Finding Any Nontrivial Coarse Correlated Equilibrium Is Hard

Siddharth Barman, Katrina Ligett
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引用次数: 2

Abstract

One of the most appealing aspects of the (coarse) correlated equilibrium concept is that natural dynamics quickly arrive at approximations of such equilibria, even in games with many players. In addition, there exist polynomial-time algorithms that compute exact (coarse) correlated equilibria. In light of these results, a natural question is how good are the (coarse) correlated equilibria that can arise from any efficient algorithm or dynamics. In this paper we address this question, and establish strong negative results. In particular, we show that in multiplayer games that have a succinct representation, it is NP-hard to compute any coarse correlated equilibrium (or approximate coarse correlated equilibrium) with welfare strictly better than the worst possible. The focus on succinct games ensures that the underlying complexity question is interesting; many multiplayer games of interest are in fact succinct. Our results imply that, while one can efficiently compute a coarse correlated equilibrium, one cannot provide any nontrivial welfare guarantee for the resulting equilibrium, unless P=NP. We show that analogous hardness results hold for correlated equilibria, and persist under the egalitarian objective or Pareto optimality. To complement the hardness results, we develop an algorithmic framework that identifies settings in which we can efficiently compute an approximate correlated equilibrium with near-optimal welfare. We use this framework to develop an efficient algorithm for computing an approximate correlated equilibrium with near-optimal welfare in aggregative games.
找到任何非平凡的粗相关均衡是困难的
(粗略的)相关平衡概念最吸引人的一个方面是,自然动态很快就会达到这种平衡的近似值,即使在有许多玩家的游戏中也是如此。此外,存在计算精确(粗)相关平衡点的多项式时间算法。根据这些结果,一个自然的问题是,从任何有效的算法或动态中产生的(粗)相关平衡有多好。在本文中,我们解决了这个问题,并建立了强有力的否定结果。特别是,我们表明,在具有简洁表示的多人游戏中,计算福利严格优于最坏可能的任何粗相关均衡(或近似粗相关均衡)是np困难的。专注于简洁的游戏能够确保潜在的复杂性问题是有趣的;许多有趣的多人游戏实际上都很简洁。我们的结果表明,虽然我们可以有效地计算粗相关均衡,但我们不能为所得到的均衡提供任何非平凡的福利保证,除非P=NP。我们证明类似的硬度结果适用于相关均衡,并在平均目标或帕累托最优下持续存在。为了补充硬度结果,我们开发了一个算法框架,该框架确定了我们可以有效地计算具有接近最优福利的近似相关平衡的设置。我们使用这个框架来开发一种有效的算法,用于计算聚集博弈中具有近最优福利的近似相关均衡。
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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