Efficient Computation of Approximate Pure Nash Equilibria in Congestion Games

I. Caragiannis, A. Fanelli, N. Gravin, Alexander Skopalik
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引用次数: 54

Abstract

Congestion games constitute an important class of games in which computing an exact or even approximate pure Nash equilibrium is in general {\sf PLS}-complete. We present a surprisingly simple polynomial-time algorithm that computes $O(1)$-approximate Nash equilibria in these games. In particular, for congestion games with linear latency functions, our algorithm computes $(2+\epsilon)$-approximate pure Nash equilibria in time polynomial in the number of players, the number of resources and $1/\epsilon$. It also applies to games with polynomial latency functions with constant maximum degree $d$; there, the approximation guarantee is $d^{O(d)}$. The algorithm essentially identifies a polynomially long sequence of best-response moves that lead to an approximate equilibrium, the existence of such short sequences is interesting in itself. These are the first positive algorithmic results for approximate equilibria in non-symmetric congestion games. We strengthen them further by proving that, for congestion games that deviate from our mild assumptions, computing $\rho$-approximate equilibria is {\sf PLS}-complete for any polynomial-time computable $\rho$.
拥挤对策中近似纯纳什均衡的有效计算
拥塞对策是一类重要的对策,其中计算精确甚至近似的纯纳什均衡通常是{\sfpls完备}的。我们提出了一个惊人的简单的多项式时间算法,计算$O(1)$ -近似纳什均衡在这些游戏。特别是,对于具有线性延迟函数的拥塞博弈,我们的算法在玩家数量,资源数量和$1/\epsilon$的时间多项式中计算$(2+\epsilon)$ -近似纯纳什均衡。它也适用于具有多项式延迟函数的游戏,具有恒定的最大度$d$;近似保证是$d^{O(d)}$。该算法本质上确定了一个多项式长的最佳响应移动序列,导致近似均衡,这种短序列的存在本身就很有趣。这是非对称拥塞对策中近似均衡的第一个积极的算法结果。我们进一步证明,对于偏离我们温和假设的拥塞博弈,对于任何多项式时间可计算的$\rho$,计算{\sf}$\rho$ -近似均衡是PLS-complete。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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