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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 -Nash equilibrium, a player can gain at most by unilaterally changing his behavior. For two-player (bimatrix) games with payoffs in [0, 1], the best-known achievable in polynomial time is 0.3393 (Tsaknakis and Spirakis in Internet Math 5(4):365-382, 2008). In general, for n-player games an -Nash equilibrium can be computed in polynomial time for an 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 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 such that computing an -Nash equilibrium of a polymatrix game is -hard. Our main result is that a -Nash equilibrium of an n-player polymatrix game can be computed in time polynomial in the input size and . Inspired by the algorithm of Tsaknakis and Spirakis [28], our algorithm uses gradient descent style approach on the maximum regret of the players. We also show that this algorithm can be applied to efficiently find a -Nash equilibrium in a two-player Bayesian game.
机译:在-纳什均衡中,玩家最多可以通过单方面改变其行为来获得收益。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的值为0.3393(Tsaknakis和Spirakis in Internet Math 5(4):365-382,2008)。通常,对于n个玩家游戏,可以在多项式时间内针对-nash平衡来计算-Nash平衡,这是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,对应的值分别为0.6022和0.7153。 Polymatrix游戏是一般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值,使得计算多矩阵博弈的-Nash平衡非常困难。我们的主要结果是,可以在输入多项式和的时间多项式中计算n玩家多元矩阵游戏的-Nash平衡。受到Tsaknakis和Spirakis [28]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风格的方法。我们还表明,该算法可应用于在两人贝叶斯游戏中有效地找到-Nash平衡。

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