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On Algorithmic Game Theory I

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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.

AI-written summary · about

  1. 0:00Intro
  2. 1:06Before 1995...
  3. 2:26Also before 1995: Computation as a game
  4. 7:53Complexity in Cooperative Games
  5. 8:30About the same time: complexity of Nash equilibrium?
  6. 10:52The Internet changed Computer Science and TCS
  7. 11:28Also, the methodological path to AGT: TCS as a Lens
  8. 15:10Remember Max?
  9. 15:58Algorithmic Mechanism Design!
  10. 20:07The new Complexity Theory
  11. 21:09Meanwhile: Equilibria can be inefficient!
  12. 23:05Measuring the inefficiency: The price of anarchy
  13. 23:50How much worse does it get?
  14. 24:24But in the Internet flows don't choose routes...
  15. 28:57Complexity of Equilibria
  16. 29:23Nash is Intractable
  17. 29:42PPA... what?
  18. 32:22The Nash equilibrium lies at the foundations of modern economic thought
  19. 35:55More intractability (price adjustment mechanisms)
  20. 37:36Price equilibria in economies with production input
  21. 38:54Complexity equilibria
  22. 40:44Exact equilibria?
  23. 43:28Three nice triess to deal with Nash equilibria
  24. 44:36Much harder!
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