6,713 research outputs found
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
The Equivalence of Sampling and Searching
In a sampling problem, we are given an input x, and asked to sample
approximately from a probability distribution D_x. In a search problem, we are
given an input x, and asked to find a member of a nonempty set A_x with high
probability. (An example is finding a Nash equilibrium.) In this paper, we use
tools from Kolmogorov complexity and algorithmic information theory to show
that sampling and search problems are essentially equivalent. More precisely,
for any sampling problem S, there exists a search problem R_S such that, if C
is any "reasonable" complexity class, then R_S is in the search version of C if
and only if S is in the sampling version. As one application, we show that
SampP=SampBQP if and only if FBPP=FBQP: in other words, classical computers can
efficiently sample the output distribution of every quantum circuit, if and
only if they can efficiently solve every search problem that quantum computers
can solve. A second application is that, assuming a plausible conjecture, there
exists a search problem R that can be solved using a simple linear-optics
experiment, but that cannot be solved efficiently by a classical computer
unless the polynomial hierarchy collapses. That application will be described
in a forthcoming paper with Alex Arkhipov on the computational complexity of
linear optics.Comment: 16 page
Approximating Nash Equilibria in Tree Polymatrix Games
We develop a quasi-polynomial time Las Vegas algorithm for approximating Nash equilibria in polymatrix games over trees, under a mild renormalizing assumption. Our result, in particular, leads to an expected polynomial-time algorithm for computing approximate Nash equilibria of tree polymatrix games in which the number of actions per player is a fixed constant. Further, for trees with constant degree, the running time of the algorithm matches the best known upper bound for approximating Nash equilibria in bimatrix games (Lipton, Markakis, and Mehta 2003).
Notably, this work closely complements the hardness result of Rubinstein (2015), which establishes the inapproximability of Nash equilibria in polymatrix games over constant-degree bipartite graphs with two actions per player
Approximate well-supported Nash equilibria in symmetric bimatrix games
The -well-supported Nash equilibrium is a strong notion of
approximation of a Nash equilibrium, where no player has an incentive greater
than to deviate from any of the pure strategies that she uses in
her mixed strategy. The smallest constant currently known for
which there is a polynomial-time algorithm that computes an
-well-supported Nash equilibrium in bimatrix games is slightly
below . In this paper we study this problem for symmetric bimatrix games
and we provide a polynomial-time algorithm that gives a
-well-supported Nash equilibrium, for an arbitrarily small
positive constant
Polylogarithmic Supports are required for Approximate Well-Supported Nash Equilibria below 2/3
In an epsilon-approximate Nash equilibrium, a player can gain at most epsilon
in expectation by unilateral deviation. An epsilon well-supported approximate
Nash equilibrium has the stronger requirement that every pure strategy used
with positive probability must have payoff within epsilon of the best response
payoff. Daskalakis, Mehta and Papadimitriou conjectured that every win-lose
bimatrix game has a 2/3-well-supported Nash equilibrium that uses supports of
cardinality at most three. Indeed, they showed that such an equilibrium will
exist subject to the correctness of a graph-theoretic conjecture. Regardless of
the correctness of this conjecture, we show that the barrier of a 2/3 payoff
guarantee cannot be broken with constant size supports; we construct win-lose
games that require supports of cardinality at least Omega((log n)^(1/3)) in any
epsilon-well supported equilibrium with epsilon < 2/3. The key tool in showing
the validity of the construction is a proof of a bipartite digraph variant of
the well-known Caccetta-Haggkvist conjecture. A probabilistic argument shows
that there exist epsilon-well-supported equilibria with supports of cardinality
O(log n/(epsilon^2)), for any epsilon> 0; thus, the polylogarithmic cardinality
bound presented cannot be greatly improved. We also show that for any delta >
0, there exist win-lose games for which no pair of strategies with support
sizes at most two is a (1-delta)-well-supported Nash equilibrium. In contrast,
every bimatrix game with payoffs in [0,1] has a 1/2-approximate Nash
equilibrium where the supports of the players have cardinality at most two.Comment: Added details on related work (footnote 7 expanded
Settling Some Open Problems on 2-Player Symmetric Nash Equilibria
Over the years, researchers have studied the complexity of several decision
versions of Nash equilibrium in (symmetric) two-player games (bimatrix games).
To the best of our knowledge, the last remaining open problem of this sort is
the following; it was stated by Papadimitriou in 2007: find a non-symmetric
Nash equilibrium (NE) in a symmetric game. We show that this problem is
NP-complete and the problem of counting the number of non-symmetric NE in a
symmetric game is #P-complete.
In 2005, Kannan and Theobald defined the "rank of a bimatrix game"
represented by matrices (A, B) to be rank(A+B) and asked whether a NE can be
computed in rank 1 games in polynomial time. Observe that the rank 0 case is
precisely the zero sum case, for which a polynomial time algorithm follows from
von Neumann's reduction of such games to linear programming. In 2011, Adsul et.
al. obtained an algorithm for rank 1 games; however, it does not solve the case
of symmetric rank 1 games. We resolve this problem
Approximate Well-supported Nash Equilibria below Two-thirds
In an epsilon-Nash equilibrium, a player can gain at most epsilon by changing
his behaviour. Recent work has addressed the question of how best to compute
epsilon-Nash equilibria, and for what values of epsilon a polynomial-time
algorithm exists. An epsilon-well-supported Nash equilibrium (epsilon-WSNE) has
the additional requirement that any strategy that is used with non-zero
probability by a player must have payoff at most epsilon less than the best
response. A recent algorithm of Kontogiannis and Spirakis shows how to compute
a 2/3-WSNE in polynomial time, for bimatrix games. Here we introduce a new
technique that leads to an improvement to the worst-case approximation
guarantee
An Empirical Study of Finding Approximate Equilibria in Bimatrix Games
While there have been a number of studies about the efficacy of methods to
find exact Nash equilibria in bimatrix games, there has been little empirical
work on finding approximate Nash equilibria. Here we provide such a study that
compares a number of approximation methods and exact methods. In particular, we
explore the trade-off between the quality of approximate equilibrium and the
required running time to find one. We found that the existing library GAMUT,
which has been the de facto standard that has been used to test exact methods,
is insufficient as a test bed for approximation methods since many of its games
have pure equilibria or other easy-to-find good approximate equilibria. We
extend the breadth and depth of our study by including new interesting families
of bimatrix games, and studying bimatrix games upto size .
Finally, we provide new close-to-worst-case examples for the best-performing
algorithms for finding approximate Nash equilibria
Robust seismic velocity change estimation using ambient noise recordings
We consider the problem of seismic velocity change estimation using ambient
noise recordings. Motivated by [23] we study how the velocity change estimation
is affected by seasonal fluctuations in the noise sources. More precisely, we
consider a numerical model and introduce spatio-temporal seasonal fluctuations
in the noise sources. We show that indeed, as pointed out in [23], the
stretching method is affected by these fluctuations and produces misleading
apparent velocity variations which reduce dramatically the signal to noise
ratio of the method. We also show that these apparent velocity variations can
be eliminated by an adequate normalization of the cross-correlation functions.
Theoretically we expect our approach to work as long as the seasonal
fluctuations in the noise sources are uniform, an assumption which holds for
closely located seismic stations. We illustrate with numerical simulations and
real measurements that the proposed normalization significantly improves the
accuracy of the velocity change estimation
A Direct Reduction from k-Player to 2-Player Approximate Nash Equilibrium
We present a direct reduction from k-player games to 2-player games that
preserves approximate Nash equilibrium. Previously, the computational
equivalence of computing approximate Nash equilibrium in k-player and 2-player
games was established via an indirect reduction. This included a sequence of
works defining the complexity class PPAD, identifying complete problems for
this class, showing that computing approximate Nash equilibrium for k-player
games is in PPAD, and reducing a PPAD-complete problem to computing approximate
Nash equilibrium for 2-player games. Our direct reduction makes no use of the
concept of PPAD, thus eliminating some of the difficulties involved in
following the known indirect reduction.Comment: 21 page
- …