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Nash equilibria in graphical games on trees revisited

Published: 11 June 2006 Publication History

Abstract

Graphical games have been proposed as a game-theoretic model of large-scale distributed networks of non-cooperative agents. When the number of players is large, and the underlying graph has low degree, they provide a concise way to represent the players' payoffs. It has recently been shown that the problem of finding Nash equilibria in a general degree-3 graphical game with two actions per player is complete for the complexity class PPAD, indicating that it is unlikely that there is any polynomial-time algorithm for this problem. In this paper, we study the complexity of graphical games with two actions per player on bounded-degree trees. This setting was first considered by Kearns, Littman and Singh, who proposed a dynamic programming-based algorithm that computes all Nash equilibria of such games. The running time of their algorithm is exponential, though approximate equilibria can be computed efficiently. Later, Littman, Kearns and Singh proposed a modification to this algorithm that can find a single Nash equilibrium in polynomial time. We show that this modified algorithm is incorrect-the output is not always a Nash equilibrium. We then propose a new algorithm that is based on the ideas of Kearns et al. and computes all Nash equilibria in quadratic time if the input graph is a path, and in polynomial time if it is an arbitrary graph of maximum degree 2. Moreover, our algorithm can be used to compute Nash equilibria of graphical games on arbitrary trees, but the running time can be exponential, even when the tree has bounded degree. We show that this is inevitable -- any algorithm of this type will take exponential time, even on bounded-degree trees with pathwidth 2. It is an open question whether our algorithm runs in polynomial time on graphs with pathwidth 1, but we show that finding a Nash equilibrium for a 2-action graphical game in which the underlying graph has maximum degree 3 and constant pathwidth is PPAD-complete (so is unlikely to be tractable).

References

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H. Bodlaender and T. Kloks. Efficient and constructive algorithms for the pathwidth and treewidth of graphs. Journal of Algorithms, 21:358--402, 1996.
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X. Chen and X. Deng. 3-NASH is PPAD-complete. Technical Report TR-05-134, Electronic Colloquium in Computational Complexity, 2005.
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X. Chen and X. Deng. Settling the complexity of 2-player Nash equilibrium. Technical Report TR-05-140, Electronic Colloquium in Computational Complexity, 2005.
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C. Daskalakis, P. Goldberg, and C. Papadimitriou. The complexity of computing a Nash equilibrium. In Proceedings of the 38th ACM Symposium on Theory of Computing, 2006.
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C. Daskalakis and C. Papadimitriou. Three-player games are hard. Technical Report TR-05-139, Electronic Colloquium in Computational Complexity, 2005.
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E. Elkind, L. Goldberg, and P. Goldberg. Nash equilibria in graphical games on trees revisited. Technical Report TR-06-005, Electronic Colloquium in Computational Complexity, 2006.
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P. Goldberg and C. Papadimitriou. Reducibility among equilibrium problems. In Proceedings of the 38th ACM Symposium on Theory of Computing, 2006.
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M. Kearns, M. Littman, and S. Singh. Graphical models for game theory. In Proceedings of the 17th Conference on Uncertainty in Artificial Intelligence, 2001.
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M. Littman, M. Kearns, and S. Singh. An efficient exact algorithm for singly connected graphical games. In Proceedings of the 15th Annual Conference on Neural Information Processing Systems, 2001.
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L. Ortiz and M. Kearns. Nash propagation for loopy graphical games. In Proceedings of the 17th Annual Conference on Neural Information Processing Systems, 2003.
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C. Papadimitriou. On the complexity of the parity argument and other inefficient proofs of existence. J. Comput. Syst. Sci., 48(3):498--532, 1994.

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cover image ACM Conferences
EC '06: Proceedings of the 7th ACM conference on Electronic commerce
June 2006
342 pages
ISBN:1595932364
DOI:10.1145/1134707
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 11 June 2006

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Author Tags

  1. PPAD-completeness
  2. graphical games
  3. nash equilibrium

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EC06
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EC06: ACM Conference on Electronic Commerce
June 11 - 15, 2006
Michigan, Ann Arbor, USA

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Overall Acceptance Rate 664 of 2,389 submissions, 28%

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  • (2023)Reinforcement learning based optimal synchronization control for multi-agent systems with input constraints using vanishing viscosity methodInformation Sciences10.1016/j.ins.2023.118949(118949)Online publication date: Apr-2023
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