P与NP之间近似的硬度

A. Rubinstein
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引用次数: 7

摘要

纳什均衡是博弈论中的核心解决概念。自从纳什在1951年发表最初的论文以来,它已经在市场交易者的策略行为建模、拥挤网络中的(人类)司机和(电子)路由器、核裁军谈判中的国家等等方面找到了无数的应用。十年前,这个解决方案概念的相关性受到了计算机科学家的质疑,他们证明(在适当的复杂性假设下)计算纳什均衡是一个棘手的问题。如果中心化的,特别设计的算法不能找到纳什均衡,为什么我们要期望分布式的,自私的agent收敛到一个纳什均衡呢?剩下的希望是,至少可以有效地计算出近似的纳什均衡。了解是否存在近似纳什均衡的有效算法一直是过去十年该领域的核心开放问题。在本书中,我们提供了强有力的证据,证明即使找到一个近似的纳什均衡也是棘手的。我们为不同的设置(双人游戏和多人游戏)和模型(计算复杂性、查询复杂性和通信复杂性)证明了几个棘手的定理。特别是,我们的主要结果是,在一个合理和自然的复杂性假设下(“PPAD的指数时间假设”),没有多项式时间算法可以在两人博弈中找到近似的纳什均衡。二人博弈中的近似纳什均衡问题提出了一个独特的技术挑战:它是PPAD类的一员,它捕获了几个基本总体问题的复杂性,即总是有解决方案的问题;它也允许使用拟多项式时间算法。其中任何一种性质都被认为远远低于复杂度等级中的np困难问题;如果两者同时存在,它就刚好在P的上方,也就是所谓的难解边界。事实上,我们在本书中开发的工具在这一前沿领域的进步,对于证明其他几个复杂性介于P和NP之间的重要问题的近似硬度是有用的:布劳wer的不动点,市场均衡,CourseMatch (A-CEEI),最密集的k子图,社区检测,VC维和Littlestone维,以及零和游戏中的信号。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hardness of Approximation Between P and NP
Nash equilibrium is the central solution concept in Game Theory. Since Nash's original paper in 1951, it has found countless applications in modeling strategic behavior of traders in markets, (human) drivers and (electronic) routers in congested networks, nations in nuclear disarmament negotiations, and more. A decade ago, the relevance of this solution concept was called into question by computer scientists, who proved (under appropriate complexity assumptions) that computing a Nash equilibrium is an intractable problem. And if centralized, specially designed algorithms cannot find Nash equilibria, why should we expect distributed, selfish agents to converge to one? The remaining hope was that at least approximate Nash equilibria can be efficiently computed. Understanding whether there is an efficient algorithm for approximate Nash equilibrium has been the central open problem in this field for the past decade. In this book, we provide strong evidence that even finding an approximate Nash equilibrium is intractable. We prove several intractability theorems for different settings (two-player games and many-player games) and models (computational complexity, query complexity, and communication complexity). In particular, our main result is that under a plausible and natural complexity assumption ("Exponential Time Hypothesis for PPAD"), there is no polynomial-time algorithm for finding an approximate Nash equilibrium in two-player games. The problem of approximate Nash equilibrium in a two-player game poses a unique technical challenge: it is a member of the class PPAD, which captures the complexity of several fundamental total problems, i.e., problems that always have a solution; and it also admits a quasipolynomial time algorithm. Either property alone is believed to place this problem far below NP-hard problems in the complexity hierarchy; having both simultaneously places it just above P, at what can be called the frontier of intractability. Indeed, the tools we develop in this book to advance on this frontier are useful for proving hardness of approximation of several other important problems whose complexity lies between P and NP: Brouwer's fixed point, market equilibrium, CourseMatch (A-CEEI), densest k-subgraph, community detection, VC dimension and Littlestone dimension, and signaling in zero-sum games.
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