No Arabic abstract
We study the problem of computing Nash equilibria of zero-sum games. Many natural zero-sum games have exponentially many strategies, but highly structured payoffs. For example, in the well-studied Colonel Blotto game (introduced by Borel in 1921), players must divide a pool of troops among a set of battlefields with the goal of winning (i.e., having more troops in) a majority. The Colonel Blotto game is commonly used for analyzing a wide range of applications from the U.S presidential election, to innovative technology competitions, to advertisement, to sports. However, because of the size of the strategy space, standard methods for computing equilibria of zero-sum games fail to be computationally feasible. Indeed, despite its importance, only a few solutions for special variants of the problem are known. In this paper we show how to compute equilibria of Colonel Blotto games. Moreover, our approach takes the form of a general reduction: to find a Nash equilibrium of a zero-sum game, it suffices to design a separation oracle for the strategy polytope of any bilinear game that is payoff-equivalent. We then apply this technique to obtain the first polytime algorithms for a variety of games. In addition to Colonel Blotto, we also show how to compute equilibria in an infinite-strategy variant called the General Lotto game; this involves showing how to prune the strategy space to a finite subset before applying our reduction. We also consider the class of dueling games, first introduced by Immorlica et al. (2011). We show that our approach provably extends the class of dueling games for which equilibria can be computed: we introduce a new dueling game, the matching duel, on which prior methods fail to be computationally feasible but upon which our reduction can be applied.
We investigate the computation of equilibria in extensive-form games where ex ante correlation is possible, focusing on correlated equilibria requiring the least amount of communication between the players and the mediator. Motivated by the hardness results on the computation of normal-form correlated equilibria, we introduce the notion of normal-form coarse correlated equilibrium, extending the definition of coarse correlated equilibrium to sequential games. We show that, in two-player games without chance moves, an optimal (e.g., social welfare maximizing) normal-form coarse correlated equilibrium can be computed in polynomial time, and that in general multi-player games (including two-player games with Chance), the problem is NP-hard. For the former case, we provide a polynomial-time algorithm based on the ellipsoid method and also propose a more practical one, which can be efficiently applied to problems of considerable size. Then, we discuss how our algorithm can be extended to games with Chance and games with more than two players.
Graphical games are a useful framework for modeling the interactions of (selfish) agents who are connected via an underlying topology and whose behaviors influence each other. They have wide applications ranging from computer science to economics and biology. Yet, even though a players payoff only depends on the actions of their direct neighbors in graphical games, computing the Nash equilibria and making statements about the convergence time of natural local dynamics in particular can be highly challenging. In this work, we present a novel approach for classifying complexity of Nash equilibria in graphical games by establishing a connection to local graph algorithms, a subfield of distributed computing. In particular, we make the observation that the equilibria of graphical games are equivalent to locally verifiable labelings (LVL) in graphs; vertex labelings which are verifiable with a constant-round local algorithm. This connection allows us to derive novel lower bounds on the convergence time to equilibrium of best-response dynamics in graphical games. Since we establish that distributed convergence can sometimes be provably slow, we also introduce and give bounds on an intuitive notion of time-constrained inefficiency of best responses. We exemplify how our results can be used in the implementation of mechanisms that ensure convergence of best responses to a Nash equilibrium. Our results thus also give insight into the convergence of strategy-proof algorithms for graphical games, which is still not well understood.
In this paper we extend a popular non-cooperative network creation game (NCG) to allow for disconnected equilibrium networks. There are n players, each is a vertex in a graph, and a strategy is a subset of players to build edges to. For each edge a player must pay a cost alpha, and the individual cost for a player represents a trade-off between edge costs and shortest path lengths to all other players. We extend the model to a penalized game (PCG), for which we reduce the penalty counted towards the individual cost for a pair of disconnected players to a finite value beta. Our analysis concentrates on existence, structure, and cost of disconnected Nash and strong equilibria. Although the PCG is not a potential game, pure Nash equilibria always and pure strong equilibria very often exist. We provide tight conditions under which disconnected Nash (strong) equilibria can evolve. Components of these equilibria must be Nash (strong) equilibria of a smaller NCG. However, in contrast to the NCG, for almost all parameter values no tree is a stable component. Finally, we present a detailed characterization of the price of anarchy that reveals cases in which the price of anarchy is Theta(n) and thus several orders of magnitude larger than in the NCG. Perhaps surprisingly, the strong price of anarchy increases to at most 4. This indicates that global communication and coordination can be extremely valuable to overcome socially inferior topologies in distributed selfish network design.
We consider polymatrix coordination games with individual preferences where every player corresponds to a node in a graph who plays with each neighbor a separate bimatrix game with non-negative symmetric payoffs. In this paper, we study $alpha$-approximate $k$-equilibria of these games, i.e., outcomes where no group of at most $k$ players can deviate such that each member increases his payoff by at least a factor $alpha$. We prove that for $alpha ge 2$ these games have the finite coalitional improvement property (and thus $alpha$-approximate $k$-equilibria exist), while for $alpha < 2$ this property does not hold. Further, we derive an almost tight bound of $2alpha(n-1)/(k-1)$ on the price of anarchy, where $n$ is the number of players; in particular, it scales from unbounded for pure Nash equilibria ($k = 1)$ to $2alpha$ for strong equilibria ($k = n$). We also settle the complexity of several problems related to the verification and existence of these equilibria. Finally, we investigate natural means to reduce the inefficiency of Nash equilibria. Most promisingly, we show that by fixing the strategies of $k$ players the price of anarchy can be reduced to $n/k$ (and this bound is tight).
Suppose that an $m$-simplex is partitioned into $n$ convex regions having disjoint interiors and distinct labels, and we may learn the label of any point by querying it. The learning objective is to know, for any point in the simplex, a label that occurs within some distance $epsilon$ from that point. We present two algorithms for this task: Constant-Dimension Generalised Binary Search (CD-GBS), which for constant $m$ uses $poly(n, log left( frac{1}{epsilon} right))$ queries, and Constant-Region Generalised Binary Search (CR-GBS), which uses CD-GBS as a subroutine and for constant $n$ uses $poly(m, log left( frac{1}{epsilon} right))$ queries. We show via Kakutanis fixed-point theorem that these algorithms provide bounds on the best-response query complexity of computing approximate well-supported equilibria of bimatrix games in which one of the players has a constant number of pure strategies. We also partially extend our results to games with multiple players, establishing further query complexity bounds for computing approximate well-supported equilibria in this setting.