409 research outputs found

    The computational complexity of nash equilibria in concisely represented games

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    On the Complexity of Nash Equilibria of Action-Graph Games

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    We consider the problem of computing Nash Equilibria of action-graph games (AGGs). AGGs, introduced by Bhat and Leyton-Brown, is a succinct representation of games that encapsulates both "local" dependencies as in graphical games, and partial indifference to other agents' identities as in anonymous games, which occur in many natural settings. This is achieved by specifying a graph on the set of actions, so that the payoff of an agent for selecting a strategy depends only on the number of agents playing each of the neighboring strategies in the action graph. We present a Polynomial Time Approximation Scheme for computing mixed Nash equilibria of AGGs with constant treewidth and a constant number of agent types (and an arbitrary number of strategies), together with hardness results for the cases when either the treewidth or the number of agent types is unconstrained. In particular, we show that even if the action graph is a tree, but the number of agent-types is unconstrained, it is NP-complete to decide the existence of a pure-strategy Nash equilibrium and PPAD-complete to compute a mixed Nash equilibrium (even an approximate one); similarly for symmetric AGGs (all agents belong to a single type), if we allow arbitrary treewidth. These hardness results suggest that, in some sense, our PTAS is as strong of a positive result as one can expect

    Computational Complexity of Approximate Nash Equilibrium in Large Games

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    We prove that finding an epsilon-Nash equilibrium in a succinctly representable game with many players is PPAD-hard for constant epsilon. Our proof uses succinct games, i.e. games whose payoff function is represented by a circuit. Our techniques build on a recent query complexity lower bound by Babichenko.Comment: New version includes an addendum about subsequent work on the open problems propose

    Pure Nash Equilibria: Hard and Easy Games

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    We investigate complexity issues related to pure Nash equilibria of strategic games. We show that, even in very restrictive settings, determining whether a game has a pure Nash Equilibrium is NP-hard, while deciding whether a game has a strong Nash equilibrium is SigmaP2-complete. We then study practically relevant restrictions that lower the complexity. In particular, we are interested in quantitative and qualitative restrictions of the way each players payoff depends on moves of other players. We say that a game has small neighborhood if the utility function for each player depends only on (the actions of) a logarithmically small number of other players. The dependency structure of a game G can be expressed by a graph DG(G) or by a hypergraph H(G). By relating Nash equilibrium problems to constraint satisfaction problems (CSPs), we show that if G has small neighborhood and if H(G) has bounded hypertree width (or if DG(G) has bounded treewidth), then finding pure Nash and Pareto equilibria is feasible in polynomial time. If the game is graphical, then these problems are LOGCFL-complete and thus in the class NC2 of highly parallelizable problems
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