Tight Inapproximability for Graphical Games

Authors

  • Argyrios Deligkas Royal Holloway University of London
  • John Fearnley University of Liverpool
  • Alexandros Hollender EPFL
  • Themistoklis Melissourgos University of Essex

DOI:

https://doi.org/10.1609/aaai.v37i5.25695

Keywords:

GTEP: Game Theory, GTEP: Equilibrium

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: ε-Nash equilibria (ε-NE) and ε-well-supported Nash equilibria (ε-WSNE), where ε is in [0,1]. We prove that computing an ε-NE is PPAD-complete for any constant ε smaller than 1/2, while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a 1/2-NE. On the other hand, we show that computing an ε-WSNE is PPAD-complete for any constant ε smaller than 1, while a 1-WSNE is trivial to achieve, because any strategy profile is a 1-WSNE. All of our lower bounds immediately also apply to graphical games with more than two actions per player.

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Published

2023-06-26

How to Cite

Deligkas, A., Fearnley, J., Hollender, A., & Melissourgos, T. (2023). Tight Inapproximability for Graphical Games. Proceedings of the AAAI Conference on Artificial Intelligence, 37(5), 5600-5607. https://doi.org/10.1609/aaai.v37i5.25695

Issue

Section

AAAI Technical Track on Game Theory and Economic Paradigms