5 research outputs found

    On Iterated Dominance, Matrix Elimination, and Matched Paths

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    We study computational problems arising from the iterated removal of weakly dominated actions in anonymous games. Our main result shows that it is NP-complete to decide whether an anonymous game with three actions can be solved via iterated weak dominance. The two-action case can be reformulated as a natural elimination problem on a matrix, the complexity of which turns out to be surprisingly difficult to characterize and ultimately remains open. We however establish connections to a matching problem along paths in a directed graph, which is computationally hard in general but can also be used to identify tractable cases of matrix elimination. We finally identify different classes of anonymous games where iterated dominance is in P and NP-complete, respectively.Comment: 12 pages, 3 figures, 27th International Symposium on Theoretical Aspects of Computer Science (STACS

    On Iterated Dominance, Matrix Elimination, and Matched Paths

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    We study computational problems that arise in the context of iterated dominance in anonymous games, and show that deciding whether a game can be solved by means of iterated weak dominance is NP-hard for anonymous games with three actions. For the case of two actions, this problem can be reformulated as a natural elimination problem on a matrix. While enigmatic by itself, the latter turns out to be a special case of matching along paths in a directed graph, which we show to be computationally hard in general but also use to identify tractable cases of matrix elimination. We further identify different classes of anonymous games where iterated dominance is in P and NP-complete, respectively

    Complexity results for some classes of strategic games

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    Game theory is a branch of applied mathematics studying the interaction of self-interested entities, so-called agents. Its central objects of study are games, mathematical models of real-world interaction, and solution concepts that single out certain outcomes of a game that are meaningful in some way. The solutions thus produced can then be viewed both from a descriptive and from a normative perspective. The rise of the Internet as a computational platform where a substantial part of today's strategic interaction takes place has spurred additional interest in game theory as an analytical tool, and has brought it to the attention of a wider audience in computer science. An important aspect of real-world decision-making, and one that has received only little attention in the early days of game theory, is that agents may be subject to resource constraints. The young field of algorithmic game theory has set out to address this shortcoming using techniques from computer science, and in particular from computational complexity theory. One of the defining problems of algorithmic game theory concerns the computation of solution concepts. Finding a Nash equilibrium, for example, i.e., an outcome where no single agent can gain by changing his strategy, was considered one of the most important problems on the boundary of P, the complexity class commonly associated with efficient computation, until it was recently shown complete for the class PPAD. This rather negative result for general games has not settled the question, however, but immediately raises several new ones: First, can Nash equilibria be approximated, i.e., is it possible to efficiently find a solution such that the potential gain from a unilateral deviation is small? Second, are there interesting classes of games that do allow for an exact solution to be computed efficiently? Third, are there alternative solution concepts that are computationally tractable, and how does the value of solutions selected by these concepts compare to those selected by established solution concepts? The work reported in this thesis is part of the effort to answer the latter two questions. We study the complexity of well-known solution concepts, like Nash equilibrium and iterated dominance, in various classes of games that are both natural and practically relevant: ranking games, where outcomes are rankings of the players; anonymous games, where players do not distinguish between the other players in the game; and graphical games, where the well-being of any particular player depends only on the actions of a small group other players. In ranking games, we further compare the payoffs obtainable in Nash equilibrium outcomes with those of alternative solution concepts that are easy to compute. We finally study, in general games, solution concepts that try to remedy some of the shortcomings associated with Nash equilibrium, like the need for randomization to achieve a stable outcome
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