Congestion games constitute an important class of games in which computing anexact or even approximate pure Nash equilibrium is in general {\sfPLS}-complete. We present a surprisingly simple polynomial-time algorithm thatcomputes O(1)-approximate Nash equilibria in these games. In particular, forcongestion games with linear latency functions, our algorithm computes$(2+\epsilon)$-approximate pure Nash equilibria in time polynomial in thenumber of players, the number of resources and $1/\epsilon$. It also applies togames with polynomial latency functions with constant maximum degree $d$;there, the approximation guarantee is $d^{O(d)}$. The algorithm essentiallyidentifies a polynomially long sequence of best-response moves that lead to anapproximate equilibrium; the existence of such short sequences is interestingin itself. These are the first positive algorithmic results for approximateequilibria in non-symmetric congestion games. We strengthen them further byproving that, for congestion games that deviate from our mild assumptions,computing $\rho$-approximate equilibria is {\sf PLS}-complete for anypolynomial-time computable $\rho$.
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机译:拥塞博弈构成一类重要的博弈,其中计算不精确甚至近似的纯Nash平衡通常是{\ sfPLS}-完全的。我们提出了一个令人惊讶的简单多项式时间算法,可以在这些游戏中计算O(1)近似Nash均衡。特别是对于具有线性等待时间函数的拥塞游戏,我们的算法会根据玩家数量,资源数量和$ 1 / \ epsilon $的时间多项式来计算$(2+ \ epsilon)$近似纯Nash均衡。它还适用于具有多项式等待时间函数且最大度数为$ d $的游戏;因此,近似保证为$ d ^ {O(d)} $。该算法从本质上确定了最佳响应移动的多项式序列,从而导致了近似的平衡。这样短序列的存在本身很有趣。这些是非对称拥塞游戏中近似均衡的第一个积极算法结果。我们进一步证明,对于偏离我们温和假设的拥塞游戏,对于任何多项式时间可计算的$ \ rho $,计算$ \ rho $-近似均衡是{\ sf PLS}-完全的。
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