Approximating Nash Equilibria in Tree Polymatrix Games
Siddharth Barman, Katrina Ligett, and Georgios Piliouras

TL;DR
This paper introduces a quasi-polynomial time algorithm for approximating Nash equilibria in tree-structured polymatrix games, achieving polynomial time under certain conditions and matching known bounds for specific cases.
Contribution
It presents a novel quasi-polynomial time algorithm for approximate Nash equilibria in tree polymatrix games, improving computational efficiency and aligning with existing bounds.
Findings
Expected polynomial-time algorithm for fixed actions per player.
Algorithm matches best known bounds for constant-degree trees.
Addresses inapproximability results in related game classes.
Abstract
We develop a quasi-polynomial time Las Vegas algorithm for approximating Nash equilibria in polymatrix games over trees, under a mild renormalizing assumption. Our result, in particular, leads to an expected polynomial-time algorithm for computing approximate Nash equilibria of tree polymatrix games in which the number of actions per player is a fixed constant. Further, for trees with constant degree, the running time of the algorithm matches the best known upper bound for approximating Nash equilibria in bimatrix games (Lipton, Markakis, and Mehta 2003). Notably, this work closely complements the hardness result of Rubinstein (2015), which establishes the inapproximability of Nash equilibria in polymatrix games over constant-degree bipartite graphs with two actions per player.
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Taxonomy
TopicsGame Theory and Applications · Game Theory and Voting Systems · Economic theories and models
