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Potential game
View on WikipediaIn game theory, a game is said to be a potential game if the incentive of all players to change their strategy can be expressed using a single global function called the potential function. The concept originated in a 1996 paper by Dov Monderer and Lloyd Shapley.[1]
The properties of several types of potential games have since been studied. Games can be either ordinal or cardinal potential games. In cardinal games, the difference in individual payoffs for each player from individually changing one's strategy, other things equal, has to have the same value as the difference in values for the potential function. In ordinal games, only the signs of the differences have to be the same.
The potential function is a useful tool to analyze equilibrium properties of games, since the incentives of all players are mapped into one function, and the set of pure Nash equilibria can be found by locating the local optima of the potential function. Convergence and finite-time convergence of an iterated game towards a Nash equilibrium can also be understood by studying the potential function.
Potential games can be studied as repeated games with state so that every round played has a direct consequence on game's state in the next round.[2] This approach has applications in distributed control such as distributed resource allocation, where players without a central correlation mechanism can cooperate to achieve a globally optimal resource distribution.
Definition
[edit]Let be the number of players, the set of action profiles over the action sets of each player and be the payoff function for player .
Given a game , we say that is a potential game with an exact (weighted, ordinal, generalized ordinal, best response) potential function if is an exact (weighted, ordinal, generalized ordinal, best response, respectively) potential function for . We define these notions below.
- is called an exact potential function if ,
- That is: when player switches from action to action , the change in the potential equals the change in the utility of that player.
- is called a weighted potential function if there is a vector such that ,
- That is: when a player switches action, the change in equals the change in the player's utility, times a positive player-specific weight. Every exact PF is a weighted PF with wi=1 for all i.
- is called an ordinal potential function if ,
- That is: when a player switches action, the sign of the change in equals the sign of the change in the player's utility, whereas the magnitude of change may differ. Every weighted PF is an ordinal PF.
- is called a generalized ordinal potential function if ,
- That is: when a player switches action, if the player's utility increases, then the potential increases (but the opposite is not necessarily true). Every ordinal PF is a generalized-ordinal PF.
- is called a best-response potential function if ,
- . That is: for each player i, maximizing the common potential function leads to the same outcome as maximizing his own utility.
- is called a pseudo-potential function[3] if ,
- . That is: for each player i, maximizing the common potential function leads to some best response.
Note that while there are utility functions, one for each player, there is only one potential function. Thus, through the lens of potential functions, the players become interchangeable (in the sense of one of the definitions above). Because of this symmetry of the game, decentralized algorithms based on the shared potential function often lead to convergence (in some of sense) to a Nash equilibria.
A simple example
[edit]In a 2-player, 2-action game with externalities, individual players' payoffs are given by the function ui(ai, aj) = bi ai + w ai aj, where ai is players i's action, aj is the opponent's action, and w is a positive externality from choosing the same action. The action choices are +1 and −1, as seen in the payoff matrix in Figure 1.
This game has a potential function P(a1, a2) = b1 a1 + b2 a2 + w a1 a2.
If player 1 moves from −1 to +1, the payoff difference is Δu1 = u1(+1, a2) – u1(–1, a2) = 2 b1 + 2 w a2.
The change in potential is ΔP = P(+1, a2) – P(–1, a2) = (b1 + b2 a2 + w a2) – (–b1 + b2 a2 – w a2) = 2 b1 + 2 w a2 = Δu1.
The solution for player 2 is equivalent. Using numerical values b1 = 2, b2 = −1, w = 3, this example transforms into a simple battle of the sexes, as shown in Figure 2. The game has two pure Nash equilibria, (+1, +1) and (−1, −1). These are also the local maxima of the potential function (Figure 3). The only stochastically stable equilibrium is (+1, +1), the global maximum of the potential function.
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A 2-player, 2-action game cannot be a potential game unless
Potential games and congestion games
[edit]Exact potential games are equivalent to congestion games: Rosenthal[4] proved that every congestion game has an exact potential; Monderer and Shapley[1] proved the opposite direction: every game with an exact potential function is a congestion game.
The class of ordinal potential games is much larger. Fabrikant, Papadimitriou and Talwar[5]: Thm.6 proved that, for every problem in the complexity class PLS (essentially, every local search problem), there exists an ordinal potential game with polynomially many players, such that the set of pure Nash equilibria equals the set of local optima.
Potential games and improvement paths
[edit]An improvement path (also called Nash dynamics) is a sequence of strategy-vectors, in which each vector is attained from the previous vector by a single player switching his strategy to a strategy that strictly increases his utility. If a game has a generalized-ordinal-potential function , then is strictly increasing in every improvement path, so every improvement path is acyclic. If, in addition, the game has finitely many strategies, then every improvement path must be finite. This property is called the finite improvement property (FIP). We have just proved that every finite generalized-ordinal-potential game has the FIP. The opposite is also true: every finite game has the FIP has a generalized-ordinal-potential function.[6][clarification needed] The terminal state in every finite improvement path is a Nash equilibrium, so FIP implies the existence of a pure-strategy Nash equilibrium. Moreover, it implies that a Nash equilibrium can be computed by a distributed process, in which each agent only has to improve his own strategy.
A best-response path is a special case of an improvement path, in which each vector is attained from the previous vector by a single player switching his strategy to a best-response strategy. The property that every best-response path is finite is called the finite best-response property (FBRP). FBRP is weaker than FIP, and it still implies the existence of a pure-strategy Nash equilibrium. It also implies that a Nash equilibrium can be computed by a distributed process, but the computational burden on the agents is higher than with FIP, since they have to compute a best-response.
An even weaker property is weak-acyclicity (WA).[7] It means that, for any initial strategy-vector, there exists a finite best-response path starting at that vector. Weak-acyclicity is not sufficient for existence of a potential function (since some improvement-paths may be cyclic), but it is sufficient for the existence of pure-strategy Nash equilibrium. It implies that a Nash equilibrium can be computed almost-surely by a stochastic distributed process, in which at each point, a player is chosen at random, and this player chooses a best-strategy at random.[6]
Pseudo-potential games
[edit]Dubey, Haimanko and Zapechelnyuk[3]: Thm.1 prove:
- Any game of weak strategic substitutes or strategic complements with aggregation is a pseudo-potential game.
- Any pseudo-potential game has a pure-strategy Nash equilibrium.
Correlated equilibria
[edit]Abraham Neyman[8] studied potential games in which (a) the potential is a smooth and concave function, (b) the strategy sets are convex, (c) the utilities are bounded. He proves that, in such games, any correlated equilibrium is a mixture of pure strategy profiles which maximize the potential.
If, in addition, (d) the strategy sets are compact, (e) the potential is a strictly concave function, then the correlated equilibrium is unique.
See also
[edit]- Congestion game
- Econophysics
- A characterization of ordinal potential games.[9]
References
[edit]- ^ a b Monderer, Dov; Shapley, Lloyd (1996). "Potential Games". Games and Economic Behavior. 14: 124–143. doi:10.1006/game.1996.0044.
- ^ Marden, J., (2012) State based potential games http://ecee.colorado.edu/marden/files/state-based-games.pdf
- ^ a b Dubey, Pradeep; Haimanko, Ori; Zapechelnyuk, Andriy (2006-01-01). "Strategic complements and substitutes, and potential games". Games and Economic Behavior. 54 (1): 77–94. doi:10.1016/j.geb.2004.10.007. ISSN 0899-8256.
- ^ Rosenthal, Robert W. (1973), "A class of games possessing pure-strategy Nash equilibria", International Journal of Game Theory, 2: 65–67, doi:10.1007/BF01737559, MR 0319584, S2CID 121904640.
- ^ Fabrikant, Alex; Papadimitriou, Christos; Talwar, Kunal (2004-06-13). "The complexity of pure Nash equilibria". Proceedings of the thirty-sixth annual ACM symposium on Theory of computing. STOC '04. New York, NY, USA: Association for Computing Machinery. pp. 604–612. doi:10.1145/1007352.1007445. ISBN 978-1-58113-852-8. S2CID 1037326.
- ^ a b Milchtaich, Igal (1996-03-01). "Congestion Games with Player-Specific Payoff Functions". Games and Economic Behavior. 13 (1): 111–124. doi:10.1006/game.1996.0027. ISSN 0899-8256.
- ^ Young, H. Peyton (1993). "The Evolution of Conventions". Econometrica. 61 (1): 57–84. doi:10.2307/2951778. ISSN 0012-9682. JSTOR 2951778.
- ^ Neyman, Abraham (1997-06-01). "Correlated equilibrium and potential games". International Journal of Game Theory. 26 (2): 223–227. doi:10.1007/BF01295851. ISSN 1432-1270.
- ^ Voorneveld, Mark; Norde, Henk (1997-05-01). "A Characterization of Ordinal Potential Games". Games and Economic Behavior. 19 (2): 235–242. doi:10.1006/game.1997.0554. ISSN 0899-8256. S2CID 122795041.
External links
[edit]- Lecture notes of Yishay Mansour about Potential and congestion games
- Section 19 in: Vazirani, Vijay V.; Nisan, Noam; Roughgarden, Tim; Tardos, Éva (2007). Algorithmic Game Theory (PDF). Cambridge, UK: Cambridge University Press. ISBN 0-521-87282-0.
- Non technical exposition by Huw Dixon of the inevitability of collusion Chapter 8, Donut world and the duopoly archipelago, Surfing Economics.
Potential game
View on GrokipediaFundamentals
Definition
A potential game is a concept in game theory that applies to normal-form games, where players simultaneously choose strategies from finite or infinite sets, and payoffs are determined by the resulting strategy profile. In such games, denoted as with player set , strategy sets for each player , and utility functions (where is the set of strategy profiles), the structure ensures that unilateral deviations by players can be captured by changes in a global function.[6] Formally, a game is an exact potential game if there exists a potential function such that for every player , every strategy profile , and every alternative strategy for , the change in player 's utility equals the change in the potential: This exact equality holds regardless of whether the strategy sets are finite or infinite, provided the potential function is well-defined over the profile space; for infinite sets, such as compact topological spaces or intervals in differentiable games, additional continuity or differentiability conditions may ensure existence.[6] Exact potential games generalize earlier classes like congestion games, where potentials were explicitly constructed to guarantee pure Nash equilibria. A broader class includes ordinal potential games, where the potential preserves only the sign (and thus the ordinal ranking) of utility changes, rather than their magnitude: for all , , and , with equality in both sides otherwise. This ordinal version applies similarly to finite and infinite strategy sets but relaxes the quantitative matching, allowing for games where incentive alignments are directional but not precisely proportional. Later extensions include weighted potential games, where positive weights are incorporated such that payoff changes are proportional to weighted potential changes: . These distinctions ensure that potential games encompass a wide range of strategic interactions while maintaining tractable equilibrium properties.[6]Historical Development
The origins of potential game theory trace back to Robert W. Rosenthal's 1973 paper, which introduced congestion games as a class of strategic interactions where players select subsets of resources subject to increasing costs due to usage by others. Rosenthal proved that these games always admit pure-strategy Nash equilibria, a result later recognized as stemming from an underlying exact potential structure, though the explicit connection to potentials was not made at the time.[7] The formal foundation of potential games was established by Dov Monderer and Lloyd S. Shapley in their 1996 paper "Potential Games," published in Games and Economic Behavior. This seminal work defined exact potential games, characterized by a function that precisely mirrors players' utility gains from unilateral deviations, and ordinal potential games, where the potential preserves only the ordinal ranking of such deviations. Monderer and Shapley demonstrated that finite potential games possess Nash equilibria and exhibit desirable convergence properties under learning processes like fictitious play, laying the groundwork for analyzing equilibrium selection and dynamics in noncooperative settings. They also formalized the finite improvement property, linking it to the existence of ordinal potentials in finite games.[6] During the 2000s, the theory evolved to accommodate broader classes of games, particularly those with continuous strategy spaces relevant to economic modeling. William H. Sandholm's 2001 paper extended the framework to potential games with continuous player sets, introducing an externality symmetry condition that ensures the existence of continuous potentials and equilibria in nonatomic settings, such as large population interactions. This built toward stochastic and dynamic extensions, culminating in Sandholm's 2010 book Population Games and Evolutionary Dynamics, which integrated potential games into evolutionary models, analyzing stability and convergence under stochastic perturbations in continuous-time and population-based contexts.[8] Subsequent milestones included refinements like pseudo-potential games, which relax the exact matching requirement to approximate utility changes via weighted or best-response potentials, as generalized in works such as Peter Voorneveld's 2000 analysis of best-response potential games that guarantee finite improvement paths without full ordinal alignment. Post-2010, potential game theory profoundly influenced algorithmic game theory and multi-agent systems, enabling tractable solutions for resource allocation in networks and AI-driven coordination, as evidenced by applications in wireless communications and distributed optimization where convergence guarantees facilitate practical implementations.[9]Core Concepts and Examples
Potential Function
In exact potential games, the potential function is a scalar-valued mapping from the set of strategy profiles to the real numbers that exactly captures the incentives for unilateral deviations by any player. Specifically, for any player and strategy profiles and that differ only in 's strategy, the change in 's utility equals the change in the potential: . The construction of relies on the path independence property inherent to potential games. For finite games, select a reference strategy profile and, for any target profile , define a deviation path where players adjust their strategies sequentially: let be the profile after the first players have deviated to their strategies in (with the order of players fixed arbitrarily). Then, , where the inner sum accumulates utility changes up to the -th deviation. This summation is well-defined and independent of the chosen path or player ordering due to the game's potential structure, ensuring consistency across all profiles. Key properties of include uniqueness up to an additive constant, meaning any two exact potentials differ by a fixed scalar. In continuous games—where strategy sets are compact and convex, and payoffs are continuous— inherits continuity from the utility functions, facilitating analysis in settings like Cournot oligopoly models. The function effectively aggregates individual incentives into a global measure, eliminating the need to track cross-player externalities separately, as deviations' impacts are fully internalized within its changes. Unlike individual utility functions, which reflect localized player-specific payoffs and may lead to conflicting incentives, provides a unified optimization lens: Nash equilibria correspond to local maxima of , allowing convergence of dynamics to equilibria via potential ascent, though this global view abstracts from the decentralized nature of player decisions. The existence of for finite games follows from path independence: consider the directed graph of strategy profiles with edges for profitable unilateral deviations; the game admits a potential if and only if the signed sum of utility changes around any cycle is zero, implying that utility increments are exact differentials. Assign at the reference, then propagate values along acyclic paths by adding for each edge, yielding a consistent everywhere due to the absence of contradictory cycles.Simple Example
A simple example of an exact potential game is the pure coordination game with two players, each choosing between two actions: Top/Bottom for the row player and Left/Right for the column player. The payoff matrix is symmetric, with both players receiving a payoff of 1 if they coordinate on (Top, Left) or (Bottom, Right), and 0 otherwise, reflecting aligned incentives to match actions.| Row \ Column | Left | Right |
|---|---|---|
| Top | 1, 1 | 0, 0 |
| Bottom | 0, 0 | 1, 1 |
Relation to Congestion Games
Congestion games form an important subclass of potential games, where strategic interactions arise from competition over shared resources. Introduced by Rosenthal (1973), a congestion game consists of a finite set of players , a finite set of resources , and for each player , a finite set of strategies representing subsets of resources they can choose. Each resource has a cost function , typically non-decreasing to reflect increasing congestion, and the cost to player in strategy profile is , where denotes the number of players using resource .[10] All congestion games are exact potential games. The explicit potential function is given by which aggregates the marginal costs across all resources.[11] For any unilateral deviation by player from to , the change in the potential equals the change in player 's cost . This holds because the deviation only affects the marginal cost terms for the resources entering and leaving player 's strategy: specifically, for each resource left behind, decreases by , and for each new resource joined, increases by , mirroring the player's cost adjustment exactly.[11] Rosenthal (1973) proved the existence of pure-strategy Nash equilibria in congestion games by constructing a potential-like argument, without explicitly defining potential games; Monderer and Shapley (1996) later formalized this link, showing that every finite congestion game admits an exact potential function and thus always possesses pure Nash equilibria.[10][11] Congestion games are classified into atomic variants, featuring a finite number of players with indivisible strategies as in Rosenthal's original model, and non-atomic variants, involving a continuum of infinitesimal players whose aggregate flow determines congestion.[10] Routing games, a canonical example where resources are network edges and strategies are paths from origin to destination, exemplify both atomic and non-atomic congestion games and inherit their potential structure. A simple two-player congestion game over shared resources reduces to the degenerate case of bilateral competition, akin to basic potential game examples.[11]Dynamics and Equilibria
Improvement Paths
In potential games, an improvement path is defined as a sequence of strategy profiles , where each subsequent profile differs from by a unilateral deviation of exactly one player to a strategy that strictly increases their payoff, i.e., for the deviating player .[12] A central result in the theory of potential games is the convergence theorem for improvement paths. In finite exact potential games, every improvement path is finite and terminates at a pure strategy Nash equilibrium. This follows from the finite improvement property (FIP), which holds for such games: the potential function strictly increases along the path, and since the strategy space is finite, the bounded potential cannot increase indefinitely.[12] The strict increase of the potential is formalized as follows: for each improving move along the path. This property ensures that cycles—closed loops in the strategy space—are impossible, as they would require the potential to return to its initial value after a series of strict increases, violating the function's definition. In this context, the potential serves as a Lyapunov function for the dynamics induced by myopic players.[12] While finite potential games guarantee termination, infinite potential games may admit infinite improvement paths, though cycles remain precluded by the potential's monotonicity. Algorithmically, this convergence implies that best-response dynamics—where players sequentially select best responses—always terminate in finite exact potential games, providing a foundation for distributed optimization algorithms in applications like resource allocation.[12]Correlated Equilibria
A correlated equilibrium is a probability distribution over the joint strategy profiles of a game in which no player can increase their expected payoff by unilaterally deviating to another strategy after observing a recommendation drawn from the distribution, conditional on that recommendation serving as a private signal for their action. This concept extends Nash equilibrium by permitting correlation among players' actions, often mediated by an external device that suggests strategies without revealing others' choices.[13] In potential games, correlated equilibria have a particularly structured form due to the underlying potential function Φ. Specifically, every correlated equilibrium is a convex combination (mixture) of pure strategy profiles that maximize Φ, provided the game has bounded payoffs, convex strategy sets, and a smooth concave potential.[14] Moreover, the pure strategy Nash equilibria of a finite potential game correspond to the local maximizers of Φ, as any local maximum of the potential corresponds to a point where no unilateral deviation can increase Φ (and thus no player's utility). Consequently, the uniform distribution over these pure Nash equilibria forms a correlated equilibrium, fully supported on the set of potential maximizers. If the potential is strictly concave with compact strategy sets, the game admits a unique correlated equilibrium, which places all mass on the unique global maximizer of Φ.[14] A key theorem establishes that every potential game possesses a correlated equilibrium achieved as the argmax of the expected potential over joint strategy distributions; this extends the existence of correlated equilibria in general games to leverage the potential structure for efficiency.[14] Computationally, such equilibria can be found by maximizing the expected value of Φ subject to the correlated equilibrium constraints, which reduces to a linear program in finite games with polynomial-time solvability relative to the strategy space size.[15] In continuous strategy spaces, gradient ascent on the (concave) potential function yields the maximizer, providing an efficient path to the equilibrium distribution.[16] Unlike Nash equilibria, which require independent strategies and may not achieve the social optimum, correlated equilibria in potential games enable coordination that efficiently maximizes the potential—and thus aggregate welfare in exact potential games—through devices like shared signals, often yielding Pareto-superior outcomes.[14] Improvement paths, which converge to pure Nash equilibria, can approximate these correlated equilibria in learning dynamics over potential games.[17]Extensions and Variants
Pseudo-Potential Games
Pseudo-potential games generalize exact potential games by providing a weaker alignment between individual incentives and a global potential function. In a pseudo-potential game, there exists a function such that for every player and opponents' strategies , every best response to maximizes , i.e., .[18] This means the potential function may have additional maximizers that are not best responses, but all best responses are among its maximizers. Such games include those with strategic complements or substitutes that satisfy an aggregation property, broadening the class beyond exact or ordinal potentials.[18] Unlike exact potential games, where the potential quantifies precise incentive changes, pseudo-potential games capture only the alignment at best responses. Finite pseudo-potential games guarantee the existence of pure-strategy Nash equilibria and possess the finite improvement property (as do all finite games). However, arbitrary improvement paths may not strictly increase , though best-response dynamics ensure moves to maximizers of , aiding convergence analysis under certain conditions. With stochastic perturbations, learning dynamics can still reach equilibria, though guarantees differ from stronger potential classes. This framework applies to broader interactions, such as supermodular games or aggregative settings with asymmetric incentives. An illustrative example is a modified Battle of the Sexes game with asymmetric payoffs, where exact potentials fail due to mismatched utility gains, but the game admits a pseudo-potential (and in fact is ordinal). Consider two players with strategies Opera (O) and Ballet (B). The payoff matrix is:| O (Player 2) | B (Player 2) | |
|---|---|---|
| O (Player 1) | (3, 1) | (0, 0) |
| B (Player 1) | (0, 0) | (1, 3) |
