13 research outputs found

    The computational complexity of nash equilibria in concisely represented games

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    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

    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

    An evolutionary algorithmic approach to determine the Nash equilibrium in a duopoly with nonlinearities and constraints

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    This paper presents an algorithmic approach to obtain the Nash Equilibrium in a duopoly. Analytical solutions to duopolistic competition draw on principles of game theory and require simplifying assumptions such as symmetrical payoff functions, linear demand and linear cost. Such assumptions can reduce the practical use of duopolistic models. In contrast, we use an evolutionary algorithmic approach (EAA) to determine the Nash equilibrium values. This approach has the advantage that it can deal with and find optimum values for duopolistic competition modelled using non-linear functions. In the paper we gradually build up the competitive situation by considering non-linear demand functions, non-linear cost functions, production and environmental constraints, and production in discrete bands. We employ particle swarm optimization with composite particles (PSOCP), a variant of particle swarm optimization, as the evolutionary algorithm. Through the paper we explicitly demonstrate how EAA can solve games with constrained payoff functions that cannot be dealt with by traditional analytical methods. We solve several benchmark problems from the literature and compare the results obtained from EAA with those obtained analytically, demonstrating the resilience and rigor of our EAA solution approach

    The Complexity of game isomorphism

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    We address the question of whether two multiplayer strategic games are equivalent and the computational complexity of deciding such a property. We introduce two notions of isomorphisms, strong and weak. Each one of those isomorphisms preserves a different structure of the game. Strong isomorphisms are defined to preserve the utility functions and Nash equilibria. Weak isomorphisms preserve only the player's preference relations and thus pure Nash equilibria. We show that the computational complexity of the game isomorphism problem depends on the level of succinctness of the description of the input games but it is independent on which of the two types of isomorphisms is considered. Utilities in games can be given succinctly by Turing machines, boolean circuits or boolean formulas, or explicitly by tables. Actions can be given also explicitly or succinctly. When the games are given in general form, we asume a explicit description of actions and a succinct description of utilities. We show that the game isomorphism problem for general form games is equivalent to the circuit isomorphism when utilities are described by TMs and to the boolean formula isomorphism problem when utilities are described by formulas. When the game is given in explicit form, we show that the game isomorphism problem is equivalent to the graph isomorphism problem.Postprint (published version
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