176 research outputs found

    Efficient Decomposition of Bimatrix Games (Extended Abstract)

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    Exploiting the algebraic structure of the set of bimatrix games, a divide-and-conquer algorithm for finding Nash equilibria is proposed. The algorithm is fixed-parameter tractable with the size of the largest irreducible component of a game as parameter. An implementation of the algorithm is shown to yield a significant performance increase on inputs with small parameters.Comment: In Proceedings SR 2014, arXiv:1404.041

    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 Computability of Equilibria in Markets with Production

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    Although production is an integral part of the Arrow-Debreu market model, most of the work in theoretical computer science has so far concentrated on markets without production, i.e., the exchange economy. This paper takes a significant step towards understanding computational aspects of markets with production. We first define the notion of separable, piecewise-linear concave (SPLC) production by analogy with SPLC utility functions. We then obtain a linear complementarity problem (LCP) formulation that captures exactly the set of equilibria for Arrow-Debreu markets with SPLC utilities and SPLC production, and we give a complementary pivot algorithm for finding an equilibrium. This settles a question asked by Eaves in 1975 of extending his complementary pivot algorithm to markets with production. Since this is a path-following algorithm, we obtain a proof of membership of this problem in PPAD, using Todd, 1976. We also obtain an elementary proof of existence of equilibrium (i.e., without using a fixed point theorem), rationality, and oddness of the number of equilibria. We further give a proof of PPAD-hardness for this problem and also for its restriction to markets with linear utilities and SPLC production. Experiments show that our algorithm runs fast on randomly chosen examples, and unlike previous approaches, it does not suffer from issues of numerical instability. Additionally, it is strongly polynomial when the number of goods or the number of agents and firms is constant. This extends the result of Devanur and Kannan (2008) to markets with production. Finally, we show that an LCP-based approach cannot be extended to PLC (non-separable) production, by constructing an example which has only irrational equilibria.Comment: An extended abstract will appear in SODA 201

    On Sparse Discretization for Graphical Games

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    This short paper concerns discretization schemes for representing and computing approximate Nash equilibria, with emphasis on graphical games, but briefly touching on normal-form and poly-matrix games. The main technical contribution is a representation theorem that informally states that to account for every exact Nash equilibrium using a nearby approximate Nash equilibrium on a grid over mixed strategies, a uniform discretization size linear on the inverse of the approximation quality and natural game-representation parameters suffices. For graphical games, under natural conditions, the discretization is logarithmic in the game-representation size, a substantial improvement over the linear dependency previously required. The paper has five other objectives: (1) given the venue, to highlight the important, but often ignored, role that work on constraint networks in AI has in simplifying the derivation and analysis of algorithms for computing approximate Nash equilibria; (2) to summarize the state-of-the-art on computing approximate Nash equilibria, with emphasis on relevance to graphical games; (3) to help clarify the distinction between sparse-discretization and sparse-support techniques; (4) to illustrate and advocate for the deliberate mathematical simplicity of the formal proof of the representation theorem; and (5) to list and discuss important open problems, emphasizing graphical-game generalizations, which the AI community is most suitable to solve.Comment: 30 pages. Original research note drafted in Dec. 2002 and posted online Spring'03 (http://www.cis.upenn. edu/~mkearns/teaching/cgt/revised_approx_bnd.pdf) as part of a course on computational game theory taught by Prof. Michael Kearns at the University of Pennsylvania; First major revision sent to WINE'10; Current version sent to JAIR on April 25, 201
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