Priority Coordination Games: Hodge Decomposition and a Sharp Design Limit

📅 2026-10-05
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🤖 AI Summary
This study addresses the limitation that potential game approximations in decentralized priority coordination neglect non-conservative incentive components. By leveraging Hodge decomposition to analyze coordination games, this work quantifies the harmonic components unaccounted for by potential functions and evaluates their impact on steady-state probability currents and entropy production rates, integrating graph-theoretic conflict modeling with log-linear learning dynamics. The primary contribution is the first derivation of a closed-form solution for harmonic energy under linear payoffs. Furthermore, it establishes an error lower bound of 1/(d_max+1) for optimal common-objective models—yielding exactly 1/5 for an eight-vehicle intersection—and proves that the approximation error for non-constant rank payoffs in complete graphs is at least 1/N. These findings demonstrate that such deviations are fundamentally irreducible within mechanism design.
📝 Abstract
In decentralised priority coordination, agents announce priority levels and a shared resource serves them in decreasing order, as at an unsignalised intersection; the levels form the decision layer of a hierarchical controller. Such interactions are routinely replaced by a potential game, i.e.\ by a common objective, for analysis and design. This paper determines what that surrogate misses, using the Hodge decomposition of the incentives into a potential component, which a common objective can represent, and a harmonic component, which it cannot. For the linear payoff, both components are obtained in closed form on every conflict graph and for every deterministic tie-breaking protocol: in common units, the harmonic energy is the number of conflicts and the potential energy adds the number of adjacent pairs of conflicts. Consequently, for every rationality parameter, the best common-objective model of the agents'choice log-odds, weighted uniformly over unilateral moves, has a relative squared error of at least $1/(d_{\max}+1)$, where $d_{\max}$ is the largest number of conflicts of one agent; for an eight-vehicle intersection it is exactly one fifth, for any number of priority levels. Invisible to strict-improvement dynamics, the missed component is, under low-rationality log-linear learning with uniform revision and to leading order, the stationary probability current, and its energy sets the entropy-production rate. Payoff design cannot remove it: on the complete conflict graph of $N$ agents, under a total-order protocol and with at least three priority levels, every nonconstant rank-based payoff leaves a relative error of at least $1/N$, with equality exactly for affine payoffs.
Problem

Research questions and friction points this paper is trying to address.

Priority Coordination Games
Hodge Decomposition
Potential Games
Harmonic Component
Payoff Design
Innovation

Methods, ideas, or system contributions that make the work stand out.

Hodge decomposition
Priority coordination games
Potential games
Entropy production rate
Payoff design limit
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