Congestion games constitute an important class of games in which computing an exact or even approximate pure Nash equilibrium is in general {\sf PLS}-complete. We present a surprisingly simple polynomial-time algorithm that computes O(1)-approximate Nash equilibria in these games. In particular, for congestion games with linear latency functions, our algorithm computes $(2+ε)$-approximate pure Nash equilibria in time polynomial in the number of players, the number of resources and $1/ε$. It also applies to games with polynomial latency functions with constant maximum degree $d$; there, the approximation guarantee is $d^{O(d)}$. The algorithm essentially identifies a polynomially long sequence of best-response moves that lead to an approximate equilibrium; the existence of such short sequences is interesting in itself. These are the first positive algorithmic results for approximate equilibria in non-symmetric congestion games. We strengthen them further by proving that, for congestion games that deviate from our mild assumptions, computing $ρ$-approximate equilibria is {\sf PLS}-complete for any polynomial-time computable $ρ$.
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 prove that differential Nash equilibria are generic amongst local Nash equilibria in continuous zero-sum games. That is, there exists an open-dense subset of zero-sum games for which local Nash equilibria are non-degenerate differential Nash equilibria. The result extends previous results to the zero-sum setting, where we obtain even stronger results; in particular, we show that local Nash equilibria are generically hyperbolic critical points. We further show that differential Nash equilibria of zero-sum games are structurally stable. The purpose for presenting these extensions is the recen…
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 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…
Computing an equilibrium in congestion games can be challenging when the number of players is large. Yet, it is a problem to be addressed in practice, for instance to forecast the state of the system and be able to control it. In this work, we analyze the case of generalized atomic congestion games, with coupling constraints, and with players that are heterogeneous through their action sets and their utility functions. We obtain an approximation of the variational Nash equilibria---a notion generalizing Nash equilibria in the presence of coupling constraints---of a large atomic congestion game…
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…
We analyze the robustness of (pure strategy) Nash equilibria for network games against perturbations of the players' utility functions. We first derive a simple characterization of the margin of robustness, defined as the minimum magnitude of a perturbation that makes a Nash equilibrium of the original game stop being so in the perturbed game. Then, we investigate what the maximally robust equilibria are in some standard network games such as the coordination and the anti-coordination game. Finally, as an application, we provide some sufficient conditions for the existence of Nash equilibria i…
We study natural improvement dynamics in weighted congestion games with polynomial latencies of maximum degree $d\geq 1$. We focus on two problems regarding the existence and efficiency of approximate pure Nash equilibria, with a reasonable small approximation factor, in these games. By exploiting a simple technique, we firstly show that such a game always admits a $d$-approximate potential function. This implies that every sequence of $d$-approximate improvement moves by the players leads to a $d$-approximate pure Nash equilibrium. As a corollary, we also obtain that, under mild assumptions o…
We study uniqueness of Nash equilibria in atomic splittable congestion games and derive a uniqueness result based on polymatroid theory: when the strategy space of every player is a bidirectional flow polymatroid, then equilibria are unique. Bidirectional flow polymatroids are introduced as a subclass of polymatroids possessing certain exchange properties. We show that important cases such as base orderable matroids can be recovered as a special case of bidirectional flow polymatroids. On the other hand we show that matroidal set systems are in some sense necessary to guarantee uniqueness of e…
This paper concerns computing approximate pure Nash equilibria in weighted congestion games, which has been shown to be PLS-complete. With the help of $\hatΨ$-game and approximate potential functions, we propose two algorithms based on best response dynamics, and prove that they efficiently compute $\fracρ{1-ε}$-approximate pure Nash equilibria for $ρ= d!$ and $ρ=\frac{2\cdot W\cdot(d+1)}{2\cdot W+d+1}\le {d + 1}$, respectively, when the weighted congestion game has polynomial latency functions of degree at most $d \ge 1$ and players' weights are bounded from above by a constant $W \ge 1$. Thi…
We introduce Q-Nash, a quantum annealing algorithm for the NP-complete problem of Fnding pure Nash equilibria in graphical games. The algorithm consists of two phases. The first phase determines all combinations of best response strategies for each player using classical computation. The second phase finds pure Nash equilibria using a quantum annealing device by mapping the computed combinations to a quadratic unconstrained binary optimization formulation based on the Set Cover problem. We empirically evaluate Q-Nash on D-Wave's Quantum Annealer 2000Q using different graphical game topologies.…
Observable games are game situations that reach one of possibly many Nash equilibria. Before an instance of the game starts, an external observer does not know, a priori, what is the exact profile of actions that will occur; thus, he assigns subjective probabilities to players' actions. However, not all probabilistic assignments are coherent with a given game. We study the decision problem of determining if a given set of probabilistic constraints assigned a priori by the observer to a given game is coherent, which we call the Coherence of Probabilistic Constraints on Equilibria, or PCE-Cohere…
We study the computation of approximate pure Nash equilibria in Shapley value (SV) weighted congestion games, introduced in [19]. This class of games considers weighted congestion games in which Shapley values are used as an alternative (to proportional shares) for distributing the total cost of each resource among its users. We focus on the interesting subclass of such games with polynomial resource cost functions and present an algorithm that computes approximate pure Nash equilibria with a polynomial number of strategy updates. Since computing a single strategy update is hard, we apply samp…
Computing Nash equilibria for strategic multi-agent systems is challenging for expensive black box systems. Motivated by the ubiquity of games involving exploitation of common resources, this paper considers the above problem for potential games. We use the Bayesian optimization framework to obtain novel algorithms to solve finite (discrete action spaces) and infinite (real interval action spaces) potential games, utilizing the structure of potential games. Numerical results illustrate the efficiency of the approach in computing the Nash equilibria of static potential games and linear Nash equ…
We prove an $N^{2-o(1)}$ lower bound on the randomized communication complexity of finding an $ε$-approximate Nash equilibrium (for constant $ε>0$) in a two-player $N\times N$ game.
University of Aberdeen(阿伯丁大学);University of Artois(阿尔图瓦大学)
In this paper we describe an argumentation-based representation of normal form games, and demonstrate how argumentation can be used to compute pure strategy Nash equilibria. Our approach builds on Modgil's Extended Argumentation Frameworks. We demonstrate its correctness, prove several theoretical properties it satisfies, and outline how it can be used to explain why certain strategies are Nash equilibria to a non-expert human user.
Designing efficient algorithms to compute Nash equilibria poses considerable challenges in Algorithmic Game Theory and Optimization. In this work, we employ integer programming techniques to compute Nash equilibria in Integer Programming Games, a class of simultaneous and non-cooperative games where each player solves a parametrized integer program. We introduce ZERO Regrets, a general and efficient cutting plane algorithm to compute, enumerate, and select Nash equilibria. Our framework leverages the concept of equilibrium inequality, an inequality valid for any Nash equilibrium, and the assoc…
In this paper, we compute $ε$-approximate Nash equilibria in atomic splittable polymatroid congestion games with convex Lipschitz continuous cost functions. The main approach relies on computing a pure Nash equilibrium for an associated integrally-splittable congestion game, where players can only split their demand in integral multiples of a common packet size. It is known that one can compute pure Nash equilibria for integrally-splittable congestion games within a running time that is pseudo-polynomial in the aggregated demand of the players. As the main contribution of this paper, we decide…
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 consider non-atomic network congestion games with heterogeneous players where the latencies of the paths are subject to some bounded deviations. This model encompasses several well-studied extensions of the classical Wardrop model which incorporate, for example, risk-aversion, altruism or travel time delays. Our main goal is to analyze the worst-case deterioration in social cost of a perturbed Nash flow (i.e., for the perturbed latencies) with respect to an original Nash flow. We show that for homogeneous players perturbed Nash flows coincide with approximate Nash flows and derive tight bou…
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…
Congestion games constitute an important class of games to model resource allocation by different users. As computing an exact or even an approximate pure Nash equilibrium is in general PLS-complete, Caragiannis et al. (2011) present a polynomial-time algorithm that computes a ($2 + ε$)-approximate pure Nash equilibria for games with linear cost functions and further results for polynomial cost functions. We show that this factor can be improved to $(1.61+ε)$ and further improved results for polynomial cost functions, by a seemingly simple modification to their algorithm by allowing for the co…
MID-LIDS;MIT-IBM Watson AI Lab(麻省理工学院-IBM沃森人工智能实验室);IBM-Research(IBM研究院);Mila(米拉);University of Oxford(牛津大学)
Multiagent learning settings are inherently more difficult than single-agent learning because each agent interacts with other simultaneously learning agents in a shared environment. An effective approach in multiagent reinforcement learning is to consider the learning process of agents and influence their future policies toward desirable behaviors from each agent's perspective. Importantly, if each agent maximizes its long-term rewards by accounting for the impact of its behavior on the set of convergence policies, the resulting multiagent system reaches an active equilibrium. While this new s…
We study the problem of finding approximate Nash equilibria that satisfy certain conditions, such as providing good social welfare. In particular, we study the problem $ε$-NE $δ$-SW: find an $ε$-approximate Nash equilibrium ($ε$-NE) that is within $δ$ of the best social welfare achievable by an $ε$-NE. Our main result is that, if the exponential-time hypothesis (ETH) is true, then solving $\left(\frac{1}{8} - \mathrm{O}(δ)\right)$-NE $\mathrm{O}(δ)$-SW for an $n\times n$ bimatrix game requires $n^{\mathrm{\widetilde Ω}(\log n)}$ time. Building on this result, we show similar conditional runnin…
The problem of finding pure strategy Nash equilibria in multiagent concurrent games with finite-horizon temporal goals has received some recent attention. Earlier work solved this problem through the use of Rabin automata. In this work, we take advantage of the finite-horizon nature of the agents' goals and show that checking for and finding pure strategy Nash equilibria can be done using a combination of safety games and lasso testing in Büchi automata. To separate strategic reasoning from temporal reasoning, we model agents' goals by deterministic finite-word automata (DFAs), since finite-ho…