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Computing Approximate Nash Equilibria in Polymatrix Games

机译:在Polymatrix游戏中计算近似Nash平衡

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In an ε-Nash equilibrium, a player can gain at most ε by unilaterally changing his behaviour. For two-player (bimatrix) games with payoffs in [0,1], the best-known e achievable in polynomial time is 0.3393. In general, for n-player games an ε-Nash equilibrium can be computed in polynomial time for an e that is an increasing function of n but does not depend on the number of strategies of the players. For three-player and four-player games the corresponding values of e are 0.6022 and 0.7153, respectively. Polymatrix games are a restriction of general n-player games where a player's payoff is the sum of payoffs from a number of bimatrix games. There exists a very small but constant ε such that computing an ε-Nash equilibrium of a polymatrix game is PPAD-hard. Our main result is that an (0.5 + δ)-Nash equilibrium of an n-player polymatrix game can be computed in time polynomial in the input size and 1/δ. Inspired by the algorithm of Tsaknakis and Spirakis, our algorithm uses gradient descent on the maximum regret of the players.
机译:在ε-纳什均衡中,玩家可以通过单方面改变其行为最多获得ε。对于收益为[0,1]的两人(bimatrix)游戏,多项式时间内可实现的最著名e为0.3393。通常,对于n个玩家游戏,可以在e的多项式时间内计算ε-Nash平衡,该e是n的递增函数,但不取决于玩家的策略数量。对于三人游戏和四人游戏,e的对应值分别为0.6022和0.7153。 Polymatrix游戏是对一般n玩家游戏的限制,其中玩家的收益是许多bimatrix游戏的收益之和。存在一个很小但恒定的ε,因此计算多矩阵博弈的ε-Nash平衡是PPAD难的。我们的主要结果是,可以在输入多项式和1 /δ的时间多项式中计算n玩家多元矩阵游戏的(0.5 +δ)-Nash平衡。受Tsaknakis和Spirakis算法的启发,我们的算法在玩家最大的遗憾上使用了梯度下降。

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