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Program equilibrium is a game-theoretic
solution concept In game theory, a solution concept is a formal rule for predicting how a game will be played. These predictions are called "solutions", and describe which strategies will be adopted by players and, therefore, the result of the game. The most comm ...
for a scenario in which players submit computer programs to play the game on their behalf and the programs can read each other's source code. The term was introduced by Moshe Tennenholtz in 2004. The same setting had previously been studied by R. Preston McAfee, J. V. Howard and
Ariel Rubinstein Ariel Rubinstein (Hebrew: אריאל רובינשטיין; born April 13, 1951) is an Israeli economist who works in economic theory, game theory and bounded rationality. Biography Ariel Rubinstein is a professor of economics at the School of Ec ...
.


Setting and definition

The program equilibrium literature considers the following setting. Consider a
normal-form game In game theory, normal form is a description of a ''game''. Unlike extensive form, normal-form representations are not graphical ''per se'', but rather represent the game by way of a matrix. While this approach can be of greater use in identifyi ...
as a base game. For simplicity, consider a two-player game in which S_1 and S_2 are the sets of available strategies and u_1 and u_2 are the players' utility functions. Then we construct a new (normal-form) ''program game'' in which each player i chooses a computer program p_i. The payoff (utility) for the players is then determined as follows. Each player's program p_i is run with the other program p_ as input and outputs a strategy s_i for Player i. For convenience one also often imagines that programs can access their own source code. Finally, the utilities for the players are given by u_i(s_1,s_2) for i=1,2, i.e., by applying the utility functions for the base game to the chosen strategies. One has to further deal with the possibility that one of the programs p_i doesn't halt. One way to deal with this is to restrict both players' sets of available programs to prevent non-halting programs. A program equilibrium is a pair of programs (p_1,p_2) that constitute a
Nash equilibrium In game theory, the Nash equilibrium is the most commonly used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy (holding all other players' strategies fixed) ...
of the program game. In other words, (p_1,p_2) is a program equilibrium if neither player i can deviate to an alternative program p_i' such that their utility is higher in (p_i',p_) than in (p_1,p_2). Instead of programs, some authors have the players submit other kinds of objects, such as logical formulas specifying what action to play depending on an encoding of the logical formula submitted by the opponent.


Different mechanisms for achieving cooperative program equilibrium in the Prisoner's Dilemma

Various authors have proposed ways to achieve cooperative program equilibrium in the
Prisoner's Dilemma The prisoner's dilemma is a game theory thought experiment involving two rational agents, each of whom can either cooperate for mutual benefit or betray their partner ("defect") for individual gain. The dilemma arises from the fact that while def ...
.


Cooperation based on syntactic comparison

Multiple authors have independently proposed the following program for the Prisoner's Dilemma: algorithm CliqueBot(opponent_program): if opponent_program

this_program then return Cooperate else return Defect If both players submit this program, then the if-clause will resolve to true in the execution of both programs. As a result, both programs will cooperate. Moreover, (CliqueBot,CliqueBot) is an equilibrium. If either player deviates to some other program p_i that is different from CliqueBot, then the opponent will defect. Therefore, deviating to p_i can at best result in the payoff of mutual defection, which is worse than the payoff of mutual cooperation. This approach has been criticized for being fragile. If the players fail to coordinate on the exact source code they submit (for example, if one player adds an extra space character), both programs will defect. The development of the techniques below is in part motivated by this fragility issue.


Proof-based cooperation

Another approach is based on letting each player's program try to prove something about the opponent's program or about how the two programs relate. One example of such a program is the following: algorithm FairBot(opponent_program): if there is a proof that opponent_program(this_program) = Cooperate then return Cooperate else return Defect Using
Löb's theorem In mathematical logic, Löb's theorem states that in Peano arithmetic (PA) (or any formal system including PA), for any formula ''P'', if it is provable in PA that "if ''P'' is provable in PA then ''P'' is true", then ''P'' is provable in PA. If Pr ...
it can be shown that when both players submit this program, they cooperate against each other. Moreover, if one player were to instead submit a program that defects against the above program, then (assuming consistency of the proof system is used) the if-condition would resolve to false and the above program would defect. Therefore, (FairBot,FairBot) is a program equilibrium as well.


Cooperating with ε-grounded simulation

Another proposed program is the following: algorithm \epsilonGroundedFairBot(opponent_program): With probability \epsilon: return Cooperate return opponent_program(this_program) Here \epsilon is a small positive number. If both players submit this program, then they terminate
almost surely In probability theory, an event is said to happen almost surely (sometimes abbreviated as a.s.) if it happens with probability 1 (with respect to the probability measure). In other words, the set of outcomes on which the event does not occur ha ...
and cooperate. The expected number of steps to termination is given by the
geometric series In mathematics, a geometric series is a series (mathematics), series summing the terms of an infinite geometric sequence, in which the ratio of consecutive terms is constant. For example, 1/2 + 1/4 + 1/8 + 1/16 + ⋯, the series \tfrac12 + \tfrac1 ...
. Moreover, if both players submit this program, neither can profitably deviate, assuming \epsilon is sufficiently small, because defecting with probability \Delta would cause the opponent to defect with probability (1-\epsilon)\Delta.


Folk theorem

We here give a theorem that characterizes what payoffs can be achieved in program equilibrium. The theorem uses the following terminology: A pair of payoffs (v_1,v_2) is called ''feasible'' if there is a pair of (potentially mixed) strategies (s_1,s_2) such that u_i(s_1,s_2)=v_i for both players i. That is, a pair of payoffs is called feasible if it is achieved in some
strategy profile In game theory, a move, action, or play is any one of the options which a player can choose in a setting where the optimal outcome depends ''not only'' on their own actions ''but'' on the actions of others. The discipline mainly concerns the actio ...
. A payoff v_i is called '' individually rational'' if it is better than that player's minimax payoff; that is, if v_i \geq \min_\max_ u_i(\sigma_,s_), where the minimum is over all mixed strategies for Player -i. Theorem (folk theorem for program equilibrium): Let G be a base game. Let (v_1,v_2) be a pair of real-valued payoffs. Then the following two claims are equivalent: * The payoffs (v_1,v_2) are feasible and individually rational. * There is a program equilibrium (p_1,p_2) that achieves payoffs (v_1,v_2). The result is referred to as a ''folk theorem'' in reference to the so-called folk theorems (game theory) for
repeated games In game theory, a repeated game (or iterated game) is an extensive form game that consists of a number of repetitions of some base game (called a stage game). The stage game is usually one of the well-studied 2-person games. Repeated games capt ...
, which use the same conditions on equilibrium payoffs (v_1,v_2).


See also

* Superrationality


Notes


References

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Game theory