BRIEF
CONTENTS
1 Distributed Constraint Satisfaction
2 Distributed Optimization
3
Introduction to Noncooperative Game Theory: Games in Normal Form
4 Computing Solution Concepts of Normal-Form Games
5
Games with Sequential Actions: Reasoning and Computing with the
Extensive Form
6
Richer Representations: Beyond the Normal and Extensive Forms
7 Learning and Teaching
8 Communication
9 Aggregating Preferences: Social Choice
10 Protocols for Strategic Agents: Mechanism Design
11 Protocols for Multiagent Resource Allocation: Auctions
12
Teams of Selfish Agents: An Introduction to Coalitional Game
Theory
13 Logics of Knowledge and Belief
14 Beyond Belief: Probability, Dynamics and Intention
CONTENTS
PDF
Credits and Acknowledgments
Introduction
1 Distributed
Constraint Satisfaction
1.1 Defining distributed constraint satisfaction problems
1.2 Domain-pruning algorithms
1.3 Heuristic search algorithms
1.3.1 The asynchronous backtracking
algorithm
1.3.2 A simple example
1.3.3 An extended example: the
four-queen problem
1.3.4 Beyond the ABT algorithm
1.4 History and references
2 Distributed Optimization
2.1 Distributed dynamic programming for path planning
2.1.1 Asynchronous dynamic programming
2.1.2 Learning real-time A*
2.2 Action selection in multiagent MDPs
2.3 Negotiation, auctions and optimization
2.3.1 Introduction: from contract nets
to auction-like optimization
2.3.2 The assignment problem
and linear programming
2.3.3 The scheduling problem
and integer programming
2.4 Social laws and conventions
2.5 History and references
3
Introduction to Noncooperative Game Theory: Games in Normal
Form
3.1 Self-interested agents
3.1.1 Example: friends and enemies
3.1.2 Preferences and utility
3.2 Games in normal form
3.2.1 Example: the TCP user's game
3.2.2 Definition of games in
normal form
3.2.3 More examples of
normal-form games
3.2.4 Strategies in normal-form
games
3.3 Analyzing games: from optimality to equilibrium
3.3.1 Pareto optimality
3.3.2 Defining best response
and Nash equilibrium
3.3.3 Finding Nash equilibria
3.3.4 Nash's theorem: proving
the existence of Nash equilibria
3.4 Further solution concepts for normal-form games
3.4.1 Maxmin and minmax strategies
3.4.2 Minimax regret
3.4.3 Removal of dominated
strategies
3.4.4 Rationalizability
3.4.5 Correlated equilibrium
3.4.6 Trembling-hand perfect
equilibrium
3.4.7 Epsilon-Nash equilibrium
3.5 History and references
4 Computing Solution Concepts of Normal-Form Games
4.1 Computing Nash equilibria of two-player, zero-sum games
4.2 Computing Nash equilibria of two-player, general-sum games
4.2.1 Complexity of computing a sample
Nash equilibrium
4.2.2 An LCP formulation and
the Lemke--Howson algorithm
4.2.3 Searching the space of
supports
4.2.4 Beyond sample equilibrium
computation
4.3 Computing Nash equilibria of n-player,
general-sum games
4.4 Computing maxmin and minmax strategies for two-player,
general-sum games
4.5 Identifying dominated strategies
4.5.1 Domination by a pure strategy
4.5.2 Domination by a mixed
strategy
4.5.3 Iterated dominance
4.6 Computing correlated equilibria
4.7 History and references
5
Games with Sequential Actions: Reasoning and Computing with the
Extensive Form
5.1 Perfect-information extensive-form games
5.1.1 Definition
5.1.2 Strategies and equilibria
5.1.3 Subgame-perfect
equilibrium
5.1.4 Computing equilibria:
backward induction
5.2 Imperfect-information extensive-form games
5.2.1 Definition
5.2.2 Strategies and equilibria
5.2.3 Computing equilibria: the
sequence form
5.2.4 Sequential equilibrium
5.3 History and references
6
Richer Representations: Beyond the Normal and Extensive Forms
6.1 Repeated games
6.1.1 Finitely repeated games
6.1.2 Infinitely repeated games
6.1.3 "Bounded rationality":
repeated games played by automata
6.2 Stochastic games
6.2.1 Definition
6.2.2 Strategies and equilibria
6.2.3 Computing equilibria
6.3 Bayesian games
6.3.1 Definition
6.3.2 Strategies and equilibria
6.3.3 Computing equilibria
6.3.4 Ex post equilibrium
6.4 Congestion games
6.4.1 Definition
6.4.2 Computing equilibria
6.4.3 Potential games
6.4.4 Nonatomic congestion
games
6.4.5 Selfish routing and the
price of anarchy
6.5 Computationally motivated compact representations
6.5.1 The expected utility problem
6.5.2 Graphical games
6.5.3 Action-graph games
6.5.4 Multiagent influence
diagrams
6.5.5 GALA
6.6 History and references
7 Learning and Teaching
7.1 Why the subject of "learning" is complex
7.1.1 The interaction between learning
and teaching
7.1.2 What constitutes
learning?
7.1.3 If learning is the
answer, what is the question?
7.2 Fictitious play
7.3 Rational learning
7.4 Reinforcement learning
7.4.1 Learning in unknown MDPs
7.4.2 Reinforcement learning in
zero-sum stochastic games
7.4.3 Beyond zero-sum
stochastic games
7.4.4 Belief-based
reinforcement learning
7.5 No-regret learning and universal consistency
7.6 Targeted learning
7.7 Evolutionary learning and other large-population models
7.7.1 The replicator dynamic
7.7.2 Evolutionarily stable
strategies
7.7.3 Agent-based simulation
and emergent conventions
7.8 History and references
8 Communication
8.1 "Doing by talking" I: cheap talk
8.2 "Talking by doing": signaling games
8.3 "Doing by talking" II: speech-act theory
8.3.1 Speech acts
8.3.2 Rules of conversation
8.3.3 A game-theoretic view of
speech acts
8.3.4 Applications
8.4 History and references
9 Aggregating Preferences: Social Choice
9.1 Introduction
9.1.1 Example: plurality voting
9.2 A formal model
9.3 Voting
9.3.1 Voting methods
9.3.2 Voting paradoxes
9.4 Existence of social functions
9.4.1 Social welfare functions
9.4.2 Social choice functions
9.5 Ranking systems
9.6 History and references
10 Protocols for Strategic Agents: Mechanism Design
10.1 Introduction
10.1.1 Example: strategic voting
10.1.2 Example: buying a
shortest path
10.2 Mechanism design with unrestricted preferences
10.2.1 Implementation
10.2.2 The revelation principle
10.2.3 Impossibility of
general, dominant-strategy implementation
10.3 Quasilinear preferences
10.3.1 Risk attitudes
10.3.2 Mechanism design in the
quasilinear setting
10.4 Efficient mechanisms
10.4.1 Groves mechanisms
10.4.2 The VCG mechanism
10.4.3 VCG and individual
rationality
10.4.4 VCG and weak budget
balance
10.4.5 Drawbacks of VCG
10.4.6 Budget balance and
efficiency
10.4.7 The AGV mechanism
10.5 Beyond efficiency
10.5.1 What else can be implemented in
dominant strategies?
10.5.2 Tractable Groves
mechanisms
10.6 Computational applications of mechanism design
10.6.1 Task scheduling
10.6.2 Bandwidth allocation in
computer networks
10.6.3 Multicast cost sharing
10.6.4 Two-sided matching
10.7 Constrained mechanism design
10.7.1 Contracts
10.7.2 Bribes
10.7.3 Mediators
10.8 History and references
11
Protocols for Multiagent Resource Allocation: Auctions
11.1 Single-good auctions
11.1.1 Canonical auction families
11.1.2 Auctions as Bayesian
mechanisms
11.1.3 Second-price, Japanese,
and English auctions
11.1.4 First-price and Dutch
auctions
11.1.5 Revenue equivalence
11.1.6 Risk attitudes
11.1.7 Auction variations
11.1.8 "Optimal"
(revenue-maximizing) auctions
11.1.9 Collusion
11.1.10 Interdependent values
11.2 Multiunit auctions
11.2.1 Canonical auction families
11.2.2 Single-unit demand
11.2.3 Beyond single-unit
demand
11.2.4 Unlimited supply: random
sampling auctions
11.2.5 Position auctions
11.3 Combinatorial auctions
11.3.1 Simple combinatorial auction
mechanisms
11.3.2 The winner determination
problem
11.3.3 Expressing a bid:
bidding languages
11.3.4 Iterative mechanisms
11.3.5 A tractable mechanism
11.4 Exchanges
11.4.1 Two-sided auctions
11.4.2 Prediction markets
11.5 History and references
12
Teams of Selfish Agents: An Introduction to Coalitional Game
Theory
12.1 Coalitional games with transferable utility
12.1.1 Definition
12.1.2 Examples
12.1.3 Classes of coalitional
games
12.2 Analyzing coalitional games
12.2.1 The Shapley value
12.2.2 The core
12.2.3 Refining the core:
epsilon-core, least core, and nucleolus
12.3 Compact representations of coalitional games
12.3.1 Weighted majority games and
weighted voting games
12.3.2 Weighted graph games
12.3.3 Capturing synergies: a
representation for superadditive games
12.3.4 A decomposition
approach: multi-issue representation
12.3.5 A logical approach:
marginal contribution nets
12.4 Further directions
12.4.1 Alternative coalitional game
models
12.4.2 Advanced solution
concepts
12.5 History and references
13 Logics of Knowledge and Belief
13.1 The partition model of knowledge
13.1.1 Muddy children and warring
generals
13.1.2 Formalizing intuitions
about the partition model
13.2 A detour to modal logic
13.2.1 Syntax
13.2.2 Semantics
13.2.3 Axiomatics
13.2.4 Modal logics with
multiple modal operators
13.2.5 Remarks about
first-order modal logic
13.3 S5: An axiomatic theory of the partition model
13.4 Common knowledge, and an application to distributed systems
13.5 Doing time and an application to robotics
13.5.1 Termination conditions for
motion planning
13.5.2 Coordinating robots
13.6 From knowledge to belief
13.7 Combining knowledge and belief (and revisiting knowledge)
13.8 History and references
14 Beyond Belief: Probability, Dynamics and Intention
14.1 Knowledge and probability
14.2 Dynamics of knowledge and belief
14.2.1 Belief revision
14.2.2 Beyond AGM: update,
arbitration, fusion, and friends
14.2.3 Theories of belief
change: a summary
14.3 Logic, games, and coalition logic
14.4 Towards a logic of "intention"
14.4.1 Some preformal intuitions
14.4.2 The road to hell:
elements of a formal theory of intention
14.4.3 Group intentions
14.5 History and references
Appendices
A Probability
Theory
A.1 Probabilistic models
A.2 Axioms of probability theory
A.3 Marginal probabilities
A.4 Conditional probabilities
B Linear and Integer Programming
B.1 Linear programs
B.2 Integer programs
C Markov Decision Problems (MDPs)
C.1 The model
C.2 Solving known MDPs via value iteration
D Classical Logic
D.1 Propositional calculus
D.2 First-order logic
Bibliography
Index