1,538 research outputs found

    Query Complexity of Approximate Equilibria in Anonymous Games

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    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 O(n1/4)O(n^{-1/4})-approximate Nash equilibrium querying O~(n3/2)\tilde{O}(n^{3/2}) payoffs and runs in time O~(n3/2)\tilde{O}(n^{3/2}). 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 Ω(nlogn)\Omega(n \log{n}) payoffs must be queried in order to find any ϵ\epsilon-well-supported Nash equilibrium, even by randomized algorithms

    Learning Convex Partitions and Computing Game-theoretic Equilibria from Best Response Queries

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    Suppose that an mm-simplex is partitioned into nn convex regions having disjoint interiors and distinct labels, and we may learn the label of any point by querying it. The learning objective is to know, for any point in the simplex, a label that occurs within some distance ϵ\epsilon from that point. We present two algorithms for this task: Constant-Dimension Generalised Binary Search (CD-GBS), which for constant mm uses poly(n,log(1ϵ))poly(n, \log \left( \frac{1}{\epsilon} \right)) queries, and Constant-Region Generalised Binary Search (CR-GBS), which uses CD-GBS as a subroutine and for constant nn uses poly(m,log(1ϵ))poly(m, \log \left( \frac{1}{\epsilon} \right)) queries. We show via Kakutani's fixed-point theorem that these algorithms provide bounds on the best-response query complexity of computing approximate well-supported equilibria of bimatrix games in which one of the players has a constant number of pure strategies. We also partially extend our results to games with multiple players, establishing further query complexity bounds for computing approximate well-supported equilibria in this setting.Comment: 38 pages, 7 figures, second version strengthens lower bound in Theorem 6, adds footnotes with additional comments and fixes typo

    Finding Approximate Nash Equilibria of Bimatrix Games via Payoff Queries

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    We study the deterministic and randomized query complexity of finding approximate equilibria in a k × k bimatrix game. We show that the deterministic query complexity of finding an ϵ-Nash equilibrium when ϵ < ½ is Ω(k2), even in zero-one constant-sum games. In combination with previous results [Fearnley et al. 2013], this provides a complete characterization of the deterministic query complexity of approximate Nash equilibria. We also study randomized querying algorithms. We give a randomized algorithm for finding a (3-√5/2 + ϵ)-Nash equilibrium using O(k.log k/ϵ2) payoff queries, which shows that the ½ barrier for deterministic algorithms can be broken by randomization. For well-supported Nash equilibria (WSNE), we first give a randomized algorithm for finding an ϵ-WSNE of a zero-sum bimatrix game using O(k.log k/ϵ4) payoff queries, and we then use this to obtain a randomized algorithm for finding a (⅔ + ϵ)-WSNE in a general bimatrix game using O(k.log k/ϵ4) payoff queries. Finally, we initiate the study of lower bounds against randomized algorithms in the context of bimatrix games, by showing that randomized algorithms require Ω(k2) payoff queries in order to find an ϵ-Nash equilibrium with ϵ < 1/4k, even in zero-one constant-sum games. In particular, this rules out query-efficient randomized algorithms for finding exact Nash equilibria

    Distributed Methods for Computing Approximate Equilibria

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    We present a new, distributed method to compute approximate Nash equilibria in bimatrix games. In contrast to previous approaches that analyze the two payoff matrices at the same time (for example, by solving a single LP that combines the two players payoffs), our algorithm first solves two independent LPs, each of which is derived from one of the two payoff matrices, and then compute approximate Nash equilibria using only limited communication between the players. Our method has several applications for improved bounds for efficient computations of approximate Nash equilibria in bimatrix games. First, it yields a best polynomial-time algorithm for computing \emph{approximate well-supported Nash equilibria (WSNE)}, which guarantees to find a 0.6528-WSNE in polynomial time. Furthermore, since our algorithm solves the two LPs separately, it can be used to improve upon the best known algorithms in the limited communication setting: the algorithm can be implemented to obtain a randomized expected-polynomial-time algorithm that uses poly-logarithmic communication and finds a 0.6528-WSNE. The algorithm can also be carried out to beat the best known bound in the query complexity setting, requiring O(nlogn)O(n \log n) payoff queries to compute a 0.6528-WSNE. Finally, our approach can also be adapted to provide the best known communication efficient algorithm for computing \emph{approximate Nash equilibria}: it uses poly-logarithmic communication to find a 0.382-approximate Nash equilibrium

    The Query Complexity of Correlated Equilibria

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    We consider the complexity of finding a correlated equilibrium of an nn-player game in a model that allows the algorithm to make queries on players' payoffs at pure strategy profiles. Randomized regret-based dynamics are known to yield an approximate correlated equilibrium efficiently, namely, in time that is polynomial in the number of players nn. Here we show that both randomization and approximation are necessary: no efficient deterministic algorithm can reach even an approximate correlated equilibrium, and no efficient randomized algorithm can reach an exact correlated equilibrium. The results are obtained by bounding from below the number of payoff queries that are needed

    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

    Query Complexity of Approximate Nash Equilibria

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    We study the query complexity of approximate notions of Nash equilibrium in games with a large number of players nn. Our main result states that for nn-player binary-action games and for constant ε\varepsilon, the query complexity of an ε\varepsilon-well-supported Nash equilibrium is exponential in nn. One of the consequences of this result is an exponential lower bound on the rate of convergence of adaptive dynamics to approxiamte Nash equilibrium

    Towards Characterizing the First-order Query Complexity of Learning (Approximate) Nash Equilibria in Zero-sum Matrix Games

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    In the first-order query model for zero-sum K×KK\times K matrix games, players observe the expected pay-offs for all their possible actions under the randomized action played by their opponent. This classical model has received renewed interest after the discovery by Rakhlin and Sridharan that ϵ\epsilon-approximate Nash equilibria can be computed efficiently from O(lnKϵ)O(\frac{\ln K}{\epsilon}) instead of O(lnKϵ2)O(\frac{\ln K}{\epsilon^2}) queries. Surprisingly, the optimal number of such queries, as a function of both ϵ\epsilon and KK, is not known. We make progress on this question on two fronts. First, we fully characterise the query complexity of learning exact equilibria (ϵ=0\epsilon=0), by showing that they require a number of queries that is linear in KK, which means that it is essentially as hard as querying the whole matrix, which can also be done with KK queries. Second, for ϵ>0\epsilon > 0, the current query complexity upper bound stands at O(min(ln(K)ϵ,K))O(\min(\frac{\ln(K)}{\epsilon} , K)). We argue that, unfortunately, obtaining a matching lower bound is not possible with existing techniques: we prove that no lower bound can be derived by constructing hard matrices whose entries take values in a known countable set, because such matrices can be fully identified by a single query. This rules out, for instance, reducing to an optimization problem over the hypercube by encoding it as a binary payoff matrix. We then introduce a new technique for lower bounds, which allows us to obtain lower bounds of order Ω~(log(1Kϵ)\tilde\Omega(\log(\frac{1}{K\epsilon}) for any ϵ1/(cK4)\epsilon \leq 1 / (cK^4), where cc is a constant independent of KK. We further discuss possible future directions to improve on our techniques in order to close the gap with the upper bounds
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