Distributed Nash Equilibrium Seeking for Non-Cooperative Games with a Coupled Inequality Constraint

2021 ◽  
pp. 861-870
Author(s):  
Yao Zou ◽  
Wei He
Author(s):  
Alfredo Garro

Game Theory (Von Neumann & Morgenstern, 1944) is a branch of applied mathematics and economics that studies situations (games) where self-interested interacting players act for maximizing their returns; therefore, the return of each player depends on his behaviour and on the behaviours of the other players. Game Theory, which plays an important role in the social and political sciences, has recently drawn attention in new academic fields which go from algorithmic mechanism design to cybernetics. However, a fundamental problem to solve for effectively applying Game Theory in real word applications is the definition of well-founded solution concepts of a game and the design of efficient algorithms for their computation. A widely accepted solution concept of a game in which any cooperation among the players must be selfenforcing (non-cooperative game) is represented by the Nash Equilibrium. In particular, a Nash Equilibrium is a set of strategies, one for each player of the game, such that no player can benefit by changing his strategy unilaterally, i.e. while the other players keep their strategies unchanged (Nash, 1951). The problem of computing Nash Equilibria in non-cooperative games is considered one of the most important open problem in Complexity Theory (Papadimitriou, 2001). Daskalakis, Goldbergy, and Papadimitriou (2005), showed that the problem of computing a Nash equilibrium in a game with four or more players is complete for the complexity class PPAD-Polynomial Parity Argument Directed version (Papadimitriou, 1991), moreover, Chen and Deng extended this result for 2-player games (Chen & Deng, 2005). However, even in the two players case, the best algorithm known has an exponential worst-case running time (Savani & von Stengel, 2004); furthermore, if the computation of equilibria with simple additional properties is required, the problem immediately becomes NP-hard (Bonifaci, Di Iorio, & Laura, 2005) (Conitzer & Sandholm, 2003) (Gilboa & Zemel, 1989) (Gottlob, Greco, & Scarcello, 2003). Motivated by these results, recent studies have dealt with the problem of efficiently computing Nash Equilibria by exploiting approaches based on the concepts of learning and evolution (Fudenberg & Levine, 1998) (Maynard Smith, 1982). In these approaches the Nash Equilibria of a game are not statically computed but are the result of the evolution of a system composed by agents playing the game. In particular, each agent after different rounds will learn to play a strategy that, under the hypothesis of agent’s rationality, will be one of the Nash equilibria of the game (Benaim & Hirsch, 1999) (Carmel & Markovitch, 1996). This article presents SALENE, a Multi-Agent System (MAS) for learning Nash Equilibria in noncooperative games, which is based on the above mentioned concepts.


2016 ◽  
Vol 16 (02) ◽  
pp. 1660008 ◽  
Author(s):  
Rafael Rigão Souza

Let [Formula: see text] and [Formula: see text] be compact sets, and [Formula: see text], [Formula: see text] be continuous maps. Let [Formula: see text] where [Formula: see text] is [Formula: see text]-invariant and [Formula: see text] is [Formula: see text]-invariant, be payoff functions for a game (in the usual sense of game theory) between players that have the set of invariant measures for [Formula: see text] (player 1) and [Formula: see text] (player 2) as possible strategies. Our goal here is to establish the notion of Nash equilibrium for the game defined by these payoffs and strategies. The main tools come from ergodic optimization (as we are optimizing over the set of invariant measures) and thermodynamic formalism (when we add to the integrals above the entropy of measures in order to define a second case to be explored). Both cases are ergodic versions of non-cooperative games. We show the existence of Nash equilibrium points with two independent arguments. One of the arguments deals with the case with entropy, and uses only tools of thermodynamical formalism, while the other, that works in the case without entropy but can be adapted to deal with both cases, uses the Kakutani fixed point. We also present examples and briefly discuss uniqueness (or lack of uniqueness). In the end, we present a different example where players are allowed to collaborate. This final example shows connections between cooperative games and ergodic transport.


Sign in / Sign up

Export Citation Format

Share Document