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Nash equilibrium computation

Nash equilibrium computation is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Nash equilibrium computation rather than just read about it. In short: Nash equilibrium (NE) computation is a class of computational problems in the intersection of game theory and computer science. The input to this problem is a normal-form game, usually represented as a list of payoff matrices.

Key takeaways

  • Nash equilibrium computation belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Nash equilibrium computation to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Nash equilibrium computation from memory before moving on to harder problems.

Reference excerpt

Nash equilibrium (NE) computation is a class of computational problems in the intersection of game theory and computer science. The input to this problem is a normal-form game, usually represented as a list of payoff matrices. The required output is a Nash equilibrium of the game. NE computation can be broadly divided into computing mixed-strategy NE vs computing pure-strategy NE. In each of these cases, one can consider computing an exact NE or an epsilon-approximate NE:

In an exact NE, no player can gain by deviating; In an epsilon-approximate NE, no player can gain more than epsilon by deviating. The utilities are normalized to [0,1], so this is actually a multiplicative approximation: the gain cannot be more than epsilon times the highest utility. The special case of NE computation in two-player zero-sum games is known as min-max optimization. The present page studies the more general problem of non-zero-sum games with many players.

Mixed-strategy equilibria When mixed strategies are allowed, every game has a Nash equilibrium. This was proved by John Nash in 1950 using the Kakutani fixed-point theorem, and later in 1951 using the Brouwer fixed-point theorem. For games with a small number of actions per player, a NE can be computed manually by solving a set of equations. However, when the number of actions per player grows, the number of possible strategy vectors grows exponentially, and the computation becomes computationally hard.

Non-polynomial-time algorithms There are various algorithms that work well in practice, but do not guarantee termination in polynomial time. One of the most famous such algorithms is the Lemke–Howson algorithm. Porter, Nudelman and Shoham present an algorithm based on simple search heuristics, that performs well in practice on a large variety of games. They use the GAMUT testbed for testing the performance of their algorithm. Lipton, Markakis and Mehta presented a Quasi-polynomial time algorithm for computing an approximate NE. It takes time n log ⁡ n {\displaystyle n^{\log n}} , where n is the number of possible actions per player. They do it by proving the existence of an approximate NE strategies with support logarithmic in n, and proving that the payoffs to all players in any exact NE can be ε-approximated by such an approximate NE. They also prove that, if the payoff matrices have constant rank, then an exact NE can be found in polytime.

Computational hardness Daskalakis, Goldberg and Papadimitriou proved that finding a NE is PPAD-complete in games with four or more players; later, Chen and Deng extended the result even for two-player games (bimatrix games). Under standard complexity assumptions, these hardness results imply that no polynomial-time algorithm is expected for general equilibrium computation. Computing a Nash equilibrium is PPAD-complete even for win-lose bimatrix games, that is, two-player games in which the payoff of each player is either 0 or 1. Etessami and Yannakkis (who defined the complexity class FIXP) proved that computing an exact or approximate NE for 3 or more players is FIXP-complete. They also show that computing an approximate NE with any approximation factor smaller than 1/2 is at least as hard as the square-root sum problem, as well as a more general arithmetic circuit decision problem.

Approximation algorithms Tsaknakis and Spirakis presented a polytime algorithm that finds an 0.3393-approximate NE for a bimatrix game (that is, the gain from deviation cannot be more than 0.3393 times the maximum utility). Their algorithm minimizes a certain function, representing the distance from NE, using gradient descent. The procedure converges in polynomial time to local optima which are 0.3393-approximate NE. Deligkas, Fearnley, Savani and Spirakis extend the descent techniques to polymatrix games, attaining an (0.5+δ)-approximate NE in time polynomial in the input size and 1/δ. For general n-player games, the approximation ratio increases with n (e.g. it is 0.6022 for n=3 and 0.7153 for n=4).

Approximation hardness The PPAD-completeness results in in fact show that computing an ε-approximate NE is PPAD-complete, if ε is exponentially small (smaller than 2-m, where m is the number of actions per player). Chen Deng and Teng proved PPAD-hardness even for ε that is polynomially small. In other words, they proved that no algorithm with runtime polynomial in n and 1/ε can compute an ε-approximate Nash equilibrium in a two-player game with n actions per player, unless PPAD ≤ P. In particular, this means that there is probably no FPTAS for NE. Aviad Rubinstein showed that finding an ε-approximate Nash equilibrium is PPAD-complete even for a simple class of games: graphical games of degree three, in which each agent has only two actions; and even when ε is a constant. In particular, there is no PTAS for NE in general games (He also proved inapproximability for other related problems, such as: Bayesian Nash equilibrium in a two-player game, relative ε-Nash equilibrium in a two-player game, market equilibrium in a non-monotone market as well as approximate competitive equilibrium from equal incomes). Later, Rubinstein proved that, assuming the Exponential time hypothesis for PPAD, there exists a positive constant ε such that computing ε-approximate NE in a two-player game with n actions per player requires quasi-polynomial time, as in the algorithm.

Smoothed complexity Smoothed analysis has been used to prove that many problems that are computationally-hard in the worst case, are in fact "almost always" easy, that is, if a problem is perturbed randomly, then the perturbed problem is easy. Interestingly, this is not the case for the problem of computing a NE. In particular:

Chen, Deng and Teng proved that no algorithm for computing NE in a two-player game has smoothed complexity polynomial in n and 1/s, where s is the input perturbation size, unless PPAD ≤ RP. In particular, the smoothed complexity of the Lemke-Howson algorithm is probably not polynomial. Boodaghians, Brakensiek, Hopkins and Rubinstein prove that computing NE in a 2-player game is PPAD-hard (under randomized reductions) even when smoothing with noise of constant magnitude.

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Nash equilibrium computation

Start with the simplest possible case. Write down what Nash equilibrium computation claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Nash equilibrium computation before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Nash equilibrium computation ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Nash equilibrium computation

In research
Nash equilibrium computation appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Nash equilibrium computation in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Nash equilibrium computation is common in secondary-school and first-year university syllabi. It links to neighbouring topics Computational economics, Game theory, so understanding it makes those chapters shorter.
In everyday life
Look for Nash equilibrium computation outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Nash equilibrium computation in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Nash equilibrium computation means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Nash equilibrium computation out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Nash equilibrium computation in simple terms?

Nash equilibrium (NE) computation is a class of computational problems in the intersection of game theory and computer science. The input to this problem is a normal-form game, usually represented as a list of payoff matrices.

Why does Nash equilibrium computation matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Nash equilibrium computation?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Nash equilibrium computation.

Tags

  • Computational economics
  • Game theory

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