近似纳什均衡的紧sos度界

A. Harrow, Anand Natarajan, Xiaodi Wu
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引用次数: 4

摘要

纳什均衡总是存在的,但人们普遍认为它需要时间才能找到策略数量呈指数增长的均衡,即使是双人博弈。相比之下,Lipton, Markakis和Mehta (LMM)提出的一种简单的拟多项式时间算法可以找到近似的纳什均衡,在这种均衡中,没有参与者可以通过改变策略来提高他们的效用超过e。LMM算法也可用于寻找具有接近最大总福利的近似纳什均衡。在假设植团问题的硬度(由Hazan和Krauthgamer提出)和指数时间假设(由Braverman, Ko和Weinstein提出)的情况下,找到了这个优化问题的匹配硬度结果。本文研究了平方和算法在最优化纳什均衡问题中的应用。我们展示了实现该问题的常因子近似所需的SoS级别数量的第一个无条件下界。虽然纳什均衡似乎并不自然地适合于凸优化,但我们也描述了一个简单的LP(线性规划)层次结构,它可以在时间上找到与LMM算法相当的近似纳什均衡,尽管这两种算法显然都不是另一种算法的泛化。这个LP可以看作是由SoS算法在log n级产生的——匹配我们的下界。下界涉及对Braverman-Ko-Weinstein将csp嵌入到战略博弈中的修改以及来自和方和证明系统的技术。上界(即LP的分析)使用了最近应用于其他线性和半定规划层次的信息理论技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tight SoS-Degree Bounds for Approximate Nash Equilibria
Nash equilibria always exist, but are widely conjectured to require time to find that is exponential in the number of strategies, even for two-player games. By contrast, a simple quasi-polynomial time algorithm, due to Lipton, Markakis and Mehta (LMM), can find approximate Nash equilibria, in which no player can improve their utility by more than e by changing their strategy. The LMM algorithm can also be used to find an approximate Nash equilibrium with near-maximal total welfare. Matching hardness results for this optimization problem were found assuming the hardness of the planted-clique problem (by Hazan and Krauthgamer) and assuming the Exponential Time Hypothesis (by Braverman, Ko and Weinstein). In this paper we consider the application of the sum-squares (SoS) algorithm from convex optimization to the problem of optimizing over Nash equilibria. We show the first unconditional lower bounds on the number of levels of SoS needed to achieve a constant factor approximation to this problem. While it may seem that Nash equilibria do not naturally lend themselves to convex optimization, we also describe a simple LP (linear programming) hierarchy that can find an approximate Nash equilibrium in time comparable to that of the LMM algorithm, although neither algorithm is obviously a generalization of the other. This LP can be viewed as arising from the SoS algorithm at log n levels -- matching our lower bounds. The lower bounds involve a modification of the Braverman-Ko-Weinstein embedding of CSPs into strategic games and techniques from sum-of-squares proof systems. The upper bound (i.e. analysis of the LP) uses information-theory techniques that have been recently applied to other linear- and semidefinite-programming hierarchies.
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