Credits and Acknowledgments
Introduction
Distributed Constraint Satisfaction
Defining distributed constraint satisfaction problems
Domain-pruning algorithms
Heuristic search algorithms
The asynchronous backtracking algorithm
A simple example
An extended example: the four queens problem
Beyond the ABT algorithm
History and references
Distributed Optimization
Distributed dynamic programming for path planning
Asynchronous dynamic programming
Learning real-time A*
Action selection in multiagent MDPs
Negotiation, auctions and optimization
From contract nets to auction-like optimization
The assignment problem and linear programming
The scheduling problem and integer programming
Social laws and conventions
History and references
Introduction to Noncooperative Game Theory: Games in Normal Form
Self-interested agents
Example: friends and enemies
Preferences and utility
Games in normal form
Example: the TCP user's game
Definition of games in normal form
More examples of normal-form games
Strategies in normal-form games
Analyzing games: from optimality to equilibrium
Pareto optimality
Defining best response and Nash equilibrium
Finding Nash equilibria
Nash's theorem: proving the existence of Nash equilibria
Further solution concepts for normal-form games
Maxmin and minmax strategies
Minimax regret
Removal of dominated strategies
Rationalizability
Correlated equilibrium
Trembling-hand perfect equilibrium
-Nash equilibrium
History and references
Computing Solution Concepts of Normal-Form Games
Computing Nash equilibria of two-player, zero-sum games
Computing Nash equilibria of two-player, general-sum games
Complexity of computing a sample Nash equilibrium
An LCP formulation and the Lemke–Howson algorithm
Searching the space of supports
Beyond sample equilibrium computation
Computing Nash equilibria of n-player, general-sum games
Computing maxmin and minmax strategies for two-player, general-sum games
Identifying dominated strategies
Domination by a pure strategy
Domination by a mixed strategy
Iterated dominance
Computing correlated equilibria
History and references
Games with Sequential Actions: Reasoning and Computing with the Extensive Form
Perfect-information extensive-form games
Definition
Strategies and equilibria
Subgame-perfect equilibrium
Computing equilibria: backward induction
Imperfect-information extensive-form games
Definition
Strategies and equilibria
Computing equilibria: the sequence form
Sequential equilibrium
History and references
Richer Representations: Beyond the Normal and Extensive Forms
Repeated games
Finitely repeated games
Infinitely repeated games
``Bounded rationality": repeated games played by automata
Stochastic games
Definition
Strategies and equilibria
Computing equilibria
Bayesian games
Definition
Strategies and equilibria
Computing equilibria
Ex post equilibrium
Congestion games
Definition
Computing equilibria
Potential games
Nonatomic congestion games
Selfish routing and the price of anarchy
Computationally motivated compact representations
The expected utility problem
Graphical games
Action-graph games
Multiagent influence diagrams
GALA
History and references
Learning and Teaching
Why the subject of ``learning'' is complex
The interaction between learning and teaching
What constitutes learning?
If learning is the answer, what is the question?
Fictitious play
Rational learning
Reinforcement learning
Learning in unknown MDPs
Reinforcement learning in zero-sum stochastic games
Beyond zero-sum stochastic games
Belief-based reinforcement learning
No-regret learning and universal consistency
Targeted learning
Evolutionary learning and other large-population models
The replicator dynamic
Evolutionarily stable strategies
Agent-based simulation and emergent conventions
History and references
Communication
``Doing by talking'' I: cheap talk
``Talking by doing'': signaling games
``Doing by talking'' II: speech-act theory
Speech acts
Rules of conversation
A game-theoretic view of speech acts
Applications
History and references
Aggregating Preferences: Social Choice
Introduction
Example: plurality voting
A formal model
Voting
Voting methods
Voting paradoxes
Existence of social functions
Social welfare functions
Social choice functions
Ranking systems
History and references
Protocols for Strategic Agents: Mechanism Design
Introduction
Example: strategic voting
Example: buying a shortest path
Mechanism design with unrestricted preferences
Implementation
The revelation principle
Impossibility of general, dominant-strategy implementation
Quasilinear preferences
Risk attitudes
Mechanism design in the quasilinear setting
Efficient mechanisms
Groves mechanisms
The VCG mechanism
VCG and individual rationality
VCG and weak budget balance
Drawbacks of VCG
Budget balance and efficiency
The AGV mechanism
Beyond efficiency
What else can be implemented in dominant strategies?
Tractable Groves mechanisms
Computational applications of mechanism design
Task scheduling
Bandwidth allocation in computer networks
Multicast cost sharing
Two-sided matching
Constrained mechanism design
Contracts
Bribes
Mediators
History and references
Protocols for Multiagent Resource Allocation: Auctions
Single-good auctions
Canonical auction families
Auctions as Bayesian mechanisms
Second-price, Japanese, and English auctions
First-price and Dutch auctions
Revenue equivalence
Risk attitudes
Auction variations
``Optimal'' (revenue-maximizing) auctions
Collusion
Interdependent values
Multiunit auctions
Canonical auction families
Single-unit demand
Beyond single-unit demand
Unlimited supply: random sampling auctions
Position auctions
Combinatorial auctions
Simple combinatorial auction mechanisms
The winner determination problem
Expressing a bid: bidding languages
Iterative mechanisms
A tractable mechanism
Exchanges
Two-sided auctions
Prediction markets
History and references
Teams of Selfish Agents: An Introduction to Coalitional Game Theory
Coalitional games with transferable utility
Definition
Examples
Classes of coalitional games
Analyzing coalitional games
The Shapley value
The core
Refining the core: -core, least core, and nucleolus
Compact representations of coalitional games
Weighted majority games and weighted voting games
Weighted graph games
Capturing synergies: a representation for superadditive games
A decomposition approach: multi-issue representation
A logical approach: marginal contribution nets
Further directions
Alternative coalitional game models
Advanced solution concepts
History and references
Logics of Knowledge and Belief
The partition model of knowledge
Muddy children and warring generals
Formalizing intuitions about the partition model
A detour to modal logic
Syntax
Semantics
Axiomatics
Modal logics with multiple modal operators
Remarks about first-order modal logic
S5: An axiomatic theory of the partition model
Common knowledge, and an application to distributed systems
Doing time, and an application to robotics
Termination conditions for motion planning
Coordinating robots
From knowledge to belief
Combining knowledge and belief (and revisiting knowledge)
History and references
Beyond Belief: Probability, Dynamics and Intention
Knowledge and probability
Dynamics of knowledge and belief
Belief revision
Beyond AGM: update, arbitration, fusion, and friends
Theories of belief change: a summary
Logic, games, and coalition logic
Towards a logic of ``intention''
Some preformal intuitions
The road to hell: elements of a formal theory of intention
Group intentions
History and references
Appendices: Technical Background
Probability Theory
Probabilistic models
Axioms of probability theory
Marginal probabilities
Conditional probabilities
Linear and Integer Programming
Linear programs
Integer programs
Markov Decision Problems (MDPs)
The model
Solving known MDPs via value iteration
Classical Logic
Propositional calculus
First-order logic
Bibliography
Index