Title: The Computational Complexity of Finding Nash Equilibria
1The Computational Complexityof Finding Nash
Equilibria
- Edith Elkind
- Intelligence, Agents, Multimedia group (IAM)
- School of Electronics and CS
- U. of Southampton
2Games and Strategies
- Games strategic interactions between rational
entities - Solution concepts whats going to happen?
- dominant strategies
- Nash equilibrium
- .
- Can it be computed?
- if your computer cannot find it, the market
probably cannot either
3Matrix (Normal Form) Games
- finite set of players 1, , n
- each player has k actions
- (pure strategies) 1, , k
- payoffs of the ith player Pi 1, , kn ? R
Row player
Column player
4Nash Equilibrium
- Nash equilibrium a strategy profile such that
- noone wants to deviate given other players
strategies, i.e., each players strategy is a
best response to others strategies - (0, 0) and (1, 1) are both NE
Row player
Column player
5Pure vs. Mixed Strategies
- NE in pure strategies may not exist!
- matching pennies
- Mixed strategy a probability distribution over
actions - 50 tail, 50 head
Row player
Column player
6Existence of NE
- Theorem (Nash 1951)
any n-player k-action game
in normal form has an equilibrium
in mixed strategies -
- can we find one in poly-time?
7Plan of the Talk
2 players, k actions
82 (rconst) players, k actions
- Input representation
- 2 players two k x k matrices
- r players r k x k x x k matrices
- poly-size for constant r
- Output representation
- for 2 players all NE are in Q
- but not for 3 and more players
- Checking for pure NE easy
- at most k2 strategy profiles
92 players, k actions
mixed NE
- Naïve approaches exp(k)
- Simplex-like approach
(Lemke-Howson algorithm) - works well in practice
- exp(k) in the worst case (2004)
- Is it time to give up?
- maybe the problem is NP-hard?
10Is Finding NE NP-hard?
- Reminder a problem P is NP-hard if you can
reduce 3-SAT to it - yes-instance 3-SAT ? yes-instance of P
- no-instance 3-SAT ? no-instance of P
- Problem each instance of NASH is
a yes-instance! - every game has a NE
- Formally if NASH is NP-hard then NP coNP
- Need complexity theory for
total search problems
11Reducibility Among Search Problems
S X Y
T X Y
- S associates x in X with a solution set S(x)
- Total search problem for any x, S(x) is not empty
If T is easy, so is S
12Completeness Results?
- Can we prove that any total search problem is
reducible to r-NASH? - Not really the class T of all total search
problems is a semantic class - not known how to find complete problems for these
- Want to pick a large subclass S of T s.t.
- S includes some natural problems
- there are problems that are complete for S
- in particular, r-NASH is complete for S
13END OF THE LINE
- Input Boolean circuits
S (Successor), P
(Predecessor) - n inputs, n outputs
- S(0n) ? 0n, P(0n) 0n
- Output x ? 0n s.t.
- S(P(x)) ? x or P(S(x)) ? x
- Intuition G(V, E)
- V Sn
- E (x,y) yS(x), xP(y)
00000
11001
01011
01011
14PPAD
- PPAD Polynomial Parity Argument, Directed
version - PPAD is the class of all search problems that are
reducible to END OF THE LINE
search problem solution
g
f
circuits S, T end of the
line
15r-NASH is in PPAD
- Proof on Nashs theorem
- existence of NE reduces to Brouwers fixpoint
theorem - Brouwers fixpoint theorem reduces to Sperners
lemma - Sperners lemma is proven by a parity argument
(similar to END OF THE LINE) - Reduction of r-NASH to END OF THE LINE can be
extracted from these proofs (Papadimitriou 94)
16Brouwers Fixpoint Theorem
- Brouwers Theorem Any continuous mapping from
the simplex to itself has a
fixpoint. - Nash ? Brouwer proof sketch
- set of all strategy profiles ? simplex
- mapping (s1, , sn) ? (s1d1, , sndn), where
di is a shift in the direction of
best response to (s1, , si-1, si1, , sn) - NE is a point where noone wants to deviate, i.e.,
a fixpoint
17Sperners Lemma
- Proper coloring
- vertices on BC are not blue
- vertices on AC are not green
- vertices on AB are not yellow
- Sperners Lemma
there exists a trichromatic
triangle - Brouwers theorem ? Sperners Lemma
- x is blue if the grad(F) at x points away from A,
etc. - trichromatic triangle has no direction
- repeat at increased resolution
18Reductions (Papadimitriou 1994)
- END OF THE LINE is PPAD-complete
- TRICHROMATIC TRIANGLE is PPAD-complete
- 3D-BROUWER is PPAD-complete
-
-
- r-NASH is in PPAD
19r-NASH vs 3D BROUWER
- Existence of NE follows from Brouwers fixpoint
theorem - NE are special cases of Brouwers fixpoints
- just how special?
- Can any fixpoint be represented
as a NE of a game? - Is there a reduction
from 3D BROUWER to r-NASH?
20Hardness Reductions the Timeline
- 3D-BROUWER is PPAD-complete (Papadimitriou, 1994)
- 4-NASH is PPAD-complete (Daskalakis,Goldberg,
Papadimitriou, Sep 2005) - 3-NASH is PPAD-complete
(Daskalakis, Papadimitriou, Oct 2005,
Chen, Deng, Nov 2005) - 2-NASH is PPAD-complete !!!
(Chen, Deng, Dec 2005)
21n players, 2 actions
- representation payoffs to each player for every
action profile (vector in 0, 1n) n2n numbers - graphical games
- players are vertices of a graph
- Vs payoff depends on actions of W in N(V) U V
- n players, max degree d gt n2d1 numbers
t0, u0, v0, w0 12 t1, u0, v0, w0 31
. t1, u1, v1, w1 -6
W
Ws payoffs (16 cases)
T
V
U
22Algorithms What Was Known
- Bounded-degree trees
- Exp-time algorithm/poly-time approximation
algorithm to find all NE (Kearns, Littman, Singh,
UAI 2001) - ??? poly-time algorithm to find a single NE
(Kearns, Littman, Singh, NIPS2001) - Heuristics for graphs with cycles
23Our Results
(E., Goldberg, Goldberg06)
- Algorithm in NIPS01 paper is incorrect (does not
always output a NE) - We fix the NIPS01 algorithm, but
- our algorithm runs in poly-time on paths
- with a trick, also on cycles
- There is a graph of pathwidth 2 on which our
algorithm runs in exp time - true for all algorithms that use the basic
approach of the UAI01 paper
24Warm-up 2-player 2-action games
Row player
Column player
BR(C)
Suppose R plays 1 w.p. r EP(C) from playing 0
(1-r)1 EP(C) from playing 1 r3 1-r gt 3r
iff r lt ¼
Suppose C plays 1 w.p. c EP(R) from playing 0
(1-c)2 EP(R) from playing 1 c1 (1-c)2 gt c
iff c lt 2/3
c
1
r
1
mixed NE r1/4, c2/3
25Algorithm for Trees (KLS01)
- Potential best response v is a PBR to w
iff when W plays w, there is a NE
for TV in which V
plays v. - upstream pass construct PBRV(w)
from PBRU1(v), PBRU2(v) and PBRU3(v) - downstream pass root selects its strategy based
on the childrens PBRs propagates to leaves
W
V
v
TV
U3
U1
w
26Computing PBR on a Path
- E0 EP(V) from playing 0
(1-u)(1-w)v000(1-u)wv001u(1-w)v100uwv101
auwbucwd - E1 EP(V) from playing 1
(1-u)(1-w)v010(1-u)wv011u(1-w)
v110uwv111 auwbucwd - E0 E1 iff w (AuB)/(CuD) f(u)
v
u
1
1
(v, u) ? (f(u), v)
.5
PBRU(v)
PBRV(w)
.5
1
w
v
1
.1
.9
27Trees too many segments
W
v
u
t
u2
t2
v1
V
v2
u1
t1
v
v
w
v1
v2
v1
v2
T
U
(v,t), (v,u) ? (f(u,t), v)
Incorrect!
KLS (NIPS01) can trim
PBR
28Solutions?
- Solution 1 (for paths) algorithm of UAI01
paper, careful analysis - the number of segments/rectangles in each PBR is
O(n2) - running time O(n3)
- Solution 2 (for paths) can pick a subset of each
PBR consisting of O(n) segments - O(n2) running time
29Extension to trees?
V0
V1
V2
Vn-1
Vn
U1
Un-1
U2
Un
T1
T2
Tn-1
Tn
30Graphical games hardness results
- NP-hard?
- no total search problem
- PPAD-hard?
- yes!
- in fact, this is how the hardness result for
4-player games was obtained
(Goldberg, Papadimitriou, Aug 2005)
31Equivalences GP05
deg d graphical game G NE of G
d2-player game G NE of G
32Combining Reductions GP05
33PPAD-hardness missing details
- 3D-Brouwer is PPAD-complete
(Papadimitriou, 1994) - 4-NASH is as hard as deg 3-GG
(Goldberg, Papadimitriou, Aug 2005) - deg 3-GG is PPAD-complete and hence
- 4-NASH is PPAD-complete
(Daskalakis,Goldberg, Papadimitriou, Sep 2005) - 3-NASH is PPAD-complete
(Daskalakis, Papadimitriou, Oct 2005,
Chen, Deng, Nov 2005) - 2-NASH is PPAD-complete !!!
(Chen, Deng, Dec 2005)
34NE with special properties
- Pure NE
- easy for constant number of players
- NP-hard for general graphical games
- even if max degree 3
- NP vs. PPAD pure NE may not exist!
- poly-time on trees (KLS algorithm)
- also on graphs with bounded treewidth
35Welfare-Maximizing NE
Row player
Column player
- Nash equilibria
- (0, 0) total payoff is 3
- (1, 1) total payoff is 4
- (1/4, 2/3) total payoff is 17/12
- not all NE are created equal
36Algorithms for Good NE
- 2-player games
checking for NE with total payoff gt T
is NP-hard
(Gilboa Zemel 89, Conitzer,
Sandholm 03) - Graphical games
- - for any algebraic a, deg(a) n, there is a
GG - with int payoffs on a path of length O(n)
- in which in the best NE player 1 plays a
- - approximation algorithms for any e
- (E., Goldberg, Goldberg 07)
37Approximate NE
- e-Nash equilibrium a strategy profile such that
noone can gain gt e by deviating - Graphical games on trees poly-time
algorithms for any e (KLS01) - 2-player games ( utilities in 0, 1 )
- PPAD-complete for eO(1/n)
- Approximation for constant e
- 0.5 WINE06 (Dec 2006)
- 0.382 ( 1-1/f ) ACM EC07 (June 2007)
- 0.364 WINE07 (Dec 2007)
- 0.339 WINE07 (Dec 2007)
38Conclusions
- Computational aspects of game-theoretic questions
are crucial - Lots of cool open problems
- computing NE in graphical games on trees
- finding e-Nash in 2-player games for small e
- A rich set of techniques
- Talk to me if you want to know more
39Mixed strategies and payoffs
- Payoff matrices
- the row player plays a (a1, , an)
- the column player plays b (b1, , bn)
- expected payoff of R when playing i (Ri, , b)
- expected payoff of C when playing i (C, j, a)
R11 R12 R1n R21 R22 R2n Rn1
Rn2 Rnn
C11 C12 C1n C21 C22 C2n Cn1
Cn2 Cnn
R
C
402 players, k actions
support guessing
- if 1st players strategy a supported on I ? N
ai ? 0 iff i ? I - 2nd players strategy b supported on J ?
N bj ? 0 iff j ? J - then I ? BR(b) (b, Ri, ) (b, Rk, ) for all
i? I, k? N - J ? BR(a) (a, C, j) (a, C, k)
for all j? J, k? N - LP on variables a1, , an, b1, , bn
- solutions to LP ? Nash equilibria
- running time 22kpoly(k)
linear inequalities!
41Reminder 2-player 2-action games
Row player
Column player
BR(C)
Suppose R plays 1 w.p. r EP(C) from playing 0
(1-r)1 EP(C) from playing 1 r3 1-r gt 3r
iff r lt ¼
Suppose C plays 1 w.p. c EP(R) from playing 0
(1-c)2 EP(R) from playing 1 c1 (1-c)2 gt c
iff c lt 2/3
c
1
r
1
mixed NE r1/4, c2/3
42Computing PBR on a path
- f(u) (aub)/(cud)
- a, b, c, d are determined by Vs payoffs
v
u
1
1
.5
PBRU(v)
PBRV(w)
.5
1
w
v
1
.1
.9