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Computing Nash Equilibria: Hardness andApproximation Algorithms
Anthi Orfanou
May 05, 2015
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Games
set of playersset of pure strategies (actions) available to each playerpayoffs of each player for every strategy profile
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(Approximate) Nash Equilibria
Game of n players, ξ actions,Assumption: payoffs in [0,1]
xi : Mixed strategy of a player i , probability distribution over ξ(mixed) strategy profile X = (x1, . . . ,xn)
Expected Payoff (/Utility) from action s: ui (s ,X −i )
(Approximate) NE, for ε≥ 0ε-well-supported NE:
xi ,s > 0 ⇒ ui (s ,X −i )≥ ui (s′,X −i )−ε
ε-approximate NE:
ui (X ) = (∑s
xi ,s ∗ui (s ,X −i )) ≥ ui (s′,X −i )−ε
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Categories of Games
n players, ξ actions
Normal form games: payoffs for all strategy profilesÏ O(nξn) payoffsÏ special case: Bimatrix games ( 2 players )
Anonymous games:Ï Payoff of player:
1. action she plays2. Partition of the other players into actions
Ï Succinctly representable for constant ξ: O(ξ ·nξ−1) valuesGraphical games:
Ï players: vertices of a graph, payoffs affected by the neighbours onlyÏ Succinctly representable for constant degreeÏ special case: Polymatrix games ( each edge plays Bimatrix )
+ Property: Bimatrix, Polymatrix have a rational equilibrium
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OverviewAnonymous games:
PTAS 2 strategies, constant # strategies [DP07,Das08,DP08,DP08,DP14]
query-efficient approximation [GT14]
PPAD-hard for ε= 1/exp(n), ≥ 7 strategies [CDO14]
Normal form games: r players, n strategiesReductions: r →3,2 player games [DGP09, FT10,Bub79] , normal form ↔graphical [GP05]3-Player PPAD-hardness for 1/exp(n)-NE (via Polymatrix) [DGP09]
Bimatrix gamesÏ 1/poly(n)-NE PPAD-hardness [CDT09]Ï Approximation algorithms: [TS07], [LMM03]Ï Special case: Constant Rank Bimatrix
F rank 3 PPAD-hard [Meh14], FPTAS [KT07], Polynomial for rank 1[AGM+11]
Polymatrix gamesÏ constant-NE PPAD-hardness [Rub14]
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Table of Contents
1 Anonymous Games
2 Reducibility among NE problems
3 Hardness of normal form games
4 Bimatrix Games
5 Constant Rank Bimatrix
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Anonymous Games - Approximation Algorithms [DP14]
“Oblivious" algorithms:Enumerate over candidate equilibriaUse the game only for verification
Mixed NE:2 actions PTAS:
Ï [DP07]: nO(1/ε2),Ï [Das08]: faster poly(n) · (1/ε)O(1/ε2)
Ï [DP09]: "weakly"-oblivious poly(n) · (1/ε)O(log2(1/ε))
[DP08]: PTAS for ξ actions nO(g(ξ,1/ε)), g exponential in ξPure NE:
[DP07]: λ-Lipschitz games have O(λξ)-approximate pure NE
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Useful properties of Anonymous Games
In polynomial time we can do:1 Expected payoff computation - Dynamic programming O(ξnξ+1)2 Given an unordered mixed profile we can decide if there is an
assignment of strategies to players that yields an ε-NE
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Oblivious Algorithms
Discrete search space:Ï If we are promised ∃ ε-NE with xi ,s integer multiples of fixed quantity
1z (z independent of n, related to ε)
Ï ⇒ K =O(zξ−1) different mixed strategies (polynomial of z)
Enumerate over partitions of players to mixed strategies(polynomially many: O(nK ))For the chosen partition, check if exists an assignment that is ε-NE
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"Weakly" Oblivious Algorithms (2 actions)
Oblivious: enumerate all unordered mixed profiles ⟨q⟩“weakly" oblivious: enumerate over the first O(log 1
ε ) moments ofpartition probabilities Prq[π]
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Anonymous Games - Query Complexity [GT14]
Payoffs not known - ask queries
2-action query efficient algorithm [GT14]Randomized algorithm that finds (with high prob.)O(ε+ 1
εpn)-approximate NE with Ő(n11/8) payoff queries
finds c-NE for c ≥ 14pn
running time poly(n,1/ε)
Lipschitz games have approx-PNE [DP07]
find O(λ+ε)-PNE:Ï ε-accurate queries
G∗: "Smooth" the payoffs to becomeO( 1
εpn)-Lipschitz
simulate ε-queries on G∗ using G
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Table of Contents
1 Anonymous Games
2 Reducibility among NE problems
3 Hardness of normal form games
4 Bimatrix Games
5 Constant Rank Bimatrix
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Reducibility among NE problems
Normal ↔ Graphical [DGP09,GP05]Ï d-Graphical Nash ∝ r -Nash
F r : associated with chromatic number of a graphÏ r -Nash (normal form) ∝ 3-Graphical (binary)
F using graphical gadget gamesÏ + combined: r -Nash ∝ 3-Nash
r -Nash ∝ 2-Nash (via Polymatrix) [FT10]Ï for ε-NE only
exact NE mapping r -Nash → 3-Nash [Bub79]Ï (Irrational NE)
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Generalized Matching Pennies (GMP)
Block diagonal M, k blocks(M = f (k))Peturb payoffs by +[0,1]ε-NE (ε≤ 1): uniform overblocks ± O(1/M)
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d -Graphical ∝ r -Nash [DGP09,DG05]
d-Graphical Nash (GG ) ∝p r -Nash (G ):r : (even) # of colors required to color the vertices of G :
Colors of G −→ Players of G
action a[v ] of node v −→ strategy (v ,a[v ])
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d -Graphical ∝ r -Nash [DGP09]
Enforce fairness: pairs play GMPRecover NE of GG : normalizeover block for node v
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Graphical Gadget Games [GP05]
Graphical games that perform arithmetic/logical computations
Polymatrix Gadgets:Ï +, −, =ζ, ×ζ, copy =Ï comparison < : brittleÏ boolean ∨,∧,¬
Non polymatrix gadgets: ∗,max,min
E.g Addition gadget G+:
4 players, 2 strategies
ε-NE:p[v3]=maxp[v1]+p[v2],1±ε
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r -Nash ∝ 3-Graphical [DGP05]
(binary) nodes are used to encode:Ï mixed strategies of players (probability nodes)Ï expected payoffs of players (utility nodes)
Gadgets are used to enforce the required relations between them!
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Exact r -Nash → 3-Nash [Bub79]
PA represents all original players: strategies (player,action) pairsPC represents pure original action profiles
Payoffs of G given to PA
+ Need to force player PC play products of probabilities of PA!Ï Role of player PB
PA,PC also play a side GMP
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r -Nash ∝ 2-Nash [FT10]
r -Nash vs Bimatrix utilities: multiplicative vs linear[FT10]: Multiplication simulated by a Polymatrix gadget (± error)
Ï ε-NE only
r -Nash ∝ Polymatrixr -Nash utility:∑
s−i payoffi (aj ,s−i ) ·∏
j 6=i pjs[j]
+ simulate∏
j 6=i pjs[j]
by G∗
Polymatrix ∝ BimatrixRow player simulates polymatrixplayersColumn player forces fairrepresentation
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Table of Contents
1 Anonymous Games
2 Reducibility among NE problems
3 Hardness of normal form games
4 Bimatrix Games
5 Constant Rank Bimatrix
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Hardness of normal form games
PPAD-hardness:1/exp(n)-NE for up to 4 players [DP06,DGP05,DGP09]
Ï + hardness of degree ≥ 3 graphicalÏ + hardness of polymatrixÏ improvement to 3 players [CD06b, DP06b]
1/poly(n)-NE for Bimatrix [CDT06b,CDT09]Ï (No FPTAS)
r -Nash ∈PPAD, r ≥ 2 [GDP09,Pap94]
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The class PPAD
PPAD ⊆TFNPÏ total: ∃ solutionÏ FNP: poly-time verifiability
(def) PPAD: class of TFNP problems ∝ EOL
End of the Line (EOL):(exponentially large) graph given bypoly-time circuits Successor/Predecessorin/out-degree ≤ 1Given a source, find a sink / differentsource
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PPAD-Hardness of normal form games [DP09]
Hardness proof:3D-Brouwer (PPAD-hard)3D-Brouwer ∝p 3-Graphical Nash (∝p 3-colorable Graphical Nash ∝p 3-Nash)
Ï 3D-Brouwer ∝ (3-Graphical) Polymatrix
Hardness for ε-approximate NEÏ w.s. ∝ approx: given ε-approx recover O(
pε · r)-NE
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3D Brouwer [DP09]
3D-unit cube, subdivision to subcubes of side 2−n
C : "coloring"/displacement circuit of the sub-cubesÏ 4 colors/displacements (must satisfy a boundary condition)
Goal: find a panchromatic vertex
α displacementδ1 = (α,0,0) - (color 1 yellow)δ2 = (0,α,0) - (color 2 blue)δ3 = (0,0,α) - (color 3 red)δ4 = (−α,−α,−α) - (color 4 green)
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3D-Brouwer ∝ Graphical Nash (Polymatrix)
Binary (2 actions) graphical gamepoint (x ,y ,z) ⇔ probabilities that nodes vx ,vy ,vz play strategy s1
vx
3 players representcoordinates ofpoint (x ,y ,z)
vy
vz
Bit ExtractorsExtract n MSBitsof vx ,vy ,vz[<,×ζ,−,= ζ]
auxiliary players
Circuit Simulator[∨,∧,¬]
auxiliary players
∆x ,∆y ,∆z displacements
bits
Bit extractors work well only for points not too close to facetsÏ due to brittle comparators
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Deal with brittle comparators
Sampling + Averaging:Do the previous computation to 413
points around p = (x ,y ,z)
(x + iα,y + jα,z +kα)
Poorly vs Well-positioned Points
Claim: Most of the points will be well-positionedε=α2 « α= 2−2n « edge = 2−n
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Simulate 3D-Brouwer with Graphical Games (Polymatrix)
1 point p + sampled points2 Extract bis + Simulate circuit3 compute average displacement r4 "Update" p=p+ r
Claim:In ε-NE the cubelet containing pointp has a panchromatic vertex.
vx
vy
vz
v ′x
v ′y
v ′z
vx ,i
vy ,j
vz ,k
Bit Extractors
Bit Extractors
Bit Extractors
Circuit Simulator
Circuit Simulator
Circuit Simulator
∆x ,∆y ,∆z
∆x ,∆y ,∆z
∆x ,∆y ,∆z
Average
+
bits
=
=
=
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Table of Contents
1 Anonymous Games
2 Reducibility among NE problems
3 Hardness of normal form games
4 Bimatrix Games
5 Constant Rank Bimatrix
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Hardness of Bimatrix [CDT06,CDT09]
+ d-D Brouwer ∝ Generalized Circuit ∝ Bimatrix ( 1poly(n) - NE)
d-Dimensional Brouwerd-dimensional hyper-grid - subdivision in unit hypercubesColoring/Displacement circuit C over vertices of grid
Ï d+1 colors,
Goal: Find panchromatic simplex contained in unit hypercube
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Exponential vs Polynomial NE hardness
Need exp # cubelets (embed EOL graph)3D space ⇒ 2−n edge size, 1/exp(n)-NEFor 1/poly(n) need constant edge size ⇒ Increase dimensionCan’t ask for vertex, Ask for simplex
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Generalized Circuit [CDT09]
Generalized Circuitset of K nodesset of gates +,−,<,=,×ζ,∨,∧,¬,= ζ (poly(K ))
Ï gate (constraint): 2 inputs, 1 unique outputÏ Cycles allowed!
ε-approximate solution:Ï node v ↔ variable x [v ] ∈ [0, 1
K +ε]Ï values assignment x [v ] s.t. ε-satisfy the gates
e.g. addition (+,v1,v2,v3) : x [v3]=minx [v1]+x [v2],1K ±ε
PPAD-hard for ε= 1/K 3
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PPAD hardness for Bimatrix
GCircuit ∝ Bimatrix:Ï The GCircuit operations can be simulated by Bimatrix gadgets!Ï Embed gadgets over a GMP game
n-D Brouwer ∝ GCircuit:Ï [DGP09] framework: GCircuit encodes points +simulate coloring circuit Cbr
Ï difference with [DGP09]: Equiangle samplingF sampling around p: 41nF n3 points sufficient, parallel to (1,1, . . . ,1) vector
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Hardness of constant-approx GCircuit [Rub14]
GCircuit PPAD-hard for constant-approximate solutionsÏ different choice of Brouwer function f over hyper-gridÏ f : M-Lipschitz-continous function (arithmetic circuit C )Ï f from [HPV89]: ε-fixed point computation with black box access to frequires Ω(1εMd−2)
(implicit) [DGP09]: c-approx GCircuit ∝ c-NE 3-Graphical PolymatrixÏ no PTAS for Polymatrix
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Bimatrix ε-Approximation Algorithm [LMM03]
logarithmic support NE [LMM03]Bimatrix (n×n)
∃ ε-approximate NE of support size k =O( lognε2
)
mixed strategy: uniform over a multiset of pure actions
+ Oblivious algorithm:enumerate over all multisets of size k
Running time: nO(logn/ε2)
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Local Search for Bimatrix [TS07,TSK08]
(0.3393+δ)-approximate NErunning time O(1/δ2) ·poly(n) for Bimatrix (A,B)
regret functions:
fA(x ,y)=maxrow i
(Ay)i −x>Ay , fB(x ,y)= . . .
maximum regret f (x ,y)=maxfA(x ,y), fB(x ,y)
Ï f (x ,y)≤ ε ↔ ε-approximate NE
Gradient decent on f ()Ï Stationary points: 0.3393-NE (either themselves or can exctract one)
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Table of Contents
1 Anonymous Games
2 Reducibility among NE problems
3 Hardness of normal form games
4 Bimatrix Games
5 Constant Rank Bimatrix
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Constant Rank Bimatrix
Bimatrix A,B , Rank of Game: rank(A+B)
(rank 0 are 0-sum games)[AGM+11]: rank 1 poly-time[Mehta14]: rank ≥ 3 PPAD-hard[KT07]: FPTAS
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Constant Rank Bimatrix - PPAD hard [Mehta14]
+ 2D-Brouwer ∝p 2D-Linear FIXP ∝p Rank 3 Bimatrix
2D-Linear FIXP [EY07]Ï F : [0,1]2→ [0,1]2Ï Circuit CF +,×ζ,maxÏ F : piece-wise linearÏ Find fixed point of FÏ (rational)
2D-Brouwer ∝ 2D-Linear FIXP:similar to [CTD09]:extract bits + simulate Coloringcircuit (using max,×ζ,+)
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2D-Linear FIXP ∝ 3-Rank Bimatrix
Circuit CF (λ1,λ2):Ï linear + quadratic contraints among λ1,λ2 and xi (output of i-th maxgate)
Can be simulated by a parametrized LP(λ), for appropriate objectiveÏ variables xi
LP + DLP → LCPÏ solutions of LCP ↔ fixed points of CF
LCP constraints embedded into NE of rank 3 Bimatrix game
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Bimatrix as QP
Bimatrix game (A,B)
NE as Quadratic Program:Objective: max x>(A+B)y −πA−πBx ,y mixed strategiesπA,πB scalars for optimal utility (free variables)
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Rank 1 Bimatrix in P [Meh]
Rank 1: A+B = a ·b> - Rank 1 Games described by (A,a,b)
Games (A,u,b) for u ∈Rm share same QP, except for (x> ·u)Ï maximize (x> ·a) (b> ·y)−πA−πB
for fixed value λ= x> ·u: QP transformed to parametrized LP(λ)
LP(λ) used to define f : [0,1]→ [0,1]fixed points = NE of (A,a,b) - use Binary search
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FPTAS for constant Rank Bimatrix [KT07]
NE of (A,B) as QP of fixed rank[Vav91]: Fixed rank QP minz>Qz : B ·z ≤ b with bounded feasibleregion can be solved ε-approximately in poly(L,1/ε) (L: bit length ofQP)modifiy Bimatrix QP to fit the above - FPTAS
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Open Problems
Anonymous Games:Ï FPTAS? (2 strategies / constant strategies)
F current best algorithm for 2 strategies Moments Search [DP09]:poly(n) · (1/ε)O(log2(1/ε))
Ï Hardness for ≤ 6 strategies? [CDO14]Bimatrix games:
Ï PTAS?F current best algorithm [LMM03]: nO( logn
ε2)
Ï Hardness for Rank 2? [Meh14]
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Thank you!
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(Approximate) Nash Equilibria
Game of n players, ξ actions, payoffs in [0,1]
xi : Mixed strategy of a player i , probability distribution over ξ(mixed) strategy profile X = (x1, . . . ,xn)
Expected Payoff (Utility) from action s: ui (s ,X −i )
(Approximate) NE, for ε≥ 0ε-well-supported NE:
xi ,s > 0 ⇒ ui (s ,X −i )≥ ui (s′,X −i )−ε
ε-approximate NE:
ui (X ) = (∑s
xi ,s ∗ui (s ,X −i )) ≥ ui (s′,X −i )−ε
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Categories of Games
n players, ξ actions
Normal form games: payoffs for all strategy profilesÏ O(nξn) payoffsÏ special case: Bimatrix games ( 2 players )
Anonymous games:Ï Payoff of player:
1. action she plays2. Partition of the other players into actions
Ï Succinctly representable for constant ξ: O(ξ ·nξ−1) valuesGraphical games:
Ï players: vertices of a graph, payoffs affected by the neighbours onlyÏ special case: Polymatrix games ( each edge plays Bimatrix )
+ Property: Bimatrix, Polymatrix have a rational equilibrium
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Overview of main results
Anonymous gamesÏ n playersÏ approximation algorithms 2 strategies, constant # strategies[PD07,Das08,DP08,DP08,DP14]
Ï query-efficient approximation algorithm [GT14]Normal form games
Ï k player games ∝ 3 player games (via graphical) [PD09]F 3-Player PPAD-hardness for 1/exp(n)-NE, n=# strategies [PD09]
Ï Bimatrix games (2 players)F 1/poly(n) - NE PPAD-hard [CD09]F Approximation algorithms: local search [TS07], oblivious
quasi-polynomial [LMM03]F Constant Rank Bimatrix: PPAD-hard [Meh14], FPTAS [KT07],
Polynomial for rank=1 [AGM+11]
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Computing NE in Anonymous Games
(trivially) PPAD-hard to compute ε-NE for n players and f (n)strategies
Ï 3-player (k-strategy) normal form ≡ anonymous with 3k startegies
PPAD-hard to compute 1/2n-NE for n+2 players, constant ≥ 7strategies [CDO14]∃ 3-player game with 2 strategies with irrational NE only [GT14]
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Anonymous Games - Approximation Algorithms [DP14]
“Oblivious" algorithms:Enumerate over a set of predefined candidate equilibriaUse the game only to test if a candidate is a NE
+ Require knowledge of the “structure" of candidate equilibria
Mixed NE:2 actions PTAS:
Ï [DP07]: nO(1/ε2),Ï [Das08]: faster poly(n) · (1/ε)O(1/ε2)
Ï [DP09]: “weakly"-oblivious poly(n) · (1/ε)O(log2(1/ε))
[DP08]: PTAS for ξ actions nO(g(ξ,1/ε)), g exponential in ξPure NE:
[DP07]: λ-Lipschitz games have O(λξ)-approximate pure NE (poly(n))Ï λ-Lipschitz: other player’s choice affects payoffs by ≤λ
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Nice properties of Anonymous GamesIn polynomial time we can do:
1 Expected payoff computation - Dynamic programming O(ξnξ+1)
ui (sj ,X )= ∑partitions π
payoffi (sj ,π) ·PrX [π occurs]
Ï Pr [π] complex expression of xj ,s
2 Given an unordered mixed profile we can decide if there is anassignment of strategies to players that yields an ε-NE:
Ï Find the set of ε-best responses per player (expected payoffcomputation)
Ï max flow (/perfect matching) on bipartite graph
source
s
st
t
sink
n players
P1
P2
Pi
Pn
K mixed strategies
σ1
σ2
σj
σl
σK
t1t2
tK
11
1
ε-best responces
1
11
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Oblivious Algorithms
Discrete search space:Ï If we are promised ∃ ε-NE with xi ,s integer multiples of fixed quantity
1z (z independent of n)
Ï ⇒ K =O(zξ−1) different mixed strategies (constant)
Enumerate over partitions of players to mixed strategies(polynomially many: O(nK ))For the chosen partition, can we assign players to mixed strategiessatisfying ε-NE conditions?
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Anonymous Games - Candidate Equilibria
Promised discretized ε-NE:
2-action games s0,s1: a partition is # of players playing s1
mixed strategy of player i : pi
mixed profile ⟨p⟩ defines prob. distr. Prp[π] over partitions π
ε-TVD ⇒ ε-NEÏ Given mixed profiles ⟨p⟩, ⟨q⟩Ï If TVD ( Probp[π], Probq[π] ) ≤ εÏ then if ⟨p⟩ NE ⇒ ⟨q⟩ ε-NE
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Anonymous Games - Candidate Equilibria
Discretized ε-NE: [Das08, DP14b]∀ mixed profile ⟨pi ⟩∀ integer k
∃ mixed profile ⟨qi ⟩ s.t.1 TVD ( Probp[π], Probq[π] ) is O(1/k)2 either ∃ S ⊂ [n], |S | < k3 for which qi= multiple of 1/k2
OR ∃ S ⊆ [n]: for which all qi = same multiple of 1/n, (the rest pure)
[DP07] only multiples of 1/k2, nO(1/ε2)
[Das08]: PTAS, poly(n) · (1/ε)O(1/ε2)
[DP09] "Weakly" oblivious algorithms: (1/ε)O(log2(1/ε))
+ ε-cover of size n2+n · (1/ε)O(1/ε2) for PBD
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Obliviousness and efficiency
Oblivious lower bound [DP09]
Any oblivious algorithm for 6-stategy games ε-NE runs in 2Ω((1ε)1/3)
n main players, 2 strategies + 2 special players, 4 special strategies
Game Gp: Force p= (p1, . . . ,pn) be the unique NE strategy for themain players
Ï ε-NE: pi ±error
n = (1/ε)13
Exist ≥ 2Ω((1/ε)13 ) different tuples p s.t. ε-NE of games Gp,Gp′ have
different unordered mixed profiles+ Running time: For some Gp the oblivious algorithm tries all of them
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"Weakly" Oblivious Algorithms
Oblivious: enumerate all unordered mixed profilesBottleneck: Search over |S | < k3, qi = multilples of 1
k2
“weakly" oblivious: enumerate over the first O(log 1ε ) moments of∑
i Yi
TV Boundmixed profiles ⟨pi ⟩, ⟨qi ⟩If Probp[π], Probq[π] have equal first d moments ⇒ TVD = 2−Θ(d)
Ï equal moments ≡ ∑i (pi )
j =∑i (qi )
j , j = 1, . . . ,d
Guess correctly the moments of ε-NE ⟨q⟩Compute O(ε)-BR mixed profile ⟨q′⟩ w.r.t. moments (DynamicProgramming)⟨q⟩ 6= ⟨q′⟩ but q′ will also be O(ε)-NE
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Weakly Oblivious Algorithms - "Moments Search"
"Moments search" algorithm:
Guess moments: the first O(log 1ε ) moments of Pr [
∑i Yi ]
Ï knowledge: qi multiples 1k2
Ï (1/ε)O(log2 1ε ) choices
Given guessed moments: Find set BR(playeri ) of O(ε)-best responsesÏ Find a compatible partition + utility computation (poly(n))Ï Dynamic programming (1/ε)O(log2 1
ε )
Given moments and sets BR(): Can we assign players to mixedstrategies from BR() w.r.t. guessed moments?
Ï Dynamic programming, poly(n) · (1/ε)O(log2 1ε )
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Anonymous Games - Query Complexity [GT14]
Payoffs not known, Query access to themSingle player query: player i , action s, partition π: payoffi (s ,π)
2-action query efficient algorithm [GT14]
Randomized algorithm that finds (with high prob) O(ε+ 1εpn)-approximate
NE with Ő(n11/8) payoff queries
compared to 2n2 payoffs in totalfinds c-NE for c ≥ 1
n1/4
running time poly(n,1/ε)non-oblivious
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2 action Anonymous Games - Query Complexity
λ-Lipschitz games:|payoffi (s ,π)−payoffi (s ,π′)| ≤λ · ||π−π′||1[DP07] for ξ actions ∃ O(λξ)-Pure NE[GT14]: Assume we answer payoff queries with ε-accuracy∃ O(λ+ε)-PNE, can be found by O(n logn) queries
Ï binary search to find a fixed point of a function
Idea for general game G :Game G∗: "Smooth" the payoffs to make them O( 1
εpn)-Lipschitz
find O(ε+ 1εpn)-PNE
Ï need to simulate (ε-accurate) queries on G∗, using queries on GÏ pure s0/s1 → mixed (1−ε,ε) / (ε,1−ε)
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2 action Anonymous Games - Query Efficient Algorithm
Input: 2 actions s0,s1, n-player game G
Create Smoothed game G∗:Partition k ↔ random variable X (PBD)
Ï X =∑Xi
Ï k of them have E [Xi ]= εÏ rest (n−1−k) have E [Xi ]= 1−ε
Set: payoffG∗
i (s ,k)=∑n−1k=0payoff
Gi (s ,k) ·Pr [X = k] (utility in profile X )
+ G∗: is O( 1εpn)-Lipschitz
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2 action Anonymous Games - Query Efficient AlgorithmSimulate Payoffs - payoffG
∗i (s ,k)=∑n−1
k=0payoffGi (s ,k) ·Pr [X = k]
exact payoff G∗ involves n payoffs of Gneed a ε-accurate only:
Ï X follows a PBD ∆ (E [Xi ] ∈ ε,1−ε)Ï For ε≥ 1
n2 :F Decrease support size to D ∼
√n logn:
F cut tails: prob mass ≤ ε (causes ε error)Ï ∃ H (piecewise constant) that approximates ∆
s.t. ||H;∆||TVD ≤ εF Using H in place of ∆ causes error 2εF + By querying (uniformly at random) K payoffs in each interval of H
we can compute with high probability a value p′: |p′−payoffG | ≤ 3εF H has ∼ 1
ε2
pD intervals, from each we need K= Ő( 4p
D) queriesF Total # queries for a payoff: Ő( 1
ε2n3/8)
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Reductions among NE problems
r -Nash:find ε-NE in a r -player game
ε-NE due to irrational NE
Normal ↔ Graphical [DGP09,GP05]Ï d-Graphical Nash ∝ r -Nash (Normal form)
F r : associated with chromatic number of a graphÏ r -Nash (normal form) ∝ 3-Graphical (binary)
F using graphical gadget gamesÏ + reduction r -Nash ∝ 3-Nash - (via graphical)
r -Nash ∝ 2-Nash (via Polymatrix) [FT10]Ï for ε-NE only
exact NE mapping r -Nash → 3-Nash [Bubelis79]Ï Irrational NE: For any polynomial f with rational coefficients ∃ 3 player game s.t. in
NE one player utility=α iff f (α)= 0 (irrational root)
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d -Graphical ∝ r -Nash [DGP09,DG05]
d-Graphical Nash ∝p r -Nash:r : (even) # of colors required to color the vertices of G :
If G degree d then ≤ d2+1 colors sufficient
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d -Graphical ∝ r -Nash [DGP09]
d-Graphical Nash (GG ) ∝p r -Nash (G ):Colors of G −→ Players of G
node v , action a[v ] −→ strategy (v ,a[v ]) of player color [v ]
even # players in G
pairs playingGeneralized Matching Pennies:
Ï (M > 2#blocks)embed the payoffs of GG overGMP
Ï additive perturbations in [0,1]Ï ε′-NE: blocks-uniform ± 1
MÏ (ε′ ≤ ε( 1
#block − 1M )d )
Ï Recover NE of GG : normalizeover block for node v
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d -Graphical ∝ r -Nash [DGP09]
Embedding payoffs of GG to G :
GGG (graphical):node v , neighbours v1,v2, . . . ,vk
Payoffv (a[v ] | a[v1],a[v2] . . .)
G (normal form):Player “Color [v ]"PayoffRed(⟨v ,a[v ]⟩ | ⟨v1,a[v1]⟩,⟨v2,a[v2]⟩, . . .)
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Graphical Gadget Games [GP05]
Graphical games that perform arithmetic/logical computations
Polymatrix Gadgets:Ï +, −, =ζ, ×ζ, copy =Ï comparison < (brittle)Ï boolean ∨,∧,¬
Non polymatrix gadgets: ∗,max,min
uv3 (s0)= p[w ],uv3 (s1)=1−p[w ]
uw (s0)= p[v1]+p[v2],uw (s1)= p[v3]
E.g Addition gadget:
4 players, 2 strategiesInputs v1,v2, Output v3
Directed edges: "affects"
ε-NE:p[v3]=maxp[v1]+p[v2],1±ε
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r -Nash ∝ 3-Graphical
Normal form G :r players, n actions, payoffs ∈ [0,1] (input size rnr )
Ï xpi: prob of player p playing action i
Graphical (binary) GG :2 strategiesFor node v : P[v ] = prob v plays s1For every player p:
Ï Probability nodes: v(xpi) for each action i
F force:∑i P[v(x
pi)] = 1 : using gadgets −,+,∗
Ï Utility nodes: v(Upi), v(U
p≤i ) for each action i
F force: P[v(Upi)]= ∑
s−p payoffpi ,s−p
· ∏p≤q P[v(x
qsq )]
F P[v(Up≤i )] =max
P[v(U
p≤i−1)], P[v(U
pi)]
F gadgets +,∗,= ζ,max
Ï Total O(rnr ) nodes (probability + utility + auxiliary)
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r -Nash ∝ 3-Graphical
Utility comparator nodes: w(Upi ):
Ï compare Upiand U
p≤i−1
Probability allocator nodes: vpi :
Ï Depending on comparison of w(Upi) they allocate probability among:
F P[v(xpi)] VS
F all previous P[v(xpi−1)] . . . P[v(x
p1 )]
Degree 3:Ï all gadgets used have degree 3Ï v(x
pi) nodes involved in many computations - multiple copies (gadget
=) on a binary tree
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probability nodesutility nodesutility comparison nodesprobability allocator nodes
Not pictured:Binary tree of v(xp
i )
subgraph performing utility Upi
computation over:Ï for action profiles s:Ï nodes v(x
qsq ) of players q 6= p
Ï payoff nodes:p[node]= payoff
pi ,s
* (using gadget "= ζ")
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r -Nash ∝ 3-Graphical
previous construction maps exact NEFor ε′-NE can’t directly use p[v(xp
i )] as NE of G
Ï∑i p[v(x
pi)] 6= 1
Ï p[Upj]> p[U
pj ′ ]+ε′ but p[v(x
pj ′ )]> 0
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r -Nash ∝ 3-Graphical
previous construction maps exact NEFor ε′-NE can’t directly use p[v(xp
i )] as NE of G
Ï∑i p[v(x
pi)] 6= 1
Ï |∑i p[v(xpi)]−1| ≤Θ(nε′)
Ï p[Upj]> p[U
pj ′ ]+ε′ but p[v(x
pj ′ )]> 0
Ï p[Upj]> p[U
pj ′ ]+Θ(nε′) ⇒ p[v(x
pj ′ )] ∈ [0,Θ(nε′)]
What works:Set probabilities in [0,Θ(nε′)] to 0 and normalize the restFor appropriate choice of ε′ = ε/poly(|G |):
Ï errors from substitutionÏ + errors from transformation from p[U
pj] to utilities of G
Ï absorbed into ε ⇒ we recover ε-NE of G
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Exact r -Nash → 3-Nash [Bub79]
r -player game G mapped to 3 player game G ′:Ï PlayerA represents all original playersÏ PlayerC represents pure original action profilesÏ PlayerB : auxiliary player
PlayerA:Ï Pure strategies: (pi ,aj ) original player-action pairs
Partial action profiles:Ï K = 1,2, . . . ,k \ j k ∈ [r ], j ∈ [k]Ï partial profile sK : actions played by the players in K
PlayerC , PlayerB :Ï Pure strategies: all partial profiles sKÏ player PC has r extra strategies corresponding to players pi
F on which he playes GMP with PA
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Exact r -Nash → 3-Nash
PA interacts only with PC :Embedding payoffs of G :
Ï The strategy profile of G ′ where:Ï PA plays strategy (pi ,aj ) - an action of player iÏ PC plays strategy sK for K = [r ]\ i - an action profile s−iÏ gets payoffi (aj ,sK ) of G
+ Need to force player PC play products of probabilities of PA!F Role of player PB
PC interacts with both PA,PB :Ï has linearly separable payoffs
PB interacts with both PA,PC :Ï Non separable payoffs
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Properties of G ′ on NE (x,y,z):PC plays:
Ï zsK = ζ ·∏i∈K x(pi ,as[i ])Ï ζ> 0 probability on the player block (GMP with PA)
PA plays uniform over all his blocksRecover NE of G : Normalize x over each block
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r -Nash → 2-Nash [FT10]
r -Nash ∝p Polymatrix ∝p Bimatrix
r -Nash vs Bimatrix expected payoffs:Ï r -Nash: multiplicative in other players’ strategiesÏ 2-Nash: linear in opponent’s strategy
[DGP09] r -Nash ∝ 3-Nash uses multiplicative gadget "∗"[FT10]: Multiplication simulated by a Polymatrix gadget (± error)
Ï works for ε-NE onlyÏ Gadget G∗: on inputs p1, . . . ,pm: output p = p1 . . .pm±Θ(mεc)
F 2 constructions of sizes O(mε2), O(m log 1
ε )
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r -Nash ∝ Polymatrix
r -Nash utility:∑s−i payoffi (aj ,s−i ) ·
∏j 6=i p
js[j]
+ approximate∏j 6=i p
js[j]
by G∗
Polymatrix G ′: for all i ∈ [r ]:Original player Pi
O(nr−1) Mediator playersÏ simulates the probability
of each action profile s−iauxiliary players
G payoffi (aj ) on profile s−i ↔ G ′ payoffi (aj ) when Mediator Qs−i plays action 1
Recover ε-NE of G : probabilities p of original players (ε′ = poly(ε/|G |))
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Polymatrix ∝ Bimatrix
Polymatrix G :Ï m players, player pi has ni actionsÏ players i , j play bimatrix M i ,j
Ï N= total # of actions
N ×N Bimatrix (A,B)strategies (pi ,aj): player-action pairs
Ï Row player matrix A:
Ï α= 8m2/εÏ Column player B: identity matrix IN
ε′-NE (ε′ ≤ 1/N) (x ,y) of (A,B):
support(y)⊆ support(x)Ï Column plays the ε-bestresponses of Row
x : each row Block gets > 0probability
Ï polymatrix playersrepresented
y is almost uniform overcolumn BlocksRecover ε-NE of Bimatrix:normalize y over each block
Ï ε′ = poly(ε/|G |)
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Hardness of normal form games
PPAD-hardness:1/exp(n)-NE for up to 4 players [DP06,DGP05,DGP09]
Ï + hardness of graphical games with degree ≥ 3Ï + hardness for graphical polymatrix gamesÏ improvement to 3 players [CD06b, DP06b]
1/poly(n)-NE for Bimatrix [CDT06b,CDT09]Ï No FPTAS for Bimatrix (unless PPAD ⊆P)
Membership: r -Nash ∈PPAD, r ≥ 2 [GDP09,Pap94]
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The class PPAD
PPAD ⊆TFNPÏ total: a solution always existsÏ FNP: search problems with solutions verifiable in poly-time
(def) PPAD: class of TFNP problems ∝ EOL
End of the Line (EOL):(exponentially large) graph given bypoly-time circuits Successor/PredecessorGiven a source, find a sink / differentsource
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PPAD-Hardness of normal form games [DGP09]
Hardness proof:3D-Brouwer (PPAD-hard)3D-Brouwer ∝p 3-Graphical Nash (∝p 3-colorable Graphical Nash ∝p 3-Nash)
Ï 3D-Brouwer ∝ 3-Graphical (Polymatrix)
Hardness for ε-approximate NE (ws-NE ∝ approximate NE)Ï Given ε-approximate NE of r -player game, we can recover O(
pε · r)-NE
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3D Brouwer [DGP09]
3D-unit cube, subdivision to cubelets of side 2−n
23n cubelets needed for hardness - embedding EOL
C : displacement / "coloring" circuit of cubeletsÏ 4 colors (must satisfy a boundary condition)
Goal: find a panchromatic vertex (∃ from Sperner’ Lemma)Ï adjacent to 4 cubes with all 4 colors
Displacement Circuit C :
Input: Grid vertex p = (i , j ,k) (3n bits)
Output: Displacement vector ofcublet Kp
Ï displacement αÏ δ1 = (α,0,0) - (color 1yellow)Ï δ2 = (0,α,0) - (color 2 blue)Ï δ3 = (0,0,α) - (color 3 red)Ï δ4 = (−α,−α,−α) - (color 4 green)
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EOL ∝ 3D-BrouwerPPAD-hardness of 3D-Brouwer:
The graph of EOL problem can be embedded in 3D unit cubevertex ↔ path on the cube, edges: connect pathsnon-crossing pathsColoring:
Ï boundary colorsÏ around the line: red, blue, yellowÏ rest of the cube 4-rth color (green)
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3D-Brouwer ∝ Graphical Nash (Polymatrix)Binary (2 actions) graphical gamepoint (x ,y ,z) ⇔ probabilities that nodes vx ,vy ,vz play strategy s1
# of players: poly(n,size[C ])
vx
3 players representcoordinates ofpoint (x ,y ,z)
vy
vz
Bit ExtractorsExtract n MSBitsof vx ,vy ,vzusing gadgets<,×ζ,−,= ζ
auxiliary players
Circuit Simulatorusing gadgets∨,∧,¬
auxiliary players
∆x ,∆y ,∆z displacements
bits
Bit extractors work well only for points not too close to facets(3nε-distance)
Ï due to brittle comparators
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3D-Brouwer ∝ Graphical Nash (Polymatrix)
Sampling + Averaging:Do the previous computation to a setof points around p = (x ,y ,z)
413 points (constant)Fron p = (x ,y ,z) generate points(x + iα,y + jα,z +kα), i , j ,k =−20, . . . ,20
Ï can be done using gadgetsÏ α: displacement value
Poorly vs Well-positioned PointsÏ Poorly: too close to facets (∼ εn)
Claim: Most of the points will be well-positionedMust have: ε « α (exponentially approximate NE)edge = 2−n » α= 2−2n » ε=α2
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3D-Brouwer ∝ Graphical Nash (Polymatrix)
1 Sampling: from p = (x ,y ,x) generate points (x + iα,y + jα,z +kα)
2 Extract bis + Simulate circuit3 compute average displacement δx ,δy ,δz : using gadgets +,×ζ4 update p = p + avg
vx
vy
vz
v ′x
v ′y
v ′z
vx ,i
vy ,j
vz ,k
Bit Extractors
Bit Extractors
Bit Extractors
Circuit Simulator
Circuit Simulator
Circuit Simulator
∆x ,∆y ,∆z
∆x ,∆y ,∆z
∆x ,∆y ,∆z
Average
+
bits
=
=
=
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3D-Brouwer ∝ Graphical Nash (Polymatrix)
Claim:In ε-NE the cublet containing point p= (p[vx ],p[vy ],p[vz ]) has apanchromatic vertex.
M: sampled points, W : well-positioned points
Claim: in ε-NE (p[vx ],p[vy ],p[vz ]) is farfrom the boundary (∼ 20α distance)ε-NE ⇒ total displacement (from poorly+ well positioned) “small” (∼ |M |ε)⇒ No matter what the poorly-positioneddo, valid displacement fromwell-positioned points “small” (∼α · |W |)⇒ all valid displacements present around p(∃ panchromatic vertex)
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Hardness of Bimatrix [CDT06,CDT09]
+ d-D Brouwer ∝ Generalized Circuit ∝ Bimatrix ( 1poly(n) - NE)
d-Dimensional Brouwerd-dimensional hyper-grid - subdivision in unit hypercubesColoring/Displacement circuit C over vertices of grid
Ï d+1 colors, satisfies boundary condition
Goal: Find panchromatic simplex contained in unit hypercube
PPAD-hardness: 2D-Brouwer [CD06] ∝ n-D BrouwerÏ 2-D over 0,1, . . . ,2n−12
Ï n-D: 0,1, . . . ,7n
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Exponential vs Polynomial NE hardness
Need exp # cubelets for hardness (embedding EOL in Brouwer)3D space ⇒ 2−n edge size, 1/exp(n)-NEFor 1/poly(n) need constant edge size ⇒ Increase dimensionCan’t ask for vertex - panchromatic verification not poly-time!⇒ Ask for simplex
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d-Dimensional Brouwer PPAD-hardness
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Generalized Circuit [CDT09]
Generalized Circuitset of K nodes, set of gates +,−,<,=,×ζ,∨,∧,¬,= ζ (poly(K ))
Ï gate (constraint): 2 inputs, 1 unique outputÏ Cycles allowed!
Goal: ε-approximate solution:Ï each node v associated with variable x [v ] ∈ [0, 1
K +ε]Ï values assignment x [v ] s.t. ε-satisfy the gates constraints
e.g. addition (+,v1,v2,v3) : x [v3]=minx [v1]+x [v2],1K ±ε
Boolean values: "1" = 1K ±ε, "0"= [0,ε]
GCircuit hardnessPPAD-hard to find solution for ε= 1/K 3
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GCircuit ∝ Bimatrix
GCircuit with K nodes, ε= 1/K 3 (PPAD-hard)Bimatrix with 2K strategies:
Ï node v ↔ actions (v : 0), (v : 1)
Base game: Generalized MatchingPennies (A∗,−A∗)
(M = 2K3)
scaling payoffs to [0,1] maintains1/poly(K) -NE
Gates can be simulated byBimatrix!
Perturb the GMP payoffs bythe gadgets
+ If GMP perturbed by valuesin [0,1]:(≤1)-NE: uniform (±ε= 1
K3 )over nodes v
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Bimatrix Gadgets
Simulate the gates with Bimatrix games (Gadgets)E.g. Addition gadget (+,v1,v2,v3)
Player 1 (Row):
Rows v3 affected only by this gate
Ï NE (x ,y):Ï u1(v3 : 0)= y [v3 : 0]Ï u1(v3 : 1)= y [v3 : 1]
Player 2 (Column):
Columns v3 affected only by this gate
Ï u2(v3 : 0)= x[v3 : 1]Ï u2(v3 : 1)= x[v1 : 1]+v [v2 : 1]
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Bimatrix Gadgets
Simulate the gates with Bimatrix games (Gadgets)E.g. Addition gadget (+,v1,v2,v3)
Add the Gadgets to GMP([0,1]-perturbation)
ε= 1/K3 NE (x ,y)
+ probabilities x [v : 1] are ε-solution toGCircuit
x [v : 1] are in valid range [0, 1K ±ε]x [v : 1] satisfy the gate constrains
Ï e.g. x[v3 :1]=minx[v1 :1]+x[v2 :1], 1K
±ε
Player 2 (Column):
Columns v3 affected only by this gate
Ï u2(v3 : 0)= x[v3 : 1]Ï u2(v3 : 1)= x[v1 : 1]+v [v2 : 1]
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Hardness of Generalized Circuit(PPAD-hard) n-dimensional Brouwer:
Grid 0,1, . . . ,7n, Coloring C (vertices), K = poly(n,size[C ])n+1 colors/ displacements:
Ï “color" i : α ·~ei , “color" n+1: (−α, . . . ,−α), α= 1/K2
Finding a panchromatic Simplex:1 Given point p= (p1 . . . ,pn) of Grid2 (equiangle) Sampling: Generate n3 points pi = p+ ( i−1K , . . . , i−1K )
3 Bit extractor: 3 MSBits of pi (finds lowest vertex in cube) (brittle)4 On extracted bits (vertex) run Circuit C
5 Compute average displacement r of points pi
6 “Update" p= p+ r
+ All the above computation can be simulated with a GCircuitwith K nodes
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Hardness of Generalized Circuit (ε= 1/K 3)
(Again) poorly positioned points (coordinate ∼ 1K2 close to integer)
Sampling: ≥ n3−n will be well-positionedIf total displacement (well+poor points) is small (∼ ε)
Ï + Set of extracted vertices from well-positioned points is apanchromatic simplex
Claim: In ε= 1/K 3 approximatesolution of GCircuit, the totaldisplacement is small (∼ ε)
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Hardness of constant-NE in Polymatrix [Rub14]
Embeds EOL 0,1n into 2n+1 dimensional unit cubeEOL on unit cube ∝ Succinct Brouwer
Ï Succinct Brouwer: find approximate fixed point of a Lipschitzcontinuous function
Ï f whose fixed points are EOL solutionsÏ f : computed by arithmetic circuitÏ + Need hardness for Succinct Brouwer for constant ε
Succinct Brouwer (constant εb) ∝ GCircuit (constant εc)Ï similar to [CDT09]: simulation of function f over grid using operationsof GCircuit (+,−,×ζ,= ζ,=,<,∨,∧,¬)
(implicit) [DGP09]: εc -approx GCircuit ∝ εc -NE 3-GraphicalPolymatrix
Ï [DGP09] (adapted for constant degree) From ε-approximate NE we canrecover Θ(
pε)-NE
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Picking a Brouwer function [Rub14]
[HPV89]: construct f : [0,1]d → [0,1]d (M-Lipschitz), s.t. given blackbox access to f , ε-approx fixed point computation needs timeΩ(1εMd−2)division in sub cubes (constant edge)f (x)= x +g(x), where g(x): displacement function (displacementparameter α constant)g(x) is defined in terms of a "tube": sequence of adjacent-sub cubes[0,1]d−1 (path, the fast dimension fixed)the path enters/exits a cube from the center of a facet
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Picking a Brouwer function [Rub14]
[HPV89]:g(x): 79-Lipschitz continuous (⇒ f (x) is 80-Lipschitz continuous)||g(x)||∞ ≥ 1/88 for every x that is not endpoint of the pathg(x) depends on wether:
Ï path passes through cube(x), entering/exiting facets (locallycomputable)
Computing g(x) involves operations max,/ and × (for interpolation)
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The displacement function g(x)
1. g(x) on a facet F crossed by tubez the center of facet (entrance point)local coordinates of x = ⟨r ,p⟩zr = ||x−z||∞ (distance), p= x−z
r (unitvector)the path advances through direction i
g(x)= α·ei if r = 0
-α· p if r =edge/8-α·ei if r =edge/4α·ed if r =edge/2
interpolation on the intermediate2. this defines g(x) on two facets,
interpolation on the rest3. cubes not in the tube get default ed
(last dimension - fixed in the tube)
View of facet of the tubein 3D cube:
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Hardness of constant-NE in Polymatrix [Rub14]
EOL ∝ Succinct Brouwer:Ï Succinct Brouwer for dimension 2n+2, M=80, εbr = 1/88 is PPAD hard
Succinct Brouwer ∝ GCircuit:∃ constant ε s.t. ε-approximate GCircuit is PPAD-hard
Ï Computation of f ,g simulated with GCircuitF ε-approx solution of GCircuit gives O(ε1/4) fixed point of f
Ï g requires max,×,/ non-GCircuit operationsF GCircuit simulates them with error O(ε1/2)
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Computing f with GCircuit
On point x extract bits (brittle <) - find cube it belongsGoal: compute g(x) - depends on cube:Simulate the circuits that give previous/next cube on the tube -Compute entrance/exit facets
Valid computation of g within error O(ε1/4) when:Ï well-positioned: ε-far from facetsÏ NEW! corner-points: ε1/4-close to 2 facets (may be poorly-positionedbut for corners we know by default their g(x))
Deal with poorly positioned: Equiangle sampling + averagingconstant number of points sufficient
Ï points x` = x + (6ε`, . . . ,6ε`) for `= 0, . . . ,1/ε1/2Ï at most 1 will be both poorly-positioned and non-corner (invalidcomputation)
rest of steps as in [CDT09]
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Bimatrix Approximation Algorithms
ε-approximate NE: oblivious, quasi-polynomial [LMM03]∼ (1/3+δ)-approximate NE: Local search [TS07]
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ε- Approximation Algorithm [LMM03]
logarithmic support NE [LMM03](wlog) n×n Bimatrix
∃ ε-approximate NE of support size O( lognε2
)
mixed strategy: uniform over a multiset of pure actions
+ Oblivious algorithm:k =O( logn
ε2)
enumerate over all multisets of size k (+ expected payoff computation)
Ï(n+k−1
k
)2multiset combinations for both
Running time: nO(logn/ε2)
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logarithmic support NE [LMM03]
∃ k-uniform ε-NE:let (x∗,y∗) NE
draw k = 16 lognε2
samples from x∗ (y∗)set x (y) uniform over samples
+ (x ,y) ε-approximate NE w.p. ≥ 1− 4n (Chernoff Bounds)
+ Property: expected payoffs in (x ,y) ε-close to NE payoffs in (x∗,y∗)
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Local Search [TS07,TSK08]
(0.3393+δ)- approximate NErunning time O(1/δ2) ·poly(n,m) for Bimatrix (A,B) m×n
(Non Oblivious)
regret functions:
fA(x ,y)=maxrow i
(Ay)i −x>Ay , fB(x ,y)=maxcol j
(x>B)j −x>By
maximum regret function: f (x ,y)=maxfA(x ,y), fB(x ,y)
Ï c-approximate NE: f (x ,y)≤ c
Gradient decent of f ()
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Gradient of f
Given points (profiles) (x ,y), (x ′,y ′)New point (xε,yε)= (1−ε)(x ,y)+ε(x ′,y ′):Change of f : Df (x ,y ,x ′,y ′,ε)= f (xε,yε)− f (x ,y)
Df : piece-wise quadratic on εÏ Given x ,y ,x ′,y ′ we can find ε minimizing DfÏ Gradient of f at direction (x ′,y ′)− (x ,y):
Df (x ,y ,x ′,y ′)= limε→∞ 1εDf (x ,y ,x ′,y ′,ε)
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Gradient descent on f
From point (x ,y) find feasible descent direction - towards (x ′,y ′)Explicit form of gradient of f towards (x ′,y ′):if fA(x ,y)= fB(x ,y):
Ï Df (x ,y ,x ′,y ′)=max
maxrow i∈BR(y)(Ay ′)i −x>Ay ′− (x ′)>Ay +x>Ay
maxcol j∈BR(x)(x′>B)j −x>By ′− (x ′)>By +x>Ay
− f (x ,y)
Ï linear x ′,y ′
Linear Program LP(x ,y): Find (x ′,y ′) that minimizes Df (the max term)If Df (x ,y ,x ′,y ′)< 0: steepest descent direction (x ′,y ′)If Df (x ,y ,x ′,y ′)≥ 0: stationary point - no descent direction
Given stationary point (x ,y) one of the following is a 0.3393-approx NE:(x ,y) itselfa point computed from (x ,y) and the solution of Dual(LP(x ,y))
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Gradient Descent Algorithm
Start from arbitrary point (x ,y), precision parameter δ> 01 Equalize regrets: fA(x ,y)= fB(x ,y) (can be done by an LP)2 From (x ,y) find steepest descent direction (x ′,y ′) ( LP(x ,y)+Dual )
Ï If δ-Stationary point: (Df (x ,y ,x ′,y ′)≥−δ )Ï ( OR f (x ,y)≤ δ+0.339 )return 0.339+δ approximate NE
3 Perform Descent: Move to new point (1−ε)(x ,y)+ε(x ′,y ′)Ï Compute optimal ε that decreases f the most, (ε ∈ [0, δ
1+δ ])4 Repeat Ê
+ Terminates after O( 1δ2 ) iterations
in every iteration f new ≤ (1− ( δ1+δ)
2)f
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Constant Rank Bimatrix
Bimatrix A,B , Rank of Game: rank(A+B)
(rank 0 are 0-sum games)[AGM+11]: rank 1 polytime[Mehta14]: rank ≥ 3 PPAD-hard[KT07]: FPTAS
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Constant Rank Bimatrix - PPAD hard [Mehta14]
2D-Brouwer ∝p 2D-Linear FIXP ∝p Rank 3 Bimatrix
2D-Brouwer PPAD-hard [CD06]
2D-Linear FIXP [EY07]Ï F : [0,1]2→ [0,1]2Ï Circuit CF +,×ζ,maxÏ F : piece-wise linearÏ Find fixed point of FÏ rational fixed points
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2D-Brouwer ∝ 2D-Linear FIXP
Define CF :Input: p= (p1,p2)
1 Sampling: Generate points pi = p+ ( i−1L , i−1L ), i = 1, . . . ,16(L= poly(size[Cbr ]),> 16)
2 Bit extractor: n MSBits of pi using max,×ζ,+3 On extracted bits simulate Cbr :
Ï ∨=max, ∧=min, ¬= 1−b
4 Compute average discplacement r of points pi
5 Output: p+ r+ Issue: poorly-positioned points - too close (L2) to edges of grid (∃≤2)PPAD hardnessFixed points of F (r=~0) ⇒ Panchromatic Square
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2D-Brouwer ∝ 2D-Linear FIXP
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2D-Linear FIXP ∝ 3-Rank Bimatrix
Circuit CF (λ1,λ2) implemented as LPλ1,λ2
CF (λ): constraints over input λ and outputs of max gatesÏ +, ×ζ: linear constraintsÏ max: quadratic constraints
F CF DAG −→ ordering of max gates
F xi =maxi Li ,0 ≡
xi ≥ 0, xi ≥ Lixi · (xi −Li )= 0
F Li : linear λ and previous max gates
Goal: remove quadratic constraintsÏ ∃ poly-time computable cost vector c> 0 s.t. minc> ·x enforces
xi · (xi −Li )= 0Ï linear constraints: Ax≥λ1 ·u1+λ2 ·u2+b
unique optimal solution of LPλ ⇔ output of CF (λ)Ï output of CF : max gates xn−1,xn
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2D-Linear FIXP ∝ 3-Rank Bimatrix
LP(λ) ∝ LPC
LP(λ), Dual(LPλ) + complementary slackness
Ax ≥λ1u1+λ2u2+b A>y≤ cx ≥ 0 y ≥ 0
yi (Ax−λ1u1−λ2u2−b)i = 0 xi (A>y−c)i = 0
Ï OPT solution (x ,y) ⇔ (xn−1,xn) output of CF (λ)Ï Fixed points of CF : λ1 = xn−1 = e>n−1 ·x, (λ2 = . . . )
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2D-Linear FIXP ∝ 3-Rank Bimatrix
LP(λ) ∝ LPC
LP(λ), Dual(LPλ) + complementary slackness
Ax ≥λ1u1+λ2u2+b A>y≤ cx ≥ 0 y ≥ 0
yi (Ax−u1(e>n−1 ·x)−u2(e>n ·x)−b)i = 0 xi (A>y−c)i = 0
Ï OPT solution (x ,y) ⇔ (xn−1,xn) output of CF (λ)Ï Fixed points of CF : λ1 = xn−1 = e>n−1 ·x, (λ2 = . . . )
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2D-Linear FIXP ∝ 3-Rank Bimatrix
LP(λ) ∝ LPC
LP(λ), Dual(LPλ) + complementary slackness
Ax ≥λ1u1+λ2u2+b A>y≤ cx ≥ 0 y ≥ 0
yi ((A−e>n−1 ·u1−e>
n ·u2)x−b)i = 0 xi (A>y−c)i = 0
Ï OPT solution (x ,y) ⇔ (xn−1,xn) output of CF (λ)Ï Fixed points of CF : λ1 = xn−1 = e>n−1 ·x, (λ2 = . . . )
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2D-Linear FIXP ∝ 3-Rank Bimatrix
LP(λ) ∝ LPC
LP(λ), Dual(LPλ) + complementary slackness + fixed points: LPC(CF )
A′x ≥ b A>y≤ cx ≥ 0 y ≥ 0
yi (A′x−b)i = 0 xi (A
>y−c)i = 0Ï OPT solution (x ,y) ⇔ (xn−1,xn) output of CF (λ)Ï Fixed points of CF : λ1 = xn−1 = e>n−1 ·x, (λ2 = . . . )Ï Claim (x ,y) sol of LCP ⇔ (xn−1,xn) fixed points of CF (λ)Ï A′ =A−e>
n−1 ·u1−e>n ·u2
Ï (A−A′: rank 2)
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2D-Linear FIXP ∝ 3-Rank Bimatrix
LPC ∝Bimatrix :
R =[
A> 1−c0> 1
]C =
[ −A′> 01>+b> 1
]If (x ′,s),(y ′,t) NE of (R ,C )
Ï s ,t > 0, ⇒ scaling: ( xs , yt ) solution of LCP
Rank(R+C)=4 - Can be improved to 3 by adapting c= 1 (c> 0)
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Bimatrix as QP
m×n Bimatrix game (A,B)
NE as Quadratic Program:maximize x>(A+B)y −πA−πB(x ,πB) ∈P , (y ,πA) ∈Q
Constraints Q ,P :
QA : (y ,πA)Ï y ∈∆nÏ i ∈ [m]: (A ·y)i ≤πA
PB : (x ,πB)Ï x ∈∆mÏ j ∈ [n]: (x> ·B)j ≤πB
Objective = 0 iff NE Conditions hold ∀ i : xi ((Ay)i −πA)= 0
∀ j : yj((x>B)j −πB)= 0
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Rank 1 Bimatrix
Rank 1 Bimatrix is in P . [Mehta14b]
Rank 1: A+B = a ·b>Ï B =−A+a ·b>Ï Rank 1 game (A,B) : (A,a,b)
Rank-1 NE QP:
maximize x> ·:(a·b>)
(A+B) ·y −πA−πB(y ,πA) ∈QA
(x ,πB): :−(x>A)j+(x>·a)bj
(x>B)j ≤πB , x ∈∆m
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Rank 1 Bimatrix
NE QP:maximize (x> ·a)(b> ·y)−πA−πB(y ,πA) ∈QA
(x ,πB): −(x>A)j + (x> ·a)bj ≤πB , x ∈∆m
Consider all games (A,u,b) for u ∈Rm
they have the same QP, except (x> ·u)
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Rank 1 Bimatrix
NE QP:
maximize : (x>·u)
(x> ·a) (b> ·y)−πA−πB(y ,πA) ∈QA
(x ,πB): −(x>A)j +:(x>·u)
(x> ·a) bj ≤πB , x ∈∆m
Consider all games (A,u,b) for u ∈Rm
they have the same QP, except (x> ·u)
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Rank 1 Bimatrix
NE QP:maximize (x> ·u)(b> ·y)−πA−πB(y ,πA) ∈QA
(x ,πB): −(x>A)j + (x> ·u)bj ≤πB , x ∈∆m
Consider all games (A,u,b) for u ∈Rm
they have the same QP, except (x> ·u)
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Rank 1 Bimatrix
NE QP:
maximize :λ
(x> ·u) (b> ·y)−πA−πB(y ,πA) ∈QA
(x ,πB ,λ): −(x>A)j +:λ(x> ·u) bj ≤πB , x ∈∆m
Consider all games (A,u,b) for u ∈Rm
they have the same QP, except (x> ·u)variable λ= (x> ·u)
+ Let (x ,y ,πA,πB ,λ) OPT sol of QP. For any u s.t. x> ·u=λ⇔ (x ,y) NE of (A,u,b) (with utilities πA,πB)
Ï Goal: If x> ·a=λ then NE for (A,a,b)
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Rank 1 Bimatrix
λ(b> ·y) the only non-linear termReplace λ with value c ∈R ⇒ LP
Ï (λ no longer a variable)(x ,y ,πA,πB ,λ) OPT sol of QP ⇔ (x ,y ,πA,πB) OPT sol LP(λ)
Ï (previous slide): For u: λ= x> ·u, (x ,y) NE of (A,u,b)
LP(λ):
maximize λ(b> ·y) −πA−πB(y ,πA) ∈QA
(x ,πB): −(x>A)j +λbj ≤πB , x ∈∆m
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Rank 1 Bimatrix
Goal: NE of G = (A,a,b)Define function fG : A →A
Ï A = [mini ai ,maxi ai ]
fG :On input c ∈A
Solve LP(c) : (x ,y ,πA,πB) (opt sol)output: x> ·a
u Claim: ∀ c ∈R the solution(s) of LP(c) have unique x (valid fG )u Fixed points of fG ⇔ (x ,y) NE of G
Ï c = x> ·a + OPT sol of LP(c) ⇔ (x ,y) NE of (A,a,b)
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Rank 1 Bimatrix is in P
A fixed point of fG can be found in poly(m,n,L):L: bit length of game A,a,bBinary search
Images from [Mehta14b]
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FPTAS for constant Rank Bimatrix [KT07]
Stronger approximate NE:Ï total regret function r(x ,y)= x>(A+B)y −maxi (Ay)i −maxj (x>B)jÏ strong ε-NE: r(x ,y)≤ εmax(A+B)Ï strong ε-NE ⇒ ε-NE
Again NE of Bimatrix (A,B) as QP
symmetric matrix: Q =[
0m×n (A+B)(A>+B>) 0n×m
]x>(A+B)y = 1
2z>Qz , z = (x |y)Rank(Q)=2 Rank(A+B)
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FPTAS for constant Rank Bimatrix
NE as QP:minimize: π - 1
2z>Qz
π≥ (B>[∗,j] |A[i ,∗])z
z ∈∆m×∆n
+ optimal value 0 ⇔ NE
Approximate solutions for QP of fixed rank [Vav91]
QP: min f (x)= 12x>Qx +q>x s.t. Ax ≤ b
Q constant rankxmax ,xmin max/min points of f () in feasible regionε-approximate solution x∗: in poly(L,1/ε) (L: bit length of QP)f (x∗)− f (xmin)≤ ε(f (xmax)− f (xmin)
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FPTAS for constant Rank Bimatrix
NE as QP’:minimize: π - 1
2z>Qz
π≥ (B>[∗,j] |A[i ,∗])z , ∀i , j
z ∈∆m×∆n
π≤max(A+B)
Need bounded feasible region: π≤max(A+B)
Using [Vav91] on QP’ FPTAS:Ï f (zmin,πmin)= 0Ï f (zmax ,πmax )≤max(A+B)Ï compute ε-approximate solution z∗,π∗
z∗ = (x∗ | y∗) is ε-NEÏ (B>x∗)j + (Ay∗)i −x∗>(A+B)y∗ ≤ f (z∗,π∗)≤ εmax(A+B)
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Open Problems
Anonymous Games:Ï FPTAS? (2 strategies / constant strategies)
F current best algorithm for 2 strategies Moments Search [DP09]:poly(n) · (1/ε)O(log2(1/ε))
Ï Hardness for ≤ 6 strategies? [CDO14]Bimatrix games:
Ï PTAS?F current best algorithm [LMM03]: nO( logn
ε2)
Ï Hardness for Rank 2? [Meh14]
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Thank you!
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