35 research outputs found

    Tree Polymatrix Games Are PPAD-Hard.

    Get PDF
    We prove that it is PPAD-hard to compute a Nash equilibrium in a tree polymatrix game with twenty actions per player. This is the first PPAD hardness result for a game with a constant number of actions per player where the interaction graph is acyclic. Along the way we show PPAD-hardness for finding an ϵ\epsilon-fixed point of a 2D LinearFIXP instance, when ϵ\epsilon is any constant less than (21)/20.2071(\sqrt{2} - 1)/2 \approx 0.2071. This lifts the hardness regime from polynomially small approximations in kk-dimensions to constant approximations in two-dimensions, and our constant is substantial when compared to the trivial upper bound of 0.50.5

    Pure-Circuit: Strong Inapproximability for PPAD

    Full text link
    The current state-of-the-art methods for showing inapproximability in PPAD arise from the ε\varepsilon-Generalized-Circuit (ε\varepsilon-GCircuit) problem. Rubinstein (2018) showed that there exists a small unknown constant ε\varepsilon for which ε\varepsilon-GCircuit is PPAD-hard, and subsequent work has shown hardness results for other problems in PPAD by using ε\varepsilon-GCircuit as an intermediate problem. We introduce Pure-Circuit, a new intermediate problem for PPAD, which can be thought of as ε\varepsilon-GCircuit pushed to the limit as ε1\varepsilon \rightarrow 1, and we show that the problem is PPAD-complete. We then prove that ε\varepsilon-GCircuit is PPAD-hard for all ε<0.1\varepsilon < 0.1 by a reduction from Pure-Circuit, and thus strengthen all prior work that has used GCircuit as an intermediate problem from the existential-constant regime to the large-constant regime. We show that stronger inapproximability results can be derived by reducing directly from Pure-Circuit. In particular, we prove tight inapproximability results for computing ε\varepsilon-well-supported Nash equilibria in two-action polymatrix games, as well as for finding approximate equilibria in threshold games

    Tight Inapproximability for Graphical Games

    Full text link
    We provide a complete characterization for the computational complexity of finding approximate equilibria in two-action graphical games. We consider the two most well-studied approximation notions: ε\varepsilon-Nash equilibria (ε\varepsilon-NE) and ε\varepsilon-well-supported Nash equilibria (ε\varepsilon-WSNE), where ε[0,1]\varepsilon \in [0,1]. We prove that computing an ε\varepsilon-NE is PPAD-complete for any constant ε<1/2\varepsilon < 1/2, while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a 1/21/2-NE. On the other hand, we show that computing an ε\varepsilon-WSNE is PPAD-complete for any constant ε<1\varepsilon < 1, while a 11-WSNE is trivial to achieve, because any strategy profile is a 11-WSNE. All of our lower bounds immediately also apply to graphical games with more than two actions per player

    Learning Sparse Polymatrix Games in Polynomial Time and Sample Complexity

    Get PDF
    We consider the problem of learning sparse polymatrix games from observations of strategic interactions. We show that a polynomial time method based on 1,2\ell_{1,2}-group regularized logistic regression recovers a game, whose Nash equilibria are the ϵ\epsilon-Nash equilibria of the game from which the data was generated (true game), in O(m4d4log(pd))\mathcal{O}(m^4 d^4 \log (pd)) samples of strategy profiles --- where mm is the maximum number of pure strategies of a player, pp is the number of players, and dd is the maximum degree of the game graph. Under slightly more stringent separability conditions on the payoff matrices of the true game, we show that our method learns a game with the exact same Nash equilibria as the true game. We also show that Ω(dlog(pm))\Omega(d \log (pm)) samples are necessary for any method to consistently recover a game, with the same Nash-equilibria as the true game, from observations of strategic interactions. We verify our theoretical results through simulation experiments

    Pure-Circuit: Strong Inapproximability for PPAD

    Get PDF
    The current state-of-the-art methods for showing inapproximability in PPAD arise from the ε-Generalized-Circuit (ε-GCircuit) problem. Rubinstein (2018) showed that there exists a small unknown constant ε for which ε-GCircuit is PPAD-hard, and subsequent work has shown hardness results for other problems in PPAD by using ε-GCircuit as an intermediate problem. We introduce Pure-Circuit, a new intermediate problem for PPAD, which can be thought of as ε-GCircuit pushed to the limit as ε→1, and we show that the problem is PPAD-complete. We then prove that ε-GCircuit is PPAD-hard for all ε<0.1 by a reduction from Pure-Circuit, and thus strengthen all prior work that has used GCircuit as an intermediate problem from the existential-constant regime to the large-constant regime. We show that stronger inapproximability results can be derived by reducing directly from Pure-Circuit. In particular, we prove tight inapproximability results for computing ε-well-supported Nash equilibria in two-action polymatrix games, as well as for finding approximate equilibria in threshold games

    Pure-Circuit: Strong Inapproximability for PPAD

    Get PDF
    The current state-of-the-art methods for showing inapproximability in PPAD arise from the ε-Generalized-Circuit (ε-GCircuit) problem. Rubinstein (2018) showed that there exists a small unknown constant ε for which ε-GCircuit is PPAD-hard, and subsequent work has shown hardness results for other problems in PPAD by using ε-GCircuit as an intermediate problem. We introduce Pure-Circuit, a new intermediate problem for PPAD, which can be thought of as ε-GCircuit pushed to the limit as ε→1, and we show that the problem is PPAD-complete. We then prove that ε-GCircuit is PPAD-hard for all ε<0.1 by a reduction from Pure-Circuit, and thus strengthen all prior work that has used GCircuit as an intermediate problem from the existential-constant regime to the large-constant regime. We show that stronger inapproximability results can be derived by reducing directly from Pure-Circuit. In particular, we prove tight inapproximability results for computing ε-well-supported Nash equilibria in two-action polymatrix games, as well as for finding approximate equilibria in threshold games
    corecore