polymatrix games
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Algorithms ◽  
2021 ◽  
Vol 14 (12) ◽  
pp. 365
Author(s):  
Slim Belhaiza

When several Nash equilibria exist in the game, decision-makers need to refine their choices based on some refinement concepts. To this aim, the notion of a ϵ-proper equilibria set for polymatrix games is used to develop 0–1 mixed linear programs and compute ϵ-proper Nash equilibria. A Branch-and-Bound exact arithmetics algorithm is proposed. Experimental results are provided on polymatrix games randomly generated with different sizes and densities.


Author(s):  
Pavel Naumov ◽  
Italo Simonelli

This paper proposes a novel way to compare classes of strategic games based on their sets of pure Nash equilibria. This approach is then used to relate the classes of zero-sum games, polymatrix, and k-polymatrix games. This paper concludes with a conjecture that k-polymatrix games form an increasing chain of classes.


Author(s):  
Krzysztof R. Apt ◽  
Sunil Simon ◽  
Dominik Wojtczak

We study strategic games on weighted directed graphs, where each player’s payoff is defined as the sum of the weights on the edges from players who chose the same strategy, augmented by a fixed nonnegative integer bonus for picking a given strategy. These games capture the idea of coordination in the absence of globally common strategies. We identify natural classes of graphs for which finite improvement or coalition-improvement paths of polynomial length always exist, and consequently a (pure) Nash equilibrium or a strong equilibrium can be found in polynomial time. The considered classes of graphs are typical in network topologies: simple cycles correspond to the token ring local area networks, whereas open chains of simple cycles correspond to multiple independent rings topology from the recommendation G.8032v2 on Ethernet ring protection switching. For simple cycles, these results are optimal in the sense that without the imposed conditions on the weights and bonuses, a Nash equilibrium may not even exist. Finally, we prove that determining the existence of a Nash equilibrium or of a strong equilibrium is NP-complete already for unweighted graphs, with no bonuses assumed. This implies that the same problems for polymatrix games are strongly NP-hard.


2020 ◽  
Vol 69 ◽  
pp. 67-84
Author(s):  
Luis Ortiz

Graphical games are one of the earliest examples of the impact that the general field of graphical models have had in other areas, and in this particular case, in classical mathematical models in game theory. Graphical multi-hypermatrix games, a concept formally introduced in this research note, generalize graphical games while allowing the possibility of further space savings in model representation to that of standard graphical games. The main focus of this research note is discretization schemes for computing approximate Nash equilibria, with emphasis on graphical games, but also briefly touching on normal-form and polymatrix games. The main technical contribution is a theorem that establishes sufficient conditions for a discretization of the players’ space of mixed strategies to contain an approximate Nash equilibrium. The result is actually stronger because every exact Nash equilibrium has a nearby approximate Nash equilibrium on the grid induced by the discretization. The sufficient conditions are weaker than those of previous results. In particular, a uniform discretization of size linear in the inverse of the approximation error and in the natural game-representation parameters suffices. The theorem holds for a generalization of graphical games, introduced here. The result has already been useful in the design and analysis of tractable algorithms for graphical games with parametric payoff functions and certain game-graph structures. For standard graphical games, under natural conditions, the discretization is logarithmic in the game-representation size, a substantial improvement over the linear dependency previously required. Combining the improved discretization result with old results on constraint networks in AI simplifies the derivation and analysis of algorithms for computing approximate Nash equilibria in graphical games.


Author(s):  
Nahla Ben Amor ◽  
Hélène Fargier ◽  
Régis Sabbadin ◽  
Meriem Trabelsi

Possibilistic games with incomplete information (Π-games) constitute a suitable framework for the representation of ordinal games under incomplete knowledge. However, representing a Π-game in standard normal form requires an extensive expression of the utility functions and the possibility distribution, namely, on the product spaces of actions and types. In the present work, we propose a less costly view of Π-games, namely min-based polymatrix Π-games, which allows to concisely specify Π-games with local interactions. This framework allows, for instance, the compact representation of coordination games under uncertainty where the satisfaction of an agent is high if and only if her strategy is coherent with all of her neighbors, the game being possibly only incompletely known to the agents. Then, an important result of this paper is to show that a min-based polymatrix Π-game can be transformed, in polynomial time, into a (complete information) min-based polymatrix game with identical pure Nash equilibria. Finally, we show that the latter family of games can be solved through a MILP formulation. Experiments on variants of the GAMUT problems confirm the feasibility of this approach.


2019 ◽  
Vol 8 (1) ◽  
pp. 3-31 ◽  
Author(s):  
Nicola Basilico ◽  
Stefano Coniglio ◽  
Nicola Gatti ◽  
Alberto Marchesi

Author(s):  
Alberto Marchesi ◽  
Stefano Coniglio ◽  
Nicola Gatti

We study Stackelberg games where the underlying structure is a congestion game. We recall that, while leadership in 2-player games has been widely investigated, only few results are known when the number of players is three or more. The intractability of finding a Stackelberg equilibrium (SE) in normal-form and polymatrix games is among them. In this paper, we focus on congestion games in which each player can choose a single resource (a.k.a. singleton congestion games) and a player acts as leader. We show that, without further assumptions, finding an SE when the followers break ties in favor of the leader is not in Poly-APX, unless P = NP. Instead, under the assumption that every player has access to the same resources and that the cost functions are monotonic, we show that an SE can be computed efficiently when the followers break ties either in favor or against the leader.


2016 ◽  
Vol 41 (2) ◽  
pp. 648-655 ◽  
Author(s):  
Yang Cai ◽  
Ozan Candogan ◽  
Constantinos Daskalakis ◽  
Christos Papadimitriou
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