In the classical discrete Colonel Blotto game—introducedby Borel in 1921—two colonels simultaneously distributetheir troops across multiple battlefields. The winner of eachbattlefield is determined by a winner-take-all rule, independentlyof other battlefields. In the original formulation, eachcolonel’s goal is to win as many battlefields as possible. TheBlotto game and its extensions have been used in a widerange of applications from political campaign—exemplifiedby the U.S presidential election—to marketing campaign,from (innovative) technology competition to sports competition.Despite persistent efforts, efficient methods for findingthe optimal strategies in Blotto games have been elusivefor almost a century—due to exponential explosion inthe organic solution space—until Ahmadinejad, Dehghani,Hajiaghayi, Lucier, Mahini, and Seddighin developed thefirst polynomial-time algorithm for this fundamental gametheoreticalproblem in 2016. However, that breakthroughpolynomial-time solution has some structural limitation. Itapplies only to the case where troops are homogeneous withrespect to battlegruounds, as in Borel’s original formulation:For each battleground, the only factor that matters to the winner’spayoff is how many troops as opposed to which sets oftroops are opposing one another in that battleground.In this paper, we consider a more general setting of thetwo-player-multi-battleground game, in which multifacetedresources (troops) may have different contributions to differentbattlegrounds. In the case of U.S presidential campaign,for example, one may interpret this as different typesof resources—human, financial, political—that teams can investin each state. We provide a complexity-theoretical evidencethat, in contrast to Borel’s homogeneous setting, findingoptimal strategies in multifaceted Colonel Blotto gamesis intractable. We complement this complexity result witha polynomial-time algorithm that finds approximately optimalstrategies with provable guarantees. We also study a furthergeneralization when two competitors do not have zerosum/constant-sum payoffs. We show that optimal strategiesin these two-player-multi-battleground games are as hard tocompute and approximate as Nash equilibria in general noncooperative games and economic equilibria in exchange markets.
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Network Cost-Sharing Games: Equilibrium Computation and Applications to Election Modeling
We introduce and study a variant of network cost-sharing games with additional non-shareable costs (NCSG+), which is shown to possess a pure Nash equilibrium (PNE). We extend polynomial-time PNE computation results to a class of graphs that generalizes series-parallel graphs when the non-shareable costs are player-independent. Further, an election game model is presented based on an NCSG+ when voter opinions form natural discrete clusters. This model captures several variants of the classic Hotelling-Downs election model, including ones with limited attraction, ability of candidates to enter, change stance positions and exit any time during the campaign or abstain from the race, the restriction on candidates to access certain stance positions, and the operational costs of running a campaign. Finally, we provide a polynomial-time PNE computation for an election game when stance changes are restricted.
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- Award ID(s):
- 1755619
- PAR ID:
- 10083882
- Date Published:
- Journal Name:
- Lecture notes in computer science
- Volume:
- 11346
- ISSN:
- 0302-9743
- Page Range / eLocation ID:
- 722 - 738
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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