128 research outputs found

    Equilibria, Fixed Points, and Complexity Classes

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    Many models from a variety of areas involve the computation of an equilibrium or fixed point of some kind. Examples include Nash equilibria in games; market equilibria; computing optimal strategies and the values of competitive games (stochastic and other games); stable configurations of neural networks; analysing basic stochastic models for evolution like branching processes and for language like stochastic context-free grammars; and models that incorporate the basic primitives of probability and recursion like recursive Markov chains. It is not known whether these problems can be solved in polynomial time. There are certain common computational principles underlying different types of equilibria, which are captured by the complexity classes PLS, PPAD, and FIXP. Representative complete problems for these classes are respectively, pure Nash equilibria in games where they are guaranteed to exist, (mixed) Nash equilibria in 2-player normal form games, and (mixed) Nash equilibria in normal form games with 3 (or more) players. This paper reviews the underlying computational principles and the corresponding classes

    The Complexity of the Homotopy Method, Equilibrium Selection, and Lemke-Howson Solutions

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    We show that the widely used homotopy method for solving fixpoint problems, as well as the Harsanyi-Selten equilibrium selection process for games, are PSPACE-complete to implement. Extending our result for the Harsanyi-Selten process, we show that several other homotopy-based algorithms for finding equilibria of games are also PSPACE-complete to implement. A further application of our techniques yields the result that it is PSPACE-complete to compute any of the equilibria that could be found via the classical Lemke-Howson algorithm, a complexity-theoretic strengthening of the result in [Savani and von Stengel]. These results show that our techniques can be widely applied and suggest that the PSPACE-completeness of implementing homotopy methods is a general principle.Comment: 23 pages, 1 figure; to appear in FOCS 2011 conferenc

    Complexity Theory, Game Theory, and Economics: The Barbados Lectures

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    This document collects the lecture notes from my mini-course "Complexity Theory, Game Theory, and Economics," taught at the Bellairs Research Institute of McGill University, Holetown, Barbados, February 19--23, 2017, as the 29th McGill Invitational Workshop on Computational Complexity. The goal of this mini-course is twofold: (i) to explain how complexity theory has helped illuminate several barriers in economics and game theory; and (ii) to illustrate how game-theoretic questions have led to new and interesting complexity theory, including recent several breakthroughs. It consists of two five-lecture sequences: the Solar Lectures, focusing on the communication and computational complexity of computing equilibria; and the Lunar Lectures, focusing on applications of complexity theory in game theory and economics. No background in game theory is assumed.Comment: Revised v2 from December 2019 corrects some errors in and adds some recent citations to v1 Revised v3 corrects a few typos in v

    Separable and Low-Rank Continuous Games

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    In this paper, we study nonzero-sum separable games, which are continuous games whose payoffs take a sum-of-products form. Included in this subclass are all finite games and polynomial games. We investigate the structure of equilibria in separable games. We show that these games admit finitely supported Nash equilibria. Motivated by the bounds on the supports of mixed equilibria in two-player finite games in terms of the ranks of the payoff matrices, we define the notion of the rank of an n-player continuous game and use this to provide bounds on the cardinality of the support of equilibrium strategies. We present a general characterization theorem that states that a continuous game has finite rank if and only if it is separable. Using our rank results, we present an efficient algorithm for computing approximate equilibria of two-player separable games with fixed strategy spaces in time polynomial in the rank of the game

    On the Complexity of Equilibrium Computation in First-Price Auctions

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    PPP-Completeness with Connections to Cryptography

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    Polynomial Pigeonhole Principle (PPP) is an important subclass of TFNP with profound connections to the complexity of the fundamental cryptographic primitives: collision-resistant hash functions and one-way permutations. In contrast to most of the other subclasses of TFNP, no complete problem is known for PPP. Our work identifies the first PPP-complete problem without any circuit or Turing Machine given explicitly in the input, and thus we answer a longstanding open question from [Papadimitriou1994]. Specifically, we show that constrained-SIS (cSIS), a generalized version of the well-known Short Integer Solution problem (SIS) from lattice-based cryptography, is PPP-complete. In order to give intuition behind our reduction for constrained-SIS, we identify another PPP-complete problem with a circuit in the input but closely related to lattice problems. We call this problem BLICHFELDT and it is the computational problem associated with Blichfeldt's fundamental theorem in the theory of lattices. Building on the inherent connection of PPP with collision-resistant hash functions, we use our completeness result to construct the first natural hash function family that captures the hardness of all collision-resistant hash functions in a worst-case sense, i.e. it is natural and universal in the worst-case. The close resemblance of our hash function family with SIS, leads us to the first candidate collision-resistant hash function that is both natural and universal in an average-case sense. Finally, our results enrich our understanding of the connections between PPP, lattice problems and other concrete cryptographic assumptions, such as the discrete logarithm problem over general groups
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