Approximate Nash Equilibrium Computation Paul W. Goldberg1 1 Department of Computer Science University of Oxford, U. K. Bristol Algorithms Days 3rd Feb. 2016 Goldberg Approximate Nash Equilibrium Computation The computational challenge Input: payoff matrices R, C of bimatrix game G Output: a Nash equilibrium of G Centralised. No “strategic data”. I don’t care about social welfare. Goldberg Approximate Nash Equilibrium Computation The computational challenge Input: payoff matrices R, C of bimatrix game G Output: a Nash equilibrium of G Centralised. No “strategic data”. I don’t care about social welfare. Two key (annoying?) features PPAD-complete ...? pseudo-polytime (but not polytime) algorithm known for approximate version Goldberg Approximate Nash Equilibrium Computation The computational challenge Input: payoff matrices R, C of bimatrix game G Output: a Nash equilibrium of G Centralised. No “strategic data”. I don’t care about social welfare. Two key (annoying?) features PPAD-complete ...? pseudo-polytime (but not polytime) algorithm known for approximate version Unusual answers for both exact and approx versions... Coincidence?? Goldberg Approximate Nash Equilibrium Computation The computational challenge Input: payoff matrices R, C of bimatrix game G Output: a Nash equilibrium of G Centralised. No “strategic data”. I don’t care about social welfare. Two key (annoying?) features PPAD-complete ...? pseudo-polytime (but not polytime) algorithm known for approximate version Unusual answers for both exact and approx versions... Coincidence?? similar results for other classes of games. Goldberg Approximate Nash Equilibrium Computation What’s wrong with NP-completeness? NP-complete problems have yes-instances and no-instances... Goldberg Approximate Nash Equilibrium Computation What’s wrong with NP-completeness? NP-complete problems have yes-instances and no-instances... In searching for a Nash equilibrium, every instance (game) is a yes-instance! Every game has one (Nash 1951), and a suggested NE is easy to check. Goldberg Approximate Nash Equilibrium Computation What’s wrong with NP-completeness? NP-complete problems have yes-instances and no-instances... In searching for a Nash equilibrium, every instance (game) is a yes-instance! Every game has one (Nash 1951), and a suggested NE is easy to check. reduce from (say) SAT to NASH: what should happen to the no-instances? It’s conceivable some other “NASH is as hard as NP” proof could exist... Goldberg Approximate Nash Equilibrium Computation TFNP: total function computation in NP NASH∈TFNP: “TF”: every game has an outcome “NP”: a “transparent”, easily-checkable outcome Best-known “hard” TFNP problem: FACTORING — given a number, output its prime factorisation; hardness needed for much crypto Goldberg Approximate Nash Equilibrium Computation TFNP: total function computation in NP NASH∈TFNP: “TF”: every game has an outcome “NP”: a “transparent”, easily-checkable outcome Best-known “hard” TFNP problem: FACTORING — given a number, output its prime factorisation; hardness needed for much crypto Hard TFNP problems: an unhappy family Happy families are all alike; every unhappy family is unhappy in its own way. — Leo Tolstoy For our purposes: NP-complete problems are all alike; every hard TFNP problem is hard in its own way. — don’t quote me Work in progress on this... Goldberg Approximate Nash Equilibrium Computation PPAD: a happy subfamily of TFNP END OF THE LINE (informally): given a start of line, find an end Papadimitriou, C.H.: On the Complexity of the Parity Argument and Other Inefficient Proofs of Existence, J. Comput. Syst. Sci. (1994) Goldberg Approximate Nash Equilibrium Computation PPAD: a happy subfamily of TFNP A possible solution (again, informally) Goldberg Approximate Nash Equilibrium Computation PPAD: a happy subfamily of TFNP A possible solution (again, informally) More formally, let’s model a queue as a directed graph where each node has at most one incoming edge and at most one outgoing arc; given a sink, find another source/sink. Goldberg Approximate Nash Equilibrium Computation PPAD: a happy subfamily of TFNP END OF THE LINE Circuits Succ and Pred; n inputs, n outputs; graph on 2n vertices with arc from u to v iff Succ(u)=v , Pred(v )=u Given 0 has successor but no predecessor, find another vertex of degree 1. Goldberg Approximate Nash Equilibrium Computation PPAD: a happy subfamily of TFNP stands for “Polynomial Parity Argument on a graph, Directed version” Papadimitriou, C.H.: On the Complexity of the Parity Argument and Other Inefficient Proofs of Existence, J. Comput. Syst. Sci. (1994) PPA: same sort of thing, but undirected graph As it happens, FACTORING belongs to PPA, related to PPAD... Emil Jeřábek: Integer factoring and modular square roots J. Comput. Syst. Sci., to appear suggestive —but only suggestive— that PPAD is hard Goldberg Approximate Nash Equilibrium Computation PPAD: a happy subfamily of TFNP stands for “Polynomial Parity Argument on a graph, Directed version” Papadimitriou, C.H.: On the Complexity of the Parity Argument and Other Inefficient Proofs of Existence, J. Comput. Syst. Sci. (1994) PPA: same sort of thing, but undirected graph As it happens, FACTORING belongs to PPA, related to PPAD... Emil Jeřábek: Integer factoring and modular square roots J. Comput. Syst. Sci., to appear suggestive —but only suggestive— that PPAD is hard Digression: oracle model of PPAD assumes query access to functions Succ and Pred:2n → 2n . Query complexity of search for a solution is poly in the circuit model but not in the oracle model. There are oracle separation results for PPAD and other subclasses of TFNP Goldberg Approximate Nash Equilibrium Computation From NASH to -NASH: Bounded rationality fixes irrationality With 3 players, NE may have irrational values (Nash ’51), and in general, for any k > 2 players, n strategies, algebraic degree of values may be exponential in n... also for graphical games -Nash equilibrium No —————– incentive ≤ incentive to deviate — solution can have values that are multiples of /kn ∈ Q. To be meaningful, assume payoffs in some bounded range, usually [0, 1]. Negative (hardness) results carry over to exact NE (useful for first PPAD-hardness results) Goldberg Approximate Nash Equilibrium Computation -NASH versus -Well-Supported NASH -NASH: average payoff is worse than best-response by at most — but player may do much worse, with low probability -WSNE (stronger!): anything a player does with positive probability, pays at most less than best-response. The support of a probability distribution is the set of events that get non-zero probability — for a mixed strategy, all the pure strategies that may get chosen. i.e. anything in the support of a player’s mixed strategy, is within of best Goldberg Approximate Nash Equilibrium Computation A good start: = 1 2 in poly time Daskalakis, Mehta, and Papadimitriou: A note on approximate Nash equilibria. WINE’07; TCS 2009 1 2 0.2 0 0.9 0.2 0.1 0.2 0.2 0.1 0.2 0.3 0.4 0.5 0.2 0.2 0.8 0.6 0.7 0.8 1 Player 1 chooses arbitrary strategy i; gives it probability 12 . Goldberg Approximate Nash Equilibrium Computation A good start: = 1 2 in poly time Daskalakis, Mehta, and Papadimitriou: A note on approximate Nash equilibria. WINE’07; TCS 2009 1 1 2 0.2 0 0.9 0.2 0.1 0.2 0.2 0.1 0.2 0.3 0.4 0.5 0.2 0.2 0.8 0.6 0.7 0.8 1 Player 1 chooses arbitrary strategy i; gives it probability 12 . 2 Player 2 chooses best response j; gives it probability 1. Goldberg Approximate Nash Equilibrium Computation A good start: = 1 2 in poly time Daskalakis, Mehta, and Papadimitriou: A note on approximate Nash equilibria. WINE’07; TCS 2009 1 1 2 0.2 0 0.9 0.2 0.1 0.2 0.2 0.1 0.2 0.3 0.4 0.5 1 2 0.2 0.2 0.8 0.6 0.7 0.8 1 Player 1 chooses arbitrary strategy i; gives it probability 12 . 2 Player 2 chooses best response j; gives it probability 1. 3 Player 1 finds best response k to j; gives it probability 21 . They also find 65 -WSNE in poly-time... Goldberg Approximate Nash Equilibrium Computation Computing -NE: the key facts fact card 1 For > 0, support size of -NE is O(log n) (Althöfer; Lipton et al); for < 21 support is Ω(nlog n ) (Feder et al) 2 3 4 For any fixed > 0, complexity is O(nlog n ); gives us hope for poly-time approx’n scheme PTAS (LMM ’03) PTAS for -NE can be turned into a PTAS for -well-supported-NE (DGP’09; CDT’09) (kick out strategies from -NE that pay less than best-response− 2 ). But, -WSNE requires 2 /8-NE. (E.g., 34 -WSNE needs approx 0.07-NE) but, best for NE is just over 13 , for WSNE, just under 2 3 Althöfer: On sparse approximations to randomized strategies and convex combinations. Linear Algebra and its Applications 1994 Lipton, Markakis, and Mehta: Playing Large Games using Simple Strategies. EC, ’03 Feder, Nazerzadeh and Saberi: Approximating Nash Equilibria using Small-Support Strategies. EC (2007) Goldberg Approximate Nash Equilibrium Computation -Nash equilibrium in quasi-poly time Given: n × n game... Let N be a Nash equilibrium. (mixed: in general a probability distribution) Draw N samples from N ; let N̂ be uniform distribution over these samples Empirical payoffs converge to payoffs arising from N ... How big does N need to be for uniform convergence to within additive ? O(log n/2 )! So, N̂ is an -NE with support size O(log n) N̂ can be found by support enumeration in time O(nlog n ); also works for k (constant) players Goldberg Approximate Nash Equilibrium Computation -Nash equilibrium in quasi-poly time Given: n × n game... Let N be a Nash equilibrium. (mixed: in general a probability distribution) Draw N samples from N ; let N̂ be uniform distribution over these samples Empirical payoffs converge to payoffs arising from N ... How big does N need to be for uniform convergence to within additive ? O(log n/2 )! So, N̂ is an -NE with support size O(log n) N̂ can be found by support enumeration in time O(nlog n ); also works for k (constant) players Is there a PTAS? ← the big question Poly-time for constant is unsatisfying; PTAS would be redemptive Goldberg Approximate Nash Equilibrium Computation progress on additive -NE Well-supported in blue DMP comm-bounded in red GP 5/6 KPP• 0.732 FGSS• 3/4 • KS 0.6619 FGSS 2/3 • CDFFJS • 0.6608 0.6619 0.6528 • 0.6608 CFJ • • 1/2 + δ0.5 DMP• 1/2 + δ • 0.38197+ζ 0.437 (symmetric only) DMP•BBM • 0.36392 • 0.3393 TS =1 =0 2006 07 08 09 Goldberg 10 11 12 13 14 Now Approximate Nash Equilibrium Computation constant support size not enough for < 21 : consider random zero-sum win-lose games of size n × n: 0 1 0 1 1 0 0 1 0 1 1 0 0 1 1 0 1 0 0 1 0 1 0 1 1 0 0 1 1 0 0 0 1 1 0 1 1 0 1 1 0 0 1 0 0 1 1 0 1 1 0 1 1 0 0 0 0 1 1 1 0 1 0 0 1 0 1 0 1 0 1 0 Feder, Nazerzadeh and Saberi: Approximating Nash Equilibria using Small-Support Strategies. EC (2007) Goldberg Approximate Nash Equilibrium Computation constant support size not enough for < 21 : consider random zero-sum win-lose games of size n × n: 1 1 0 1 0 1 1 0 0 1 0 1 1 0 0 1 1 0 1 0 0 0 1 0 1 0 With high probability, for any pure strategy by player 1, player 2 can “win” 1 1 0 1 1 1 0 0 1 1 0 0 0 1 1 0 1 1 0 1 1 0 0 1 0 0 1 1 0 1 1 0 1 1 0 0 0 0 1 1 1 0 1 0 0 1 0 1 0 Feder, Nazerzadeh and Saberi: Approximating Nash Equilibria using Small-Support Strategies. EC (2007) Goldberg Approximate Nash Equilibrium Computation constant support size not enough for < 21 : consider random zero-sum win-lose games of size n × n: 1 0 1 0.4 0 1 1 0 0 1 0 1 0.6 0 0 1 1 0 1 1 0 1 0 1 0 1 0 1 Indeed, as n increases, this is true if player 1 may mix 2 of his strategies 1 0 1 0 2 1 0 0 1 With high probability, for any pure strategy by player 1, player 2 can “win” 1 0 0 1 0 1 0 1 0 1 1 0 0 1 0 0 1 1 0 1 0 0 1 1 0 1 1 0 0 1 1 1 0 1 0 0 1 0 1 0 Feder, Nazerzadeh and Saberi: Approximating Nash Equilibria using Small-Support Strategies. EC (2007) Goldberg Approximate Nash Equilibrium Computation constant support size not enough for < 21 : consider random zero-sum win-lose games of size n × n: 0 1 0 1 1 0 0 1 0 1 0 0 1 1 0 1 1 0 1 1 0 1 3 or indeed, any constant number of strategies 1 0 1 0 Indeed, as n increases, this is true if player 1 may mix 2 of his strategies 1 0 0 2 1 0 0 1 With high probability, for any pure strategy by player 1, player 2 can “win” 1 0 0 1 0 1 0 1 0 1 1 0 0 1 0 0 1 1 0 1 0 0 1 1 0 1 1 0 0 1 1 1 0 1 0 0 1 0 1 0 Feder, Nazerzadeh and Saberi: Approximating Nash Equilibria using Small-Support Strategies. EC (2007) Goldberg Approximate Nash Equilibrium Computation constant support size not enough for < 21 : 1/n 0 1 1/n 1 0 1/n 0 1 0 1 0 1 0 0 1/n 0 1 1/n 0 1 0 1 0 1 0 1 0 0 0 1 0 1 0 1 1 0 1 1 1 0 1 0 1 0 1 0 1 0 0 0 0 1 1 0 1 1 0 1 0 1 0 1 0 1 0 1 1 1 1/n 1 0 1 0 1 0 But, for large n, player 1 can guarantee a payoff of about 1/2 by randomizing over his strategies (w.h.p., as n increases) 1 0 Goldberg Approximate Nash Equilibrium Computation How big a support do you need? If less than log(n) strategies are used by player 1, there is a high probability that player 2 can win... Hence Ω(log(n)) is a lower bound on support size needed. Matches O(log(n)) upper bound. Goldberg Approximate Nash Equilibrium Computation -Well-Supported NE The KS algorithm (for 23 -WSNE of game (R, C )): 1 3 1 look for pure profiles that pay each player ≥ 2 If we find one, use it 3 else solve (R − C , C − R); use resulting profile Kontogiannis and Spirakis: Well supported approximate equilibria in bimatrix games. Algorithmica (2010) Goldberg Approximate Nash Equilibrium Computation -Well-Supported NE So, we can approximate -WSNE for slightly less than 23 .... Feels like we should be able to do better.... Next: should we give up on search for PTAS, and prove that none exists? LOGNP: class of NP problems that require logarithmic amount of non-determinism; quasi-poly algorithms Papadimitriou and Yannakakis: On Limited Nondeterminism and the Complexity of the V-C Dimension. J. Comput. Syst. Sci. (1996) Arguable that quasi-poly is best you can do... Goldberg Approximate Nash Equilibrium Computation Reduce to -NASH? Similar problem to before: LOGNP-complete problems “have” no-instances Goldberg Approximate Nash Equilibrium Computation Reduce to -NASH? Similar problem to before: LOGNP-complete problems “have” no-instances Need a “hard-looking” TFNP problem in O(nlog n ) Goldberg Approximate Nash Equilibrium Computation Reduce to -NASH? Similar problem to before: LOGNP-complete problems “have” no-instances Need a “hard-looking” TFNP problem in O(nlog n ) Reasonable question: Can we reduce, for sufficiently small , from /2-NASH to (say) -NASH? (trying to “compare like with like”) Goldberg Approximate Nash Equilibrium Computation new starting-point for “LOGNP-hardness” of -NASH Babichenko, Papadimitriou and Rubinstein: Can Almost Everybody be Almost Happy? PCP for PPAD and the Inapproximability of Nash, Procs of ITCS (2016) “exponential time hypothesis” for PPAD: END OF THE LINE requires time 2Ω̃(n) Goldberg Approximate Nash Equilibrium Computation new starting-point for “LOGNP-hardness” of -NASH Babichenko, Papadimitriou and Rubinstein: Can Almost Everybody be Almost Happy? PCP for PPAD and the Inapproximability of Nash, Procs of ITCS (2016) “exponential time hypothesis” for PPAD: END OF THE LINE requires time 2Ω̃(n) PPAD-completeness of NASH goes via intermediate problem GCIRCUIT: compute fixpoint of arithmetic circuit. Approximate version -GCIRCUIT also recently shown to be PPAD-complete Rubinstein: Inapproximability of Nash equilibrium, STOC (2015) New conjecture (BPR’15): For some δ, > 0, there’s a quasilinear reduction from END OF THE LINE to (, δ)-GCIRCUIT. With ETH for PPAD, (, δ)-GCIRCUIT requires time 2Ω̃(n) Goldberg Approximate Nash Equilibrium Computation It follows from the conjecture, there exist 0 , δ 0 such that it takes exponential time to 0 -satisfy a fraction 1 − δ 0 of GCIRCUIT elements. (With the close relationship between GCIRCUIT and graphical games, you can’t keep almost everybody almost happy...) From that, there’s an > 0 such that -NASH really requires time nΩ̃(log n) . Goldberg Approximate Nash Equilibrium Computation The self-critical bit: are we asking the right question? Why -NE? :-( lack of scale-invariance is a downside. :-( Any result just for some constant is unsatisfying, even = 0.01 “rival” notions Trembling-hand perfect: if a strategy is suboptimal, give it prob at most proper -NE: if s is worse than s 0 , Pr[s] ≤ . Pr[s 0 ] Goldberg Approximate Nash Equilibrium Computation Conclusions There’s a rich theory developing aiming to explain limits to what we seem to manage to achieve in -NASH results scope for progress in reducing ... very little known about games of > 2 players. fun stuff being done in query complexity of approx NE Goldberg Approximate Nash Equilibrium Computation Conclusions There’s a rich theory developing aiming to explain limits to what we seem to manage to achieve in -NASH results scope for progress in reducing ... very little known about games of > 2 players. fun stuff being done in query complexity of approx NE Thanks! Goldberg Approximate Nash Equilibrium Computation
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