1,328 research outputs found
Query Complexity of Approximate Nash Equilibria
We study the query complexity of approximate notions of Nash equilibrium in
games with a large number of players . Our main result states that for
-player binary-action games and for constant , the query
complexity of an -well-supported Nash equilibrium is exponential
in . One of the consequences of this result is an exponential lower bound on
the rate of convergence of adaptive dynamics to approxiamte Nash equilibrium
Query Complexity of Approximate Equilibria in Anonymous Games
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
-approximate Nash equilibrium querying
payoffs and runs in time . 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
payoffs must be queried in order to find any
-well-supported Nash equilibrium, even by randomized algorithms
Finding Approximate Nash Equilibria of Bimatrix Games via Payoff Queries
We study the deterministic and randomized query complexity of finding approximate equilibria in a k × k bimatrix game. We show that the deterministic query complexity of finding an ϵ-Nash equilibrium when ϵ < ½ is Ω(k2), even in zero-one constant-sum games. In combination with previous results [Fearnley et al. 2013], this provides a complete characterization of the deterministic query complexity of approximate Nash equilibria. We also study randomized querying algorithms. We give a randomized algorithm for finding a (3-√5/2 + ϵ)-Nash equilibrium using O(k.log k/ϵ2) payoff queries, which shows that the ½ barrier for deterministic algorithms can be broken by randomization. For well-supported Nash equilibria (WSNE), we first give a randomized algorithm for finding an ϵ-WSNE of a zero-sum bimatrix game using O(k.log k/ϵ4) payoff queries, and we then use this to obtain a randomized algorithm for finding a (⅔ + ϵ)-WSNE in a general bimatrix game using O(k.log k/ϵ4) payoff queries. Finally, we initiate the study of lower bounds against randomized algorithms in the context of bimatrix games, by showing that randomized algorithms require Ω(k2) payoff queries in order to find an ϵ-Nash equilibrium with ϵ < 1/4k, even in zero-one constant-sum games. In particular, this rules out query-efficient randomized algorithms for finding exact Nash equilibria
Distributed Methods for Computing Approximate Equilibria
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 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
Lower bounds for the query complexity of equilibria in Lipschitz games
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 ϵ-approximate pure Nash equilibria for certain settings of ϵ 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 ϵ-approximate pure Nash equilibria of n-player, binary-action, λ-Lipschitz games that is exponential in nλ/ϵ. 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 ϵ-approximate Nash equilibria of n-player, m-action, λ-Lipschitz games for strong values of ϵ, motivating the consideration of explicitly randomized algorithms in the above results
The complexity of solution concepts in Lipschitz games
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
Well-Supported vs. Approximate Nash Equilibria: Query Complexity of Large Games
In this paper we present a generic reduction from the problem of finding an epsilon-well-supported Nash equilibrium (WSNE) to that of finding an Theta(epsilon)-approximate Nash equilibrium (ANE), in large games with n players and a bounded number of strategies for each player.
Our reduction complements the existing literature on relations between WSNE and ANE, and can be applied to extend hardness results on WSNE to similar results on ANE.
This allows one to focus on WSNE first, which is in general easier to analyze and control in hardness constructions.
As an application we prove a 2^{Omega(n/log n)} lower bound on the randomized query complexity of finding an epsilon-ANE in binary-action n-player games, for some constant epsilon>0.
This answers an open problem posed by Hart and Nisan and Babichenko, and is very close to the trivial upper bound of 2^n.
Previously for WSNE, Babichenko showed a 2^{Omega(n)} lower bound on the randomized query complexity of finding an epsilon-WSNE for some constant epsilon>0.
Our result follows directly from combining Babichenko\u27s result and our new reduction from WSNE to ANE
Query-Efficient Algorithms to Find the Unique Nash Equilibrium in a Two-Player Zero-Sum Matrix Game
We study the query complexity of identifying Nash equilibria in two-player
zero-sum matrix games. Grigoriadis and Khachiyan (1995) showed that any
deterministic algorithm needs to query entries in worst case from
an input matrix in order to compute an -approximate
Nash equilibrium, where . Moreover, they designed a
randomized algorithm that queries
entries from the input matrix in expectation and returns an
-approximate Nash equilibrium when the entries of the matrix are
bounded between and . However, these two results do not completely
characterize the query complexity of finding an exact Nash equilibrium in
two-player zero-sum matrix games. In this work, we characterize the query
complexity of finding an exact Nash equilibrium for two-player zero-sum matrix
games that have a unique Nash equilibrium . We first show
that any randomized algorithm needs to query entries of the input
matrix in expectation in order to find the unique
Nash equilibrium where . We complement this lower
bound by presenting a simple randomized algorithm that, with probability
, returns the unique Nash equilibrium by querying at most entries of the input matrix
. In the special case when the unique Nash
Equilibrium is a pure-strategy Nash equilibrium (PSNE), we design a simple
deterministic algorithm that finds the PSNE by querying at most
entries of the input matrix.Comment: 17 page
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