Polymatrix Games: Algorithms and Applications Rahul Savani - - PowerPoint PPT Presentation
Polymatrix Games: Algorithms and Applications Rahul Savani - - PowerPoint PPT Presentation
Polymatrix Games: Algorithms and Applications Rahul Savani Department of Computer Science University of Liverpool Tutorial at the Conference on Web and Internet Economics WINE 2015 Some of talk relates to joint work with Argyrios Deligkas,
What is a polymatrix game?
Polymatrix games are many-player games
What is a polymatrix game?
Polymatrix games are many-player games For us, they are graphical games: player interactions are captured by an interaction graph (though sometimes this graph is assumed to be complete)
What is a polymatrix game?
Polymatrix games are many-player games For us, they are graphical games: player interactions are captured by an interaction graph (though sometimes this graph is assumed to be complete) They model pairwise interactions
What is a polymatrix game?
Polymatrix games are many-player games For us, they are graphical games: player interactions are captured by an interaction graph (though sometimes this graph is assumed to be complete) They model pairwise interactions Nodes correspond to players
What is a polymatrix game?
Polymatrix games are many-player games For us, they are graphical games: player interactions are captured by an interaction graph (though sometimes this graph is assumed to be complete) They model pairwise interactions Nodes correspond to players Edges correspond to bimatrix games
What is a polymatrix game?
Polymatrix games are many-player games For us, they are graphical games: player interactions are captured by an interaction graph (though sometimes this graph is assumed to be complete) They model pairwise interactions Nodes correspond to players Edges correspond to bimatrix games Each player chooses a single strategy for all his bimatrix games and receives the sum of the payoffs from his bimatrix games
History of polymatrix games
Introduced in: Janovskaya (1968) Equilibrium points in polymatrix games (in Russian) Latvian Mathematical Collection We will touch on the following papers here:
Both classical: Eaves 1973 [9] Howson 1972 [15] Howson & Rosenthal 1974 [16] Miller & Zucker 1991 [19] And more recent: Cai et al 2015 [4] Fearnley et al 2015 [8] Mehta 2012 [18] Govindan & Wilson 2004 [14] Rubinstein 2015 [21]
Polymatrix game
n players i = 1, . . . , n finite pure strategy sets Si payoff matrices for every player i and j i Aij ∈ R|Si|×|Sj|
Polymatrix game
n players i = 1, . . . , n finite pure strategy sets Si payoff matrices for every player i and j i Aij ∈ R|Si|×|Sj| For mixed profile (x1, . . . , xn), the payoff to player i is ui(x1, . . . , xn) =
- ij
(xi)⊤Aijxj
Example polymatrix game
1 2 3 a b a 0,0 2,2 b 2,2 0,0 a b a 0,0 2,2 b 2,2 0,0 a b a 0,0 1,1 b 1,1 0,0
Example polymatrix game
1 2 3 a b a 0,0 2,2 b 2,2 0,0 a b a 0,0 2,2 b 2,2 0,0 a b a 0,0 1,1 b 1,1 0,0
Equilibria: 1 2 3 a b b b b a (0.5, 0.5) (0.5, 0.5) (0.5, 0.5)
Advantage: succinctness
In terms of the number of players, the size of a strategic-form game is exponential polymatrix game is polynomial (quadratic)
# players # actions (per player) # payoff entries strategic-form n k n × k n polymatrix 2k 2 × (n
2)
Applications
Polymatrix games are general modelling tool for multi-player games via pairwise interactions We will also discuss some other applications from the literature:
1
Relaxation Labelling Problems for Artificial Neural Networks [19]
2
Graph Transduction in Machine Learning [10]
3
To model 2-player Bayesian Games [16]
4
As a sub-routine for solving general multi-player games [14]
Take-home message
Many things carry over from bimatrix to polymatrix games: Rational equilibria Formulation as a Linear Complementarity Problem Applicability of complementary pivoting algorithms (e.g. Lemke-Howson, Lemke) Descent methods using Linear Programming for finding Approximate Equilibria
Take-home message
Many things carry over from bimatrix to polymatrix games: Rational equilibria Formulation as a Linear Complementarity Problem Applicability of complementary pivoting algorithms (e.g. Lemke-Howson, Lemke) Descent methods using Linear Programming for finding Approximate Equilibria There are also important differences. For polymatrix games: PPAD-hard to find ǫ-Nash equilibrium for constant ǫ Finding a pure equilibrium is PLS-hard
Outline
1 Nash equilibria of bimatrix games 2 Linear Complementarity Problems (LCPs) 3 The Lemke–Howson Algorithm and the class PPAD 4 Lemke’s algorithm 5 PLS-hardness of pure equilibria, Graph Transduction 6 Reduction from Polymatrix Game to LCP 7 Descent method for ǫ-Nash equilibria of polymatrix games 8 Other recent work on polymatrix games
Nash equilibria of bimatrix games
❅ ❅
I II T M B l r 3 3 1 2 5 2 6 4 3
Nash equilibria of bimatrix games
❅ ❅
I II T M B l r 3 3 1 2 5 2 6 4 3 Nash equilibrium = pair of strategies x, y with x best response to y and y best response to x
Mixed equilibria
❅ ❅
I II T M B l r 3 3 1 2 5 2 6 4 3
Ay = 3 3 2 5 6
- 1/3
2/3 T = 3 4 4 xTB = 1/3 2/3
T
1 2 4 3 =
- 8/3
8/3
- nly only pure best responses can
have probability > 0
Outline
1 Nash equilibria of bimatrix games 2 Linear Complementarity Problems (LCPs) 3 The Lemke–Howson Algorithm and the class PPAD 4 Lemke’s algorithm 5 PLS-hardness of pure equilibria, Graph Transduction 6 Reduction from Polymatrix Game to LCP 7 Descent method for ǫ-Nash equilibria of polymatrix games 8 Other recent work on polymatrix games
Linear Complementarity Problem
Given: q ∈ Rn, M ∈ Rn×n Find: z, w ∈ Rn so that z ≥ 0 ⊥ w = q + Mz ≥ 0
⊥ means orthogonal:
zTw = 0 ⇔ ziwi = 0 all i = 1, . . . , n
Linear Complementarity Problem
Given: q ∈ Rn, M ∈ Rn×n Find: z, w ∈ Rn so that z ≥ 0 ⊥ w = q + Mz ≥ 0
⊥ means orthogonal:
zTw = 0 ⇔ ziwi = 0 all i = 1, . . . , n If q ≥ 0, the LCP has trivial solution w = q , z = 0.
LP in inequality form
primal : max cTx subject to Ax ≤ b x ≥ 0 dual : min yTb subject to yTA ≥ cT y ≥ 0
LP in inequality form
primal : max cTx subject to Ax ≤ b x ≥ 0 dual : min yTb subject to yTA ≥ cT y ≥ 0 Weak duality: x, y feasible (fulfilling constraints) ⇒ cTx ≤ yTAx ≤ yTb
LP in inequality form
primal : max cTx subject to Ax ≤ b x ≥ 0 dual : min yTb subject to yTA ≥ cT y ≥ 0 Strong duality: primal and dual feasible ⇒ ∃ feasible x, y : cTx = yTb (x, y optimal)
LCP generalizes LP
LCP encodes complementary slackness of strong duality: cTx = yTAx = yTb ⇔ (yTA − cT)x = 0, yT(b − Ax) = 0. ≥ 0 ≥ 0 ≥ 0 ≥ 0
LCP generalizes LP
LCP encodes complementary slackness of strong duality: cTx = yTAx = yTb ⇔ (yTA − cT)x = 0, yT(b − Ax) = 0. ≥ 0 ≥ 0 ≥ 0 ≥ 0 LP ⇔ LCP
- x
y
- z
≥ 0 ⊥
- −c
b
- q
+
- AT
−A
- M
- x
y
- z
≥ 0
Outline
1 Nash equilibria of bimatrix games 2 Linear Complementarity Problems (LCPs) 3 The Lemke–Howson Algorithm and the class PPAD 4 Lemke’s algorithm 5 PLS-hardness of pure equilibria, Graph Transduction 6 Reduction from Polymatrix Game to LCP 7 Descent method for ǫ-Nash equilibria of polymatrix games 8 Other recent work on polymatrix games
Symmetric equilibria of symmetric games
Given: n × n payoff matrix A for row player AT for column player mixed strategy x = probability distribution on {1,...,n} ⇔ x ≥ 0 , 1Tx = 1 equilibrium (x, x) ⇔ x best response to x Remark: As general as m × n games (A, B).
Best responses
Given: n × n payoff matrix A, mixed strategy y of column player Ay = vector of expected payoffs against y, components (Ay)i x best response to y ⇔ x maximizes expected payoff xTAy best response condition: ⇔ ∀i : xi > 0 ⇒ (Ay)i = u = maxk (Ay)k
Symmetric equilibria as LCP solutions
equilibrium (x, x) of game with payoff matrix A ⇔ x best response to x ⇔ 1Tx = 1, x ≥ 0
⊥ Ax ≤ 1u
w.l.o.g. A > 0 ⇒ u > 0, equilibrium (x, x) ⇔ z = (1/u) x ( 1/u = 1Tz ), z ≥ 0
⊥ Az ≤ 1 "equilibrium z"
Best response polyhedron 2 1 1 1 2 2 0 A =
1
x
2
x u
< >
x 0, { ( , ) | x u } 1Tx= 1, x u A 1 1
Best response polyhedron 1 1 2 2 2 1 1 2 2 1 1 1 2 2 0 A =
1
x
2
x u
< >
x 0, { ( , ) | x u } 1Tx= 1, x u A 1 1
Best response polyhedron 1 1 2 2 2 1 1 2 2 1 1 1 2 2 0 A =
1
x
2
x u
< >
x 0, { ( , ) | x u } 1Tx= 1, x u A 1 (2/3, 1/3) (completely labeled) equilibrium 1
Projective transformation 1 2 2 0 A =
1
x
2
x u
< >
x 0, { ( , ) | x u } 1Tx= 1, x u A 1
>
x 0,
<
x A 1 { ( , ) | 1 x } 1
>
z 0,
<
z A 1 Best response polytope { | z } 2 1 2 1 1 2 2 0 A =
2
z
1
z
Symmetric Lemke−Howson algorithm
1
z
2
z
z3
(bottom) (back)
2 1
1
2 3 3
Symmetric Lemke−Howson algorithm 1 missing label
1
z
2
z
z3
(bottom) (back)
2 1
1
2 3 3
Symmetric Lemke−Howson algorithm 1 missing label
1
z
2
z
z3
(bottom) (back)
2 1
1
2 3 3
Symmetric Lemke−Howson algorithm 1 missing label
1
z
2
z
z3
(bottom) (back)
2 1
1
2 3 3
1 missing label Symmetric Lemke−Howson algorithm
1
z
2
z
z3
(bottom) (back)
2 1
1
2 3 3
1 missing label Symmetric Lemke−Howson algorithm
1
z
2
z
z3
(bottom) (back)
2 1
1
2 3 3
found label 1 Symmetric Lemke−Howson algorithm
1
z
2
z
z3
(bottom) (back)
2 1
1
2 3 3
Why Lemke-Howson works
LH finds at least one Nash equilibrium because
- finitely many "vertices"
for nondegenerate (generic) games:
- unique starting edge given missing label
- unique continuation
⇒ precludes "coming back" like here:
END OF LINE (Papadimitriou 1991)
start end Given a graph G of indegree/outdegree at most 1, and a start vertex of indegree 0 and outdegree 1, find another vertex of degree 1
END OF LINE (Papadimitriou 1991)
start 0000 0101 end Catch: graph is exponentially large defined by two boolean circuits S, P that take a vertex in {0, 1}n and output its successor and predecessor S(0000) = 0101 P(0101) = 0000
END OF LINE (Papadimitriou 1991)
start end A problem belongs to PPAD if it is reducible in poly-time to END OF LINE; and PPAD-complete if END OF LINE is reducible to it.
END OF LINE (Papadimitriou 1991)
start end A problem belongs to PPAD if it is reducible in poly-time to END OF LINE; and PPAD-complete if END OF LINE is reducible to it. Not to be confused with OTHER END OF THIS LINE
- utput unique vertex end
found by “following the line” from the start – this is PSPACE-hard
PPAD-hardness for bimatrix games
Theorem (DGP06, CDT06 [5, 6]) It is PPAD-complete to compute an exact Nash equilibrium of a bimatrix game. Later we will see PPAD-hardness for approximate equilibria
- f bimatrix and polymatrix games
Outline
1 Nash equilibria of bimatrix games 2 Linear Complementarity Problems (LCPs) 3 The Lemke–Howson Algorithm and the class PPAD 4 Lemke’s algorithm 5 PLS-hardness of pure equilibria, Graph Transduction 6 Reduction from Polymatrix Game to LCP 7 Descent method for ǫ-Nash equilibria of polymatrix games 8 Other recent work on polymatrix games
Costs instead of payoffs
1 2 2 1 2 0 → 1 3 aik 3 − aik payoff cost with new cost matrix A > 0 : equilibrium z ⇔ z ≥ 0 ⊥ Az ≥ 1
Polyhedral view 1 + 3 2 + 1
1
z ≥ 0
2
z
1
z ≥ 1
2
z
1
z ≥ 1
2
z ≥ 0
1
z
2
z 1 2 1 2
Lemke's algorithm
given LCP z ≥ 0 ⊥ w = q + Mz ≥ 0
Lemke's algorithm
augmented LCP z ≥ 0 ⊥ w = q + Mz + dz0 ≥ 0 z0 ≥ 0
Lemke's algorithm
augmented LCP z ≥ 0 ⊥ w = q + Mz + dz0 ≥ 0 z0 ≥ 0 where d > 0 covering vector z0 extra variable z0 = 0 ⇔ z ⊥ w solves original LCP
Lemke's algorithm
augmented LCP z ≥ 0 ⊥ w = q + Mz + dz0 ≥ 0 z0 ≥ 0 Initialization: z = 0 ⊥ w = q + dz0 ≥ 0 z0 ≥ 0 minimal ⇒ wi = 0 for some i pivot z0 in, wi out, ⇒ can increase zi while maintaining z ⊥ w .
Lemke's algorithm for M = 2 1 , d = 2 1 3 1
w1 −1 2 1 2 = + z1 +
z2 + z0
w2 −1 1 3 1 w1 1 −5 −2 = + z1 +
z2 + w2
z0 1 −1 −3 −1
w1 −1 2 1 2 = + z1 +
z2 + z0
w2 −1 1 3 1 w1 1 −5 −2 = + z1 +
z2 + w2
z0 1 −1 −3 −1 z2 0.2 −0.2 −0.4 = + z1 +
w1 + w2
z0 0.4 −1 0.6 0.2
w1 1 −5 −2 = + z1 +
z2 + w2
z0 1 −1 −3 −1 z2 0.2 −0.2 −0.4 = + z1 +
w1 + w2
z0 0.4 −1 0.6 0.2 z2 0.2 −0.2 −0.4 = + z0 +
w1 + w2
z1 0.4 −1 0.6 0.2
Polyhedral view of Lemke
Polyhedral view of Lemke
1
z
2
z 1 2 1 2
Polyhedral view of Lemke z
1
z
2
z 1 2 1 2
Polyhedral view of Lemke
1
z
2
z z 1 2 1 2
Polyhedral view of Lemke
1
z
2
z z 1 2 1 2
Polyhedral view of Lemke
1
z
2
z z 1 2 1 2
Polyhedral view of Lemke
1
z
2
z z z = 0 1 2 1 2
Outline
1 Nash equilibria of bimatrix games 2 Linear Complementarity Problems (LCPs) 3 The Lemke–Howson Algorithm and the class PPAD 4 Lemke’s algorithm 5 PLS-hardness of pure equilibria, Graph Transduction 6 Reduction from Polymatrix Game to LCP 7 Descent method for ǫ-Nash equilibria of polymatrix games 8 Other recent work on polymatrix games
The class PLS (Polynomial Local Search)
s Given a starting solution s ∈ S = Σn a P-time algorithm that computes the cost c(s) a P-time function that computes a neighbouring solution s′ ∈ N(s) with lower cost, i.e. s.t. c(s′) < c(s), or reports that no such neighbour exists: find a local optimum of the cost function c “every DAG has a sink”
Local Max Cut
Find local optimum of Max Cut with the FLIP-neighbourhood (exactly one node can change sides) Sch¨ affer and Yannakakis [22] showed that Local Max Cut is PLS-complete (via an extremely involved reduction) Local Max Cut is to PLS what 3-SAT is to NP
Local Max Cut
Find local optimum of Max Cut with the FLIP-neighbourhood (exactly one node can change sides) Sch¨ affer and Yannakakis [22] showed that Local Max Cut is PLS-complete (via an extremely involved reduction) Local Max Cut is to PLS what 3-SAT is to NP 1 2 3 4 1 1 −4 3 1 −2
Local Max Cut
Find local optimum of Max Cut with the FLIP-neighbourhood (exactly one node can change sides) Sch¨ affer and Yannakakis [22] showed that Local Max Cut is PLS-complete (via an extremely involved reduction) Local Max Cut is to PLS what 3-SAT is to NP 1 2 3 4 1 1 −4 3 1 −2 Solutions: {{1, 3, 4}, {2}} (actual Max Cut)
Local Max Cut
Find local optimum of Max Cut with the FLIP-neighbourhood (exactly one node can change sides) Sch¨ affer and Yannakakis [22] showed that Local Max Cut is PLS-complete (via an extremely involved reduction) Local Max Cut is to PLS what 3-SAT is to NP 1 2 3 4 1 1 −4 3 1 −2 Solutions: {{1, 3, 4}, {2}} (actual Max Cut) {{3}, {1, 2, 4}}
Pure Equilibrium in Polymatrix Game
1 2 3 2 −1 2
Pure Equilibrium in Polymatrix Game
1 2 3 a b a 0,0 2,2 b 2,2 0,0 a b a 0,0 2,2 b 2,2 0,0 a b a 0,0 -1,-1 b -1,-1 0,0
Pure Equilibrium in Polymatrix Game
1 2 3 a b a 0,0 2,2 b 2,2 0,0 a b a 0,0 2,2 b 2,2 0,0 a b a 0,0 -1,-1 b -1,-1 0,0 The bimatrix games (A, B) we used are examples of team games because A = B; also called coordination games
Proof that the reduction is correct
Define potential function for “team” polymatrix games Φ(S) = 1 2
- i
ui(S) This is an exact potential function: when i changes strategy then the potential function changes by exactly i’s change in utility Fact: in exact potential games, pure equilibria ↔ local optima of exact potential function Our exact potential function value equals value of the cut for all strategy profiles
Summary on PLS and polymatrix games
In contrast to bimatrix games, computing a pure equilibrium in polymatrix games is PLS-hard Next, an application of team polymatrix games
Application: Graph Transduction
semi-supervised learning: estimate a classification function defined over graph of labeled and unlabeled nodes
- ie. propagate labels to unlabelled nodes in consistent way
Application: Graph Transduction
semi-supervised learning: estimate a classification function defined over graph of labeled and unlabeled nodes
- ie. propagate labels to unlabelled nodes in consistent way
INPUT: Weighted graph, where some nodes are labelled; edge weights represent similarities
- ne approach is to use global optimization
an alternative approach is to use a polymatrix game
Application: Graph Transduction
semi-supervised learning: estimate a classification function defined over graph of labeled and unlabeled nodes
- ie. propagate labels to unlabelled nodes in consistent way
INPUT: Weighted graph, where some nodes are labelled; edge weights represent similarities
- ne approach is to use global optimization
an alternative approach is to use a polymatrix game Note: without the labelled examples, this is a clustering problem; also see e.g., “Hedonic Clustering Games” [12, 2]
Application: Graph Transduction
1 2 3 a b a 2,2 0,0 b 0,0 2,2 a b a 2,2 0,0 b 0,0 2,2 a b a -1,-1 0,0 b 0, 0 -1,-1
Application: Graph Transduction
1 2 3 a b a 2,2 0,0 b 0,0 2,2 a b a 2,2 0,0 b 0,0 2,2 a b a -1,-1 0,0 b 0, 0 -1,-1 Note: asymmetric similarity measures have also been
- considered. Then we may no longer have pure equilibria, but
mixed equilibria are still considered meaningful
Open question for team polymatrix games
Can we compute a mixed Nash equilibrium of a team polymatrix game in polynomial-time? [7] Note that this problem lies in PPAD ∩ PLS so is unlikely to be hard for either of them
Open question for team polymatrix games
Can we compute a mixed Nash equilibrium of a team polymatrix game in polynomial-time? [7] Note that this problem lies in PPAD ∩ PLS so is unlikely to be hard for either of them Question: Can anyone think of an easy mixed equilibrium for the local max cut game?
Open question for team polymatrix games
Can we compute a mixed Nash equilibrium of a team polymatrix game in polynomial-time? [7] Note that this problem lies in PPAD ∩ PLS so is unlikely to be hard for either of them Question: Can anyone think of an easy mixed equilibrium for the local max cut game? Suggested reading: Daskalakis & Papadimitriou Continuous local search SODA 2011
Outline
1 Nash equilibria of bimatrix games 2 Linear Complementarity Problems (LCPs) 3 The Lemke–Howson Algorithm and the class PPAD 4 Lemke’s algorithm 5 PLS-hardness of pure equilibria, Graph Transduction 6 Reduction from Polymatrix Game to LCP 7 Descent method for ǫ-Nash equilibria of polymatrix games 8 Other recent work on polymatrix games
Polymatrix games → LCPs
At least three different reductions to LCP; each gives an almost-complementarity algorithm
1 Howson 1972 [15] 2 Eaves 1973 [9] (more general) 3 Miller and Zucker 1991 [19]
Instead we are going to present bilinear games which appeared in Ruta Mehta’s thesis [18, 13], and which are a specialization of Eave’s games
Bilinear Games
Inspired by sequence form of Koller, Megiddo, von Stengel (1996) [17] They turn out to be are a special case of Eaves’ polymatrix games with joint constraints [9], where we restrict to: two players polytopal strategy constraint sets
Bilinear Games
A bilinear game is given by: two m × n dimensional payoff matrices A and B polytopal strategy constraint sets: X = {x ∈ Rm | Ex = e, x ≥ 0} Y = {y ∈ Rn | Fy = f, y ≥ 0} With payoffs xTAy and xTBy for the strategy profile (x, y) ∈ X × Y
Bilinear Games
A bilinear game is given by: two m × n dimensional payoff matrices A and B polytopal strategy constraint sets: X = {x ∈ Rm | Ex = e, x ≥ 0} Y = {y ∈ Rn | Fy = f, y ≥ 0} (x, y) ∈ X × Y is a Nash equilibrium iff xTAy ≥ ¯ xTA for all ¯ x ∈ X and xTBy ≥ xTB¯ y for all ¯ y ∈ Y
An LCP for Bilinear Games
Encode best response condition via an LP: max
x
x⊤(Ay) s.t. x⊤E⊤ = e⊤, x ≥ 0
An LCP for Bilinear Games
Encode best response condition via an LP: max
x
x⊤(Ay) s.t. x⊤E⊤ = e⊤, x ≥ 0 The dual LP has an unconstrained vector p: min
y
e⊤p s.t. E⊤p ≥ Ay We will again use complementary slackness:
An LCP for Bilinear Games
Encode best response condition via an LP: max
x
x⊤(Ay) s.t. x⊤E⊤ = e⊤, x ≥ 0 The dual LP has an unconstrained vector p: min
y
e⊤p s.t. E⊤p ≥ Ay We will again use complementary slackness: Feasible x, p are optimal iff x⊤(Ay) = e⊤p = x⊤E⊤p, i.e.,
An LCP for Bilinear Games
Encode best response condition via an LP: max
x
x⊤(Ay) s.t. x⊤E⊤ = e⊤, x ≥ 0 The dual LP has an unconstrained vector p: min
y
e⊤p s.t. E⊤p ≥ Ay We will again use complementary slackness: x⊤(−Ay + E⊤p) = 0
An LCP for Bilinear Games
Given: q ∈ Rn, M ∈ Rn×n Find: z, w ∈ Rn so that M = −A E⊤ −E⊤ −B⊤ F⊤ −F⊤ −E E −F F q = e −e f −f z = (x, y, p′, p′′, q′, q′′)⊤ where p = p′ − p′′, q = q′ − q′′
Lemke’s algorithm for Bilinear Games
Theorem 4.1 in [17] says: If we have
1 z⊤Mz ≥ 0 for all z ≥ 0, and 2 z ≥ 0, Mz ≥ 0 and z⊤Mz = 0 imply that z⊤q ≥ 0
then Lemke’s algorithm computes an solution to the LCP M, q
Polymatrix games as Bilinear Games
Polymatrix game (with complete interaction graph): players i = 1, . . . , n, with pure strategy sets Si and payoff matrices for player i, Aij ∈ R|Si|×|Sj| for pairs of players (i, j) let (x1, . . . , xn) in ∆(Si) × · · · × ∆(Sn) be a mixed strategy profile, then the payoff to player i is ui(x1, . . . , xn) =
- ij
(xi)⊤Aijxj
Polymatrix games as Bilinear Games
(Symmetric) bilinear game: (A, A⊤, E, E, e, e) payoff matrices (A, A⊤) strategy constraints Ex = e where e = ✶n, and A = A12 · · · A1n A21 A2n . . . ... An1 An2 · · · E = ✶⊤
|S1|
· · · ✶⊤
|S2|
· · · . . . ... · · · ✶⊤
|Sn|
Reductions for sparse polymatrix games
Existing reductions apply to polymatrix games on complete interaction graphs For other interactions graphs, missing edges are replaced with games with all 0 payoffs Can we come up with more space efficient reductions for non-complete interaction graphs?
Outline
1 Nash equilibria of bimatrix games 2 Linear Complementarity Problems (LCPs) 3 The Lemke–Howson Algorithm and the class PPAD 4 Lemke’s algorithm 5 PLS-hardness of pure equilibria, Graph Transduction 6 Reduction from Polymatrix Game to LCP 7 Descent method for ǫ-Nash equilibria of polymatrix games 8 Other recent work on polymatrix games
Approximation - Background
Definition (ǫ-Nash equilibrium) A strategy profile is an ǫ-Nash equilibrium if: no player can gain more than ǫ by a unilateral deviation (additive notion of approximation)
Approximation - Background
Definition (ǫ-Nash equilibrium) A strategy profile is an ǫ-Nash equilibrium if: no player can gain more than ǫ by a unilateral deviation (additive notion of approximation) Theorem (Rubinstein 2014) There exists a constant ǫ such that it is PPAD-hard to find an ǫ-Nash equilibrium of a n-player polymatrix game.
Approximation - Background
Definition (ǫ-Nash equilibrium) A strategy profile is an ǫ-Nash equilibrium if: no player can gain more than ǫ by a unilateral deviation (additive notion of approximation) Theorem (CDT 2006) If there is an FPTAS for computing an ǫ-Nash of a bimatrix game, then PPAD = P.
Background: bimatrix games
What is the smallest ǫ such that an ǫ-Nash equilibrium can be computed in polynomial time (payoffs in [0, 1])?
Background: bimatrix games
What is the smallest ǫ such that an ǫ-Nash equilibrium can be computed in polynomial time (payoffs in [0, 1])? HISTORY: 0.5 Daskalakis Mehta Papadimitriou (WINE 06) 0.382 DMP (EC 2007) 0.364 Bosse Byrka Markakis (WINE 07) 0.339 Tsaknakis Spirakis (WINE 07) Tsaknakis & Spirakis use gradient descent
Background: many-player games
Two players: 0.3393 [Tsaknakis and Spirakis] n players: 1 − 1/n [obvious extension of DMP]
Background: many-player games
Two players: 0.3393 [Tsaknakis and Spirakis] n players: 1 − 1/n [obvious extension of DMP] DMP idea extends solution for n − 1 players to n players:
Three players: 0.6022 Four players: 0.7153 Guarantee goes to 1 as n goes to infinity
Background: many-player games
Two players: 0.3393 [Tsaknakis and Spirakis] n players: 1 − 1/n [obvious extension of DMP] DMP idea extends solution for n − 1 players to n players:
Three players: 0.6022 Four players: 0.7153 Guarantee goes to 1 as n goes to infinity
Next we show for the class of n-player polymatrix games: (0.5 + δ) in time polynomial in the input size and 1/δ
Gradient descent on max regret
Extend method of Tsaknakis and Spirakis Definition For a strategy profile x we define f(x) as the regret: f(x) := max
i∈players u∗ i (x) − ui(x)
Gradient descent on max regret
Extend method of Tsaknakis and Spirakis Definition For a strategy profile x we define f(x) as the regret: f(x) := max
i∈players u∗ i (x) − ui(x)
define δ-stationary point of f via combinatorial “gradient” LP to find a corresponding steepest descent direction
The algorithm
1 Choose an arbitrary strategy profile x ∈ ∆ 2 Solve steepest descent LP with input x to obtain x′ 3 Set x := x + α(x′ − x), where α = δ δ+2 4 If f(x) ≤ 0.5 + δ then stop, otherwise go to step 2