Title: Nash Equilibria In Graphical Games On Trees Revisited
1Nash Equilibria In Graphical Games On Trees
Revisited
(To appear in ACM EC06)
- Edith Elkind
- Leslie Ann Goldberg
- Paul Goldberg
- (University of Warwick)
2Normal Form Games(with 2 actions per player)
- finite set of players 1, , n
- each player has 2 actions
- (pure strategies) 0 and 1
- payoffs of the ith player Pi 0, 1n ? R
2 0
0 1
1 0
0 3
Row player
Column player
3Mixed Strategies
- pure strategy action
- mixed strategy probability distribution over
actions - pi Prob i plays 1
- expected payoff of the ith player
- for a strategy profile p (p1, , pn)
- EP(i) EPi(a) Probai1 pi
4Nash Equilibrium
- Nash equilibrium a strategy profile such that
- noone wants to deviate given other players
strategies, i.e., each players strategy is a
best response to others strategies - (0, 0) and (1, 1) are both NE.
- any other NE?
2 0
0 1
1 0
0 3
Row player
Column player
5Finding NE in 2-player 2-action Games
2 0
0 1
1 0
0 3
Row player
Column player
BR(C)
Suppose R plays 1 w.p. r EP(C) from playing 0
(1-r)1 EP(C) from playing 1 r3 1-r gt 3r
iff r lt ΒΌ
Suppose C plays 1 w.p. c EP(R) from playing 0
(1-c)2 EP(R) from playing 1 c1 (1-c)2 gt c
iff c lt 2/3
c
r
1
NE r1/4, c2/3
6NE for n-player 2-action games
- (poly-time) algorithm for NE in n-player games?
- representation payoffs to each player for every
action profile (vector in 0, 1n) n2n numbers - graphical games
- players are associated with the vertices of a
graph - each players payoff depends on his own action
and actions of his neighbors - n players, max degree d gt n2d1 numbers
W
t0, u0, v0, w0 12 t1, u0, v0, w0 31
. t1, u1, v1, w1 -6
Ws payoffs (16 cases)
T
V
U
7Related Work
- Bounded-degree trees
- Exp-time algorithm/poly-time approximation
algorithm to find all NE (Kearns, Littmann,
Singh, UAI 2001) - ??? poly-time algorithm to find a single NE
(Kearns, Littmann, Singh, NIPS2001) - General graphs
- can it be NP-hard? no NE always exists
- hardness notion for total functions
PPAD-hardness - NE in graphical games with d 3 is PPAD-complete
(GP, DGP, STOC06)
8Our Results
- Algorithm in NIPS01 paper is incorrect (does not
always output a NE) - We fix the NIPS01 algorithm, but
- our algorithm runs in poly-time on paths
- with a trick, also on cycles
- can be used to find all NE (rather than a single
one) - there is a graph of pathwidth 2 on which our
algorithm (and all algorithms that use the basic
approach of the UAI01 paper) runs in exp time - The problem remains PPAD-complete for bounded
pathwidth graphs - Open question what if pathwidth 1?
9Algorithm for Trees
- Recall from 2-player case best response function
- Potential best response v is a PBR to w iff
when W plays w,
there is a NE for T in
which V plays v. - Bottom-up approach
information propagates
from the leaves to the root
c
c BR(r)
r
W
vPBRV(w)
V
T
U3
U1
U2
10Computing PBR Example
- Payoffs to U 0 if UV, 1 if U?V
- EP(U) from playing 0 v EP(U) from playing 1
1-v - Payoffs to V
- P0001, P001-9, P1009, P101-1, PU1W0 for all
U, W - EP(V) from playing 0
(1-u)(1-w)1(1-u)w
(-9)u(1-w)9uw(-1) - V is indifferent btw 0 and 1 iff w (8u1)/10
f(u)
v
u
1
1
(v, u) ? (f(u), v)
.5
.5
1
w
1
.1
.9
v
11Computing PBR General Case
- EP(V) from playing 0 a1uwa2ua3wa4
- EP(V) from playing 1 b1uwb2ub3wb4
- V is indifferent between 0 and 1 iff
w f(u) AuB/CuD - PBRV(W)L0 U f(PBRU(V)) U L1
- For paths, we can show that for any V, PBRV(W)
consists of polynomially many segments
(rectangles if degenerate)
12Computing PBR on Trees
- Trees similar algorithm
- Indifference function w L1(u1, , un)/L2(u1,
, un) - Potential best response can be exponential in
size!