You Can't Always Get What You Want: Games of Ordered Preference

We study noncooperative games, in which each player's objective is composed of a sequence of ordered—and potentially conflicting—preferences. Problems of this type naturally model a wide variety of scenarios: for example, drivers at a busy intersection must balance the desire to make forward progress with the risk of collision. Mathematically, these problems possess a nested structure, and to behave properly players must prioritize their most important preference, and only consider less important preferences to the extent that they do not compromise performance on more important ones. We consider multi-agent, noncooperative variants of these problems, and seek generalized Nash equilibria in which each player's decision reflects both its hierarchy of preferences <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">and</i> other players' actions. We make two key contributions. First, we develop a recursive approach for deriving the first-order optimality conditions of each player's nested problem. Second, we propose a sequence of increasingly tight relaxations, each of which can be transcribed as a mixed complementarity problem and solved via existing methods. Experimental results demonstrate that our approach reliably converges to equilibrium solutions that strictly reflect players' individual ordered preferences.

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Publication Details

Journal
IEEE Robotics and Automation Letters
Published
2025-05-30
DOI
https://doi.org/10.1109/lra.2025.3575324
Citations
1
Primary Topic
Game Theory and Applications
Type
article
Field-Weighted Citation Impact
2.11
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article

You Can't Always Get What You Want: Games of Ordered Preference

Lasse Peters, David Fridovich-Keil, Dong Ho Lee
1 citations
IEEE Robotics and Automation Letters
Game Theory and Applications
2.11
article

You Can't Always Get What You Want: Games of Ordered Preference

Lasse Peters, David Fridovich-Keil, Dong Ho Lee
article en
1 citations

Abstract

We study noncooperative games, in which each player's objective is composed of a sequence of ordered—and potentially conflicting—preferences. Problems of this type naturally model a wide variety of scenarios: for example, drivers at a busy intersection must balance the desire to make forward progress with the risk of collision. Mathematically, these problems possess a nested structure, and to behave properly players must prioritize their most important preference, and only consider less important preferences to the extent that they do not compromise performance on more important ones. We consider multi-agent, noncooperative variants of these problems, and seek generalized Nash equilibria in which each player's decision reflects both its hierarchy of preferences <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">and</i> other players' actions. We make two key contributions. First, we develop a recursive approach for deriving the first-order optimality conditions of each player's nested problem. Second, we propose a sequence of increasingly tight relaxations, each of which can be transcribed as a mixed complementarity problem and solved via existing methods. Experimental results demonstrate that our approach reliably converges to equilibrium solutions that strictly reflect players' individual ordered preferences.

IEEE Robotics and Automation LettersVol. 10(7)
The University of Texas at Austin (US), Delft University of Technology (NL)
Openalex Percentile: Top 13%
Game Theory and Applications
2.11
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