player -games. Recall that does not guarantee coordination in (when ), while does guarantee coordination in if and only if is odd. Concerning expected coordination times, it is easy to prove that gives a smaller than in for all even (except for the case , where and behave identically). Thus we now restrict attention to the games with odd . Then, the probability of coordinating in the -th round of using , with , can relatively easily be seen to be calculable by the formula defined below (where the product is when ). And using the formula for , we also get a formula for the expected coordination time in with :
Using this and Theorem 4.6, we can compare the s in with and for odd (see the following table).
in with | in with | |
1 | ||
Especially the case is interesting, as the with is exactly 3 which is precisely the strict upper bound for the s with for the class of all two-player choice matching games . Furthermore, is the case where becomes faster than in relation to s. Thus clearly stays faster than for all , including even values of .
5 Optimizing Guaranteed Coordination Times
In this section we investigate when coordination can be guaranteed in two-player -games and which protocols give the optimal for them. The following result is a direct consequence of the symmetries of for even (see the proof of Proposition 5.1 in [14]):
Theorem 5.1.
For all even , there is no protocol guaranteeing coordination in .
We then consider choice matching games with an odd . Proposition 4.3 showed that the with in these games is . The next theorem shows that this is the optimal for , and moreover, is the unique protocol giving this . The proof of Theorem 5.2 is an interesting exercise in the optimally fast elimination of automorphisms.
Theorem 5.2.
For any odd , is uniquely -optimal for .
Proof.
Let be odd. Recall that, by Proposition 4.3, the in with is rounds. We assume, for contradiction, that there is some protocol that guarantees coordination in in at most of rounds, possibly less. As , there exists some play of where both players follow , 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 never chooses from a touched edge in -game with an odd number of edges.) Now, let be the first stage of that play when this happens—so if is the most recently recorded pair of choices in , then at least one of and is part of an edge that has already been touched in some earlier round. And furthermore, in all stages with , the most recently chosen pair does not contain a choice belonging to an edge that was touched in some yet earlier round .
In the stage it therefore holds that for every choice profile , chosen in some round , the nodes and are structurally equivalent. Of course also the nodes of on so far untouched edges are structurally equivalent to each other. Furthermore, the number of already touched edges in is the even number .
We will now show that does not guarantee a win in rounds when starting from the stage . This completes the proof, contradicting the assumption that guarantees a win in in at most rounds.
Now, recall the stage from above where contained a choice from an already touched edge. By symmetry, we may assume that is such a choice. Starting from the stage , consider a newly defined stage where the first player again makes the choice but the other player this time makes a structurally equivalent choice . This is possible as is a structural protocol. Now note that the choice profile is not winning since and are structurally equivalent choices from already touched edges, and thus either is a choice profile that has already been chosen in some earlier round , or the nodes adjacent in to (respectively) form a choice profile chosen in some earlier round .
Therefore, in the freshly defined stage , the players have in every stage (including the stage itself) selected a choice profile that consists of two structurally equivalent choices. Both choices in the most recently selected choice profile in have been picked from edges that have become touched even earlier. It now suffices to show that it can still take rounds to finish the game. To see that this is the case, we shall next consider a play from the stage onwards where in each remaining round, the choice profile picked by the players consists of structurally equivalent choices; such a play exists since 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 has precisely untouched edges, winning in this play takes at least rounds to win from . ∎
6 Optimizing Expected Coordination Times
In this section we investigate which protocols give the best s for two-player choice matching games. We also investigate when the best is obtained by a unique protocol. We already know by Propositions 4.8 and 4.2 that the optimal s for and are uniquely given by and , respectively. Thus it remains to consider the games with . We first cover the case and show that then is the unique protocol giving the best . The remaining special cases and will then be examined. The following auxiliary lemma (proven in [14]) will be used in the proofs.
Lemma 6.1.
The from with no focal point is at least with any protocol.
We are now ready to cover the case for choice matching games with .
Theorem 6.2.
is uniquely -optimal for each with .
Proof.
We first present a formula for estimating the best s in stages of (with any ). Let be a non-final stage with exactly two touched edges. Thus there are untouched edges. Suppose the players use a protocol behaving as follows in round . Both players pick a choice from some touched edge with probability and from an untouched edge with probability . A uniform distribution is used on choices in both classes: probability for both choices on touched edges (which makes sense by Lemma B.2 of [14]) and probability for each choice on untouched edges (which is necessary with a structural protocol). If one player selects a choice from a touched edge and the other one a choice from an untouched edge, the players win in the next round by choosing the edge with . Note that 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 is the with from a stage where both players have chosen a touched edge in round but failed to coordinate. Two different such stages exist, but they are automorphism-equivalent, so can give the same from both of them by Lemma 3.9. (Indeed, if gave two different s, it would make sense to adjust it to give the smaller one.) Similarly, suppose is the with from a stage where both players have chosen an untouched edge in round but failed to coordinate. Note that all possible such stages are renamings of each other, so gives the same from each one. We next establish that the expected coordination time from with is now given by the following formula (called formula (E) below):
(E) |
Indeed, both players choose a touched edge in round with probability . In that case the from is , the first occurrence of corresponding to direct coordination and the remaining term covering the case where coordination fails at first. Both players choose an untouched edge in round with probability , and then the from is The remaining term 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 , and the remaining factor indicates that coordination immediately happens in the subsequent round using the focal point created in round .
We then present an informal argument sketch for the case with . We may assume that and by Lemmas 4.7 and 6.1. Figure 2 below illustrates the graph of (E) with , , , so then (E) has a unique minimum at when . This suggests that—under these parameter values—the players should always choose a touched edge in stages with exactly two touched edges. Clearly, lowering , raising or raising should make it even more beneficial to choose a touched edge. As we indeed can assume that and in for , this informally justifies that is uniquely -optimal in .
Next we formalize the argument above. Let , , be a non-final stage with precisely two touched edges and a stage extending by one round where the players both choose an untouched edge but fail to coordinate. Let (respectively, ) be the infimum of all possible s from (respectively, ) with different protocols. Note that by Lemma 3.9, and are independent of which particular representative stages we choose, as long as the stages satisfy the given constraints. Let and fix some numbers and such that and . We assume and by Lemmas 4.7 and 6.1. It is easy to show that with such and , the minimum value of the formula (E) with is obtained at (for any ).
Thus, after the necessarily random choice in round one, the above reasoning shows the players should choose a touched edge with probability in each round. Indeed, assume that the earliest occasion that a protocol assigns occurs in round . Then, as shown above, the of can be strictly improved by letting in that round. By Lemma B.2 of [14], a uniform probability over the touched choices should be used. ∎
We then cover the case for . The argument is similar to the case for with , but this time leads to the use of instead of .
Theorem 6.3.
For , is uniquely -optimal.
Proof.
Recall the formula (E) from the proof of Theorem 6.2. Let be a non-final stage with precisely two touched edges and a stage extending by one round where the players both choose an untouched edge but fail to coordinate. The -optimal protocol from chooses the unique winning pair of focal points in round , so we now have . Let be the infimum of all possible s from with different protocols. Let and fix some real number such that , assuming (cf. Lemma 6.1). It is straightforward to show that with these values, and with , the minimum of (E) when is obtained at . (See also Figure 2 for the graph of (E) when 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 in the second round, thereby following . Coordination is guaranteed (latest) in the third round. ∎
In the last case , is -optimal, but not uniquely, as there exist infinitely many other -optimal protocols. The reason for this is that—as shown in Figure 2—the graph of (E) becomes the constant line with the value in the special case where , and then any gives the optimal value for (E). A complete proof is given in [14].
Theorem 6.4.
is -optimal for , but there are continuum many other protocols that are also -optimal.
We have thus given a complete analysis of optimal s and s in two-player -games, summarized in Figure 1. Appendix D of [14] contains reflections on the results. We note that the cases for with small 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 -Games
In this section we give a complete characterization of the upper bounds of optimal s in -games as a function of game size. For any , an -choice game refers to any two-player -game where . Note that with the classical matrix representation of an -choice game, the parameter corresponds to the largest dimension of the matrix. In this section we will also show that can be seen as the uniquely most difficult -choice game for all , see Theorem 7.3.
Our first theorem shows that the wait-or-move protocol is reasonably “safe” to use in any -choice game with as it always guarantees an which is at most equal to the upper bound of optimal s of all -choice games for the particular .
Theorem 7.1.
Let and consider an -choice game . Then the in with is strictly smaller than the optimal in .
Proof.
By Theorems 6.2, 6.4 and Proposition 4.8, the optimal in is given by . We saw in Section 4 that the with is in and at most in , where is the one-shot coordination probability when choosing randomly in . Since is an -choice game, . If , then . And if , we have where since . In both cases, we have . ∎
The greatest optimal among a class of -games is the value such that (1) is the optimal for some ; and (2) for every , there is a protocol which gives it an . By Theorem 7.1, the greatest optimal among -choice games is given by in for . The case is trivial, but for the special cases and , we need to perform a systematic graph-theoretic analysis of all such -choice games and their s to identify the greatest optimal among the class. This analysis is done in Appendix C of [14], but we sketch below the main ideas starting from the case .
Since the optimal for all -choice games whose graph has a node with degree is trivially round, we may leave them out of the analysis. All the remaining -choice games (up to structural equivalence) are pictured in Figure 3. Except for and the last two games on the right, all of these games have a focal point and thus their optimal is 1. The optimal for the second game from the right is which is obtained by the protocol making a uniformly random choice every round. The optimal of the rightmost game is
which is indeed the greatest optimal among all -choice games. (Moreover, this 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.
A similar—yet much more complex—analysis can be done for the case to show that has the greatest optimal ( rounds) among all -choice games. (See Appendix C.2 of [14] for the full details of the analysis sketched here.) We first observe that if , then the obtained by following in is . Next we analyze games with based on the degrees of choices. If at least one of the players has a choice of degree at least , we can prove that either there exists a focal point in or it has the special form where two choices have degree and all the others have degree . In this special case we can obtain the of rounds by giving the probability for the choices with degree in the first round and following thereafter.
Suppose next that the degree of all choices in is at most . If at least one of the players has a choice with degree , 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 , denoted by and . In this special case, if there is an edge between and , they are focal points. Else, 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 of rounds. Finally, supposing that the degrees of all choices in are at most , the graph of must consist of disjoint paths and cycles. Recalling the assumption , 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 of rounds. Hence indeed has the greatest optimal among all -choice games.
We argue that these graph-theoretic analyses are interesting for their own sake and demonstrate the usefulness of representing two-player -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 , the greatest optimal among -choice games is given below:
Game size | |||
---|---|---|---|
Greatest optimal |
Theorem 7.3.
For , the greatest optimal among m-choice games is uniquely realized by .
Hence choice matching games can indeed be seen as the most difficult two-player -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 -games with respect to both s and s, including uniqueness proofs for the related protocols. We also found optimal upper bounds for optimal s for all two-player -games when determined according to game size only. Moreover, our arguments demonstrate the usefulness of representing -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 -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.
References
- [1]
- [2] Douglas Adams & John Lloyd (1984): The Meaning of Liff. Crown Pub.
- [3] Robert J. Aumann & Michael B. Maschler (1995): Repeated Games with Incomplete Information. MIT Press, 10.1007/978-1-4614-1800-9162.
- [4] Gary Biglaiser (1994): Coordination in Games: A Survey. In James W. Friedman, editor: Problems of Coordination in Economic Activity, 35, Springer, Dordrecht, pp. 49–65, 10.1007/978-94-011-1398-43.
- [5] Russell Cooper (1999): Coordination Games. Cambridge University Press, 10.1017/CBO9780511609428.
- [6] Vincent P. Crawford (1995): Adaptive Dynamics in Coordination Games. Econometrica 63(1), pp. 103–43, 10.2307/2951699.
- [7] Vincent P. Crawford & Hans Haller (1990): Learning how to cooperate: optimal play in repeated coordination games. Econometrica 58(3), pp. 571–595, 10.2307/2938191.
- [8] Valentin Goranko, Antti Kuusisto & Raine Rönnholm (2017): Rational Coordination in Games with Enriched Representations. In Francesco Belardinelli & Estefania Argente, editors: Multi-Agent Systems and Agreement Technologies EUMAS 2017, LNCS 10767, Springer, pp. 323–338, 10.1007/978-3-030-01713-223.
- [9] Valentin Goranko, Antti Kuusisto & Raine Rönnholm (2017): Rational coordination with no communication or conventions. In: Proceedings of LORI VI, LNCS 10455, Springer, pp. 33–48, 10.1007/978-3-662-55665-83.
- [10] Valentin Goranko, Antti Kuusisto & Raine Rönnholm (2020): Gradual guaranteed coordination in repeated win-lose coordination games. In: Proceedings of ECAI 2020, Frontiers in Artificial Intelligence and Applications 325, pp. 115–122, 10.3233/FAIA200083.
- [11] Valentin Goranko, Antti Kuusisto & Raine Rönnholm (2020): Rational coordination with no communication or conventions. J. Log. Comput. 30(6), pp. 1183–1211, 10.1093/logcom/exaa032.
- [12] Sanjeev Goyal & Maarten Janssen (1996): Can we rationally learn to coordinate? Theory and Decision 40, pp. 29–49, 10.1007/BF00133159.
- [13] Shmuel Zamir Jean-François Mertens, Sylvain Sorin (2015): Repeated Games. Econometric Society Monographs, Cambridge University Press, 10.1017/CBO9781139343275.
- [14] Antti Kuusisto & Raine Rönnholm (2020): Optimal protocols for the most difficult repeated coordination games. CoRR abs/2004.07381v1.
- [15] Roger Lagunoff & Akihiko Matsui (1997): Asynchronous Choice in Repeated Coordination Games. Econometrica 65, pp. 1467–1477, 10.2307/2171745.
- [16] D. Lewis (1969): Convention, A Philosophical Study. Harvard University Press.
- [17] George J. Mailath & Larry Samuelson (2006): Repeated Games and Reputations: Long-Run Relationships. Oxford University Press, 10.1093/acprof:oso/9780195300796.001.0001.
- [18] Thomas Schelling (1960): The Strategy of Conflict. Harvard University Press, 10.1177/002200275800200301.