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In this paper, we study the class of games known as hidden-role games in which players are assigned privately to teams and are faced with the challenge of recognizing and cooperating with teammates. This model includes both popular recreational games such as the Mafia/Werewolf family and The Resistance (Avalon) and many real-world settings, such as distributed systems where nodes need to work together to accomplish a goal in the face of possible corruptions. There has been little to no formal mathematical grounding of such settings in the literature, and it was previously not even clear what the right solution concepts (notions of equilibria) should be. A suitable notion of equilibrium should take into account the communication channels available to the players (e.g., can they communicate? Can they communicate in private?). Defining such suitable notions turns out to be a nontrivial task with several surprising conse- quences. In this paper, we provide the first rigorous definition of equilibrium for hidden-role games, which overcomes serious limitations of other solution concepts not designed for hidden-role games. We then show that in certain cases, including the above recreational games, optimal equilibria can be computed efficiently. In most other cases, we show that computing an optimal equilibrium is at least NP-hard or coNP-hard. Lastly, we experimentally validate our approach by computing exact equilibria for complete 5- and 6-player Avalon instances whose size in terms of number of information sets is larger than 1056.more » « less
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A mediator observes no-regret learners playing an extensive-form game repeatedly across T rounds. The mediator attempts to steer players toward some desirable predetermined equilibrium by giving (nonnegative) payments to players. We call this the steering problem. The steering problem captures problems several problems of interest, among them equilibrium selection and information design (persuasion). If the mediator’s budget is unbounded, steering is trivial because the mediator can simply pay the players to play desirable actions. We study two bounds on the mediator’s payments: a total budget and a per-round budget. If the mediator’s total budget does not grow with T, we show that steering is impossible. However, we show that it is enough for the total budget to grow sublinearly with T, that is, for the average payment to vanish. When players’ full strategies are observed at each round, we show that constant per-round budgets permit steering. In the more challenging setting where only trajectories through the game tree are observable, we show that steering is impossible with constant per-round budgets in general extensive-form games, but possible in normal-form games or if the per-round budget may itself depend on T. We also show how our results can be generalized to the case when the equilibrium is being computed online while steering is happening. We supplement our theoretical positive results with experiments highlighting the efficacy of steering in large games.more » « less
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We introduce a new approach for computing optimal equilibria and mechanisms via learning in games. It applies to extensive-form settings with any number of players, including mechanism design, information design, and solution concepts such as correlated, communication, and certification equilibria. We observe that optimal equilibria are minimax equilibrium strategies of a player in an extensiveform zero-sum game. This reformulation allows us to apply techniques for learning in zero-sum games, yielding the first learning dynamics that converge to optimal equilibria, not only in empirical averages, but also in iterates. We demonstrate the practical scalability and flexibility of our approach by attaining state-of-the-art performance in benchmark tabular games, and by computing an optimal mechanism for a sequential auction design problem using deep reinforcement learning.more » « less
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CONTEXT Sub-Saharan Africa (SSA) has the climatic and biophysical potential to grow the crops it needs to meet rapidly growing food demand; however, agricultural productivity remains low. While potential maize yields in Zambia are 9 t per hectare (t/ha), the average farmer produces only 1–2. OBJECTIVE We evaluate the contribution of responses to weather risk to that gap by decomposing the yield gap in maize in Zambia. While we know that improved seed and fertilizer can expand yield and profit, they may also increase the variance of yield under different weather outcomes, reducing their adoption. METHODS We use a novel approach combining crop modeling and statistical analysis of survey data to obtain the yield gap components in Zambia driven by input cost and input risk. We use a crop model to simulate district-level marginal effects of fertilizer and seed maturity choice on the mean and variance of expected yield and profit under all-weather outcomes for each district for the past 30 years. We compare input levels that maximize expected yield to those that maximize expected profit and maximize the expected mean-variance trade-off assuming risk-aversion. To determine how much farmers' input choices are made to reduce risk, we then quantify differences in the expected riskiness of inputs by district. RESULTS AND CONCLUSIONS We find approximately one-quarter of the yield gap can be explained by risk-reducing behavior, albeit with a substantial geographic variation. Given this finding, under present conditions, we expect that the average maximum yield that farmers can obtain without increasing risk is 6.75 t/ha compared to a potential profit-maximizing level of 8.84 t/ha. SIGNIFICANCE The risk-related yield gap is only expected to increase with weather extremes driven by climate change. Promoting “one-size-fits all” solutions to closing the yield gap could underestimate the effect of risk mitigation on agricultural production while increasing farmers' risk exposure.more » « less
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null (Ed.)We focus on the problem of finding an optimal strategy for a team of players that faces an opponent in an imperfect-information zero-sum extensive-form game. Team members are not allowed to communicate during play but can coordinate before the game. In this setting, it is known that the best the team can do is sample a profile of potentially randomized strategies (one per player) from a joint (a.k.a. correlated) probability distribution at the beginning of the game. In this paper, we first provide new modeling results about computing such an optimal distribution by drawing a connection to a different literature on extensive-form correlation. Second, we provide an algorithm that allows one for capping the number of profiles employed in the solution. This begets an anytime algorithm by increasing the cap. We find that often a handful of well-chosen such profiles suffices to reach optimal utility for the team. This enables team members to reach coordination through a simple and understandable plan. Finally, inspired by this observation and leveraging theoretical concepts that we introduce, we develop an efficient column-generation algorithm for finding an optimal distribution for the team. We evaluate it on a suite of common benchmark games. It is three orders of magnitude faster than the prior state of the art on games that the latter can solve and it can also solve several games that were previously unsolvable.more » « less
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