Nash equilibrium is the most commonly-used notion of equilibrium in game theory. However, it suffers from numerous problems. Some are well known in the game theory community; for example, the Nash equilibrium of repeated prisoner's dilemma is neither normatively nor descriptively reasonable. However, new problems arise when considering Nash equilibrium from a computer science perspective: for example, Nash equilibrium is not robust (it does not tolerate ``faulty'' or ``unexpected'' behavior), it does not deal with coalitions, it does not take computation cost into account, and it does not deal with cases where players are not aware of all aspects of the game. Solution concepts that try to address these shortcomings of Nash equilibrium are discussed.
We describe a new complete algorithm for computing Nash equilibrium in multiplayer general-sum games, based on a quadratically-constrained feasibility program formulation. We demonstrate that the algorithm runs significantly faster than the prior fastest complete algorithm on several game classes previously studied and that its runtimes even outperform the best incomplete algorithms.
Ganzfried Research(甘茨弗里德研究公司);Florida International University(佛罗里达国际大学)
Creating strong agents for games with more than two players is a major open problem in AI. Common approaches are based on approximating game-theoretic solution concepts such as Nash equilibrium, which have strong theoretical guarantees in two-player zero-sum games, but no guarantees in non-zero-sum games or in games with more than two players. We describe an agent that is able to defeat a variety of realistic opponents using an exact Nash equilibrium strategy in a 3-player imperfect-information game. This shows that, despite a lack of theoretical guarantees, agents based on Nash equilibrium st…
Many real-world domains contain multiple agents behaving strategically with probabilistic transitions and uncertain (potentially infinite) duration. Such settings can be modeled as stochastic games. While algorithms have been developed for solving (i.e., computing a game-theoretic solution concept such as Nash equilibrium) two-player zero-sum stochastic games, research on algorithms for non-zero-sum and multiplayer stochastic games is limited. We present a new algorithm for these settings, which constitutes the first parallel algorithm for multiplayer stochastic games. We present experimental …
Successful algorithms have been developed for computing Nash equilibrium in a variety of finite game classes. However, solving continuous games -- in which the pure strategy space is (potentially uncountably) infinite -- is far more challenging. Nonetheless, many real-world domains have continuous action spaces, e.g., where actions refer to an amount of time, money, or other resource that is naturally modeled as being real-valued as opposed to integral. We present a new algorithm for {approximating} Nash equilibrium strategies in continuous games. In addition to two-player zero-sum games, our …
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.
This work examines a stochastic formulation of the generalized Nash equilibrium problem (GNEP) where agents are subject to randomness in the environment of unknown statistical distribution. We focus on fully-distributed online learning by agents and employ penalized individual cost functions to deal with coupled constraints. Three stochastic gradient strategies are developed with constant step-sizes. We allow the agents to use heterogeneous step-sizes and show that the penalty solution is able to approach the Nash equilibrium in a stable manner within $O(μ_\text{max})$, for small step-size val…
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 u…
In this paper, we discuss a class of two-stage hierarchical games with multiple leaders and followers, which is called Nash-Stackelberg-Nash (N-S-N) games. Particularly, we consider N-S-N games under decision-dependent uncertainties (DDUs). DDUs refer to the uncertainties that are affected by the strategies of decision-makers and have been rarely addressed in game equilibrium analysis. In this paper, we first formulate the N-S-N games with DDUs of complete ignorance, where the interactions between the players and DDUs are characterized by uncertainty sets that depend parametrically on the play…
In recent work of Hazan and Krauthgamer (SICOMP 2011), it was shown that finding an $\eps$-approximate Nash equilibrium with near-optimal value in a two-player game is as hard as finding a hidden clique of size $O(\log n)$ in the random graph $G(n,1/2)$. This raises the question of whether a similar intractability holds for approximate Nash equilibrium without such constraints. We give evidence that the constraint of near-optimal value makes the problem distinctly harder: a simple algorithm finds an optimal 1/2-approximate equilibrium, while finding strictly better than 1/2-approximate equilib…
Université de Toulouse(图卢兹大学);INP(国立理工学院);IRIT(图卢兹计算机科学研究所)
Generative Adversarial Networks (GANs) learn an implicit generative model from data samples through a two-player game. In this paper, we study the existence of Nash equilibrium of the game which is consistent as the number of data samples grows to infinity. In a realizable setting where the goal is to estimate the ground-truth generator of a stationary Gaussian process, we show that the existence of consistent Nash equilibrium depends crucially on the choice of the discriminator family. The discriminator defined from second-order statistical moments can result in non-existence of Nash equilibr…
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.
Using Sperner's lemma for modified partition of a simplex we will constructively prove the existence of a Nash equilibrium in a finite strategic game with sequentially locally non-constant payoff functions. We follow the Bishop style constructive mathematics.
A new game theoretical solution concept for open spectrum sharing in cognitive radio (CR) environments is presented, the Lorenz equilibrium (LE). Both Nash and Pareto solution concepts have limitations when applied to real world problems. Nash equilibrium (NE) rarely ensures maximal payoff and it is frequently Pareto inefficient. The Pareto set is usually a large set of solutions, often too hard to process. The Lorenz equilibrium is a subset of Pareto efficient solutions that are equitable for all players and ensures a higher payoff than the Nash equilibrium. LE induces a selection criterion o…
Nash equilibrium has long been a desired solution concept in multi-player games, especially for those on continuous strategy spaces, which have attracted a rapidly growing amount of interests due to advances in research applications such as the generative adversarial networks. Despite the fact that several deep learning based approaches are designed to obtain pure strategy Nash equilibrium, it is rather luxurious to assume the existence of such an equilibrium. In this paper, we present a new method to approximate mixed strategy Nash equilibria in multi-player continuous games, which always exi…
In this paper, we introduce the concept of infinitely split Nash equilibrium in repeated games in which the profile sets are chain-complete posets. Then by using a fixed point theorem on posets in [8], we prove an existence theorem. As an application, we study the repeated extended Bertrant duopoly model of price competition.
The Nash Equilibrium is a much discussed, deceptively complex, method for the analysis of non-cooperative games. If one reads many of the commonly available definitions the description of the Nash Equilibrium is deceptively simple in appearance. Modern research has discovered a number of new and important complex properties of the Nash Equilibrium, some of which remain as contemporary conundrums of extraordinary difficulty and complexity. Among the recently discovered features which the Nash Equilibrium exhibits under various conditions are heteroclinic Hamiltonian dynamics, a very complex asy…
We prove that finding an $ε$-approximate Nash equilibrium is PPAD-complete for constant $ε$ and a particularly simple class of games: polymatrix, degree 3 graphical games, in which each player has only two actions. As corollaries, we also prove similar inapproximability results for Bayesian Nash equilibrium in a two-player incomplete information game with a constant number of actions, for relative $ε$-Well Supported Nash Equilibrium in a two-player game, for market equilibrium in a non-monotone market, for the generalized circuit problem defined by Chen, Deng, and Teng [CDT'09], and for approx…
We extend the study of the complexity of finding an $\eps$-approximate Nash equilibrium in congestion games from the case of positive delay functions to delays of arbitrary sign. We first prove that in symmetric games with $α$-bounded jump the $\eps$-Nash dynamic converges in polynomial time when all delay functions are negative, similarly to the case of positive delays. We then establish a hardness result for symmetric games with $α$-bounded jump and with arbitrary delay functions: in that case finding an $\eps$-Nash equilibrium becomes $\PLS$-complete.
We study the query complexity of approximate notions of Nash equilibrium in games with a large number of players $n$. Our main result states that for $n$-player binary-action games and for constant $\varepsilon$, the query complexity of an $\varepsilon$-well-supported Nash equilibrium is exponential in $n$. One of the consequences of this result is an exponential lower bound on the rate of convergence of adaptive dynamics to approxiamte Nash equilibrium.
Computing equilibria of games is a central task in computer science. A large number of results are known for \emph{Nash equilibrium} (NE). However, these can be adopted only when coalitions are not an issue. When instead agents can form coalitions, NE is inadequate and an appropriate solution concept is \emph{strong Nash equilibrium} (SNE). Few computational results are known about SNE. In this paper, we first study the problem of verifying whether a strategy profile is an SNE, showing that the problem is in $\mathcal{P}$. We then design a spatial branch--and--bound algorithm to find an SNE, a…
This paper addresses the problem of learning a Nash equilibrium in $γ$-discounted multiplayer general-sum Markov Games (MG). A key component of this model is the possibility for the players to either collaborate or team apart to increase their rewards. Building an artificial player for general-sum MGs implies to learn more complex strategies which are impossible to obtain by using techniques developed for two-player zero-sum MGs. In this paper, we introduce a new definition of $ε$-Nash equilibrium in MGs which grasps the strategy's quality for multiplayer games. We prove that minimizing the no…
The $\varepsilon$-well-supported Nash equilibrium is a strong notion of approximation of a Nash equilibrium, where no player has an incentive greater than $\varepsilon$ to deviate from any of the pure strategies that she uses in her mixed strategy. The smallest constant $\varepsilon$ currently known for which there is a polynomial-time algorithm that computes an $\varepsilon$-well-supported Nash equilibrium in bimatrix games is slightly below $2/3$. In this paper we study this problem for symmetric bimatrix games and we provide a polynomial-time algorithm that gives a $(1/2+δ)$-well-supported …
We address the Nash equilibrium problem in a partial-decision information scenario, where each agent can only observe the actions of some neighbors, while its cost possibly depends on the strategies of other agents. Our main contribution is the design of a fully-distributed, single-layer, fixed-step algorithm, based on a proximal best-response augmented with consensus terms. To derive our algorithm, we follow an operator-theoretic approach. First, we recast the Nash equilibrium problem as that of finding a zero of a monotone operator. Then, we demonstrate that the resulting inclusion can be so…
In this paper we propose a new operator splitting algorithm for distributed Nash equilibrium seeking under stochastic uncertainty, featuring relaxation and inertial effects. Our work is inspired by recent deterministic operator splitting methods, designed for solving structured monotone inclusion problems. The algorithm is derived from a forward-backward-forward scheme for solving structured monotone inclusion problems featuring a Lipschitz continuous and monotone game operator. To the best of our knowledge, this is the first distributed (generalized) Nash equilibrium seeking algorithm featuri…
This is an initial manuscript that presents the basic idea of "slightly altruistic Nash equilibrium", "bi-layer game topology", "rolling horizon target selection". This manuscript is just used for peer discussion and joint Ph.D. application affairs rather than submission to any journal. Thus some references are not all provided. The complete paper for submission will be provided in the next version.
In this paper we present optimization problems with biconvex objective function and linear constraints such that the set of global minima of the optimization problems is the same as the set of Nash equilibria of a n-player general-sum normal form game. We further show that the objective function is an invex function and consider a projected gradient descent algorithm. We prove that the projected gradient descent scheme converges to a partial optimum of the objective function. We also present simulation results on certain test cases showing convergence to a Nash equilibrium strategy.
This paper aims to design a distributed coordination algorithm for solving a multi-agent decision problem with a hierarchical structure. The primary goal is to search the Nash equilibrium of a noncooperative game such that each player has no incentive to deviate from the equilibrium under its private objective. Meanwhile, the agents can coordinate to optimize the social cost within the set of Nash equilibria of the underlying game. Such an optimal Nash equilibrium problem can be modeled as a distributed optimization problem with variational inequality constraints. We consider the scenario wher…
Finding a Positive Index Nash Equilibrium is PPADS-Complete
National Technical University of Athens(雅典国立技术大学);Archimedes, Athena Research Center(阿尔基米德,雅典研究中心);University of California, Irvine(加州大学尔湾分校);National and Kapodistrian University of Athens(雅典国家与卡波季斯特里乌斯大学)
We consider for the first time a stochastic generalized Nash equilibrium problem, i.e., with expected-value cost functions and joint feasibility constraints, under partial-decision information, meaning that the agents communicate only with some trusted neighbours. We propose several distributed algorithms for network games and aggregative games that we show being special instances of a preconditioned forward-backward splitting method. We prove that the algorithms converge to a generalized Nash equilibrium when the forward operator is restricted cocoercive by using the stochastic approximation …
In the traditional game-theoretic set up, where agents select actions and experience corresponding utilities, an equilibrium is a configuration where no agent can improve their utility by unilaterally switching to a different action. In this work, we introduce the novel notion of inertial Nash equilibrium to account for the fact that, in many practical situations, action changes do not come for free. Specifically, we consider a population game and introduce the coefficients $c_{ij}$ describing the cost an agent incurs by switching from action $i$ to action $j$. We define an inertial Nash equil…
We present two distributed algorithms for the computation of a generalized Nash equilibrium in monotone games. The first algorithm follows from a forward-backward-forward operator splitting, while the second, which requires the pseudo-gradient mapping of the game to be cocoercive, follows from the forward-backward-half-forward operator splitting. Finally, we compare them with the distributed, preconditioned, forward-backward algorithm via numerical experiments.
If a game has a unique Nash equilibrium, then this equilibrium is arguably the solution of the game from the refinement's literature point of view. However, it might be that for almost all initial conditions, all strategies in the support of this equilibrium are eliminated by the replicator dynamics and the best-reply dynamics.
We consider sequences of games $\mathcal{G}=\{G_1,G_2,\ldots\}$ where, for all $n$, $G_n$ has the same set of players. Such sequences arise in the analysis of running time of players in games, in electronic money systems such as Bitcoin and in cryptographic protocols. Assuming that one-way functions exist, we prove that there is a sequence of 2-player zero-sum Bayesian games $\mathcal{G}$ such that, for all $n$, the size of every action in $G_n$ is polynomial in $n$, the utility function is polynomial computable in $n$, and yet there is no polynomial-time Nash equilibrium, where we use a notio…
We study the complexity of computing a uniform Nash equilibrium on a non-win-lose bimatrix game. It is known that such a problem is NP-complete even if a bimatrix game is win-lose (Bonifaci et al., 2008). Fortunately, if a win-lose bimatrix game is planar, then uniform Nash equilibria always exist. We have a polynomial-time algorithm for finding a uniform Nash equilibrium of a planar win-lose bimatrix game (Addario-Berry et al., 2007). The following question is left: How hard to compute a uniform Nash equilibrium on a planar non-win-lose bimatrix game? This paper resolves this issue. We prove …
We address Nash equilibrium problems in a partial-decision information scenario, where each agent can only exchange information with some neighbors, while its cost function possibly depends on the strategies of all agents. We characterize the relation between several monotonicity and smoothness conditions postulated in the literature. Furthermore, we prove convergence of a preconditioned proximal point algorithm, under a restricted monotonicity property that allows for a non-Lipschitz, non-continuous game mapping.
Nash Equilibrium Computation in Subnetwork Zero-Sum Games with Switching Communications
Academy of Mathematics and Systems Science, Chinese Academy of Sciences(中国科学院数学与系统科学研究院);Nanyang Technological University(南洋理工大学);College of Engineering and Computer Science, The Australian National University(澳大利亚国立大学工程与计算机科学学院);ACCESS Linnaeus Centre, School of Electrical Engineering, Royal Institute of Technology(瑞典皇家理工学院电气工程学院 ACCESS 林奈中心)
In this paper, we study the dynamic behavior of Hedge, a well-known algorithm in theoretical machine learning and algorithmic game theory. The empirical average (arithmetic mean) of the iterates Hedge generates is known to converge to a minimax equilibrium in zero-sum games. We generalize that result to show convergence of the empirical average to Nash equilibrium in symmetric bimatrix games (that is bimatrix games where the payoff matrix of each player is the transpose of that of the other) in the sense that every limit point of the sequence of averages is an $ε$-approximate symmetric equilib…
Locational marginal pricing (LMP) is a widely employed method for pricing electricity in the wholesale electricity market. Although it is well known that the LMP mechanism is vulnerable to market manipulation, there is little literature providing a systematic analysis of this phenomenon. In the first part of this paper, we investigate the economic dispatch outcomes of the LMP mechanism with strategic agents. We show via counterexamples, that contrary to popular belief, a Nash equilibrium may not exist. And when it exists, the price of anarchy may be arbitrarily large. We then provide two suffi…
In mechanism design theory, a designer would like to implement a desired social choice function which specifies her favorite outcome for each possible profile of agents' types. To do so, the designer constructs a mechanism which describes each agent's feasible strategy set and the outcome function. Generally speaking, each agent's strategy in a mechanism has two possible formats: an action, or a message. In this paper, we focus on the former format and claim that the notion of Bayesian Nash equilibrium of a mechanism should be based on a profit function instead of the conventional utility func…
We prove the existence of Bayesian Nash Equilibrium (BNE) of general-sum Bayesian games with continuous types and finite actions under the conditions that the utility functions and the prior type distributions are continuous concerning the players' types. Moreover, there exists a sequence of discretized Bayesian games whose BNE strategies converge weakly to a BNE strategy of the infinite Bayesian game. Our proof establishes a connection between the equilibria of the infinite Bayesian game and those of finite approximations, which leads to an algorithm to construct $\varepsilon$-BNE of infinite…
In a society of multiple individuals, if everybody is only interested in maximizing his own payoff, will there exist any equilibrium for the society? John Nash proved more than 50 years ago that an equilibrium always exists such that nobody would benefit from unilaterally changing his strategy. Nash Equilibrium is a central concept in game theory, which offers the mathematical foundation for social science and economy. However, the original definition is declarative without including a solution to find them. It has been found later that it is computationally difficult to find a Nash equilibriu…
The quantum Nash equilibrium in the thermodynamic limit is studied for games like quantum Prisoner's dilemma and the quantum game of chicken. A phase transition is seen in both games as a function of the entanglement in the game. We observe that for maximal entanglement irrespective of the classical payoffs, a majority of players choose Quantum strategy over Defect in the thermodynamic limit.
We propose a method to design a decentralized energy market which guarantees individual rationality (IR) in expectation, in the presence of system-level grid constraints. We formulate the market as a welfare maximization problem subject to IR constraints, and we make use of Lagrangian duality to model the problem as a n-person non-cooperative game with a unique generalized Nash equilibrium (GNE). We provide a distributed algorithm which converges to the GNE. The convergence and properties of the algorithm are investigated by means of numerical simulations.