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.
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 …
Many important real-world settings contain multiple players interacting over an unknown duration with probabilistic state transitions, and are naturally modeled as stochastic games. Prior research on algorithms for stochastic games has focused on two-player zero-sum games, games with perfect information, and games with imperfect-information that is local and does not extend between game states. We present an algorithm for approximating Nash equilibrium in multiplayer general-sum stochastic games with persistent imperfect information that extends throughout game play. We experiment on a 4-playe…
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…
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 …
An heuristic approach to compute strong Nash (Aumann) equilibria is presented. The method is based on differential evolution and three variants of a generative relation for strong Nash equilibria characterization. Numerical experiments performed on the minimum effort game for up to 150 players illustrate the efficiency of the approach. The advantages and disadvantages of each variant is discussed in terms of precision and running time.
Stochastic games generalize Markov decision processes (MDPs) to a multiagent setting by allowing the state transitions to depend jointly on all player actions, and having rewards determined by multiplayer matrix games at each state. We consider the problem of computing Nash equilibria in stochastic games, the analogue of planning in MDPs. We begin by providing a generalization of finite-horizon value iteration that computes a Nash strategy for each player in generalsum stochastic games. The algorithm takes an arbitrary Nash selection function as input, which allows the translation of local cho…
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…
A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing algorithms require a number of samples exponential in the number of players to learn rationalizable equilibria under bandit feedback. This paper develops the first line of efficient algorithms for learning rationalizable Coarse Correlated Equilibria (CCE) and Correlated Equilibria (CE) whose sample complexities are polynomial in all problem parameters includ…
The Colonel Blotto Problem proposed by Borel in 1921 has served as a widely applicable model of budget-constrained simultaneous winner-take-all competitions in the social sciences. Applications include elections, advertising, R&D and more. However, the classic Blotto problem and variants limit the study to competitions over a finite set of discrete battlefields. In this paper, we extend the classical theory to study multiplayer Blotto games over arbitrary measurable battlegrounds, provide an algorithm to efficiently sample equilibria of symmetric "equipartionable" Generalized Blotto games, and…
We analyse the computational complexity of finding Nash equilibria in simple stochastic multiplayer games. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In particular, we prove that the following problem is undecidable: Given a game G, does there exist a pure-strategy Nash equilibrium of G where player 0 wins with probability 1. Moreover, this problem remains undecidable if it is restricted to strategies with (unbounded) finite memory. However, if mixed strategies are allowed, decidability remains an open problem.…
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In particular, we prove that the following problem is undecidable: Given a game G, does there exist a Nash equilibrium of G where Player 0 wins with probability 1? Moreover, this problem remains undecidable when restricted to pure strategies or (pure) strategies with finite memory. One way to obtain a decidable variant of the prob…
Multiplayer games with selfish agents naturally occur in the design of distributed and embedded systems. As the goals of selfish agents are usually neither equivalent nor antagonistic to each other, such games are non zero-sum games. We study such games and show that a large class of these games, including games where the individual objectives are mean- or discounted-payoff, or quantitative reachability, and show that they do not only have a solution, but a simple solution. We establish the existence of Nash equilibria that are composed of k memoryless strategies for each agent in a setting wi…
We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding class of multi-player multi-outcome games. This generalizes a previous result by Brihaye, De Pril and Schewe. We provide a number of example that separate the various criteria we explore. Our proofs are generally constructive, that is, provide upper bounds for the memory required, as well as algorithms to compute the relevant Nash equilibria.
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 initiate the study of the natural multiplayer generalization of the classic continuous Colonel Blotto game. The two-player Blotto game, introduced by Borel as a model of resource competition across $n$ simultaneous fronts, has been studied extensively for a century and seen numerous applications throughout the social sciences. Our work defines the multiplayer Colonel Blotto game and derives Nash equilibria for various settings of $k$ (number of players) and $n$. We also introduce a "Boolean" version of Blotto that becomes interesting in the multiplayer setting. The main technical difficulty…
Learning problems commonly exhibit an interesting feedback mechanism wherein the population data reacts to competing decision makers' actions. This paper formulates a new game theoretic framework for this phenomenon, called "multi-player performative prediction". We focus on two distinct solution concepts, namely (i) performatively stable equilibria and (ii) Nash equilibria of the game. The latter equilibria are arguably more informative, but can be found efficiently only when the game is monotone. We show that under mild assumptions, the performatively stable equilibria can be found efficient…
We study turn-based quantitative multiplayer non zero-sum games played on finite graphs with reachability objectives. In such games, each player aims at reaching his own goal set of states as soon as possible. A previous work on this model showed that Nash equilibria (resp. secure equilibria) are guaranteed to exist in the multiplayer (resp. two-player) case. The existence of secure equilibria in the multiplayer case remained and is still an open problem. In this paper, we focus our study on the concept of subgame perfect equilibrium, a refinement of Nash equilibrium well-suited in the framewo…
We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding class of multi-player multi-outcome games. This generalizes a previous result by Brihaye, De Pril and Schewe. For most of our conditions we provide counterexamples showing that they cannot be dispensed with. Our proofs are generally constructive, that is, provide upper bounds for the memory required, as well as algorithms to compute the relevant winning strat…
We investigate a model for representing large multiplayer games, which satisfy strong symmetry properties. This model is made of multiple copies of an arena; each player plays in his own arena, and can partially observe what the other players do. Therefore, this game has partial information and symmetry constraints, which make the computation of Nash equilibria difficult. We show several undecidability results, and for bounded-memory strategies, we precisely characterize the complexity of computing pure Nash equilibria (for qualitative objectives) in this game model.
In two-player repeated games, Zero-Determinant (ZD) strategies enable a player to unilaterally enforce a linear payoff relation between her own and her opponent's payoff irrespective of the opponent's strategy. This manipulative nature of the ZD strategies attracted significant attention from researchers due to its close connection to controlling distributively the outcome of evolutionary games in large populations. In this paper, necessary and sufficient conditions are derived for a payoff relation to be enforceable in multiplayer social dilemmas with a finite expected number of rounds that i…
Pompeu Fabra University(庞培法布拉大学);ICREA(加泰罗尼亚高等研究院);Barcelona Graduate School of Economics(巴塞罗那经济学研究生院);McGill University(麦吉尔大学)
We study multiplayer stochastic multi-armed bandit problems in which the players cannot communicate and if two or more players pull the same arm, a collision occurs and the involved players receive zero reward. We consider two feedback models: a model in which the players can observe whether a collision has occurred and a more difficult setup when no collision information is available. We give the first theoretical guarantees for the second model: an algorithm with a logarithmic regret, and an algorithm with a square-root regret type that does not depend on the gaps between the means. For the …
We analyse the computational complexity of finding Nash equilibria in stochastic multiplayer games with $ω$-regular objectives. While the existence of an equilibrium whose payoff falls into a certain interval may be undecidable, we single out several decidable restrictions of the problem. First, restricting the search space to stationary, or pure stationary, equilibria results in problems that are typically contained in PSPACE and NP, respectively. Second, we show that the existence of an equilibrium with a binary payoff (i.e. an equilibrium where each player either wins or loses with probabil…
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.
In this paper, we study turn-based quantitative multiplayer non zero-sum games played on finite graphs with both reachability and safety objectives. In this framework a player with a reachability objective aims at reaching his own goal as soon as possible, whereas a player with a safety objective aims at avoiding his bad set or, if impossible, delaying its visit as long as possible. We prove the existence of Nash equilibria with finite memory in quantitative multiplayer reachability/safety games. Moreover, we prove the existence of finite-memory secure equilibria for quantitative two-player re…
The Complexity of Computing Nash Equilibria in Colonel Blotto Games
National and Kapodistrian University of Athens(雅典国立卡波蒂斯坦大学);Archimedes, Athena Research Center(阿基米德雅典研究中心);National Technical University of Athens(雅典国立技术大学)
In order to understand if and how strategic resource allocation can constrain the structure of pair-wise competition outcomes in competitive human competitions we introduce a new multiplayer resource allocation game, the Population Lotto Game. This new game allows agents to allocate their resources across a continuum of possible specializations. While this game allows non-transitive cycles between players, we show that the Nash equilibrium of the game also forms a hierarchical structure between discrete `leagues' based on their different resource budgets, with potential sub-league structure an…
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.
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 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…
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.
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…
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.
In an inverse game problem, one needs to infer the cost function of the players in a game such that a desired joint strategy is a Nash equilibrium. We study the inverse game problem for a class of multiplayer matrix games, where the cost perceived by each player is corrupted by random noise. We provide sufficient conditions for the players' quantal response equilibrium -- a generalization of the Nash equilibrium to games with perception noise -- to be unique. We develop efficient optimization algorithms for inferring the cost matrix based on semidefinite programs and bilevel optimization. We d…
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…