3,993 research outputs found

    Nash implementation with little communication

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    The paper considers the communication complexity (measured in bits or real numbers) of Nash implementation of social choice rules. A key distinction is whether we restrict to the traditional one-stage mechanisms or allow multi-stage mechanisms. For one-stage mechanisms, the paper shows that for a large and important subclass of monotonic choice rules -- called "intersection monotonic" -- the total message space size needed for one-stage Nash implementation is essentially the same as that needed for "verification" (with honest agents who are privately informed about their preferences). According to Segal (2007), the latter is the size of the space of minimally informative budget equilibria verifying the choice rule. However, multi-stage mechanisms allow a drastic reduction in communication complexity. Namely, for an important subclass of intersection-monotonic choice rules (which includes rules based on coalitional blocking such as exact or approximate Pareto efficiency, stability, and envy-free allocations) we propose a two-stage Nash implementation mechanism in which each agent announces no more than two alternatives plus one bit per agent in any play. Such two-stage mechanisms bring about an exponential reduction in the communication complexity of Nash implementation for discrete communication measured in bits, or a reduction from infinite- to low-dimensional continuous communication.Monotonic social choice rules, Nash implementation, communication complexity,verification, realization, budget sets, price equilibria

    Distributed Methods for Computing Approximate Equilibria

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    We present a new, 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. Our method gives improved bounds on the complexity of computing approximate Nash equilibria in a number of different settings. Firstly, it gives a polynomial-time algorithm for computing approximate well supported Nash equilibria (WSNE) that always finds a 0.6528-WSNE, beating the previous best guarantee of 0.6608. Secondly, since our algorithm solves the two LPs separately, it can be applied to give an improved bound in the limited communication setting, giving a randomized expected-polynomial-time algorithm that uses poly-logarithmic communication and finds a 0.6528-WSNE, which beats the previous best known guarantee of 0.732. It can also be applied to the case of approximate Nash equilibria, where we obtain a randomized expected-polynomial-time algorithm that uses poly-logarithmic communication and always finds a 0.382-approximate Nash equilibrium, which improves the previous best guarantee of 0.438. Finally, the method can also be applied in the query complexity setting to give an algorithm that makes O(nlogn) payoff queries and always finds a 0.6528-WSNE, which improves the previous best known guarantee of 2/3

    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

    Distributed Methods for Computing Approximate Equilibria

    Get PDF
    We present a new, 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 compute approximate Nash equilibria using only limited communication between the players. Our method has several applications for improved bounds for efficient computations of approximate Nash equilibria in bimatrix games. First, it yields a best polynomial-time algorithm for computing \emph{approximate well-supported Nash equilibria (WSNE)}, which guarantees to find a 0.6528-WSNE in polynomial time. Furthermore, since our algorithm solves the two LPs separately, it can be used to improve upon the best known algorithms in the limited communication setting: the algorithm can be implemented to obtain a randomized expected-polynomial-time algorithm that uses poly-logarithmic communication and finds a 0.6528-WSNE. The algorithm can also be carried out to beat the best known bound in the query complexity setting, requiring O(nlog⁥n)O(n \log n) payoff queries to compute a 0.6528-WSNE. Finally, our approach can also be adapted to provide the best known communication efficient algorithm for computing \emph{approximate Nash equilibria}: it uses poly-logarithmic communication to find a 0.382-approximate Nash equilibrium

    Query Complexity of Approximate Nash Equilibria

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    We study the query complexity of approximate notions of Nash equilibrium in games with a large number of players nn. Our main result states that for nn-player binary-action games and for constant Δ\varepsilon, the query complexity of an Δ\varepsilon-well-supported Nash equilibrium is exponential in nn. One of the consequences of this result is an exponential lower bound on the rate of convergence of adaptive dynamics to approxiamte Nash equilibrium
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