Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea'' votes yield passage of the issue at hand. A collection of ``yea'' voters forms a winning coalition.
We are interested on performing a complexity analysis of problems on such games depending on the game representation. We consider four natural explicit representations, winning, loosing, minimal winning, and maximal loosing. We first analyze the computational complexity of obtaining a particular representation of a simple game from a different one. We show that some cases this transformation can be done in polynomial time while the others require exponential time. The second question is classifying the complexity for testing whether a game is simple or weighted. We show that for the four types of representation both problem can be solved in polynomial time. Finally, we provide results on the complexity of testing whether a simple game or a weighted game is of a special type. In this way, we analyze strongness, properness, decisiveness and homogeneity, which are desirable properties to be fulfilled for a simple game.
We prove communication complexity lower bounds for (possibly mixed) Nash equilibrium in potential games. In particular, we show that finding a Nash equilibrium requires $poly(N)$ communication in two-player $N \times N$ potential games, and $2^{poly(n)}$ communication in $n$-player two-action games. To the best of our knowledge, these are the first results to demonstrate hardness in any model of (possibly mixed) Nash equilibrium in potential games.
We show a communication complexity lower bound for finding a correlated equilibrium of a two-player game. More precisely, we define a two-player $N \times N$ game called the 2-cycle game and show that the randomized communication complexity of finding a 1/poly($N$)-approximate correlated equilibrium of the 2-cycle game is $Ω(N)$. For small approximation values, this answers an open question of Babichenko and Rubinstein (STOC 2017). Our lower bound is obtained via a direct reduction from the unique set disjointness problem.
Dynamic complexity is concerned with updating the output of a problem when the input is slightly changed. We study the dynamic complexity of two-player parity games over graphs of bounded tree-width, where updates may add or delete edges, or change the owner or color of states. We show that this problem is in DynFO (with LOGSPACE precomputation); this is achieved by a reduction to a Dyck-path problem on an acyclic automaton.
We propose a generic game-based approach for test case generation. We set up a game between the tester and the System Under Test, in such a way that test cases correspond to game strategies, and the conformance relation ioco corresponds to alternating refinement. We show that different test assumptions from the literature can be easily incorporated, by slightly varying the moves in the games and their outcomes. In this way, our framework allows a wide plethora of game-theoretic techniques to be deployed for model based testing.
We revisit the complexity of deciding, given a {\it bimatrix game,} whether it has a {\it Nash equilibrium} with certain natural properties; such decision problems were early known to be ${\mathcal{NP}}$-hard~\cite{GZ89}. We show that ${\mathcal{NP}}$-hardness still holds under two significant restrictions in simultaneity: the game is {\it win-lose} (that is, all {\it utilities} are $0$ or $1$) and {\it symmetric}. To address the former restriction, we design win-lose {\it gadgets} and a win-lose reduction; to accomodate the latter restriction, we employ and analyze the classical {\it ${\maths…
In hedonic games, players form coalitions based on individual preferences over the group of players they could belong to. Several concepts to describe the stability of coalition structures in a game have been proposed and analysed in the literature. However, prior research focuses on algorithms with time complexity that is at least linear in the input size. In the light of very large games that arise from, e.g., social networks and advertising, we initiate the study of sublinear time property testing algorithms for existence and verification problems under several notions of coalition stabilit…
This document collects the lecture notes from my mini-course "Complexity Theory, Game Theory, and Economics," taught at the Bellairs Research Institute of McGill University, Holetown, Barbados, February 19--23, 2017, as the 29th McGill Invitational Workshop on Computational Complexity. The goal of this mini-course is twofold: (i) to explain how complexity theory has helped illuminate several barriers in economics and game theory; and (ii) to illustrate how game-theoretic questions have led to new and interesting complexity theory, including recent several breakthroughs. It consists of two five…
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity problem is critical. Previous studies in algorithmic game theory propose succinct games that enable small descriptions of payoff matrices and reduction of complexities. However, some of the suggested compromises lose generality with strict assumptions such as symmetries in utility functions and cannot be applied to the full range of real world problems that m…
We study algorithms for solving Subtraction games, which sometimes are referred to as one-heap Nim games. We describe a quantum algorithm which is applicable to any game on DAG, and show that its query compexity for solving an arbitrary Subtraction game of $n$ stones is $O(n^{3/2}\log n)$. The best known deterministic algorithms for solving such games are based on the dynamic programming approach. We show that this approach is asymptotically optimal and that classical query complexity for solving a Subtraction game is generally $Θ(n^2)$. This paper perhaps is the first explicit "quantum" contr…
We establish that the subgame perfect equilibrium (SPE) threshold problem for mean-payoff games is NP-complete. While the SPE threshold problem was recently shown to be decidable (in doubly exponential time) and NP-hard, its exact worst case complexity was left open.
Indian Institute of Science(印度科学学院);Univ. Grenoble Alpes(格勒诺布尔阿尔卑斯大学);Inria(法国国家信息与自动化研究所);CNRS(法国国家科学研究中心);Grenoble INP(格勒诺布尔国立理工学院);MPI-SWS(马克斯·普朗克软件系统研究所)
We study nonzero-sum hypothesis testing games that arise in the context of adversarial classification, in both the Bayesian as well as the Neyman-Pearson frameworks. We first show that these games admit mixed strategy Nash equilibria, and then we examine some interesting concentration phenomena of these equilibria. Our main results are on the exponential rates of convergence of classification errors at equilibrium, which are analogous to the well-known Chernoff-Stein lemma and Chernoff information that describe the error exponents in the classical binary hypothesis testing problem, but with pa…
We study the complexity of computing stationary Nash equilibrium (NE) in n-player infinite-horizon general-sum stochastic games. We focus on the problem of computing NE in such stochastic games when each player is restricted to choosing a stationary policy and rewards are discounted. First, we prove that computing such NE is in PPAD (in addition to clearly being PPAD-hard). Second, we consider turn-based specializations of such games where at each state there is at most a single player that can take actions and show that these (seemingly-simpler) games remain PPAD-hard. Third, we show that und…
We study the complexity of computing the Shapley value in games with externalities. We focus on two representations based on marginal contribution nets (embedded MC-nets and weighted MC-nets). Our results show that while weighted MC-nets are more concise than embedded MC-nets, they have slightly worse computational properties when it comes to computing the Shapley value.
We study the complexity of several combinatorial problems in the model of binary networked public goods games. In this game, players are represented by vertices in a network, and the action of each player can be either investing or not investing in a public good. The payoff of each player is determined by the number of neighbors who invest and her own action. We study the complexity of computing action profiles that are Nash equilibrium, and those that provide the maximum utilitarian or egalitarian social welfare. We show that these problems are generally NP-hard but become polynomial-time sol…
We investigate a phenomenon of "one-to-two-player lifting" in infinite-duration two-player games on graphs with zero-sum objectives. More specifically, let $C$ be a class of strategies. It turns out that in many cases, to show that all two-player games on graphs with a given payoff function are determined in $C$, it is sufficient to do so for one-player games. That is, in many cases the determinacy in $C$ can be "lifted" from one-player games to two-player games. Namely, Gimbert and Zielonka~(CONCUR 2005) have shown this for the class of positional strategies. Recently, Bouyer et al. (CONCUR 2…
Imperfect recall games represent dynamic interactions where players forget previously known information, such as a history of played actions. The importance of imperfect recall games stems from allowing a concise representation of strategies compared to perfect recall games where players remember all information. However, most of the algorithmic results are negative for imperfect recall games -- a Nash equilibrium~(NE) does not have to exist and computing a best response or a maxmin strategy is NP-hard. We focus on a subclass of imperfect recall games, called A-loss recall games, where a best …
This paper develops a non-parametric test for consistency of players' behavior in a series of games with the Quantal Response Equilibrium (QRE). The test exploits a characterization of the equilibrium choice probabilities in any structural QRE as the gradient of a convex function, which thus satisfies the cyclic monotonicity inequalities. Our testing procedure utilizes recent econometric results for moment inequality models. We assess our test using lab experimental data from a series of generalized matching pennies games. We reject the QRE hypothesis in the pooled data, but it cannot be rejec…
We study the computational complexity of solving mean payoff games. This class of games can be seen as an extension of parity games, and they have similar complexity status: in both cases solving them is in $\textbf{NP} \cap \textbf{coNP}$ and not known to be in $\textbf{P}$. In a breakthrough result Calude, Jain, Khoussainov, Li, and Stephan constructed in 2017 a quasipolynomial time algorithm for solving parity games, which was quickly followed by two other algorithms with the same complexity. Our objective is to investigate how these techniques can be extended to the study of mean payoff ga…