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doi:10.1145/ 1378704.1378721
University, under the leadership of John
The most dramatic interaction between CS von Neumann, in the 1950s.a
In this article I try to do two things:
and GT may involve game-theory pragmatics. identify the main areas of interaction
between computer science and game
BY Yoav Shoham theory so far; and point to where the
most interesting interaction yet may

Computer
lie—in an area that is still relatively un-
derexplored.
The first part aims to be an unbiased
survey, but it is impossible to avoid

Science and
bias altogether. Ten researchers survey-
ing the interactions between CS and
GT would probably write 10 different
types of reports. Indeed, several already

Game Theory
have (as I will discuss). Moreover, in
this brief discussion I cannot possibly
do justice to all the work taking place
in the area. So I try to compensate for
these limitations in two ways: I provide
a balanced set of initial pointers into
the different subareas, without regard
to the amount or nature of work that
has taken place in each; and I point the
reader to other relevant surveys of the
CS-GT interaction, each having its own
take on things.
G ame theor y has influenced many fields, The second part is decidedly subjec-
including economics (its initial focus), political tive, but it is still meant to be broadly
science, biology, and many others. In recent years, relevant both to computer scientists
and game theorists interested in the in-
its presence in computer science has become teraction between the disciplines.
impossible to ignore. GT is an integral part of
Lessons from Kalai (1995)
artificial intelligence (AI), theory, e-commerce, My departure point is a 13-year-old sur-
networking, and other areas of computer science, vey paper by E. Kalai,16 a game theorist
and it is routinely featured in the field’s leading with algorithmic sensibilities. Geared
primarily toward computer scientists,
journals and conferences. One reason is application the paper took stock of the interac-
pull: the Internet calls for analysis and design of tions between game theory, operations
research, and computer science at the
systems that span multiple entities, each with its time. It points to the following areas:
own information and interests. Game theory, for all 1. Graphs in games
its limitations, is by far the most developed theory 2. The complexity of solving a game
3. Multiperson operations research
of such interactions. Another reason is technology 4. The complexity of playing a game
ILLUSTRATION BY J EAN F RA NCOIS PODEVIN

push: the mathematics and scientific mind-set of 5. Modeling bounded rationality.


The reason I start with this paper, be-
game theory are similar to those that characterize sides providing the interesting perspec-
many computer scientists. Indeed, it is interesting tive of a non-computer scientist, is the
to note that modern computer science and modern comparison with current CS-GT interac-
game theory originated in large measure at the same a I thank Moshe Tennenholtz for this observa-
place and time—namely at Princeton tion, which is especially true of GT and AI.

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tion, as both the matches and mismatches is known to exist,27 the computation of maximally harmful. Recent work, how-
are instructive. Looking at the interactions a sample Nash equilibrium was shown ever, has begun to bridge these gaps.
between CS and GT taking place today, to be complete for this class,2 and the This third category blends into the
one can identify the following foci: problem of computing Nash equilib- fourth one, which is research moti-
a. Compact game representations; ria with specific properties was shown vated by specific applications that have
b. Complexity of, and algorithms for, to be NP-hard.4, 10 At the same time, emerged in the past decade. For exam-
computing solution concepts; algorithms—some quite sophisticated, ple, the domain of networking has given
c. Algorithmic aspects of mecha- and all exponential in the worst case— rise to a literature on so-called “price
nism design; have been proposed to compute Nash of anarchy” (which captures the inef-
d. Game-theoretic analysis equilibria.11, 41 Somewhat surprisingly, ficiency of equilibria in that domain),
inspired by specific applications; recent experiments have shown that a games of routing, networking-forma-
e. Multiagent learning; relatively simple search algorithm sig- tion games, and peer-to-peer networks.
f. Logics of knowledge and belief, nificantly outperforms more sophisti- Other domains include sponsored
and other logical aspects of cated algorithms.31 This is an active area search auctions, information markets,
games.b that promises many additional results. and reputation systems. This combina-
The crude mapping between this list The third match is somewhat less tight tion of the third and fourth categories
and Kalai’s is as follows: than the first two. There are at least two is arguably the most active area today
kinds of optimization one could speak at the interface of CS and GT, and many
1995 2008 about in a game-theoretic setting. The aspects of it are covered in Nisan et al.,25
1 •• a first is computing a best response to a which is an extensive edited collection
2 •• b fixed decision by the other agents; this is of surveys. The popularity of this area is
3 • • c, d of course the quintessential single-agent perhaps not surprising. The relevancies
4 optimization problem of operations re- of specific applications speak for them-
5 search and AI, among other fields. The selves (although arguments remain
e, second is the optimization by the design- about whether the traditional game-the-
f er of a mechanism aimed at inducing oretic analysis is an appropriate one).
games with desirable equilibria. More generally, it is not surprising that
Here, I discuss the areas that match This so-called “mechanism design” mechanism design struck a chord in
up (1• •a, 2• •b, 3• •c, d), then turn to has been the focus of much work in CS, given that much of CS’s focus is on
the currently active areas that were not computer science. One reason is the the design of algorithms and protocols.
discussed by Kalai (e, f), and finish with interesting interaction between tradi- Mechanism design is the one area with-
the orphans on the other side (4, 5) that tional CS problems (such as optimi- in GT that adopts such a design stance.
were discussed by Kalai but not yet vig- zation and approximation) and tradi- The fifth category active today is mul-
orously pursued. tional mechanism-design issues (such tiagent learning, also called “interactive
There has been substantial work as incentive compatibility, individual learning” in the game-theory literature.c
on compact and otherwise specialized rationality, and social-welfare maximi- Multiagent learning, long a major focus
game representations. Some of them zation). A good example is the interac- within game theory, has been rediscov-
are indeed graph-based—graphical tion between the Vickrey-Clarke-Groves ered with something of a vengeance in
games,18 local-effect games,21 MAIDS,19 mechanism and shortest-path computa- computer science and in particular AI;
and Game networks,20 for example. The tion;26 another is the literature on com- witness special issues devoted to it in
graph-based representations extend binatorial auctions,6 which combine the Journal of Artificial Intelligence39 and
also to coalition game theory.7 But spe- a weighted-set-packing-like NP-hard the Machine Learning Journal.12 For com-
cialized representations exist that are optimization problem with incentive puter science, the move from single-
not graph based, such as those that are issues. The interplay between mecha- agent learning to multiagent learning
multi-attribute based5 and logic based.15 nism design and cryptography is worth is interesting not only because it calls
I believe this area is ripe for additional particular mention. Though both are in for new solutions but also because the
work—regarding, for example, the strat- the business of controlled dissemina- very questions change. When multiple
egy space of agents described using con- tion of information, they are different in agents learn concurrently, one can-
structs of programming languages. significant ways. For one thing, they are not distinguish between learning and
The complexity of computing a sam- dual in the following sense: mechanism teaching, and the question of “optimal”
ple Nash equilibrium (as well as other design attempts to force the revelation learning is no longer well defined (just
solution concepts) has been the focus of information, while cryptography at- as the more general notion of an “op-
of much interest in CS, especially with- tempts to allow its hiding. For another, timal policy” ceases to be meaningful
in the theory community. A new com- they traditionally embody quite differ- when one moves to the multiagent set-
plexity class—PPAD—was proposed to ent models of paranoia. Game theory ting). For a discussion of this phenom-
handle problems for which a solution assumes an even-keeled expected utility enon, see the Journal of Artificial Intelli-
maximization on the part of all agents, gence special issue cited earlier.39
b This current survey originated in a presenta-
while cryptography is more simple-
tion made at a December 2007 festschrift in minded: it assumes that “good” agents c Kalai’s omission of this area is ironic, as he co-
honor of E. Kalai. act as instructed, while “bad” agents are authored one of its seminal papers.

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The sixth and final major area of fo- ward computer scientists, is a concise
cus, also one not discussed in Kalai,16 five-page paper summarizing the main
is called “interactive epistemology” in complexity and algorithmic issues at
game theory and simply “reasoning the interface of CS and GT circa 2001.

I expect game-
about knowledge and belief” in com- ˲˲ The 21-page paper by Halpern13
puter science. Starting in the mid-1980s, is similar to Linial in that it is geared
this area was for a while the most active
focus of interaction between computer
theory pragmatics toward game theorists and its main fo-
cus is distributed systems, but having
science (including distributed systems, to be as critical been published a decade later it is more
AI, and theory) and game theory. Be-
side game theory, it established deep
to reducing game current. The work later evolved into a
17-page survey14 with an abbreviated
ties with philosophy and mathematical theory to practice discussion of distributed computing
logic, culminating in the seminal book
by Fagin et al.8, d It is interesting to spec-
as language and additional material on complexity
considerations, price of anarchy, me-
ulate why this area was omitted from pragmatics have diators, and other topics.

been to analyzing
Kalai’s list, even although it predates ˲˲ Roughgarden’s 30-page work is
his paper by a decade, and why today it a detailed survey of a specific topic—
is not as broadly populated as the other
areas. I think the reason is that the sub-
human discourse namely, the complexity of computing
a sample Nash equilibrium.32 Geared
ject matter is more foundational, pri- or understanding mostly toward economists, it includes
marily non-algorithmic, and appeals to
a smaller sliver of the two communities.
language by ample background material on relevant
concepts from complexity theory.
Be that as it may, it remains a key area of computers. The material discussed so far is not
interaction between the two fields. only prominently featured in computer
These six areas are where most of science journals and conferences but
the action has been in past years, but by also is beginning to find its way into
listing only them and being brief about textbooks.35 These areas will undoubt-
each one, I have by necessity glossed edly continue to flourish. But now I
over some other important areas. The want to turn our attention to the two
references compensate for this omis- closely-related areas—4 and 5—listed
sion to some extent. In addition, the by Kalai that have not been looked at as
reader is referred to the following addi- closely by the community at large, CS
tional surveys, all by computer scientists in particular. I do this for two reasons: I
who each have a slightly different slant. believe they are critical to the future suc-
Most of these works go into considerably cess of game theory, and I believe that
more detail about some of the topics. CS can play an important role in them.
˲˲ The earliest relevant survey is prob- They both have to do with incorporat-
ably by Linial.22 Geared primarily toward ing practical considerations into the
game theorists, this 58-page report has model of rationality that is inherent to
deep coverage of game-theoretic as- game theory. To repeat the caveat stated
pects of distributed systems, fault-toler- earlier: unlike the material so far, the re-
ant computing, and cryptography, and maining discussion is future-directed,
it also touches on computation of game speculative, and subjective.
theoretic concepts, games and logic,
and other topics. Lessons from Linguistics
˲˲ Papadimitriou’s survey29 geared to- The field of linguistics distinguishes
among syntax, semantics, and prag-
matics. Syntax defines the form of lan-
d That book focused on static aspects of knowl-
edge and belief, which, notwithstanding the guage, semantics defines its meaning,
substantial computer-science credentials of and pragmatics defines its use. While
the authors, raise an interesting contrast be- the three interact in important ways,
tween the computer-science and game-theory the distinctions have proved very use-
literature in these areas. In game theory, static
theories are indeed the primary focus, where-
ful. I believe that game theory may do
as in computer science—in particular, in data- well to make similar distinctions, and
base theory and artificial intelligence—belief that CS can help in the process. Just as
revision and other dynamic theories30 (includ- in the case in linguistics, it is unlikely
ing the entire mini-industry of nonmonotonic that game-theory pragmatics will yield
logics9) play an equal if not greater role. In-
deed, recent work at the interface of logic and
to unified clean theories, as do syntax
game theory37 extends the static treatment of and semantics. But I expect game-theo-
Fagin et al.8 in a dynamic direction. ry pragmatics to be as critical to reduc-

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ing game theory to practice as language the basic workhorses of game theory—
pragmatics have been to analyzing hu- the Nash equilibrium and its many
man discourse or understanding lan- variants—that have so far served as the
guage by computers. very basic analysis tool of strategic inter-
The distinction between the syntax
and semantics of games is, I think, quite Science operates actions. Questioning the role of equilib-
rium analysis will be viewed by some in
important, as some of the disputes with-
in game theory regarding the primacy of
at many levels. GT as act of heresy, but real life suggests
that we may have no choice. For exam-
different game representations (for ex- For some, it is ple, in the trading agent competition,
ample, the strategic and extensive forms)
suffer from the lack of this distinction. It
sufficient that Nash equilibrium of the game did not
play a role in almost any participating
might, however, be presumptuous for CS scientific theories program,42 and this is certainly true as
to intrude on this debate, except insofar
as it lends logical insights.38 Indeed, per-
be clever, beautiful, well of the more established chess and
checkers competitions.
haps this is more the role of mathemati- and inspirational. It is premature to write off the Nash
cal logic than of CS per se.
But where CS can truly lead the way Others require equilibrium as irrelevant, however. For
example, two programs competing in
is in game theory’s pragmatics. Game that any science the TAC did in fact make use of what
theory as we know it embodies radical
idealizations, which include the infinite eventually can be viewed as approximate empiri-
cal NE.42 Another striking example is the
capacity of agents to reason and the in-
finite mutually recursive modeling of
make contact computation of equilibria in a simplified
game tree by a top-scoring program in a
agents. Backing off from these strong with compelling poker competition.43 It could be argued
assumptions has proven challenging.
A fairly thin strand of work under the
applications that maxmin strategies, which coincide
with equilibrium strategies in zero-sum
heading of “bounded rationality” in- and be subjected games, do play an important pragmatic
volves games played by automata.33 This
is an important area of research that to empirical role. But computation of either maxmin
or equilibrium strategies in competi-
sometimes makes deep connections evaluation. tions has certainly been the exception to
between the two fields. For example, the rule. The more common experience
early results showed that one of the is that one expends the vast majority of
well-known pesky facts in game theo- the effort on traditional AI problems
ry—namely, that constant “defection” such as designing a good heuristic func-
is the only subgame-perfect equilib- tion, searching, and planning. Only a
rium in the finitely repeated prisoner’s little—albeit important—time is spent
dilemma game—ceases to hold true if reasoning about the opponent.
the players are finite automata with suf- The impact of such pragmatic con-
ficiently few states.24, 28 A more recent re- siderations on game theory can be
sult shows that when players in a game dramatic. Rather than start from very
are computer programs, one obtains strong idealizing assumptions and awk-
phenomena akin to the Folk Theorem wardly try to back off from them, it may
for repeated games.36 prove more useful or accurate to start
This connection between theoretical from assumptions of rather limited rea-
models of computation and game theo- soning and mutual modeling, and then
ry is quite important and beautiful, but judiciously add what is appropriate for
it constitutes a fairly narrow interpreta- the situation being modeled. Which in-
tion of the term “bounded rationality.” cremental-modeling approach will out
The term should perhaps be reserved has yet to be seen, but the payoff both
for describing a much broader research for CS and GT can be substantial.
agenda—one that may encourage more The second direction is radical in
radical departures from the traditional a different way. Game theory adopts
view in game theory. Let me mention a fairly terse vocabulary, inheriting it
two directions that I think would be from decision theory and the found-
profitable (and difficult) to pursue un- aions of statistics.e In particular, agents
der this broader umbrella.
When one takes seriously the notion e Parenthetically, it can be remarked that
of agents’ limited reasoning powers, Savage’s setting,34 on which the modern
Bayesian framework is based, does not have
it is not only some of the answers that an obvious extension to the multi-agent case.
begin to change; the questions them- However, this is not the focus of the point I am
selves must be reconsidered. Consider making here.

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have “strategies,” which have minimal it may already lead to a certain extent Marseille, 2004. Games and Economic Behavior,
P. Reny (ed.), in press.
structure, and motivations, which are beyond the obvious and the familiar. 18. Kearns, M.J., Littman, M.L., and Singh, S.P. Graphical
encapsulated in a simple real-valued Here theory and application corrobo- models for game theory. UAI, 2001.
19. Koller, D. and Milch, B. Multiagent influence diagrams
utility function. (This in fact carries rate each other mutually. Beyond this for representing and solving games. IJCAI, 2001.
even less information than is suggested lies the field of real success: genuine 20. LaMura, P. Game networks. UAI, 2000.
21. Leyton–Brown, K. and Tennenholtz, M. Local–effect
by the use of numbers, as the theory is predictions by theory. It is well known games. IJCAI, 2003.
unchanged by any positive affine trans- that all mathematized sciences have 22. Linial, N. Game theoretic aspects of computing. In
Handbook of Game Theory, R.J. Aumann and S. Hart
formation of the numbers.) In real life, gone through these successive phases (eds.), 1339–1395, Elsevier Science, 1994.
and in computer programs attempting of evolution.40 23. Minsky, M. The Emotion Machine: Commonsense
Thinking, Artificial Intelligence, and the Future of the
to behave intelligently, we find use for a Human Mind, New York: Simon and Shuster, 2007.
So at least von Neumann, the father 24. Neyman, A. Bounded complexity justifies cooperation
much broader vocabulary. For example, in finitely repeated prisoner’s dilemma. Economic
agents are able to take certain actions of modern-day game theory and com- Letters, 1985, 227–229.
25. Nisan, N., Roughgarden, T., Tardos, E., and Vazirani, V.
and not others; have desires, goals, and puter science, attached importance to (eds). Algorithmic Game Theory. Cambridge University
intentions (the belief-desire-intention spanning the spectrum from the theo- Press, 2007.
26. Nisan, N. and Ronen, A. Algorithmic mechanism
combination giving rise to the pun retical to the applied. Pragmatics may design. In Proceedings of the 31st ACM Symposium on
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27. Papadimitriou, C.H. On the complexity of the parity
make plans. Apparently these abstract and Morgenstern’s third stage, and it argument and other inefficient proofs of existence.
notions are useful both in effecting could propel a joint endeavor between Journal of Computer and System Sciences 48, 3
(1004), 498–532.
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about it. Philosophers have written rationality and computational complexity. In
Proceedings of the Symposium on the Theory of
about them (for example, Bratman1) Computing, 1994, 726–733.
and there have been attempts—albeit Acknowledgments 29. Papadimitriou, C.H. Algorithms, games, and the
I thank Alon Altman, Joe Halpern, Sam Ieong, Daphne Internet. Lecture Notes in Computer Science 2076,
preliminary ones—to formalize these Koller, Tim Roughgarden, Moshe Vardi, Mike Wellman, and 2001.
intuitions (starting with Cohen and anonymous referees for their useful help and suggestions. 30. Pappas, P. Belief revision. In Handbook of Knowledge
Of course, all errors, opinions, and erroneous opinions are Representation. F. van Harmelen, V. Lifschitz, and B.
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