8 research outputs found
Sparse Covers for Sums of Indicators
For all , we show that the set of Poisson Binomial
distributions on variables admits a proper -cover in total
variation distance of size ,
which can also be computed in polynomial time. We discuss the implications of
our construction for approximation algorithms and the computation of
approximate Nash equilibria in anonymous games.Comment: PTRF, to appea
Discretized Multinomial Distributions and Nash Equilibria in Anonymous Games
We show that there is a polynomial-time approximation scheme for computing
Nash equilibria in anonymous games with any fixed number of strategies (a very
broad and important class of games), extending the two-strategy result of
Daskalakis and Papadimitriou 2007. The approximation guarantee follows from a
probabilistic result of more general interest: The distribution of the sum of n
independent unit vectors with values ranging over {e1, e2, ...,ek}, where ei is
the unit vector along dimension i of the k-dimensional Euclidean space, can be
approximated by the distribution of the sum of another set of independent unit
vectors whose probabilities of obtaining each value are multiples of 1/z for
some integer z, and so that the variational distance of the two distributions
is at most eps, where eps is bounded by an inverse polynomial in z and a
function of k, but with no dependence on n. Our probabilistic result specifies
the construction of a surprisingly sparse eps-cover -- under the total
variation distance -- of the set of distributions of sums of independent unit
vectors, which is of interest on its own right.Comment: In the 49th Annual IEEE Symposium on Foundations of Computer Science,
FOCS 200
On the Complexity of Nash Equilibria in Anonymous Games
We show that the problem of finding an {\epsilon}-approximate Nash
equilibrium in an anonymous game with seven pure strategies is complete in
PPAD, when the approximation parameter {\epsilon} is exponentially small in the
number of players.Comment: full versio
Query Complexity of Approximate Equilibria in Anonymous Games
We study the computation of equilibria of anonymous games, via algorithms
that may proceed via a sequence of adaptive queries to the game's payoff
function, assumed to be unknown initially. The general topic we consider is
\emph{query complexity}, that is, how many queries are necessary or sufficient
to compute an exact or approximate Nash equilibrium.
We show that exact equilibria cannot be found via query-efficient algorithms.
We also give an example of a 2-strategy, 3-player anonymous game that does not
have any exact Nash equilibrium in rational numbers. However, more positive
query-complexity bounds are attainable if either further symmetries of the
utility functions are assumed or we focus on approximate equilibria. We
investigate four sub-classes of anonymous games previously considered by
\cite{bfh09, dp14}.
Our main result is a new randomized query-efficient algorithm that finds a
-approximate Nash equilibrium querying
payoffs and runs in time . This improves on the running
time of pre-existing algorithms for approximate equilibria of anonymous games,
and is the first one to obtain an inverse polynomial approximation in
poly-time. We also show how this can be utilized as an efficient
polynomial-time approximation scheme (PTAS). Furthermore, we prove that
payoffs must be queried in order to find any
-well-supported Nash equilibrium, even by randomized algorithms
Learning Poisson Binomial Distributions
We consider a basic problem in unsupervised learning: learning an unknown
\emph{Poisson Binomial Distribution}. A Poisson Binomial Distribution (PBD)
over is the distribution of a sum of independent
Bernoulli random variables which may have arbitrary, potentially non-equal,
expectations. These distributions were first studied by S. Poisson in 1837
\cite{Poisson:37} and are a natural -parameter generalization of the
familiar Binomial Distribution. Surprisingly, prior to our work this basic
learning problem was poorly understood, and known results for it were far from
optimal.
We essentially settle the complexity of the learning problem for this basic
class of distributions. As our first main result we give a highly efficient
algorithm which learns to \eps-accuracy (with respect to the total variation
distance) using \tilde{O}(1/\eps^3) samples \emph{independent of }. The
running time of the algorithm is \emph{quasilinear} in the size of its input
data, i.e., \tilde{O}(\log(n)/\eps^3) bit-operations. (Observe that each draw
from the distribution is a -bit string.) Our second main result is a
{\em proper} learning algorithm that learns to \eps-accuracy using
\tilde{O}(1/\eps^2) samples, and runs in time (1/\eps)^{\poly (\log
(1/\eps))} \cdot \log n. This is nearly optimal, since any algorithm {for this
problem} must use \Omega(1/\eps^2) samples. We also give positive and
negative results for some extensions of this learning problem to weighted sums
of independent Bernoulli random variables.Comment: Revised full version. Improved sample complexity bound of O~(1/eps^2
An Empirical Study on Computation of Exact and Approximate Equilibria
The computation of Nash equilibria is one of the central topics in game theory, which has received much attention from a theoretical point of view. Studies have shown that the problem of finding a Nash equilibrium is PPAD-complete, which implies that we are unlikely to find a polynomial-time algorithm for this problem. Naturally, this has led to a line of work studying the complexity of finding approximate Nash equilibria. This thesis examines the computation of such approximate Nash equilibria within several classes of games from an empirical perspective. In this thesis, we address the computation of approximate Nash equilibria in bimatrix and polymatrix games. For both of these game classes, we provide a library of implementations of algorithms for the computation of exact and approximate Nash equilibria, as well as a suite of game generators which were used as a base for our empirical analysis of the algorithms. We investigate the trade-off between quality of approximation produced by the algorithms and the expected runtime. We provide some insight into the inner workings of the state-of-the-art algorithm for computing ε-Nash equilibria, presenting worst-case examples found for our provided suite of game generators. We then show lower bounds on these algorithms. In the case of polymatrix games, we generate this lower bound from a real-world application of game theory. For bimatrix games, we provide a robust means of generating lower bounds for approximation algorithms with the use of genetic algorithms