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.
In an $ε$-Nash equilibrium, a player can gain at most $ε$ by unilaterally changing his behaviour. For two-player (bimatrix) games with payoffs in $[0,1]$, the best-known$ε$ achievable in polynomial time is 0.3393. In general, for $n$-player games an $ε$-Nash equilibrium can be computed in polynomial time for an $ε$ that is an increasing function of $n$ but does not depend on the number of strategies of the players. For three-player and four-player games the corresponding values of $ε$ are 0.6022 and 0.7153, respectively. Polymatrix games are a restriction of general $n$-player games where a pl…
We discuss and solve a model for a game with many players, where a subset of truely deciding players is embedded into a hierarchy of dependent agents. These interdependencies modify the game matrix and the Nash equilibria for the deciding players. In a concrete example, we recognize the partition function of the Ising model and for high dependency we observe a phase transition to a new Nash equilibrium, which is the Pareto-efficient outcome. An example we have in mind is the game theory for major shareholders in a stock market, where intermediate companies decide according to a majority vote o…
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.
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 prove that in a normal form n-player game with m actions for each player, there exists an approximate Nash equilibrium where each player randomizes uniformly among a set of O(log(m) + log(n)) pure strategies. This result induces an $N^{\log \log N}$ algorithm for computing an approximate Nash equilibrium in games where the number of actions is polynomial in the number of players (m=poly(n)), where $N=nm^n$ is the size of the game (the input size). In addition, we establish an inverse connection between the entropy of Nash equilibria in the game, and the time it takes to find such an approxi…
The emergence of cooperation figures among the main goal of game theory in competitive-cooperative environments. Potential games have long been hinted as viable alternatives to study realistic player behavior. Here, we expand the potential games approach by taking into account the inherent risks of cooperation. We show the Public Goods game reduce to a Hamiltonian with one-body operators, with the correct Nash Equilibrium as the ground state. The inclusion of punishments to the Public Goods game reduces the cooperation risk, creating two-body interaction with a rich phase diagram, where phase …
This paper studies the existence of pure Nash equilibria in resource graph games, which are a general class of strategic games used to succinctly represent the players' private costs. There is a finite set of resources and the strategy set of each player corresponds to a set of subsets of resources. The cost of a resource is an arbitrary function that depends on the load vector of the resources in a specified neighborhood. As our main result, we give complete characterizations of the cost functions guaranteeing the existence of pure Nash equilibria for weighted and unweighted players, respecti…
This paper is an exposition of algorithms for finding one or all equilibria of a bimatrix game (a two-player game in strategic form) in the style of a chapter in a graduate textbook. Using labeled "best-response polytopes", we present the Lemke-Howson algorithm that finds one equilibrium. We show that the path followed by this algorithm has a direction, and that the endpoints of the path have opposite index, in a canonical way using determinants. For reference, we prove that a number of notions of nondegeneracy of a bimatrix game are equivalent. The computation of all equilibria of a general b…
Nash equilibrium is used as a model to explain the observed behavior of players in strategic settings. For example, in many empirical applications we observe player behavior, and the problem is to determine if there exist payoffs for the players for which the equilibrium corresponds to observed player behavior. Computational complexity of Nash equilibria is an important consideration in this framework. If the instance of the model that explains observed player behavior requires players to have solved a computationally hard problem, then the explanation provided is questionable. In this paper w…
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.
In this study, we formulate positive and negative externalities caused by changes in the supply of shared vehicles as ride sharing games. The study aims to understand the price of anarchy (PoA) and its improvement via a coordination technique in ride sharing games. A critical question is whether ride sharing games exhibit a pure Nash equilibrium (pNE) since the PoA bound assumes it. Our result shows a sufficient condition for a ride sharing game to have a finite improvement property and a pNE similar to potential games. This is the first step to analyze PoA bound and its improvement by coordin…
In this short note we study a class of multi-player, turn-based games with deterministic state transitions and reachability / safety objectives (this class contains as special cases "classic" two-player reachability and safety games as well as multi-player "stay--in-a-set" and "reach-a-set" games). Quantitative and qualitative versions of the objectives are presented and for both cases we prove the existence of a deterministic and memoryless Nash equilibrium; the proof is short and simple, using only Fink's classic result about the existence of Nash equilibria for multi-player discounted stoch…
We study the problem of computing approximate Nash equilibria (epsilon-Nash equilibria) in normal form games, where the number of players is a small constant. We consider the approach of looking for solutions with constant support size. It is known from recent work that in the 2-player case, a 1/2-Nash equilibrium can be easily found, but in general one cannot achieve a smaller value of epsilon than 1/2. In this paper we extend those results to the k-player case, and find that epsilon = 1-1/k is feasible, but cannot be improved upon. We show how stronger results for the 2-player case may be us…
We study competitive diffusion games on graphs introduced by Alon et al. [1] to model the spread of influence in social networks. Extending results of Roshanbin [8] for two players, we investigate the existence of pure Nash equilibria for at least three players on different classes of graphs including paths, cycles, grid graphs and hypercubes; as a main contribution, we answer an open question proving that there is no Nash equilibrium for three players on (m x n) grids with min(m, n) >= 5. Further, extending results of Etesami and Basar [3] for two players, we prove the existence of pure Nash …
In \emph{bandwidth allocation games} (BAGs), the strategy of a player consists of various demands on different resources. The player's utility is at most the sum of these demands, provided they are fully satisfied. Every resource has a limited capacity and if it is exceeded by the total demand, it has to be split between the players. Since these games generally do not have pure Nash equilibria, we consider approximate pure Nash equilibria, in which no player can improve her utility by more than some fixed factor $α$ through unilateral strategy changes. There is a threshold $α_δ$ (where $δ$ is …
Most work in game theory assumes that players are perfect reasoners and have common knowledge of all significant aspects of the game. In earlier work, we proposed a framework for representing and analyzing games with possibly unaware players, and suggested a generalization of Nash equilibrium appropriate for games with unaware players that we called generalized Nash equilibrium. Here, we use this framework to analyze other solution concepts that have been considered in the game-theory literature, with a focus on sequential equilibrium. We also provide some insight into the notion of generalize…
We investigate complexity issues related to pure Nash equilibria of strategic games. We show that, even in very restrictive settings, determining whether a game has a pure Nash Equilibrium is NP-hard, while deciding whether a game has a strong Nash equilibrium is SigmaP2-complete. We then study practically relevant restrictions that lower the complexity. In particular, we are interested in quantitative and qualitative restrictions of the way each players payoff depends on moves of other players. We say that a game has small neighborhood if the utility function for each player depends only on (…
We study the problem of checking for the existence of constrained pure Nash equilibria in a subclass of polymatrix games defined on weighted directed graphs. The payoff of a player is defined as the sum of nonnegative rational weights on incoming edges from players who picked the same strategy augmented by a fixed integer bonus for picking a given strategy. These games capture the idea of coordination within a local neighbourhood in the absence of globally common strategies. We study the decision problem of checking whether a given set of strategy choices for a subset of the players is consist…
We investigate the degree of discontinuity of several solution concepts from non-cooperative game theory. While the consideration of Nash equilibria forms the core of our work, also pure and correlated equilibria are dealt with. Formally, we restrict the treatment to two player games, but results and proofs extend to the n-player case. As a side result, the degree of discontinuity of solving systems of linear inequalities is settled.
Nash equilibrium is a central concept in game theory. Several Nash solvers exist, yet none scale to normal-form games with many actions and many players, especially those with payoff tensors too big to be stored in memory. In this work, we propose an approach that iteratively improves an approximation to a Nash equilibrium through joint play. It accomplishes this by tracing a previously established homotopy that defines a continuum of equilibria for the game regularized with decaying levels of entropy. This continuum asymptotically approaches the limiting logit equilibrium, proven by McKelvey …
We study a routing game in which one of the players unilaterally acts altruistically by taking into consideration the latency cost of other players as well as his own. By not playing selfishly, a player can not only improve the other players' equilibrium utility but also improve his own equilibrium utility. To quantify the effect, we define a metric called the Value of Unilateral Altruism (VoU) to be the ratio of the equilibrium utility of the altruistic user to the equilibrium utility he would have received in Nash equilibrium if he were selfish. We show by example that the VoU, in a game wit…
We consider bargaining problems which involve two participants, with a nonempty closed, bounded convex bargaining set of points in the real plane representing all realizable bargains. We also assume that there is no definite threat or disagreement point which will provide the default bargain if the players cannot agree on some point in the bargaining set. However, there is a nondeterministic threat: if the players fail to agree on a bargain, one of them will be chosen at random with equal probability, and that chosen player will select any realizable bargain as the solution, subject to a reaso…
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 study the computation of Nash equilibria in a two-player normal form game from the perspective of parameterized complexity. Recent results proved hardness for a number of variants, when parameterized by the support size. We complement those results, by identifying three cases in which the problem becomes fixed-parameter tractable. These cases occur in the previously studied settings of sparse games and unbalanced games as well as in the newly considered case of locally bounded treewidth games that generalizes both these two cases.
It is known that the set of all correlated equilibria of an n-player non-cooperative game is a convex polytope and includes all the Nash equilibria. Further, the Nash equilibria all lie on the boundary of this polytope. We study the geometry of both these equilibrium notions when the players have cumulative prospect theoretic (CPT) preferences. The set of CPT correlated equilibria includes all the CPT Nash equilibria but it need not be a convex polytope. We show that it can, in fact, be disconnected. However, all the CPT Nash equilibria continue to lie on its boundary. We also characterize the…
We study the problem of computing approximate Nash equilibria of bimatrix games, in a setting where players initially know their own payoffs but not the payoffs of the other player. In order for a solution of reasonable quality to be found, some amount of communication needs to take place between the players. We are interested in algorithms where the communication is substantially less than the contents of a payoff matrix, for example logarithmic in the size of the matrix. When the communication is polylogarithmic in the number of strategies n, we show how to obtain epsilon-approximate Nash eq…
We prove that computing a Nash equilibrium of a two-player ($n \times n$) game with payoffs in $[-1,1]$ is PPAD-hard (under randomized reductions) even in the smoothed analysis setting, smoothing with noise of constant magnitude. This gives a strong negative answer to conjectures of Spielman and Teng [ST06] and Cheng, Deng, and Teng [CDT09]. In contrast to prior work proving PPAD-hardness after smoothing by noise of magnitude $1/\operatorname{poly}(n)$ [CDT09], our smoothed complexity result is not proved via hardness of approximation for Nash equilibria. This is by necessity, since Nash equil…
We prove that there exists a constant $ε>0$ such that, assuming the Exponential Time Hypothesis for PPAD, computing an $ε$-approximate Nash equilibrium in a two-player (nXn) game requires quasi-polynomial time, $n^{\log^{1-o(1)} n}$. This matches (up to the o(1) term) the algorithm of Lipton, Markakis, and Mehta [LMM03]. Our proof relies on a variety of techniques from the study of probabilistically checkable proofs (PCP); this is the first time that such ideas are used for a reduction between problems inside PPAD. En route, we also prove new hardness results for computing Nash equilibria in g…
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…
We study pure Nash equilibria in infinite-duration games on graphs, with partial visibility of actions but communication (based on a graph) among the players. We show that a simple communication mechanism consisting in reporting the deviator when seeing it and propagating this information is sufficient for characterizing Nash equilibria. We propose an epistemic game construction, which conveniently records important information about the knowledge of the players. With this abstraction, we are able to characterize Nash equilibria which follow the simple communication pattern via winning strateg…
Recently, a new model extending the standard replicator equation to a finite set of players connected on an arbitrary graph was developed in evolutionary game dynamics. The players are interpreted as subpopulations of multipopulations dynamical game and represented as vertices of the graph, and an edge constitutes the relation among the subpopulations. At each instant, members of connected vertices of the graph play a 2-player game and collect a payoff that determines if the chosen strategies will vanish or flourish. The model describes the game dynamics of a finite set of players connected by…
We study the computational complexity of decision problems about Nash equilibria in $m$-player games. Several such problems have recently been shown to be computationally equivalent to the decision problem for the existential theory of the reals, or stated in terms of complexity classes, $\exists\mathbb{R}$-complete, when $m\geq 3$. We show that, unless they turn into trivial problems, they are $\exists\mathbb{R}$-hard even for 3-player zero-sum games. We also obtain new results about several other decision problems. We show that when $m\geq 3$ the problems of deciding if a game has a Pareto o…
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…
We study pure-strategy Nash equilibria in multi-player concurrent deterministic games, for a variety of preference relations. We provide a novel construction, called the suspect game, which transforms a multi-player concurrent game into a two-player turn-based game which turns Nash equilibria into winning strategies (for some objective that depends on the preference relations of the players in the original game). We use that transformation to design algorithms for computing Nash equilibria in finite games, which in most cases have optimal worst-case complexity, for large classes of preference …
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…
Since the seminal PPAD-completeness result for computing a Nash equilibrium even in two-player games, an important line of research has focused on relaxations achievable in polynomial time. In this paper, we consider the notion of $\varepsilon$-well-supported Nash equilibrium, where $\varepsilon \in [0,1]$ corresponds to the approximation guarantee. Put simply, in an $\varepsilon$-well-supported equilibrium, every player chooses with positive probability actions that are within $\varepsilon$ of the maximum achievable payoff, against the other player's strategy. Ever since the initial approxima…
Financial transmission right (FTR) is an important tool and an especially feature for stopping congestion charges in restructured electricity markets. Participants in the transmission market as players are assumed to be a generation company (Gencos) which also take part in an energy market and able to buy their require FTRs. In this regard, there are two types of FTR: obligation or option. There are three main questions which immediately arise for each player who is placed in the market. First, which type of FTR is the best choice second, how much power is needed to generate by each player and…
We present a novel polynomial time approximation scheme for two-strategy anonymous games, in which the players' utility functions, although potentially different, do not differentiate among the identities of the other players. Our algorithm computes an $eps$-approximate Nash equilibrium of an $n$-player 2-strategy anonymous game in time $poly(n) (1/eps)^{O(1/eps^2)}$, which significantly improves upon the running time $n^{O(1/eps^2)}$ required by the algorithm of Daskalakis & Papadimitriou, 2007. The improved running time is based on a new structural understanding of approximate Nash equilibri…
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 intro…
The solution to a Nash or a nonsymmetric bargaining game is obtained by maximizing a concave function over a convex set, i.e., it is the solution to a convex program. We show that each 2-player game whose convex program has linear constraints, admits a rational solution and such a solution can be found in polynomial time using only an LP solver. If in addition, the game is succinct, i.e., the coefficients in its convex program are ``small'', then its solution can be found in strongly polynomial time. We also give a non-succinct linear game whose solution can be found in strongly polynomial tim…
For a constant $ε$, we prove a poly(N) lower bound on the (randomized) communication complexity of $ε$-Nash equilibrium in two-player NxN games. For n-player binary-action games we prove an exp(n) lower bound for the (randomized) communication complexity of $(ε,ε)$-weak approximate Nash equilibrium, which is a profile of mixed actions such that at least $(1-ε)$-fraction of the players are $ε$-best replying.
We consider the relation between Sion's minimax theorem for a continuous function and a Nash equilibrium in a multi-players game with two groups which is zero-sum and symmetric in each group. We will show the following results. 1. The existence of Nash equilibrium which is symmetric in each group implies Sion's minimax theorem with the coincidence of the maximin strategy and the minimax strategy for players in each group. %given the values of the strategic variables. 2. Sion's minimax theorem with the coincidence of the maximin strategy and the minimax strategy for players in each group implie…
We consider a partially asymmetric multi-players zero-sum game with two strategic variables. All but one players have the same payoff functions, and one player (Player $n$) does not. Two strategic variables are $t_i$'s and $s_i$'s for each player $i$. Mainly we will show the following results. 1) The equilibrium when all players choose $t_i$'s is equivalent to the equilibrium when all but one players choose $t_i$'s and Player $n$ chooses $s_n$ as their strategic variables. 2) The equilibrium when all players choose $s_i$'s is equivalent to the equilibrium when all but one players choose $s_i$'…
We consider two classes of constrained finite state-action stochastic games. First, we consider a two player nonzero sum single controller constrained stochastic game with both average and discounted cost criterion. We consider the same type of constraints as in [1], i.e., player 1 has subscription based constraints and player 2, who controls the transition probabilities, has realization based constraints which can also depend on the strategies of player 1. Next, we consider a N -player nonzero sum constrained stochastic game with independent state processes where each player has average cost …
We investigate the problem of equilibrium computation for "large" $n$-player games. Large games have a Lipschitz-type property that no single player's utility is greatly affected by any other individual player's actions. In this paper, we mostly focus on the case where any change of strategy by a player causes other players' payoffs to change by at most $\frac{1}{n}$. We study algorithms having query access to the game's payoff function, aiming to find $ε$-Nash equilibria. We seek algorithms that obtain $ε$ as small as possible, in time polynomial in $n$. Our main result is a randomised algori…