Nash equilibrium computationNash equilibrium (NE) computation is a class of computational problems in the intersection of game theory and computer science. The input to this problem is a normal-form game, usually represented as a list of payoff matrices. The required output is a Nash equilibrium of the game. NE computation can be broadly divided into computing mixed-strategy NE vs computing pure-strategy NE. Mixed-strategy equilibriaWhen mixed strategies are allowed, every game has a Nash equilibrium. This was proved by John Nash in 1950[1] using the Kakutani fixed-point theorem, and later in 1951[2] using the Brouwer fixed-point theorem. For games with a small number of actions per player, a NE can be computed manually by solving a set of equations. However, when the number of actions per player grows, the number of possible strategy vectors grows exponentially, and the computation becomes computationally hard. Non-polynomial-time algorithmsThere are various algorithms that work well in practice, but do not guarantee termination in polynomial time. One of the most famous such algorithms is the Lemke–Howson algorithm.[3] Porter, Nudelman and Shoham[4] present an algorithm based on simple search heuristics, that performs well in practice on a large variety of games. They use the GAMUT testbed for testing the performance of their algorithm. Lipton, Markakis and Mehta[5] presented a Quasi-polynomial time algorithm for computing an approximate NE. It takes time , where n is the number of possible actions per player. They do it by proving the existence of an approximate NE strategies with support logarithmic in n, and proving that the payoffs to all players in any exact NE can be ε-approximated by such an approximate NE. They also prove that, if the payoff matrices have constant rank, then an exact NE can be found in polytime. Computational hardnessDaskalakis, Goldberg and Papadimitriou[6] proved that finding a NE is PPAD-complete in games with four or more players; later, Chen and Deng[7] extended the result even for two-player games (bimatrix games). Under standard complexity assumptions, these hardness results imply that no polynomial-time algorithm is expected for general equilibrium computation. Computing a Nash equilibrium is PPAD-complete even for win-lose bimartix games, that is, two-player games in which the payoff of each player is either 0 or 1.[citation needed] Approximation algorithmsTsaknakis and Spirakis[8] presented a polytime algorithm that finds an 0.3393-approximate NE for a bimatrix game. Their algorithm minimizes a certain function, representing the distance from NE, using gradient descent. The procedure converges in polynomial time to local optima which are 0.3393-approximate NE. Deligkas, Fearnley, Savani and Spirakis[9] extend the descent techniques to polymatrix games, attaining an (0.5+δ)-approximate NE in time polynomial in the input size and 1/δ. For general n-player games, the approximation ratio increases with n (e.g. it is 0.6022 for n=3 and 0.7153 for n=4). Approximation hardnessThe PPAD-completeness results in [6][7] in fact show that computing an ε-approximate NE is PPAD-complete, if ε is exponentially small (smaller than 2-m, where m is the number of actions per player). Chen Deng and Teng[10] proved PPAD-hardness even for ε that is polynomially small. In other words, they proved that no algorithm with runtime polynomial in n and 1/ε can compute an ε-approximate Nash equilibrium in a two-player game with n actions per player, unless PPAD ≤ P. In particular, this means that there is probably no FPTAS for NE. Aviad Rubinstein[11] showed that finding an ε-approximate Nash equilibrium is PPAD-complete even for a simple class of games: graphical games of degree three, in which each agent has only two actions; and even when ε is a constant. In particular, there is no PTAS for NE in general games (He also proved inapproximability for other related problems, such as: Bayesian Nash equilibrium in a two-player game, relative ε-Nash equilibrium in a two-player game, market equilibrium in a non-monotone market as well as approximate competitive equilibrium from equal incomes). Later, Rubinstein[12] proved that, assuming the Exponential time hypothesis for PPAD, there exists a positive constant ε such that computing ε-approximate NE in a two-player game with n actions per player requires quasi-polynomial time, as in the [5] algorithm. Smoothed complexitySmoothed analysis has been used to prove that many problems that are computationally-hard in the worst case, are in fact "almost always" easy, that is, if a problem is perturbed randomly, then the perturbed problem is easy. Interestingly, this is not the case for the problem of computing a NE. In particular:
Irrationality of outcomesAll two-player games with rational payoff matrices always have only NE with rational probabilities. However, there are three-player games with rational payoff matrices, in which every NE requires irrational probabilities, which cannot be output accurately in finite time. An example was already shown by Nash[2]: 293 : it is a simplified variant of Poker for three players, with a unique NE in which all probabilities are linear functions of sqrt(321), which is an irrational number. Another example can be found in [14]: Proposition 3 : it is a three-player game where each player has only two possible actions "0" and "1". There is a unique NE in which all players choose "0" with proabilities that are linear functions of sqrt(409). Datta[15] shows that every real algebraic variety is isomorphic to the set of totally mixed Nash equilibria of some three-person game, and also to the set of totally mixed Nash equilibria of an n-person game in which each player has two actions. This means that, in each of these classes, there are games whose probabilities require roots of any real polynomial.[clarification needed] Orzech and Rinard[16] show that, for any n ≥ 4, there is an n-player game where all payoffs are in {0,1,2}, with a unique NE in which all the probabilities are irradical numbers (algebraic numbers that cannot be expressed with m-th roots for any integer m). Two-Player Zero-Sum GamesTwo-player zero-sum games represent the most fundamental class with polynomial-time equilibrium computation. In these games, one player's gain equals the other's loss, creating a pure conflict scenario. The key insight is that NE in zero-sum games correspond to minimax strategies, which can be computed via linear programming. For a zero-sum game with payoff matrix A for the row player, the minimax theorem of John von Neumann establishes that the game value can be computed by solving dual linear programs.[17] Since linear programming can be solved in polynomial time using interior-point methods or the ellipsoid algorithm, NE can be computed in time polynomial in the size of the payoff matrices. Anonymous gamesIn an anonymous game, the payoff of each player depends only on his own strategy and on the number of players taking every strategy, but not on their identity. Anonymous games admit efficient computation of approximate NE. In particular:
Graphical GamesGraphical games represent strategic interactions using graphs where each player's payoff depends only on neighbors' actions, enabling algorithms that exploit sparsity. In general, computing NE on graphical games is still PPAD-hard, even if the graph degree is at most 3 and each player has only 2 actions.[22] However, when the graph is a tree with a bounded degree, more efficient algorithms are possible. Kearns, Littman and Singh[23] presented a dynamic programming algorithm for computing all NE of a tree-graphical game (with two actions per player); its run-time is exponential, but it allows to compute approximate NE in polynomial time. The algorithm requires only messages between neighboring nodes, and thus can be implemented in a distributed fashion. They then proposed a modification that can find a single NE in polytime. However, Elkind, Goldberg and Goldberg[22] showed that the modification is incorrect (does not always find a NE). Based on their ideas, they proposed a new algorithm that computes all NE in quadratic time for a path graph, and in polynomial time for a general graph of degree at most 2. For general trees, the run-time of this algorithm is exponential even when the tree has bounded degree and its pathwidth is 2, but the same is true for any algorithm of the same kind. Finding a NE for a degree-3 graphical game with constant pathwidth and 2 actions per player is PPAD-complete. Bramoulle, Kranton and D'Amours[24] study graphical games in which the best response function of each player is a linear function of the actions of his neighbors. They prove that the Nash equiibrium depends only on a single parameter of the graph: the smallest eigenvalue of the matrix representing the graph. Hence, it can be computed efficiently.[clarification needed] Win-Lose GamesWin-lose games are games in which all payoffs are either 0 or 1.
Bounded-rank bimatrix gamesRank-1 bimatrix games have payoff matrices that can be written as outer products of vectors. Adsul, Garg, Mehta and Sohoni[27] presented a polytime algorithm for exact NE. They also presented an algorithm to enumerate all the NE of a rank-1 game.\ Bounded rank bimatrix games: Lipton, Markakis and Mehta[5] prove that, for two players, if the payoff matrices have constant rank, then an exact NE can be found in polytime. Auction GamesAuctions with dominant strategies (e.g. second-price auction and some special cases of combinatorial auctions[28]) clearly have pure-strategy NE that can be computed efficiently. But even for first-price auctions, which do not have dominant strategies, it is often possible to compute NE directly, by direct computation using knowledge of agents' distributions. For example,[29] when all n buyers have uniform valuations on [0,1], the equilibrium bidding function is: b(v) = (n-1)v/n. Pure-strategy equilibriaA pure-strategy Nash equilibrium (PNE) is not guaranteed to exist in general games, though there are special classes of games in which a PNE always exists. Deciding existenceGottlob, Greco and Sarcello[30] prove that, even in very restrictive settings, deciding the existence of a PNE is NP-hard. Deciding the existence of a strong Nash equilibrium is even harder: it is ΣP2-complete. However, when the utility function for each player depends only on the actions of a logarithmically small number of other players (that is, the dependency graph of the game has a small degree), then finding a PNE can be done in polytime. For graphical games, these problems are LOGCFL-complete.[31] Anonymous gamesDaskalakis and Papadimitriou[18][19] proved that anonymous games with Lipschitz continuous utility functions and at most s strategies always contain an -approximate PNE, where L is the Lipschitz constant of the utility functions; such a PNE can compute in polytime. Graphical gamesGottlob, Greco and Sarcello[30] present algorithms for graphical games where the graphs with bounded treewidth. They show that a PNE can be found in polynomial time using tree decomposition techniques. The algorithm's complexity is exponential in the treewidth but polynomial in the game size. Potential games and Congestion gamesPotential games always have a PNE. Potential games satisfy the Finite Improvement Property: every sequence of unilateral beneficial deviations terminates at a Nash equilibrium.[32] This immediately gives a simple algorithm: start with any strategy profile; while some player can improve their payoff by switching strategies - let that player switch to a better strategy; return the final strategy profile (guaranteed to be a Nash equilibrium). However, this algorithm might go through exponentially many different states before it converges. Fabrikant, Papadimitriou and Talwar[33] studied the special case of congestion games (which are equivalent to exact potential games). They proved that:
Even-Dar, Kesselman and Mansour[34] analyze the number of steps required for convergence to equilibrium in a load-balancing setting. Caragiannis, Fanelli, Gravin and Skopalik[35] study asymmetric congestion games. They present an algorithm that computes a constant-factor approximation PNE. In particular:
Their algorithm identifies a short sequence of best-response moves, that leads to an approximate equilibrium. They also show that, for congestion games with more general delay functions (not bounded-degree polynomial), attaining any polynomial approximation of PNE is PLS-complete. Fabrikant, Jaggard and Schapira[36] study weakly-acyclic games - a generalization of potential games in which, from any starting state, there is a sequence of better-response moves that leads to a PNE, so that natural distributed dynamics cannot enter "inescapable oscillations". Generalized congestion gamesA weighted CG is a congestion game in which each player may have a different weight, and the delay of a resource is the sum of weights of the players using the resource. A player-specific-cost CG is a congestion game in which each player has a different delay function. Both these generalized CGs do not necessarily have a potential, and do not necessarily have a PNE. Milchtaich[37] proves that deciding whether a given network CG has a PNE is NP-hard even in the following cases:
The proof is by reduction from the directed edge-disjoint paths problem.[38] Fotakis, Kontogiannis and Spirakis[39] present an algorithm that, in any weighted network CG with linear delay functions, finds a PNE in pseudo-polynomial time (polynomial in the number of players n and the sum of players' weights W). Their algorithm is a greedy best-response algorithm: players enter the game in descending order of their weight, and choose a best-response to existing players' strategies. Panagopoulou and Spirakis[40] show empirical evidence that the algorithm of Fotakis, Kontogiannis and Spirakis in fact runs in time polynomial in n and log W. They also propose an initial strategy-vector that dramatically speeds this algorithm. Caragiannis, Fanelli, Gravin and Skopalik[41] present an algorithm that computes a constant-factor approximation PNE in weighted CGs. In particular:
To prove their results, they show that, although weighted CGs may not have a potential function, every weighted CG can be approximated by a certain potential game. This lets them show that every weighted CG has a (d!)-approximate PNE. Their algorithm identifies a short sequence of best-response moves, that leads to such an approximate PNE. Submodular gamesA finite game is called submodular if (a) the set of feasible joint decisions is a sublattice; (b) the cost function of each player is submodular and has antitone differences. Topkis[42] proves, using fixed-point arguments, that some submodular games always have a PNE. Two algorithms, corresponding to fictitious play in dynamic games, generate sequences of feasible joint decisions converging monotonically to a PNE. Concave GamesConcave games (where each player's payoff function is concave in their own strategy) admit efficient computation via convex optimization techniques.[43] Correlated equilibriaCorrelated equilibria are, in general, computationally easier to find. Hart and Mas-Collel[44] present a dynamic called ‘regret-matching’, in which players depart from their current play with probabilities proportional to regret for not having used other strategies previously. These dynamics converge with probability 1 to the set of correlated equilibria. Papadimitriou and Roughgarden[45] studied the computational problem of finding a correlated equilibrium (CE). They presented a polytiime algorithm for finding a CE in various multiplayer games, such as graphical games, symmetric (anonymous) games, polymatrix games, congestion games, scheduling games and local effect games. They also studied the problem of optimizing a linear function of the set of CE. For this problem, they give a polytime algorithm for two cases: symmetric games, and graphical games of bounded treewidth; and prove NP-hardness for the other classes of games. Repeated gamesIn a repeated game, the strategy of each player is a finite-state machine. Gilboa[46] studies the following problem: given a game and the FSM-s of some n-1 players, find a best response FSM for the n-th player. The problem is polytime solvable when n is fixed, but computationally hard when n is part of the input. Littman and Stone[47] present a polytime algorithm computing NE for an average-payoff repeated game between two players. Their algorithm relies on the folk theorem. It computes finite-state equilibrium strategies which can be succinctly represented. Related problemsGilboa and Zemel[48] study the following decision problems:
For correlated equilibria, problems 1--5 are polytime solvable, whereas problem 6 is still NP-hard even for zero-sum games (NP-complete for any number of players). Conitzer and Sandholm[49] prove the following hardness results, even for symmetric games for two players:
Bilo and Mavronicolas[14] study the following decision problems:
Recent developments and modern approachesMachine learning methodsDeep learning approaches have emerged as promising techniques for large-scale equilibrium computation. Li, Long and Deng[50] introduce the Deep Iterative Nash Equilibrium Solver (DINES), that integrates deep learning into iterative algorithms, achieving polynomial time complexity by leveraging query-based access to utility functions rather than requiring full utility matrices. Reinforcement learning approaches enabled advances in Nash equilibrium computation. Zhang, Wang, Cui, Zhou, Kakade and Du[51] introduce Preference-Based Multi-Agent Reinforcement Learning (PbMARL), which addresses Nash equilibrium identification from preference-only offline datasets. They show that single-policy coverage—sufficient for single-agent reinforcement learning—is inadequate for multi-agent settings, requiring unilateral dataset coverage conditions. Generative adversarial networksGenerative Adversarial Networks (GANs) are a tool for training models for image identification, by modeling this as a game between the identifier and an adversary. Heusel, Ramsauer, Unterthiner, Nessler and Hochreiter[52] introduce a Two Time-Scale Update Rule (TTUR). Using the theory of stochastic approximation, they prove that it converges to a local Nash equilibrium of the GAN training game. Blockchain systemsReynouard, Laraki and Gorelkina[53] apply Nash equilibrium analysis to Blockchain systems through BAR Nash Equilibrium (BARNE) - equilibrium among Byzantine, Altruistic, and Rational agents. This framework addresses the verifier's dilemma in cryptocurrency systems, demonstrating how fines and forced errors can reestablish honest behavior as globally stable equilibria. Software and practical implementationsComputational toolsGambit is the primary comprehensive software package for game theory computations, supporting both extensive-form and strategic-form games.[54] Version 16.0 includes implementations of the Lemke-Howson algorithm, simplicial subdivision methods, and quantal response equilibrium computation, with both GUI and command-line interfaces plus Python integration. Specialized tools include Game Theory Explorer (GTE) for web-based small game analysis, and various research implementations focusing on specific algorithms. Integration with modern deep learning frameworks (PyTorch, TensorFlow) enables scalable implementations and GPU acceleration for large-scale problems. Scalability challengesComputational scaling presents the primary practical limitation, with exponential growth in complexity as games increase in size. Current approaches handle small-to-medium games (up to roughly 100×100 strategies) through approximation algorithms, while larger games require heuristic methods. Numerical stability issues arise from degenerate linear systems and floating-point precision limitations in equilibrium computation. Rational arithmetic implementations provide exact computation but at significant computational cost, making ε-equilibria the practical standard for providing robustness to numerical errors. Further reading
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