Finding Nash Equilibria in Certain Classes of 2-Player Game Adrian - - PowerPoint PPT Presentation

finding nash equilibria in certain classes of 2 player
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Finding Nash Equilibria in Certain Classes of 2-Player Game Adrian - - PowerPoint PPT Presentation

Finding Nash Equilibria in Certain Classes of 2-Player Game Adrian Vetta McGill University Introduction Introduction Finding a Nash equilibrium (NE) is hard. Introduction Finding a Nash equilibrium (NE) is hard. In multiplayer games.


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SLIDE 1

Finding Nash Equilibria in Certain Classes of 2-Player Game

Adrian Vetta McGill University

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SLIDE 2

Introduction

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SLIDE 3

Introduction

Finding a Nash equilibrium (NE) is hard.

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SLIDE 4

Introduction

Finding a Nash equilibrium (NE) is hard.

In multiplayer games.

(Daskalakis, Goldberg and Papadimitriou 2006)

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SLIDE 5

Introduction

Finding a Nash equilibrium (NE) is hard.

In multiplayer games.

(Daskalakis, Goldberg and Papadimitriou 2006)

In 2-player games.

(Chen and Deng 2006)

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SLIDE 6

Introduction

Finding a Nash equilibrium (NE) is hard.

In multiplayer games.

(Daskalakis, Goldberg and Papadimitriou 2006)

In 2-player games.

(Chen and Deng 2006)

In win-lose games.

(Abbott, Kane and Valiant 2005)

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SLIDE 7

Introduction

Finding a Nash equilibrium (NE) is hard.

In multiplayer games.

(Daskalakis, Goldberg and Papadimitriou 2006)

In 2-player games.

(Chen and Deng 2006)

In win-lose games.

(Abbott, Kane and Valiant 2005)

Are there general classes of game in which finding a NE is easier?

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SLIDE 8

Our Results

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SLIDE 9

Our Results

Random Games

(Barany, Vempala and Vetta 2005)

There is a algorithm for finding a NE in a random 2-player game which runs in polytime with high probability.

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SLIDE 10

Our Results

Random Games

(Barany, Vempala and Vetta 2005)

There is a algorithm for finding a NE in a random 2-player game which runs in polytime with high probability.

Planar Win-Lose Games

(Addario-Berry, Olver and Vetta 2006)

There is a polytime algorithm for finding a NE in a planar win-lose 2-player game.

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SLIDE 11

Nash Equilibria

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SLIDE 12

Nash Equilibria

A 2-player game in normal form is represented by two payoff matrices.

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SLIDE 13

Nash Equilibria

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8                 5 2 4 8 7 4 6 8 5 7 3 2 3 7 1 3 3 8 6 1 1 6 4 3 4 9 3 8 7 1 5 6 2        

A B A 2-player game in normal form is represented by two payoff matrices.

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SLIDE 14

Nash Equilibria

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8                 5 2 4 8 7 4 6 8 5 7 3 2 3 7 1 3 3 8 6 1 1 6 4 3 4 9 3 8 7 1 5 6 2        

A B

Alice plays rows and Bob plays columns.

A 2-player game in normal form is represented by two payoff matrices.

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SLIDE 15

Nash Equilibria

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8                 5 2 4 8 7 4 6 8 5 7 3 2 3 7 1 3 3 8 6 1 1 6 4 3 4 9 3 8 7 1 5 6 2        

A B

Alice plays rows and Bob plays columns.

A 2-player game in normal form is represented by two payoff matrices.

r3

c4

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SLIDE 16

Nash Equilibria

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8                 5 2 4 8 7 4 6 8 5 7 3 2 3 7 1 3 3 8 6 1 1 6 4 3 4 9 3 8 7 1 5 6 2        

A B

Alice plays rows and Bob plays columns.

A 2-player game in normal form is represented by two payoff matrices.

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SLIDE 17

Nash Equilibria

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8                 5 2 4 8 7 4 6 8 5 7 3 2 3 7 1 3 3 8 6 1 1 6 4 3 4 9 3 8 7 1 5 6 2        

A B

Alice plays rows and Bob plays columns.

A 2-player game in normal form is represented by two payoff matrices.

r3

c4

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SLIDE 18

Nash Equilibria

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8                 5 2 4 8 7 4 6 8 5 7 3 2 3 7 1 3 3 8 6 1 1 6 4 3 4 9 3 8 7 1 5 6 2        

A B

Alice plays rows and Bob plays columns.

A 2-player game in normal form is represented by two payoff matrices.

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SLIDE 19

Nash Equilibria

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8                 5 2 4 8 7 4 6 8 5 7 3 2 3 7 1 3 3 8 6 1 1 6 4 3 4 9 3 8 7 1 5 6 2        

A B

Alice plays rows and Bob plays columns.

Nash Equilibrium: Alice and Bob play probability distributions p* and q* that are mutual best responses. A 2-player game in normal form is represented by two payoff matrices.

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SLIDE 20

Nash Equilibria

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8                 5 2 4 8 7 4 6 8 5 7 3 2 3 7 1 3 3 8 6 1 1 6 4 3 4 9 3 8 7 1 5 6 2        

A B

Alice plays rows and Bob plays columns.

Nash Equilibrium: Alice and Bob play probability distributions p* and q* that are mutual best responses. A 2-player game in normal form is represented by two payoff matrices.

p∗ = argmaxp pT (Aq∗) and q∗ = argmaxq qT (BT p∗)

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SLIDE 21

A Geometric Interpretation of PSNE

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A

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SLIDE 22

A Geometric Interpretation of PSNE

If Bob plays column 1 then Alice plays row 2.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A

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SLIDE 23

A Geometric Interpretation of PSNE

If Bob plays column 1 then Alice plays row 2.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A r2 c1

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SLIDE 24

A Geometric Interpretation of PSNE

If Bob plays column 1 then Alice plays row 2.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A r2 c1 Geometrically: Plot Alice’s options as points in 1-D, then row 2 is an extreme point.

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SLIDE 25

A Geometric Interpretation of PSNE

If Bob plays column 1 then Alice plays row 2.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A r2 c1 Geometrically: Plot Alice’s options as points in 1-D, then row 2 is an extreme point.

r2

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SLIDE 26

A Geometric Interpretation of MSNE

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A

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SLIDE 27

A Geometric Interpretation of MSNE

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3?

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SLIDE 28

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3?

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SLIDE 29

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3?

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SLIDE 30

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3?

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SLIDE 31

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3?

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SLIDE 32

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3? r1

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SLIDE 33

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3? r1

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SLIDE 34

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3? r1

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SLIDE 35

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3? r1 r3

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SLIDE 36

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3? r1 r3

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SLIDE 37

A Geometric Interpretation of MSNE

Geometrically: Alice’s options are now points in 2-D.

        3 7 3 9 2 9 1 1 3 4 5 7 4 6 2 8 4 2 3 3 9 6 6 5 5 1 1 1 2 3 7 8        

A What if Bob plays a mixed

strategy on columns 2 and 3? r1 r3

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SLIDE 38

Best Responses and Extreme Points

Extreme points still correspond to best responses.

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SLIDE 39

Best Responses and Extreme Points

Extreme points still correspond to best responses.

c3 c2

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SLIDE 40

Best Responses and Extreme Points

Extreme points still correspond to best responses.

c3 c2

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SLIDE 41

Best Responses and Extreme Points

Extreme points still correspond to best responses. Any extreme point on the anti-dominant of the convex hull is a best response to some probability distribution (q,1-q) on columns 2 and 3.

c3 c2

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SLIDE 42

P2,3

Best Responses and Extreme Points

Extreme points still correspond to best responses. Any extreme point on the anti-dominant of the convex hull is a best response to some probability distribution (q,1-q) on columns 2 and 3.

c3 c2

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SLIDE 43

P2,3

Best Responses and Extreme Points

Extreme points still correspond to best responses. Any extreme point on the anti-dominant of the convex hull is a best response to some probability distribution (q,1-q) on columns 2 and 3.

c3 c2

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SLIDE 44

P2,3

Best Responses and Extreme Points

Extreme points still correspond to best responses. Any extreme point on the anti-dominant of the convex hull is a best response to some probability distribution (q,1-q) on columns 2 and 3.

c3 c2

(1, 0)

r1

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SLIDE 45

P2,3

Best Responses and Extreme Points

Extreme points still correspond to best responses. Any extreme point on the anti-dominant of the convex hull is a best response to some probability distribution (q,1-q) on columns 2 and 3.

c3 c2

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SLIDE 46

P2,3

Best Responses and Extreme Points

Extreme points still correspond to best responses. Any extreme point on the anti-dominant of the convex hull is a best response to some probability distribution (q,1-q) on columns 2 and 3.

c3 c2

(1/2, 1/2)

r5

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SLIDE 47

Best Responses and Facets

But then faces can also correspond to best responses.

c3 c2 P2,3

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SLIDE 48

Best Responses and Facets

But then faces can also correspond to best responses.

c3 c2

r1

r5

(2/3, 1/3)

P2,3

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SLIDE 49

Best Responses and Facets

But then faces can also correspond to best responses.

c3 c2

r1

r5

(2/3, 1/3)

P2,3

  • Theorem. and form a NE

if and only if is a facet of and is a facet of . (r1, r5)

(c2, c3)

P2,3 P1,5

(r1, r5)

(c2, c3)

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SLIDE 50

Random Games

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SLIDE 51

In random games matrix entries are drawn independently from a distribution. e.g. U[0,1], N(0,1)

Random Games

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SLIDE 52

In random games matrix entries are drawn independently from a distribution. e.g. U[0,1], N(0,1)

Random Games

So the #NE relates to the #facets in randomly generated polytopes.

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SLIDE 53

In random games matrix entries are drawn independently from a distribution. e.g. U[0,1], N(0,1)

Random Games

So the #NE relates to the #facets in randomly generated polytopes.

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SLIDE 54

In random games matrix entries are drawn independently from a distribution. e.g. U[0,1], N(0,1)

Random Games

So the #NE relates to the #facets in randomly generated polytopes.

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SLIDE 55

In random games matrix entries are drawn independently from a distribution. e.g. U[0,1], N(0,1)

Random Games

So the #NE relates to the #facets in randomly generated polytopes.

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SLIDE 56

In random games matrix entries are drawn independently from a distribution. e.g. U[0,1], N(0,1)

Random Games

So the #NE relates to the #facets in randomly generated polytopes.

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SLIDE 57

In random games matrix entries are drawn independently from a distribution. e.g. U[0,1], N(0,1)

Random Games

So the #NE relates to the #facets in randomly generated polytopes.

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SLIDE 58

In random games matrix entries are drawn independently from a distribution. e.g. U[0,1], N(0,1)

Random Games

So the #NE relates to the #facets in randomly generated polytopes.

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SLIDE 59

In random games matrix entries are drawn independently from a distribution. e.g. U[0,1], N(0,1)

Random Games

So the #NE relates to the #facets in randomly generated polytopes.

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SLIDE 60

Random Polytopes

Points are in general position.

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SLIDE 61

Random Polytopes

Points are in general position.

All NE have supports of the same size.

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SLIDE 62

Random Polytopes

Points are in general position.

All NE have supports of the same size.

  • Proof. Won’t have d+1 points on (d-1)-dimensional facet.
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SLIDE 63

Random Polytopes

Points are in general position.

All NE have supports of the same size.

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SLIDE 64

Random Polytopes

Points are in general position.

All NE have supports of the same size. # extreme points # facets

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SLIDE 65

Random Polytopes

Points are in general position.

All NE have supports of the same size. # extreme points # facets

  • Proof. Each facet has d points; each extreme point is on d facets.

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SLIDE 66

Random Polytopes

Points are in general position.

All NE have supports of the same size. # extreme points # facets

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SLIDE 67

The # of Nash Equilibria

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SLIDE 68

The # of Nash Equilibria

Theorem.

E(# d × d NE) ≥ E(#extreme points)2

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SLIDE 69

The # of Nash Equilibria

Theorem.

E(# d × d NE) ≥ E(#extreme points)2

  • Proof. A set R of d rows is a best response to

a set C of d columns with probability #facets n

d

  • and vice versa.
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SLIDE 70

The # of Extreme Points

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SLIDE 71

The # of Extreme Points

  • Theorem. For the uniform distribution

E(#extreme points) logd−1 n

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SLIDE 72

The # of Extreme Points

  • Theorem. For the uniform distribution

E(#extreme points) logd−1 n

Proof.

E(#extreme points) = n

  • x∈

Pr(x is extreme) f(x) dx

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SLIDE 73

The # of Extreme Points

  • Theorem. For the uniform distribution

E(#extreme points) logd−1 n

Proof.

E(#extreme points) = n

  • x∈

Pr(x is extreme) f(x) dx

x

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SLIDE 74

The # of Extreme Points

  • Theorem. For the uniform distribution

E(#extreme points) logd−1 n

Hx = { y :

d

  • i=1

1 − yi 1 − xi = d }

Proof.

E(#extreme points) = n

  • x∈

Pr(x is extreme) f(x) dx

x

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SLIDE 75

The # of Extreme Points

  • Theorem. For the uniform distribution

E(#extreme points) logd−1 n

Hx = { y :

d

  • i=1

1 − yi 1 − xi = d }

Proof.

E(#extreme points) = n

  • x∈

Pr(x is extreme) f(x) dx

x

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SLIDE 76

The # of Extreme Points

  • Theorem. For the uniform distribution

E(#extreme points) logd−1 n

Hx = { y :

d

  • i=1

1 − yi 1 − xi = d }

Proof.

E(#extreme points) = n

  • x∈

Pr(x is extreme) f(x) dx

x

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SLIDE 77

The # of Extreme Points

  • Theorem. For the uniform distribution

E(#extreme points) logd−1 n

Proof.

E(#extreme points) = n

  • x∈

Pr(x is extreme) f(x) dx

x

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SLIDE 78

The # of Extreme Points

  • Theorem. For the uniform distribution

E(#extreme points) logd−1 n

≥ n

  • x∈

Pr(Hx separates x) f(x) dx

Proof.

E(#extreme points) = n

  • x∈

Pr(x is extreme) f(x) dx

x

slide-79
SLIDE 79

The # of Extreme Points

  • Theorem. For the uniform distribution

E(#extreme points) logd−1 n

. . .

logd−1 n

≥ n

  • x∈

Pr(Hx separates x) f(x) dx

Proof.

E(#extreme points) = n

  • x∈

Pr(x is extreme) f(x) dx

x

slide-80
SLIDE 80

The # of Nash Equilibria

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SLIDE 81

The # of Nash Equilibria

  • Theorem. For the uniform distribution

E(#d × d NE) log2(d−1) n

slide-82
SLIDE 82

The # of Nash Equilibria

We expect lots of NE, even lots with 2x2 support.

  • Theorem. For the uniform distribution

E(#d × d NE) log2(d−1) n

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SLIDE 83

The # of Nash Equilibria

But this isn’t enough. We need concentration bounds. We expect lots of NE, even lots with 2x2 support.

  • Theorem. For the uniform distribution

E(#d × d NE) log2(d−1) n

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SLIDE 84

The # of Nash Equilibria

But this isn’t enough. We need concentration bounds. We expect lots of NE, even lots with 2x2 support. Can we show that is small?

Pr(# d × d NE = 0)

  • Theorem. For the uniform distribution

E(#d × d NE) log2(d−1) n

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SLIDE 85

Cap Coverings

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SLIDE 86

Cap Coverings

The fraction of points on a convex hull K is

E(vol( ¯ K) = 1 − E(vol(K))

slide-87
SLIDE 87

Cap Coverings

¯ K

The fraction of points on a convex hull K is

E(vol( ¯ K) = 1 − E(vol(K))

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SLIDE 88

Cap Coverings

¯ K

The fraction of points on a convex hull K is

E(vol( ¯ K) = 1 − E(vol(K))

A cap is the intersection of the cube and a halfspace.

slide-89
SLIDE 89

Cap Coverings

¯ K

Cap Covering Thm. (Bar89) can be closely covered by a small number of low volume caps that don’t intersect much.

¯ K The fraction of points on a convex hull K is

E(vol( ¯ K) = 1 − E(vol(K))

A cap is the intersection of the cube and a halfspace.

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SLIDE 90

Cap Coverings

¯ K

Cap Covering Thm. (Bar89) can be closely covered by a small number of low volume caps that don’t intersect much.

¯ K The fraction of points on a convex hull K is

E(vol( ¯ K) = 1 − E(vol(K))

A cap is the intersection of the cube and a halfspace.

slide-91
SLIDE 91

Cap Coverings

¯ K

Cap Covering Thm. (Bar89) can be closely covered by a small number of low volume caps that don’t intersect much.

¯ K The fraction of points on a convex hull K is

E(vol( ¯ K) = 1 − E(vol(K))

A cap is the intersection of the cube and a halfspace.

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SLIDE 92

Concentration Bounds

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SLIDE 93

Concentration Bounds

Cap coverings give concentration bounds on: # extreme points # faces

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SLIDE 94

Concentration Bounds

Cap coverings give concentration bounds on: # extreme points # faces

  • Combinatorially. For NE we examine the probability

that a set S of rows forms a facet given that (i) A set T of rows forms a face. (ii) We resample some of the coordinates.

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SLIDE 95

A Dumb Algorithm

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SLIDE 96

A Dumb Algorithm

  • Algorithm. Exhaustively search for dxd NE; d=1,2,...
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SLIDE 97

A Dumb Algorithm

  • Algorithm. Exhaustively search for dxd NE; d=1,2,...
  • Theorem. The algorithm finds a NE in polytime w.h.p.
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SLIDE 98

A Dumb Algorithm

  • Algorithm. Exhaustively search for dxd NE; d=1,2,...
  • Theorem. The algorithm finds a NE in polytime w.h.p.
  • Proof. There is a 2x2 NE w.h.p.
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SLIDE 99

Win-Lose Games

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SLIDE 100

Win-Lose Games

In a win-lose game the payoff matrices are 0-1.

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SLIDE 101

Win-Lose Games

In a win-lose game the payoff matrices are 0-1.

  1 1 1  

  1 1 1 1 1  

B A

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SLIDE 102

Win-Lose Games

In a win-lose game the payoff matrices are 0-1. Win-lose games have a bipartite, digraph representation.

  1 1 1  

  1 1 1 1 1  

B A

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SLIDE 103

Win-Lose Games

In a win-lose game the payoff matrices are 0-1. Win-lose games have a bipartite, digraph representation.

  1 1 1  

  1 1 1 1 1  

B A

r1

r2

r3 c1

c2

c3

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SLIDE 104

Win-Lose Games

In a win-lose game the payoff matrices are 0-1. Win-lose games have a bipartite, digraph representation.

  1 1 1  

  1 1 1 1 1  

B A

r1

r2

r3 c1

c2

c3

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SLIDE 105

Win-Lose Games

In a win-lose game the payoff matrices are 0-1. Win-lose games have a bipartite, digraph representation.

  1 1 1  

  1 1 1 1 1  

B A

r1

r2

r3 c1

c2

c3

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SLIDE 106

Nash Equilibria

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SLIDE 107

Nash Equilibria

In win-lose games NE can correspond to subgraphs.

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SLIDE 108

Nash Equilibria

In win-lose games NE can correspond to subgraphs.

A red and blue vertex with no in-arcs form a PSNE.

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SLIDE 109

Nash Equilibria

In win-lose games NE can correspond to subgraphs.

A red and blue vertex with no in-arcs form a PSNE. r1

r2

r3 c1

c2

c3

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SLIDE 110

Nash Equilibria

In win-lose games NE can correspond to subgraphs.

A red and blue vertex with no in-arcs form a PSNE. r1

r2

r3 c1

c2

c3

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SLIDE 111

Nash Equilibria

In win-lose games NE can correspond to subgraphs.

A red and blue vertex with no in-arcs form a PSNE. r1

r2

r3 c1

c2

c3

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SLIDE 112

Nash Equilibria

In win-lose games NE can correspond to subgraphs.

A red and blue vertex with no in-arcs form a PSNE. r1

r2

r3 c1

c2

c3

Vertices r and c form a PSNE if (i) (r,c) is an arc. (ii) r has no in-arcs.

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SLIDE 113

Nash Equilibria

In win-lose games NE can correspond to subgraphs.

A red and blue vertex with no in-arcs form a PSNE. r1

r2

r3 c1

c2

c3

Vertices r and c form a PSNE if (i) (r,c) is an arc. (ii) r has no in-arcs.

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SLIDE 114

Domination

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SLIDE 115

Domination

A vertex with no out-arcs is weakly dominated.

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SLIDE 116

Domination

A vertex with no out-arcs is weakly dominated. So if then just find a NE in .

δ−(S) = ∅

G[S]

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SLIDE 117

Domination

A vertex with no out-arcs is weakly dominated.

S

So if then just find a NE in .

δ−(S) = ∅

G[S]

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SLIDE 118

Planar Win-Lose Games

A win-lose game is planar if it has a planar digraph representation.

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SLIDE 119

Planar Win-Lose Games

  • Theorem. A non-trivial, strongly connected,

bipartite, planar directed graph contains an undominated induced cycle.

A win-lose game is planar if it has a planar digraph representation.

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SLIDE 120

Planar Win-Lose Games

  • Theorem. A non-trivial, strongly connected,

bipartite, planar directed graph contains an undominated induced cycle.

A cycle C is undominated if no vertex in V-C has more than 1 out-neighbour on C. A win-lose game is planar if it has a planar digraph representation.

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SLIDE 121

Planar Win-Lose Games

  • Theorem. A non-trivial, strongly connected,

bipartite, planar directed graph contains an undominated induced cycle.

A cycle C is undominated if no vertex in V-C has more than 1 out-neighbour on C. A win-lose game is planar if it has a planar digraph representation.

C v

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SLIDE 122

Planar Win-Lose Games

  • Theorem. A non-trivial, strongly connected,

bipartite, planar directed graph contains an undominated induced cycle.

A cycle C is undominated if no vertex in V-C has more than 1 out-neighbour on C. A win-lose game is planar if it has a planar digraph representation.

C v

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SLIDE 123

Undominated Induced Cycles

  • Theorem. There is a polytime algorithm to find a

NE in a planar win-lose games.

Alice and Bob simply play the uniform distribution

  • n their vertices in the cycle.

But an undominated, induced cycle gives a NE. C

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SLIDE 124

Open Problems

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SLIDE 125

Open Problems

Can we find a NE in a random game in expected polytime?

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SLIDE 126

Open Problems

Can we find a NE in a random game in expected polytime? What other classes of game have polytime algorithms?