258 research outputs found

    Approximate well-supported Nash equilibria in symmetric bimatrix games

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    The ε\varepsilon-well-supported Nash equilibrium is a strong notion of approximation of a Nash equilibrium, where no player has an incentive greater than ε\varepsilon to deviate from any of the pure strategies that she uses in her mixed strategy. The smallest constant ε\varepsilon currently known for which there is a polynomial-time algorithm that computes an ε\varepsilon-well-supported Nash equilibrium in bimatrix games is slightly below 2/32/3. In this paper we study this problem for symmetric bimatrix games and we provide a polynomial-time algorithm that gives a (1/2+δ)(1/2+\delta)-well-supported Nash equilibrium, for an arbitrarily small positive constant δ\delta

    Constant Rank Bimatrix Games are PPAD-hard

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    The rank of a bimatrix game (A,B) is defined as rank(A+B). Computing a Nash equilibrium (NE) of a rank-00, i.e., zero-sum game is equivalent to linear programming (von Neumann'28, Dantzig'51). In 2005, Kannan and Theobald gave an FPTAS for constant rank games, and asked if there exists a polynomial time algorithm to compute an exact NE. Adsul et al. (2011) answered this question affirmatively for rank-11 games, leaving rank-2 and beyond unresolved. In this paper we show that NE computation in games with rank ≥3\ge 3, is PPAD-hard, settling a decade long open problem. Interestingly, this is the first instance that a problem with an FPTAS turns out to be PPAD-hard. Our reduction bypasses graphical games and game gadgets, and provides a simpler proof of PPAD-hardness for NE computation in bimatrix games. In addition, we get: * An equivalence between 2D-Linear-FIXP and PPAD, improving a result by Etessami and Yannakakis (2007) on equivalence between Linear-FIXP and PPAD. * NE computation in a bimatrix game with convex set of Nash equilibria is as hard as solving a simple stochastic game. * Computing a symmetric NE of a symmetric bimatrix game with rank ≥6\ge 6 is PPAD-hard. * Computing a (1/poly(n))-approximate fixed-point of a (Linear-FIXP) piecewise-linear function is PPAD-hard. The status of rank-22 games remains unresolved

    An Empirical Study of Finding Approximate Equilibria in Bimatrix Games

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    While there have been a number of studies about the efficacy of methods to find exact Nash equilibria in bimatrix games, there has been little empirical work on finding approximate Nash equilibria. Here we provide such a study that compares a number of approximation methods and exact methods. In particular, we explore the trade-off between the quality of approximate equilibrium and the required running time to find one. We found that the existing library GAMUT, which has been the de facto standard that has been used to test exact methods, is insufficient as a test bed for approximation methods since many of its games have pure equilibria or other easy-to-find good approximate equilibria. We extend the breadth and depth of our study by including new interesting families of bimatrix games, and studying bimatrix games upto size 2000×20002000 \times 2000. Finally, we provide new close-to-worst-case examples for the best-performing algorithms for finding approximate Nash equilibria

    Computing Approximate Nash Equilibria in Polymatrix Games

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    In an ϵ\epsilon-Nash equilibrium, a player can gain at most ϵ\epsilon by unilaterally changing his behaviour. For two-player (bimatrix) games with payoffs in [0,1][0,1], the best-knownϵ\epsilon achievable in polynomial time is 0.3393. In general, for nn-player games an ϵ\epsilon-Nash equilibrium can be computed in polynomial time for an ϵ\epsilon that is an increasing function of nn but does not depend on the number of strategies of the players. For three-player and four-player games the corresponding values of ϵ\epsilon are 0.6022 and 0.7153, respectively. Polymatrix games are a restriction of general nn-player games where a player's payoff is the sum of payoffs from a number of bimatrix games. There exists a very small but constant ϵ\epsilon such that computing an ϵ\epsilon-Nash equilibrium of a polymatrix game is \PPAD-hard. Our main result is that a (0.5+δ)(0.5+\delta)-Nash equilibrium of an nn-player polymatrix game can be computed in time polynomial in the input size and 1δ\frac{1}{\delta}. Inspired by the algorithm of Tsaknakis and Spirakis, our algorithm uses gradient descent on the maximum regret of the players. We also show that this algorithm can be applied to efficiently find a (0.5+δ)(0.5+\delta)-Nash equilibrium in a two-player Bayesian game

    Approximate Well-supported Nash Equilibria below Two-thirds

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    In an epsilon-Nash equilibrium, a player can gain at most epsilon by changing his behaviour. Recent work has addressed the question of how best to compute epsilon-Nash equilibria, and for what values of epsilon a polynomial-time algorithm exists. An epsilon-well-supported Nash equilibrium (epsilon-WSNE) has the additional requirement that any strategy that is used with non-zero probability by a player must have payoff at most epsilon less than the best response. A recent algorithm of Kontogiannis and Spirakis shows how to compute a 2/3-WSNE in polynomial time, for bimatrix games. Here we introduce a new technique that leads to an improvement to the worst-case approximation guarantee

    On the Complexity of Nash Equilibria in Anonymous Games

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    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
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