In algorithmic
game theory
Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
, a succinct game or a succinctly representable game is a game which may be represented in a size much smaller than its
normal form representation. Without placing constraints on player utilities, describing a game of
players, each facing
strategies, requires listing
utility values. Even trivial algorithms are capable of finding a
Nash equilibrium
In game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equili ...
in a time
polynomial in the length of such a large input. A succinct game is of ''polynomial type'' if in a game represented by a string of length ''n'' the number of players, as well as the number of strategies of each player, is bounded by a polynomial in ''n''
(a formal definition, describing succinct games as a
computational problem, is given by Papadimitriou & Roughgarden 2008
).
Types of succinct games
Graphical games
Graphical game
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions ...
s are games in which the utilities of each player depends on the actions of very few other players. If
is the greatest number of players by whose actions any single player is affected (that is, it is the
indegree of the game graph), the number of utility values needed to describe the game is
, which, for a small
is a considerable improvement.
It has been shown that any normal form game is
reducible to a graphical game with all degrees bounded by three and with two strategies for each player.
Unlike normal form games, the problem of finding a pure Nash equilibrium in graphical games (if one exists) is
NP-complete.
The problem of finding a (possibly mixed) Nash equilibrium in a graphical game is
PPAD In computer science, PPAD ("Polynomial Parity Arguments on Directed graphs") is a complexity class introduced by Christos Papadimitriou in 1994. PPAD is a subclass of TFNP based on functions that can be shown to be total by a parity argument. The c ...
-complete.
Finding a
correlated equilibrium of a graphical game can be done in polynomial time, and for a graph with a bounded
treewidth, this is also true for finding an ''optimal'' correlated equilibrium.
Sparse games
Sparse game
Sparse is a computer software tool designed to find possible coding faults in the Linux kernel. Unlike other such tools, this static analysis tool was initially designed to only flag constructs that were likely to be of interest to kernel de ...
s are those where most of the utilities are zero. Graphical games may be seen as a special case of sparse games.
For a two player game, a sparse game may be defined as a game in which each row and column of the two payoff (utility) matrices has at most a constant number of non-zero entries. It has been shown that finding a Nash equilibrium in such a sparse game is PPAD-hard, and that there does not exist a fully
polynomial-time approximation scheme unless PPAD is in
P.
Symmetric games
In
symmetric games all players are identical, so in evaluating the utility of a combination of strategies, all that matters is how many of the
players play each of the
strategies. Thus, describing such a game requires giving only
utility values.
In a symmetric game with 2 strategies there always exists a pure Nash equilibrium – although a ''symmetric'' pure Nash equilibrium may not exist.
The problem of finding a pure Nash equilibrium in a symmetric game (with possibly more than two players) with a constant number of actions is in
AC0; however, when the number of actions grows with the number of players (even linearly) the problem is NP-complete.
In any symmetric game there exists a
symmetric equilibrium
In game theory, a symmetric equilibrium is an equilibrium where all players use the same strategy (possibly mixed) in the equilibrium. In the Prisoner's Dilemma game pictured to the right, the only Nash equilibrium is (''D'', ''D''). Since ...
. Given a symmetric game of ''n'' players facing ''k'' strategies, a symmetric equilibrium may be found in polynomial time if k=
.
Finding a correlated equilibrium in symmetric games may be done in polynomial time.
Anonymous games
In
anonymous game
Anonymous may refer to:
* Anonymity, the state of an individual's identity, or personally identifiable information, being publicly unknown
** Anonymous work, a work of art or literature that has an unnamed or unknown creator or author
* Anony ...
s, players have different utilities but do not distinguish between other players (for instance, having to choose between "go to cinema" and "go to bar" while caring only how crowded will each place be, not who'll they meet there). In such a game a player's utility again depends on how many of his peers choose which strategy, and his own, so
utility values are required.
If the number of actions grows with the number of players, finding a pure Nash equilibrium in an anonymous game is
NP-hard
In computational complexity theory, NP-hardness ( non-deterministic polynomial-time hardness) is the defining property of a class of problems that are informally "at least as hard as the hardest problems in NP". A simple example of an NP-hard pr ...
.
An optimal correlated equilibrium of an anonymous game may be found in polynomial time.
When the number of strategies is 2, there is a known
PTAS for finding an
ε-approximate Nash equilibrium.
Polymatrix games
In a
polymatrix game
In algorithmic game theory, a succinct game or a succinctly representable game is a game which may be represented in a size much smaller than its normal form representation. Without placing constraints on player utilities, describing a game of ...
(also known as a ''multimatrix game''), there is a utility matrix for every pair of players ''(i,j)'', denoting a component of player i's utility. Player i's final utility is the sum of all such components. The number of utilities values required to represent such a game is
.
Polymatrix games always have at least one mixed Nash equilibrium.
The problem of finding a Nash equilibrium in a polymatrix game is PPAD-complete.
Moreover, the problem of finding a constant approximate Nash equilibrium in a polymatrix game is also PPAD-complete. Finding a correlated equilibrium of a polymatrix game can be done in polynomial time.
Note that even if pairwise games played between players have pure Nash equilibria, the global interaction does not necessarily admit a pure Nash equilibrium (although a mixed Nash equilibrium must exist). Checking if a pure Nash equilibrium exists is a
strongly NP-complete In computational complexity, strong NP-completeness is a property of computational problems that is a special case of NP-completeness. A general computational problem may have numerical parameters. For example, the input to the bin packing problem ...
problem.
Competitive polymatrix games with only zero-sum interactions between players are a generalization of two-player
zero-sum games. The
Minimax theorem originally formulated for two-player games by
von Neumann generalizes to zero-sum polymatrix games.
Same as two-player zero-sum games, polymatrix zero-sum games have
mixed Nash equilibria that can be computed in polynomial time and those equilibria coincide with
correlated equilibria. But some other properties of two-player zero-sum games do not generalize. Notably, players
need not have a unique value of the game and equilibrium strategies are not max-min strategies in a sense that worst-case payoffs of players are not maximized when using an equilibrium strategy. There exists an open source Python library for simulating competitive polymatrix games.
Polymatrix games which have coordination games on their edges are
potential games
[Rahn, Mona and Schafer, Guido (2015) Efficient Equilibria in Polymatrix Coordination Games https://arxiv.org/pdf/1504.07518.pdf] and can be solved using a potential function method.
Circuit games
The most flexible of way of representing a succinct game is by representing each player by a polynomial-time bounded
Turing machine, which takes as its input the actions of all players and outputs the player's utility. Such a Turing machine is equivalent to a
Boolean circuit, and it is this representation, known as
circuit games, that we will consider.
Computing the value of a 2-player
zero-sum circuit game is an
EXP-complete problem,
and approximating the value of such a game up to a multiplicative factor is known to be in
PSPACE.
Determining whether a pure Nash equilibrium exists is a
-complete problem (see
Polynomial hierarchy).
Other representations
Many other types of succinct game exist (many having to do with allocation of resources). Examples include
congestion games,
network congestion games,
scheduling game
A schedule or a timetable, as a basic time-management tool, consists of a list of times at which possible tasks, events, or actions are intended to take place, or of a sequence of events in the chronological order in which such things are ...
s,
local effect game
Local may refer to:
Geography and transportation
* Local (train), a train serving local traffic demand
* Local, Missouri, a community in the United States
* Local government, a form of public administration, usually the lowest tier of administrat ...
s,
facility location games,
action-graph games,
hypergraphical games and more.
Summary of complexities of finding equilibria
Below is a table of some known complexity results for finding certain classes of equilibria in several game representations. "NE" stands for "Nash equilibrium", and "CE" for "correlated equilibrium". ''n'' is the number of players and ''s'' is the number of strategies each player faces (we're assuming all players face the same number of strategies). In graphical games, ''d'' is the maximum indegree of the game graph. For references, see main article text.
Notes
External links
Algorithmic Game Theory: The Computational Complexity of Pure Nash
{{Game theory
Game theory game classes