441 research outputs found

    Discretized Multinomial Distributions and Nash Equilibria in Anonymous Games

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    We show that there is a polynomial-time approximation scheme for computing Nash equilibria in anonymous games with any fixed number of strategies (a very broad and important class of games), extending the two-strategy result of Daskalakis and Papadimitriou 2007. The approximation guarantee follows from a probabilistic result of more general interest: The distribution of the sum of n independent unit vectors with values ranging over {e1, e2, ...,ek}, where ei is the unit vector along dimension i of the k-dimensional Euclidean space, can be approximated by the distribution of the sum of another set of independent unit vectors whose probabilities of obtaining each value are multiples of 1/z for some integer z, and so that the variational distance of the two distributions is at most eps, where eps is bounded by an inverse polynomial in z and a function of k, but with no dependence on n. Our probabilistic result specifies the construction of a surprisingly sparse eps-cover -- under the total variation distance -- of the set of distributions of sums of independent unit vectors, which is of interest on its own right.Comment: In the 49th Annual IEEE Symposium on Foundations of Computer Science, FOCS 200

    Connectivity and equilibrium in random games

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    We study how the structure of the interaction graph of a game affects the existence of pure Nash equilibria. In particular, for a fixed interaction graph, we are interested in whether there are pure Nash equilibria arising when random utility tables are assigned to the players. We provide conditions for the structure of the graph under which equilibria are likely to exist and complementary conditions which make the existence of equilibria highly unlikely. Our results have immediate implications for many deterministic graphs and generalize known results for random games on the complete graph. In particular, our results imply that the probability that bounded degree graphs have pure Nash equilibria is exponentially small in the size of the graph and yield a simple algorithm that finds small nonexistence certificates for a large family of graphs. Then we show that in any strongly connected graph of n vertices with expansion (1+Ω(1))log2(n)(1+\Omega(1))\log_2(n) the distribution of the number of equilibria approaches the Poisson distribution with parameter 1, asymptotically as n+n \to +\infty.Comment: Published in at http://dx.doi.org/10.1214/10-AAP715 the Annals of Applied Probability (http://www.imstat.org/aap/) by the Institute of Mathematical Statistics (http://www.imstat.org

    Approximating Nash Equilibria in Tree Polymatrix Games

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    We develop a quasi-polynomial time Las Vegas algorithm for approximating Nash equilibria in polymatrix games over trees, under a mild renormalizing assumption. Our result, in particular, leads to an expected polynomial-time algorithm for computing approximate Nash equilibria of tree polymatrix games in which the number of actions per player is a fixed constant. Further, for trees with constant degree, the running time of the algorithm matches the best known upper bound for approximating Nash equilibria in bimatrix games (Lipton, Markakis, and Mehta 2003). Notably, this work closely complements the hardness result of Rubinstein (2015), which establishes the inapproximability of Nash equilibria in polymatrix games over constant-degree bipartite graphs with two actions per player

    Tight Inapproximability for Graphical Games

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    We provide a complete characterization for the computational complexity of finding approximate equilibria in two-action graphical games. We consider the two most well-studied approximation notions: ε\varepsilon-Nash equilibria (ε\varepsilon-NE) and ε\varepsilon-well-supported Nash equilibria (ε\varepsilon-WSNE), where ε[0,1]\varepsilon \in [0,1]. We prove that computing an ε\varepsilon-NE is PPAD-complete for any constant ε<1/2\varepsilon < 1/2, while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a 1/21/2-NE. On the other hand, we show that computing an ε\varepsilon-WSNE is PPAD-complete for any constant ε<1\varepsilon < 1, while a 11-WSNE is trivial to achieve, because any strategy profile is a 11-WSNE. All of our lower bounds immediately also apply to graphical games with more than two actions per player
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