Learning Nash Equilibria in Non-Cooperative Games

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.

Author(s):  
Alfredo Garro

Game Theory has recently drawn attention in new 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 for games in which any cooperation among the players must be self-enforcing (non-cooperative games) is represented by the Nash equilibrium. However, even in the two players case, the best algorithm known for computing Nash equilibria has an exponential worst-case running time; furthermore, if the computation of equilibria with simple additional properties is required, the problem becomes NP-hard. The paper aims to provide a solution for efficiently computing the Nash equilibria of a game as the result of the evolution of a system composed by interacting agents playing the game.


Entropy ◽  
2018 ◽  
Vol 20 (10) ◽  
pp. 782 ◽  
Author(s):  
Christos Papadimitriou ◽  
Georgios Piliouras

In 1950, Nash proposed a natural equilibrium solution concept for games hence called Nash equilibrium, and proved that all finite games have at least one. The proof is through a simple yet ingenious application of Brouwer’s (or, in another version Kakutani’s) fixed point theorem, the most sophisticated result in his era’s topology—in fact, recent algorithmic work has established that Nash equilibria are computationally equivalent to fixed points. In this paper, we propose a new class of universal non-equilibrium solution concepts arising from an important theorem in the topology of dynamical systems that was unavailable to Nash. This approach starts with both a game and a learning dynamics, defined over mixed strategies. The Nash equilibria are fixpoints of the dynamics, but the system behavior is captured by an object far more general than the Nash equilibrium that is known in dynamical systems theory as chain recurrent set. Informally, once we focus on this solution concept—this notion of “the outcome of the game”—every game behaves like a potential game with the dynamics converging to these states. In other words, unlike Nash equilibria, this solution concept is algorithmic in the sense that it has a constructive proof of existence. We characterize this solution for simple benchmark games under replicator dynamics, arguably the best known evolutionary dynamics in game theory. For (weighted) potential games, the new concept coincides with the fixpoints/equilibria of the dynamics. However, in (variants of) zero-sum games with fully mixed (i.e., interior) Nash equilibria, it covers the whole state space, as the dynamics satisfy specific information theoretic constants of motion. We discuss numerous novel computational, as well as structural, combinatorial questions raised by this chain recurrence conception of games.


2020 ◽  
Vol 23 (02) ◽  
pp. 2050005
Author(s):  
V. K. OIKONOMOU ◽  
J. JOST

At a mixed Nash equilibrium, the payoff of a player does not depend on her own action, as long as her opponent sticks to his. In a periodic strategy, a concept developed in a previous paper [V. K. Oikonomou and J. Jost, Periodic strategies: A new solution concept and an algorithm for nontrivial strategic form games, Adv. Compl. Syst. 20(5) (2017) 1750009], in contrast, the own payoff does not depend on the opponent’s action. Here, we generalize this to multi-player simultaneous perfect information strategic form games. We show that also in this class of games, there always exists at least one periodic strategy, and we investigate the mathematical properties of such periodic strategies. In addition, we demonstrate that periodic strategies may exist in games with incomplete information; we shall focus on Bayesian games. Moreover, we discuss the differences between the periodic strategies formalism and cooperative game theory. In fact, the periodic strategies are obtained in a purely non-cooperative way, and periodic strategies are as cooperative as the Nash equilibria are. Finally, we incorporate the periodic strategies in an epistemic game theory framework, and discuss several features of this approach.


2020 ◽  
Vol 11 (1) ◽  
pp. 127-134
Author(s):  
Konstantin Kudryavtsev ◽  
Ustav Malkov

AbstractThe paper proposes the concept of a weak Berge equilibrium. Unlike the Berge equilibrium, the moral basis of this equilibrium is the Hippocratic Oath “First do no harm”. On the other hand, any Berge equilibrium is a weak Berge equilibrium. But, there are weak Berge equilibria, which are not the Berge equilibria. The properties of the weak Berge equilibrium have been investigated. The existence of the weak Berge equilibrium in mixed strategies has been established for finite games. The weak Berge equilibria for finite three-person non-cooperative games are computed.


2021 ◽  
Author(s):  
Michael Richter ◽  
Ariel Rubinstein

Abstract Each member of a group chooses a position and has preferences regarding his chosen position. The group’s harmony depends on the profile of chosen positions meeting a specific condition. We analyse a solution concept (Richter and Rubinstein, 2020) based on a permissible set of individual positions, which plays a role analogous to that of prices in competitive equilibrium. Given the permissible set, members choose their most preferred position. The set is tightened if the chosen positions are inharmonious and relaxed if the restrictions are unnecessary. This new equilibrium concept yields more attractive outcomes than does Nash equilibrium in the corresponding game.


2020 ◽  
Vol 40 (1) ◽  
pp. 71-85
Author(s):  
HK Das ◽  
T Saha

This paper proposes a heuristic algorithm for the computation of Nash equilibrium of a bi-matrix game, which extends the idea of a single payoff matrix of two-person zero-sum game problems. As for auxiliary but making the comparison, we also introduce here the well-known definition of Nash equilibrium and a mathematical construction via a set-valued map for finding the Nash equilibrium and illustrates them. An important feature of our algorithm is that it finds a perfect equilibrium when at the start of all actions are played. Furthermore, we can find all Nash equilibria of repeated use of this algorithm. It is found from our illustrative examples and extensive experiment on the current phenomenon that some games have a single Nash equilibrium, some possess no Nash equilibrium, and others had many Nash equilibria. These suggest that our proposed algorithm is capable of solving all types of problems. Finally, we explore the economic behaviour of game theory and its social implications to draw a conclusion stating the privilege of our algorithm. GANIT J. Bangladesh Math. Soc.Vol. 40 (2020) 71-85


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