698 research outputs found

    Logarithmic Query Complexity for Approximate Nash Computation in Large Games

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    We investigate the problem of equilibrium computation for “large” n-player games. Large games have a Lipschitz-type property that no single player’s utility is greatly affected by any other individual player’s actions. In this paper, we mostly focus on the case where any change of strategy by a player causes other players’ payoffs to change by at most 1 n . We study algorithms having query access to the game’s payoff function, aiming to find Δ-Nash equilibria. We seek algorithms that obtain Δ as small as possible, in time polynomial in n. Our main result is a randomised algorithm that achieves Δ approaching 1 8 for 2-strategy games in a completely uncoupled setting, where each player observes her own payoff to a query, and adjusts her behaviour independently of other players’ payoffs/actions. O(log n) rounds/queries are required. We also show how to obtain a slight improvement over 1 8 , by introducing a small amount of communication between the players. Finally, we give extension of our results to large games with more than two strategies per player, and alternative largeness parameters

    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(n−1/4)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(nlog⁥n)\Omega(n \log{n}) payoffs must be queried in order to find any Ï”\epsilon-well-supported Nash equilibrium, even by randomized algorithms

    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

    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

    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 Ï”\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⁥(1Ï”))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⁥(1Ï”))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

    Lower bounds for the query complexity of equilibria in Lipschitz games

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    Nearly a decade ago, Azrieli and Shmaya introduced the class of λ-Lipschitz games in which every player's payoff function is λ-Lipschitz with respect to the actions of the other players. They showed that such games admit Ï”-approximate pure Nash equilibria for certain settings of Ï” and λ. They left open, however, the question of how hard it is to find such an equilibrium. In this work, we develop a query-efficient reduction from more general games to Lipschitz games. We use this reduction to show a query lower bound for any randomized algorithm finding Ï”-approximate pure Nash equilibria of n-player, binary-action, λ-Lipschitz games that is exponential in nλ/Ï”. In addition, we introduce “Multi-Lipschitz games,” a generalization involving player-specific Lipschitz values, and provide a reduction from finding equilibria of these games to finding equilibria of Lipschitz games, showing that the value of interest is the average of the individual Lipschitz parameters. Finally, we provide an exponential lower bound on the deterministic query complexity of finding Ï”-approximate Nash equilibria of n-player, m-action, λ-Lipschitz games for strong values of Ï”, motivating the consideration of explicitly randomized algorithms in the above results

    The complexity of solution concepts in Lipschitz games

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    Nearly a decade ago, Azrieli and Shmaya introduced the class of λ-Lipschitz games in which every player’s payoff function is λ-Lipschitz with respect to the actions of the other players. They showed via the probabilistic method that n-player Lipschitz games with m strategies per player have pure -approximate Nash equilibria, for ≄ λ√8n log(2mn). They left open, however, the question of how hard it is to find such an equilibrium. In this work, we develop an efficient reduction from more general games to Lipschitz games. We use this reduction to study both the query and computational complexity of algorithms finding λ-approximate pure Nash equilibria of λ-Lipschitz games and related classes. We show a query lower bound exponential in nλ/ against randomized algorithms finding - approximatepure Nash equilibria of n-player, λ-Lipschitz games. We additionally present the first PPAD-completeness result for finding pure Nash equilibria in a class of finite, non-Bayesian games (we show this for λ-Lipschitz polymatrix games for suitable pairs of values and λ) in which both the proof of PPAD-hardness and the proof of containment in PPAD require novel approaches (in fact, our approach implies containment in PPAD for any class of Lipschitz games in which payoffs from mixed-strategy profiles can be deterministically computed), and present a definition of “randomized PPAD”. We define and subsequently analyze the class of “Multi-Lipschitz games”, a generalization of Lipschitz games involving player-specific Lipschitz parameters in which the value of interest appears to be the average of the individual Lipschitz parameters. We discuss a dichotomy of the deterministic query complexity of finding -approximate Nash equilibria of general games and, subsequently, a query lower bound for λ-Lipschitz games in which any non-trivial value of requires exponentially-many queries to achieve. We examine which parts of this extend to the concepts of approximate correlated and coarse correlated equilibria, and in the process generalize the edge-isoperimetric inequalities to generalizations of the hypercube. Finally, we improve the block update algorithm presented by Goldberg and Marmolejo to break the potential boundary of a 0.75-approximation factor, presenting a randomized algorithm achieving a 0.7368-approximate Nash equilibrium making polynomially-many profile queries of an n-player 1/n−1 -Lipschitz game with an unbounded number of actions
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