Approximating Nash Equilibrium in Random Graphical Games
Morris Yau

TL;DR
This paper presents a quasipolynomial time approximation scheme for computing approximate Nash equilibria in random graphical games, overcoming computational hardness in general cases by leveraging properties of random graphs.
Contribution
It introduces a novel accelerated rounding technique for hierarchical convex programs to efficiently approximate Nash equilibria in random graph models.
Findings
QPTAS for Nash equilibria on random graphs with high probability
Faster algorithms for Max-2CSP on the same graph family
Circumvents PPAD hardness in average-case scenarios
Abstract
Computing Nash equilibrium in multi-agent games is a longstanding challenge at the interface of game theory and computer science. It is well known that a general normal form game in N players and k strategies requires exponential space simply to write down. This Curse of Multi-Agents prompts the study of succinct games which can be written down efficiently. A canonical example of a succinct game is the graphical game which models players as nodes in a graph interacting with only their neighbors in direct analogy with markov random fields. Graphical games have found applications in wireless, financial, and social networks. However, computing the nash equilbrium of graphical games has proven challenging. Even for polymatrix games, a model where payoffs to an agent can be written as the sum of payoffs of interactions with the agent's neighbors, it has been shown that computing an epsilon…
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Taxonomy
TopicsGame Theory and Applications · Game Theory and Voting Systems · Complexity and Algorithms in Graphs
