1 The Complexity of Pure Nash Equilibria Alex Fabrikant Christos Papadimitriou Kunal Talwar CS Division, UC Berkeley.

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Presentation transcript:

1 The Complexity of Pure Nash Equilibria Alex Fabrikant Christos Papadimitriou Kunal Talwar CS Division, UC Berkeley

2 Definitions ● A game: a set of n players, a set of actions S i for each player, and a payoff function u i mapping states (combinations of actions) to integers for each player ● A pure Nash equilibrium: a state such that no player has an incentive to unilaterally change his action ● A randomized (or mixed) Nash equilibrium: for each player, a distribution over his states such that no player can improve his expected payoff by changing his action ● A symmetric game: a game with all S i 's equal, and all u i 's identical and symmetric as functions of the other n-1 players

3 Context ● Lots of work studying Nash equilibria: – Whether they exist – What are their properties – How they compare to other notions of equilibria – etc. ● But how hard is it to actually find one?

4 ● Nash's theorem guarantees existence of randomized NE, so “find a randomized NE” is a total function, and NP-completeness is out of the question, but: – Various slight variations on the problem quickly become NP-Complete [Conitzer&Sandholm '03] – The two-person case has an interesting combinatorial construction, but with exponential counter-examples [von Stengel '02; Savani&von Stengel '03] – It has an “inefficient proof of existence”, placing it in PPAD; other related problems are complete for PPAD, although NE is not known to be [Papadimitriou '94] Complexity: Randomized NE

5 Complexity: Pure NE ● Natural question: what about pure equilibria? – When do they exist? – How hard are they to find? ● Immediate problem: with n players, explicit representations of the payoff functions are exponential in n; brute-force search for pure NE is then linear (on the other hand, fixed #players  boring) ● Our focus: The complexity of finding a pure Nash equilibrium in broad concisely-representable classes of games

6 Congestion games ● Well-studied class of games with clear affinity to networks [Roughgarden&Tardos '02, inter alia] 2/3/5 4/6/7 1/2/8 1/5/6 2/3/6 A,B,CA,B,C A,B,CA,B,C

7 Congestion games (cont) ● General congestion game: – finite set E of resources – non-decreasing delay function: – S i 's are subsets of E – Cost for a player: ● Network congestion game: each edge is a resource, and each player has a source and a sink, with paths forming allowed strategies (number of players using resource e in state s) (delay function for resource e)

8 Congestion games & potential functions ● Congestion games have a potential function: If a player changes his strategy, the change in the potential function is equal to the change in his payoff ● Local search on potential function guaranteed to converge to a local optimum – an pure NE [Rosenthal '73] ● Note: the potential is not the social cost

9 Non-atomic network asymmetric (approximation) Our results: upper bounds General asymmetric General symmetric Network asymmetric Network symmetric PP Conge stion games

10 Algorithm: symmetric network games ● Reduction to min-cost-flow: transform each edge into n edges, with capacities 1, costs d e (1),...,d e (n): ● Integral min-cost flow  local minimum of potential function capacity cost 10/21/22 1,10 1,21 1,22

11 Algorithm: non-atomic games ● [Roughgarden&Tardos '02] studied non-atomic congestion games: what happens when n  (with continuous delay functions)? Can cast as convex optimization, and thus approximate in polynomial time by the ellipsoid method.  We modify the above to get, in strongly polynomial time, approximate pure Nash equilibria (no player can benefit by >  ) in the non-atomic asymmetric network case  N.B.: Another strongly-polynomial approximation scheme follows from the OR literature, but it is not clear that it produces approximate Nash equilibria

12 Our results: Lower bounds General asymmetric General symmetric Network asymmetric Network symmetric Non-atomic network asymmetric (approximation) PLS-Complete PP Conge stion games

13 P...what? ● PLS (polynomial local search [Johnson, et al '88]) – “find some local minimum in a reasonable search space”: – A problem with a search space (a set of feasible solutions which has a neighborhood structure) – A poly-time cost function c(x,s) on the search space – A poly-time function that g(x,s), given an instance x and a feasible solution s, either returns another one in its neighborhood with lower cost or “none” if there are none ● E.g.: “Find a local optimum of a congestion game's potential function under single-player strategy changes” ● Membership in PLS is an inefficient proof of existence

14 PLS-Completeness ● PLS reduction: (instance A,search space A )ß(instance B,search space B ) Local optima of A must map to local optima of B ● Basic PLS-Complete problem: weighted CIRCUIT-SAT under input bitflips; since [JPY'88], local-optimum relatives of TSP, MAXCUT, SAT shown PLS-Complete ● We mostly use POS-NAE-3SAT (under input bitflips): NAE-3SAT with positive literals only; very complex PLS reduction from CIRCUIT-SAT due to [Schaeffer&Yannakakis '91]

15 PLS-Completeness: general asymmetric ● POS-NAE-3SAT  PLS General Asymmetric CG: ● Input bitflip maps to a single-player strategy change, with the same change in cost, so search space structure preserved ● General Asymmetric CG  PLS General Symmetric CG: – “Anonymous” players arbitrarily take on the roles of “non- anonymous” players in the asymmetric game variable x clause c player x resources e c, e c ' ß x=Truex=False

16 ● General Asymmetric CG  PLS General Symmetric CG: – Introduce an extra resource r x for each player x – d r (1)=0, d r (n>1)=  ● Same number of players, so any solution that uses an r x twice has an unused r x, so can't be a local minimum ● Otherwise, players arbitrarily take on the “roles” of players in the original game PLS-Completeness: general symmetric

17 ● First guess: make a network following the idea of the general asymmetric reduction – each POS-NAE-3SAT clause becomes two edges, add extra edges so each variable-player traverses either all e c edges, or all the e c ' edges ● Problem: How do we prevent a player from taking a path that doesn't correspond to a consistent assignment? ● For a dense instance of POS-NAE-3SAT, this appears unavoidable PLS-Completeness: network asymmetric

18 ● But: the Schaeffer-Yannakakis reduction produces a very structured, sparse instance of POS-NAE- 3SAT ● Our approach: – tweak formulae produced by the S-Y reduction – carefully arrange the network so “non- canonical” paths are never a good choice PLS-Completeness: network asymmetric (cont.) ● Details: – 39 variable types – 124 clause types – 3 more talks today – full reduction and a sketch of the proof are in the paper

19 More on PLS-completeness ● “Clean” PLS reductions: an edge in the original search space corresponds to a short path in the new search space (holds for ours) ● A clean PLS reduction preserves interesting complexity properties (shared by CIRCUIT-SAT, POS-NAE-3SAT, etc): – Finding the local optimum reachable from a specific state is PSPACE-complete – There are instances with states exponentially far from any local optimum

20 More on potential functions ● Potential functions clearly relevant to equilibria, so: How applicable is this method? ● [Monderer&Shapley '96] If any game has a potential function, it's equivalent to a (slightly generalized) congestion game ● Party affiliation game: n players, actions: {-1,1}, “friendliness” matrix {w ij }. Payoff: ● Follow the gradient of – terminates at a pure NE; but agrees with payoff changes only in sign (and is not a congestion game)

21 General potential functions ● Define a general potential function as one that agrees just in sign with payoff changes under single-player strategy changes (if one exists, there is a pure NE) ● The problem of finding a pure NE in the presence of such a function is clearly in PLS ● Theorem: Any problem in PLS corresponds to a family of general potential games with polynomially many players; the set of pure Nash equilibria corresponds exactly to the set of local optima

22 Conclusions ● We have: 1.Given an efficient algorithm for symmetric network congestion games (and an approximation scheme for the non-atomic asymmetric case) 2.Shown PLS-completeness of both extensions (asymmetry and general congestion game form); “clean” reductions imply other complexity results 3.Characterized a link between PLS and general potential games ● Congestion games are thus as hard as any other game with pure NEs guaranteed by a general potential function

23 Open problems ● Other classes of games where the Nash dynamics converges: – Via general potential functions: ● Basic utility games in [Vetta '02] ● Congestion games with player-specific delays [Fotakis, et al '02] – An algebraic argument shows that the union of 2 games with pure NE's, under some conditions, retains pure NE's ● Acyclic Nash dynamics guarantees some potential function (toposort the solution space), but is there always a tractable one? ● Pointed out yesterday [Wigderson, yesterday]: complexity classification of games?