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arXiv 2002.12119cs.GTcs.CC
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路径多矩阵博弈是PPAD难的

Path Polymatrix Games are PPAD-hard

Royal Holloway University of London(伦敦大学皇家霍洛威学院);University of Liverpool(利物浦大学)

Argyrios Deligkas, John Fearnley, Rahul Savani

AI总结:

我们证明了树和路径多矩阵博弈中计算纳什均衡是PPAD难的,这是首个交互图无环且动作数常数的难度结果,并附带二维LinearFIXP的ε-不动点紧难度结论。

摘要:

我们证明了在每名玩家最多有二十个动作的树多矩阵博弈和每名玩家最多有四百个动作的路径多矩阵博弈中,计算纳什均衡是PPAD难的。这些是首个在交互图无环且每名玩家动作数为常数的情况下,博弈的PPAD难度结果。在此过程中,我们证明了当ε为任意小于0.5的常数时,寻找二维LinearFIXP实例的ε-不动点是PPAD难的。这一结果是紧的,因为寻找二维LinearFIXP实例的0.5-不动点是平凡的。

英文摘要:

We prove that it is PPAD-hard to compute a Nash equilibrium in a tree polymatrix game with at most twenty actions per player, and path polymatrix game with at most four hundred actions per player. These are the first PPAD hardness results for a game with a constant number of actions per player where the interaction graph is acyclic. Along the way we show PPAD-hardness for finding an $ε$-fixed point of a 2D LinearFIXP instance, when $ε$ is any constant less than $0.5$. This result is tight, since finding a 0.5-fixed point in a 2D LinearFIXP instance is trivial.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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