Algorithms for solving two- player normal form games Tuomas Sandholm Carnegie Mellon University Computer Science Department.

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Presentation transcript:

Algorithms for solving two- player normal form games Tuomas Sandholm Carnegie Mellon University Computer Science Department

Recall: Nash equilibrium Let A and B be |M| x |N| matrices. Mixed strategies: Probability distributions over M and N If player 1 plays x, and player 2 plays y, the payoffs are x T Ay and x T By Given y, player 1’s best response maximizes x T Ay Given x, player 2’s best response maximizes x T By (x,y) is a Nash equilibrium if x and y are best responses to each other

Finding Nash equilibria Zero-sum games –Solvable in poly-time using linear programming General-sum games –PPAD-complete –Several algorithms with exponential worst-case running time Lemke-Howson [1964] – linear complementarity problem Porter-Nudelman-Shoham [AAAI-04] = support enumeration Sandholm-Gilpin-Conitzer [2005] - MIP Nash = mixed integer programming approach

Zero-sum games Among all best responses, there is always at least one pure strategy Thus, player 1’s optimization problem is: This is equivalent to: By LP duality, player 2’s optimal strategy is given by the dual variables

General-sum games: Lemke-Howson algorithm = pivoting algorithm similar to simplex algorithm We say each mixed strategy is “labeled” with the player’s unplayed pure strategies and the pure best responses of the other player A Nash equilibrium is a completely labeled pair (i.e., the union of their labels is the set of pure strategies)

Lemke-Howson Illustration Example of label definitions

Lemke-Howson Illustration Equilibrium 1

Lemke-Howson Illustration Equilibrium 2

Lemke-Howson Illustration Equilibrium 3

Lemke-Howson Illustration Run of the algorithm

Lemke-Howson Illustration

Simple Search Methods for Finding a Nash Equilibrium Ryan Porter, Eugene Nudelman & Yoav Shoham [AAAI-04, extended version in GEB]

A subroutine that we’ll need when searching over supports (Checks whether there is a NE with given supports) Solvable by LP

Features of PNS = support enumeration algorithm  Separately instantiate supports  for each pair of supports, test whether there is a NE with those supports (using Feasibility Problem solved as an LP)  To save time, don’t run the Feasibility Problem on supports that include conditionally dominated actions  a i is conditionally dominated, given if:  Prefer balanced (= equal-sized for both players) supports  Motivated by an old theorem: any nondegenerate game has a NE with balanced supports  Prefer small supports  Motivated by existing theoretical results for particular distributions (e.g., [MB02])

Pseudocode of two-player PNS algorithm

PNS: Experimental Setup  Most previous empirical tests only on “random” games:  Each payoff drawn independently from uniform distribution  GAMUT distributions [NWSL04]  Based on extensive literature search  Generates games from a wide variety of distributions  Available at D1Bertrand OligopolyD2Bidirectional LEG, Complete Graph D3Bidirectional LEG, Random GraphD4Bidirectional LEG, Star Graph D5 Covariance Game:  = 0.9 D6 Covariance Game:  = 0 D7 Covariance Game: Random  2 [-1/(N-1),1] D8Dispersion Game D9Graphical Game, Random GraphD10Graphical Game, Road Graph D11Graphical Game, Star GraphD12Location Game D13Minimum Effort GameD14Polymatrix Game, Random Graph D15Polymatrix Game, Road GraphD16Polymatrix Game, Small-World Graph D17Random GameD18Traveler’s Dilemma D19Uniform LEG, Complete GraphD20Uniform LEG, Random Graph D21Uniform LEG, Star GraphD22 War Of Attrition

PNS: Experimental results on 2-player games  Tested on player, 300-action games for each of 22 distributions  Capped all runs at 1800s

Mixed-Integer Programming Methods for Finding Nash Equilibria Tuomas Sandholm, Andrew Gilpin, Vincent Conitzer [AAAI-05]

Motivation of MIP Nash Regret of pure strategy s i is difference in utility between playing optimally (given other player’s mixed strategy) and playing s i. Observation: In any equilibrium, every pure strategy either is not played or has zero regret. Conversely, any strategy profile where every pure strategy is either not played or has zero regret is an equilibrium.

MIP Nash formulation For every pure strategy s i : –There is a 0-1 variable b s i such that If b s i = 1, s i is played with 0 probability If b s i = 0, s i is played with positive probability, and must have 0 regret –There is a [0,1] variable p s i indicating the probability placed on s i –There is a variable u s i indicating the utility from playing s i –There is a variable r s i indicating the regret from playing s i For each player i: –There is a variable u i indicating the utility player i receives –There is a constant that captures the diff between her max and min utility:

MIP Nash formulation: Only equilibria are feasible πiπi

Has the advantage of being able to specify objective function –Can be used to find optimal equilibria (for any linear objective)

MIP Nash formulation Other three formulations explicitly make use of regret minimization: –Formulation 2. Penalize regret on strategies that are played with positive probability –Formulation 3. Penalize probability placed on strategies with positive regret –Formulation 4. Penalize either the regret of, or the probability placed on, a strategy

MIP Nash: Comparing formulations These results are from a newer, extended version of the paper.

Games with medium-sized supports Since PNS performs support enumeration, it should perform poorly on games with medium-sized support There is a family of games such that there is a single equilibrium, and the support size is about half –And, none of the strategies are dominated (no cascades either)

MIP Nash: Computing optimal equilibria MIP Nash is best at finding optimal equilibria Lemke-Howson and PNS are good at finding sample equilibria –M-Enum is an algorithm similar to Lemke-Howson for enumerating all equilibria M-Enum and PNS can be modified to find optimal equilibria by finding all equilibria, and choosing the best one –In addition to taking exponential time, there may be exponentially many equilibria

Algorithms for solving other types of games

Structured games Graphical games –Payoff to i only depends on a subset of the other agents –Poly-time algorithm for undirected trees (Kearns, Littman, Singh 2001) –Graphs (Ortiz & Kearns 2003) –Directed graphs (Vickery & Koller 2002) Action-graph games (Bhat & Leyton-Brown 2004) –Each agent’s action set is a subset of the vertices of a graph –Payoff to i only depends on number of agents who take neighboring actions

>2 players Finding a Nash equilibrium –Problem is no longer a linear complementarity problem So Lemke-Howson does not apply –Simplicial subdivision method Path-following method derived from Scarf’s algorithm Exponential in worst-case –Govindan-Wilson method Continuation-based method Can take advantage of structure in games –Method like MIP Nash, where the indifference equations are approximated with piecewise linear [Ganzfried & Sandholm CMU-CS ] –Non globally convergent methods (i.e. incomplete) Non-linear complementarity problem Minimizing a function Slow in practice