Tight Inapproximability for Graphical Games
Argyrios Deligkas, John Fearnley, Alexandros Hollender, Themistoklis, Melissourgos

TL;DR
This paper characterizes the computational difficulty of finding approximate Nash equilibria in two-action graphical games, establishing tight bounds on the complexity for different approximation levels and showing PPAD-completeness results.
Contribution
It provides a complete complexity classification for approximate equilibria in two-action graphical games, including tight bounds and simple algorithms for specific approximation thresholds.
Findings
Computing an ε-Nash equilibrium is PPAD-complete for ε<1/2.
A uniform random strategy yields a 1/2-NE.
Computing an ε-well-supported Nash equilibrium is PPAD-complete for ε<1.
Abstract
We provide a complete characterization for the computational complexity of finding approximate equilibria in two-action graphical games. We consider the two most well-studied approximation notions: -Nash equilibria (-NE) and -well-supported Nash equilibria (-WSNE), where . We prove that computing an -NE is PPAD-complete for any constant , while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a -NE. On the other hand, we show that computing an -WSNE is PPAD-complete for any constant , while a -WSNE is trivial to achieve, because any strategy profile is a -WSNE. All of our lower bounds immediately also apply to graphical games with more than two actions per player.
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Taxonomy
TopicsGame Theory and Applications · Economic theories and models · Game Theory and Voting Systems
