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The Computational Complexity of Finding Nash Equilibria

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Title: The Computational Complexity of Finding Nash Equilibria


1
The Computational Complexityof Finding Nash
Equilibria
  • Edith Elkind
  • Intelligence, Agents, Multimedia group (IAM)
  • School of Electronics and CS
  • U. of Southampton

2
Games 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

3
Matrix (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
4
Nash 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
5
Pure 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
6
Existence 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?

7
Plan of the Talk
2 players, k actions
8
2 (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

9
2 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?

10
Is 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

11
Reducibility 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
12
Completeness 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

13
END 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
14
PPAD
  • 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
15
r-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)

16
Brouwers 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

17
Sperners 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

18
Reductions (Papadimitriou 1994)
  • END OF THE LINE is PPAD-complete
  • TRICHROMATIC TRIANGLE is PPAD-complete
  • 3D-BROUWER is PPAD-complete
  • r-NASH is in PPAD

19
r-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?

20
Hardness 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)

21
n 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
22
Algorithms 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

23
Our 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

24
Warm-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
25
Algorithm 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
26
Computing 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
27
Trees 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
28
Solutions?
  • 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

29
Extension to trees?
V0
V1
V2
Vn-1
Vn
U1
Un-1
U2
Un
T1
T2
Tn-1
Tn
30
Graphical 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)

31
Equivalences GP05
deg d graphical game G NE of G
d2-player game G NE of G
32
Combining Reductions GP05
33
PPAD-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)

34
NE 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

35
Welfare-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

36
Algorithms 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)

37
Approximate 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)

38
Conclusions
  • 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

39
Mixed 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
40
2 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!
41
Reminder 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
42
Computing 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
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