On Algorithmic Game Theory I
summary
A brisk history of algorithmic game theory traces pre-’95 links to TCS and Herbert Simon’s bounded rationality, then shifts to concrete complexity results: Nash and market equilibria are PPAD-complete, homotopy and selection procedures are PSPACE-complete, and Smale-style price adjustment can take roughly 2^{1/ε} steps to get ε-close. Practical highlights: VCG preserves complexity, the canonical traffic example gives a price of anarchy = 4/3, some routing instances are unbounded, and economies-of-scale markets create equilibria that are harder than NP to escape.
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chapters (24)
- 0:00Intro
- 1:06Before 1995...
- 2:26Also before 1995: Computation as a game
- 7:53Complexity in Cooperative Games
- 8:30About the same time: complexity of Nash equilibrium?
- 10:52The Internet changed Computer Science and TCS
- 11:28Also, the methodological path to AGT: TCS as a Lens
- 15:10Remember Max?
- 15:58Algorithmic Mechanism Design!
- 20:07The new Complexity Theory
- 21:09Meanwhile: Equilibria can be inefficient!
- 23:05Measuring the inefficiency: The price of anarchy
- 23:50How much worse does it get?
- 24:24But in the Internet flows don't choose routes...
- 28:57Complexity of Equilibria
- 29:23Nash is Intractable
- 29:42PPA... what?
- 32:22The Nash equilibrium lies at the foundations of modern economic thought
- 35:55More intractability (price adjustment mechanisms)
- 37:36Price equilibria in economies with production input
- 38:54Complexity equilibria
- 40:44Exact equilibria?
- 43:28Three nice triess to deal with Nash equilibria
- 44:36Much harder!
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