6 research outputs found
Computing Approximate Nash Equilibria in Polymatrix Games
In an -Nash equilibrium, a player can gain at most by
unilaterally changing his behaviour. For two-player (bimatrix) games with
payoffs in , the best-known achievable in polynomial time is
0.3393. In general, for -player games an -Nash equilibrium can be
computed in polynomial time for an that is an increasing function of
but does not depend on the number of strategies of the players. For
three-player and four-player games the corresponding values of are
0.6022 and 0.7153, respectively. Polymatrix games are a restriction of general
-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 such that
computing an -Nash equilibrium of a polymatrix game is \PPAD-hard.
Our main result is that a -Nash equilibrium of an -player
polymatrix game can be computed in time polynomial in the input size and
. 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
-Nash equilibrium in a two-player Bayesian game
Networks of Complements
We consider a network of sellers, each selling a single product, where the
graph structure represents pair-wise complementarities between products. We
study how the network structure affects revenue and social welfare of
equilibria of the pricing game between the sellers. We prove positive and
negative results, both of "Price of Anarchy" and of "Price of Stability" type,
for special families of graphs (paths, cycles) as well as more general ones
(trees, graphs). We describe best-reply dynamics that converge to non-trivial
equilibrium in several families of graphs, and we use these dynamics to prove
the existence of approximately-efficient equilibria.Comment: An extended abstract will appear in ICALP 201
Efficient Algorithms for Computing Approximate Equilibria in Bimatrix, Polymatrix and Lipschitz Games
In this thesis, we study the problem of computing approximate equilibria in several classes of games. In particular, we study approximate Nash equilibria and approximate well-supported Nash equilibria in polymatrix and bimatrix games and approximate equilibria in Lipschitz games, penalty games and biased games. We construct algorithms for computing approximate equilibria that beat the cur- rent best algorithms for these problems. In Chapter 3, we present a 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 computes an approximate Nash equilibrium using only limited communication between the players. In Chapter 4, we present an algorithm that, for every δ in the range 0 < δ ≤ 0.5, finds a (0.5+δ)-Nash equilibrium of a polymatrix game in time polynomial in the input size and 1 . Note that our approximation guarantee does not depend on δ the number of players, a property that was not previously known to be achievable for polymatrix games, and still cannot be achieved for general strategic-form games. In Chapter 5, we present an approximation-preserving reduction from the problem of computing an approximate Bayesian Nash equilibrium (ε-BNE) for a two-player Bayesian game to the problem of computing an ε-NE of a polymatrix game and thus show that the algorithm of Chapter 4 can be applied to two-player Bayesian games. Furthermore, we provide a simple polynomial-time algorithm for computing a 0.5-BNE. In Chapter 5, we study games with non-linear utility functions for the players. Our key insight is that Lipschitz continuity of the utility function allows us to provide algorithms for finding approximate equilibria in these games. We begin by studying Lipschitz games, which encompass, for example, all concave games with Lipschitz continuous payoff functions. We provide an efficient algorithm for computing approximate equilibria in these games. Then we turn our attention to penalty games, which encompass biased games and games in which players take risk into account. Here we show that if the penalty function is Lipschitz continuous, then we can provide a quasi-polynomial time approximation scheme. Finally, we study distance biased games, where we present simple strongly poly- nomial time algorithms for finding best responses in L1, L2, and L∞ biased games, and then use these algorithms to provide strongly polynomial algorithms that find 2/3, 5/7, and 2/3 approximations for these norms, respectively