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The Lemke–Howson algorithm is an
algorithm In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing ...
that computes a Nash equilibrium of a
bimatrix game In game theory, a bimatrix game is a simultaneous game for two players in which each player has a finite number of possible actions. The name comes from the fact that the normal form of such a game can be described by two matrices - matrix A descri ...
, named after its inventors,
Carlton E. Lemke Carlton Edward Lemke (October 11, 1920 - April 12, 2004) was an American mathematician. Lemke received his bachelor's degree in 1949 at the University of Buffalo and his PhD (Extremal Problems in Linear Inequalities) in 1953 at Carnegie Mellon ...
and J. T. Howson. It is said to be "the best known among the combinatorial algorithms for finding a Nash equilibrium", although more recently the Porter-Nudelman-Shoham algorithm has outperformed on a number of benchmarks.


Description

The input to the algorithm is a 2-player game ''G''. ''G'' is represented by two ''m'' × ''n'' game matrices A and B, containing the payoffs for players 1 and 2 respectively, who have ''m'' and ''n'' pure strategies respectively. In the following we assume that all payoffs are positive. (By rescaling, any game can be transformed to a strategically equivalent game with positive payoffs.) ''G'' has two corresponding
polytope In elementary geometry, a polytope is a geometric object with flat sides ('' faces''). Polytopes are the generalization of three-dimensional polyhedra to any number of dimensions. Polytopes may exist in any general number of dimensions as an ...
s (called the ''best-response polytopes'') P1 and P2, in ''m'' dimensions and ''n'' dimensions respectively, defined as follows. P1 is in R''m''; let denote the coordinates. P1 is defined by ''m'' inequalities ''x''''i'' ≥ 0, for all ''i'' ∈ , and a further ''n'' inequalities B1,''j''''x''1+...+B''m'',''j''''x''''m'' ≤ 1, for all ''j'' ∈ . P2 is in R''n''; let denote the coordinates. P2 is defined by ''n'' inequalities ''x''''m''+''i'' ≥ 0, for all ''i'' ∈ , and a further ''m'' inequalities A''i'',1''x''''m''+1+...+A''i'',''n''''x''''m''+''n'' ≤ 1, for all ''i'' ∈ . ''P''1 represents the set of unnormalized probability distributions over player 1's ''m'' pure strategies, such that player 2's expected payoff is at most 1. The first ''m'' constraints require the probabilities to be non-negative, and the other ''n'' constraints require each of the ''n'' pure strategies of player 2 to have an expected payoff of at most 1. P2 has a similar meaning, reversing the roles of the players. Each vertex ''v'' of P1 is associated with a set of labels from the set as follows. For ''i'' ∈ , vertex ''v'' gets the label ''i'' if ''x''''i'' = 0 at vertex ''v''. For ''j'' ∈ , vertex ''v'' gets the label ''m'' + ''j'' if ''B''1,''j''''x''1 + ... + ''B''''m'',''j''''x''''m'' = 1. Assuming that ''P''1 is nondegenerate, each vertex is incident to ''m'' facets of ''P''1 and has ''m'' labels. Note that the origin, which is a vertex of P1, has the labels . Each vertex ''w'' of ''P''2 is associated with a set of labels from the set as follows. For ''j'' ∈ , vertex ''w'' gets the label ''m'' + ''j'' if ''x''''m''+''j'' = 0 at vertex ''w''. For ''i'' ∈ , vertex ''w'' gets the label ''i'' if ''A''''i'',1''x''''m''+1 + ... + ''A''''i'',''n''''x''''m''+''n'' = 1. Assuming that P2 is nondegenerate, each vertex is incident to ''n'' facets of P2 and has ''n'' labels. Note that the origin, which is a vertex of P2, has the labels . Consider pairs of vertices (''v'',''w''), ''v'' ∈ P1, ''w'' ∈ ''P''2. We say that (''v'',''w'') is ''completely labeled'' if the sets associated with ''v'' and ''w'' contain all labels . Note that if ''v'' and ''w'' are the origins of R''m'' and R''n'' respectively, then (''v'',''w'') is completely labeled. We say that (''v'',''w'') is ''almost completely labeled'' (with respect to some missing label ''g'') if the sets associated with ''v'' and ''w'' contain all labels in other than ''g''. Note that in this case, there will be a ''duplicate label'' that is associated with both ''v'' and ''w''. A ''pivot operation'' consists of taking some pair (''v'',''w'') and replacing ''v'' with some vertex adjacent to ''v'' in P1, or alternatively replacing ''w'' with some vertex adjacent to ''w'' in P2. This has the effect (in the case that ''v'' is replaced) of replacing some label of ''v'' with some other label. The replaced label is said to be ''dropped''. Given any label of ''v'', it is possible to drop that label by moving to a vertex adjacent to ''v'' that does not contain the hyperplane associated with that label. The algorithm starts at the completely labeled pair (''v'',''w'') consisting of the pair of origins. An arbitrary label ''g'' is dropped via a pivot operation, taking us to an almost completely labeled pair (''v′'',''w′''). Any almost completely labeled pair admits two pivot operations corresponding to dropping one or other copy of its duplicated label, and each of these operations may result in another almost completely labeled pair, or a completely labeled pair. Eventually the algorithm finds a completely labeled pair (''v''*,''w''*), which is not the origin. (''v''*,''w''*) corresponds to a pair of unnormalised probability distributions in which every strategy ''i'' of player 1 either pays that player 1, or pays less than 1 and is played with probability 0 by that player (and a similar observation holds for player 2). Normalizing these values to probability distributions, we have a Nash equilibrium (whose payoffs to the players are the inverses of the normalization factors).


Properties

The algorithm can find at most ''n'' + ''m'' different Nash equilibria. Any choice of initially-dropped label determines the equilibrium that is eventually found by the algorithm. The Lemke–Howson algorithm is equivalent to the following
homotopy In topology, a branch of mathematics, two continuous functions from one topological space to another are called homotopic (from grc, ὁμός "same, similar" and "place") if one can be "continuously deformed" into the other, such a defor ...
-based approach. Modify ''G'' by selecting an arbitrary pure strategy ''g'', and giving the player who owns that strategy, a large payment ''B'' to play it. In the modified game, that strategy ''g'' is played with probability 1, and the other player will play his best response to ''g'' with probability 1. Consider the continuum of games in which ''B'' is continuously reduced to 0. There exists a path of Nash equilibria connecting the unique equilibrium of the modified game, to an equilibrium of ''G''. The pure strategy ''g'' chosen to receive the bonus ''B'' corresponds to the initially dropped label. While the algorithm is efficient in practice, in the worst case the number of pivot operations may need to be exponential in the number of pure strategies in the game. Subsequently, it has been shown that it is
PSPACE-complete In computational complexity theory, a decision problem is PSPACE-complete if it can be solved using an amount of memory that is polynomial in the input length (polynomial space) and if every other problem that can be solved in polynomial space can b ...
to find any of the solutions that can be obtained with the Lemke–Howson algorithm.


References

{{DEFAULTSORT:Lemke-Howson algorithm Game theory Non-cooperative games Combinatorial algorithms