Learning Optimal Tax Design in Nonatomic Congestion Games
- URL: http://arxiv.org/abs/2402.07437v2
- Date: Wed, 15 Jan 2025 14:02:51 GMT
- Title: Learning Optimal Tax Design in Nonatomic Congestion Games
- Authors: Qiwen Cui, Maryam Fazel, Simon S. Du,
- Abstract summary: In multiplayer games, self-interested behavior among the players can harm the social welfare.
We take the initial step of learning the optimal tax that can induce social welfare with limited feedback in congestion games.
- Score: 56.85292809260111
- License:
- Abstract: In multiplayer games, self-interested behavior among the players can harm the social welfare. Tax mechanisms are a common method to alleviate this issue and induce socially optimal behavior. In this work, we take the initial step of learning the optimal tax that can maximize social welfare with limited feedback in congestion games. We propose a new type of feedback named \emph{equilibrium feedback}, where the tax designer can only observe the Nash equilibrium after deploying a tax plan. Existing algorithms are not applicable due to the exponentially large tax function space, nonexistence of the gradient, and nonconvexity of the objective. To tackle these challenges, we design a computationally efficient algorithm that leverages several novel components: (1) a piece-wise linear tax to approximate the optimal tax; (2) extra linear terms to guarantee a strongly convex potential function; (3) an efficient subroutine to find the exploratory tax that can provide critical information about the game. The algorithm can find an $\epsilon$-optimal tax with $O(\beta F^2/\epsilon)$ sample complexity, where $\beta$ is the smoothness of the cost function and $F$ is the number of facilities.
Related papers
- Subsidy design for better social outcomes [24.2043855572415]
central planner can significantly mitigate these issues by injecting a subsidy to reduce certain costs associated with the system.
We show that designing subsidies that perfectly optimize the social good, in terms of minimizing the Price of Anarchy or preventing the information avoidance behavior, is computationally hard under standard complexity theoretic assumptions.
arXiv Detail & Related papers (2024-09-04T23:38:30Z) - A Taxation Perspective for Fair Re-ranking [61.946428892727795]
We introduce a new fair re-ranking method named Tax-rank, which levies taxes based on the difference in utility between two items.
Our model Tax-rank offers a superior tax policy for fair re-ranking, theoretically demonstrating both continuity and controllability over accuracy loss.
arXiv Detail & Related papers (2024-04-27T08:21:29Z) - On Tractable $Φ$-Equilibria in Non-Concave Games [53.212133025684224]
Non-concave games introduce significant game-theoretic and optimization challenges.
We show that when $Phi$ is finite, there exists an efficient uncoupled learning algorithm that converges to the corresponding $Phi$-equilibria.
We also show that Online Gradient Descent can efficiently approximate $Phi$-equilibria in non-trivial regimes.
arXiv Detail & Related papers (2024-03-13T01:51:30Z) - On the Potential and Limitations of Few-Shot In-Context Learning to
Generate Metamorphic Specifications for Tax Preparation Software [12.071874385139395]
Nearly 50% of taxpayers filed their individual income taxes using tax software in the U.S. in FY22.
This paper formulates the task of generating metamorphic specifications as a translation task between properties extracted from tax documents.
arXiv Detail & Related papers (2023-11-20T18:12:28Z) - Adaptive maximization of social welfare [1.556652483029531]
We consider the problem of repeatedly choosing policies to maximize social welfare.
We derive a lower bound on regret, and a matching adversarial upper bound for a variant of the Exp3 algorithm.
arXiv Detail & Related papers (2023-10-14T15:09:56Z) - Towards convergence to Nash equilibria in two-team zero-sum games [17.4461045395989]
Two-team zero-sum games are defined as multi-player games where players are split into two competing sets of agents.
We focus on the solution concept of Nash equilibria (NE)
We show that computing NE for this class of games is $textithard$ for the complexity class $mathrm$.
arXiv Detail & Related papers (2021-11-07T21:15:35Z) - Minimax Optimization with Smooth Algorithmic Adversaries [59.47122537182611]
We propose a new algorithm for the min-player against smooth algorithms deployed by an adversary.
Our algorithm is guaranteed to make monotonic progress having no limit cycles, and to find an appropriate number of gradient ascents.
arXiv Detail & Related papers (2021-06-02T22:03:36Z) - Almost Optimal Algorithms for Two-player Markov Games with Linear
Function Approximation [92.99933928528797]
We study reinforcement learning for two-player zero-sum Markov games with simultaneous moves.
We propose an algorithm Nash-UCRL-VTR based on the principle "Optimism-in-Face-of-Uncertainty"
We show that Nash-UCRL-VTR can provably achieve an $tildeO(dHsqrtT)$ regret, where $d$ is the linear function dimension.
arXiv Detail & Related papers (2021-02-15T09:09:16Z) - Learning Zero-Sum Simultaneous-Move Markov Games Using Function
Approximation and Correlated Equilibrium [116.56359444619441]
We develop provably efficient reinforcement learning algorithms for two-player zero-sum finite-horizon Markov games.
In the offline setting, we control both players and aim to find the Nash Equilibrium by minimizing the duality gap.
In the online setting, we control a single player playing against an arbitrary opponent and aim to minimize the regret.
arXiv Detail & Related papers (2020-02-17T17:04:16Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.