Tournaments (with Mate) Here G is a connected graph with n vertices, - - PowerPoint PPT Presentation

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Tournaments (with Mate) Here G is a connected graph with n vertices, - - PowerPoint PPT Presentation

Tournaments (with Mate) Here G is a connected graph with n vertices, and each vertex has a strategy taken from { 1 , . . . , m } at random. At each time step an edge is chosen; both vertices take on the lower of the two strategies with probability


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SLIDE 1

Tournaments

(with Mate) Here G is a connected graph with n vertices, and each vertex has a strategy taken from {1, . . . , m} at random. At each time step an edge is chosen; both vertices take on the lower of the two strategies with probability p and the higher with probability 1 − p. Since G is connected, eventually we will reach a state where only

  • ne strategy remains. Write S for the strategy that is left; then

P(S l) can be computed by coarse-graining the strategies into those at most l and those exceeding l.

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SLIDE 2

Tournaments

Write a0 for the number of vertices initially in {1, . . . , l}, and let ar be the number after the rth time a significant edge is chosen. This is a random walk where ar = ar−1 + 1 with probability p and ar = ar−1 − 1 with probability 1 − p, independent of which edges are chosen, and independent of G.

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SLIDE 3

Tournaments

Write a0 for the number of vertices initially in {1, . . . , l}, and let ar be the number after the rth time a significant edge is chosen. This is a random walk where ar = ar−1 + 1 with probability p and ar = ar−1 − 1 with probability 1 − p, independent of which edges are chosen, and independent of G. We can find the probability that this random walk hits 0 before n, and take a weighted average over a0 (which is Binomial) to get P(S = l) = (l − 2lp + mp)n − (l − 1 − 2lp + 2p + mp)n (m − mp)n − (mp)n .

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SLIDE 4

Tournaments

The distribution of final results does not depend on the graph, but the time taken to reach consensus does.

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SLIDE 5

Tournaments

The distribution of final results does not depend on the graph, but the time taken to reach consensus does. Conjecture For any n, m and p, the complete graph has the smallest expected time to consensus.

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SLIDE 6

Tournaments

The distribution of final results does not depend on the graph, but the time taken to reach consensus does. Conjecture For any n, m and p, the complete graph has the smallest expected time to consensus. We can prove For any n and p, if m = 2 the complete graph has the smallest expected time to consensus of any regular graph.

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SLIDE 7

Tournaments

What about the worst case? Not the path, at least for p close to 0 (or 1). De- fine a sundew to be a graph formed from Km by adding n−m pendant edges, dis- tributed as evenly as possible to the m vertices. When m = n/2 and p = 0 this has expected time between e(G)(log n − 1) and e(G)(log n + 3), so Θ(n2 log n). The worst-case expected time for the path when p = 0 is (n − 1)2, and in fact we can show that the overall expected time for the path is O(n(log n)2) (prob not tight).

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SLIDE 8

Tournaments

PRISM simulations for a range of plausible graphs suggest that a sundew is the worst case for p close to 0, and a tadpole (formed by adding a pendant path of length n − m to Km) is the worst case for p close to 1/2

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SLIDE 9

Tournaments

Can we prove that the expected time is always monotonic on [0, 1/2]? Not obvious even in simple cases.

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SLIDE 10

Tournaments

Can we prove that the expected time is always monotonic on [0, 1/2]? Not obvious even in simple cases. For a simple random walk in {0, . . . , n}, moving left or right with probability p and 1 − p, we can show that the time to reach an endpoint is monotonic on [0, 1/2] provided the starting distribution is symmetric.

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SLIDE 11

Tournaments

Can we prove that the expected time is always monotonic on [0, 1/2]? Not obvious even in simple cases. For a simple random walk in {0, . . . , n}, moving left or right with probability p and 1 − p, we can show that the time to reach an endpoint is monotonic on [0, 1/2] provided the starting distribution is symmetric. The same applies if there are equal delays at all points – if we move left, move right, or remain with probabilities rp, r(1 − p), 1 − r. What if the value of r depends on where we are, but is symmetric on {0, . . . , n}? This would imply monotonicity for a complete graph.

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SLIDE 12

Rock-paper-scissors

(with Mate, Chris C) Look at similar process with three strategies in cyclic order: rock always beats scissors, scissors always beats paper, paper always beats rock. For general graphs, the starting position will affect the outcome. We’ll concentrate on the well-mixed situation (complete graph).

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SLIDE 13

Rock-paper-scissors

From simulations, it appears that all strategies are roughly equally likely to eventually dominate unless the starting state is very

  • ne-sided.
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SLIDE 14

Rock-paper-scissors

From simulations, it appears that all strategies are roughly equally likely to eventually dominate unless the starting state is very

  • ne-sided.

The eventual winner is determined by the first strategy eliminated; if Rock is initially dominant it is likely Scissors will be eliminated, allowing Paper to win.

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SLIDE 15

Rock-paper-scissors

If almost all the population are of one type, the numbers of the

  • ther types change like an urn process which starts with w white

balls and b black. At each step a ball is drawn; if white, it is removed, if black, two black balls are returned. Eventually (at time Tw,b) all white balls are eliminated.

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SLIDE 16

Rock-paper-scissors

If almost all the population are of one type, the numbers of the

  • ther types change like an urn process which starts with w white

balls and b black. At each step a ball is drawn; if white, it is removed, if black, two black balls are returned. Eventually (at time Tw,b) all white balls are eliminated. E(Tw,b) = ∞, but we can bound the probability that the process has ended by a given time. Lemma For any w, b and t with t ≥ w, wb t + wb ≤ P(Tw,b > t) ≤ wb t + b + 1 − w .

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SLIDE 17

Rock-paper-scissors

It follows that if all but o(n1/3) are Rock, Scissors will be eliminated whp before any new Scissors arise, allowing Paper to win.

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SLIDE 18

Rock-paper-scissors

It follows that if all but o(n1/3) are Rock, Scissors will be eliminated whp before any new Scissors arise, allowing Paper to win. In fact, writing r for the number of Rock players, etc, rps is a sub-martingale, implying that if ps = o(n) Rock will not be eliminated first (whp).

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SLIDE 19

Rock-paper-scissors

It follows that if all but o(n1/3) are Rock, Scissors will be eliminated whp before any new Scissors arise, allowing Paper to win. In fact, writing r for the number of Rock players, etc, rps is a sub-martingale, implying that if ps = o(n) Rock will not be eliminated first (whp). Would conjecture that if ps = o(n) Paper wins whp but if min(rp, ps, sr) = ω(n) then the probabilities of winning approach (1/3, 1/3, 1/3).

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SLIDE 20

Rock-paper-scissors

Also considered an alternative model with non-overlapping

  • generations. We have a fixed population of size n in generation 0.

To create an individual in generation t + 1, choose two (independent) individuals from generation t, and take the winner. Do this n times (independently) to get the next generation.

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SLIDE 21

Rock-paper-scissors

Also considered an alternative model with non-overlapping

  • generations. We have a fixed population of size n in generation 0.

To create an individual in generation t + 1, choose two (independent) individuals from generation t, and take the winner. Do this n times (independently) to get the next generation. Now simulations suggested that starting from fixed proportions of each strategy (eg 2:1:1) the eventual winning strategy is determined whp.

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SLIDE 22

Rock-paper-scissors

By n = 8000 the chance of Paper winning was over 99%.

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SLIDE 23

Rock-paper-scissors

By n = 8000 the chance of Paper winning was over 99%. However, can prove that eventually (n ≈ 108), Scissors overtakes. It looks like the most likely winner rotates infinitely many times.

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SLIDE 24

Rock-paper-scissors

What if we have more than three strategies?

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SLIDE 25

Rock-paper-scissors

What if we have more than three strategies?

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SLIDE 26

Rock-paper-scissors

What if we have more than three strategies? The first elimination no longer determines the result, but once a strategy is eliminated two others can be lumped together. If Rock is eliminated, then we reduce to the three-strategy model on Scissors, Spock, {Paper, Lizard}.