Epsilon-equilibrium
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In game theory, an epsilon-equilibrium, or near-Nash equilibrium, is a strategy profile that approximately satisfies the condition of Nash equilibrium. In a Nash equilibrium, no player has an incentive to change his behavior. In an approximate Nash equilibrium, this requirement is weakened to allow the possibility that a player may have a small incentive to do something different. This may still be considered an adequate solution concept, assuming for example status quo bias. This solution concept may be preferred to Nash equilibrium due to being easier to compute, or alternatively due to the possibility that in games of more than 2 players, the probabilities involved in an exact Nash equilibrium need not be
rational numbers In mathematics, a rational number is a number that can be expressed as the quotient or fraction of two integers, a numerator and a non-zero denominator . For example, is a rational number, as is every integer (e.g. ). The set of all rat ...
.


Definition

There is more than one alternative definition.


The standard definition

Given a game and a real non-negative parameter \varepsilon, a strategy profile is said to be an \varepsilon-equilibrium if it is not possible for any player to gain more than \varepsilon in expected payoff by unilaterally deviating from his strategy. Every Nash Equilibrium is equivalent to an \varepsilon-equilibrium where \varepsilon = 0. Formally, let G = (N, A=A_1 \times \dotsb \times A_N, u\colon A \to R^N) be an N-player game with action sets A_i for each player i and utility function u. Let u_i (s) denote the payoff to player i when strategy profile s is played. Let \Delta_i be the space of probability distributions over A_i. A vector of strategies \sigma \in \Delta = \Delta_1 \times \dotsb \times \Delta_N is an \varepsilon-Nash Equilibrium for G if :u_i(\sigma)\geq u_i(\sigma_i^',\sigma_)-\varepsilon for all \sigma_i^' \in \Delta_i, i \in N.


Well-supported approximate equilibrium

The following definition imposes the stronger requirement that a player may only assign positive probability to a pure strategy a if the payoff of a has expected payoff at most \varepsilon less than the best response payoff. Let x_s be the probability that strategy profile s is played. For player p let S_ be strategy profiles of players other than p; for s\in S_ and a pure strategy j of p let js be the strategy profile where p plays j and other players play s. Let u_p(s) be the payoff to p when strategy profile s is used. The requirement can be expressed by the formula :\sum_u_p(js)x_s > \varepsilon+\sum_u_p(j's)x_s \Longrightarrow x^p_ = 0.


Results

The existence of a
polynomial-time approximation scheme In computer science (particularly algorithmics), a polynomial-time approximation scheme (PTAS) is a type of approximation algorithm for optimization problems (most often, NP-hard optimization problems). A PTAS is an algorithm which takes an insta ...
(PTAS) for ε-Nash equilibria is equivalent to the question of whether there exists one for ε-well-supported approximate Nash equilibria, but the existence of a PTAS remains an open problem. For constant values of ε, polynomial-time algorithms for approximate equilibria are known for lower values of ε than are known for well-supported approximate equilibria. For games with payoffs in the range ,1and ε=0.3393, ε-Nash equilibria can be computed in polynomial time For games with payoffs in the range ,1and ε=2/3, ε-well-supported equilibria can be computed in polynomial time


Example

The notion of ε-equilibria is important in the theory of stochastic games of potentially infinite duration. There are simple examples of stochastic games with no Nash equilibrium but with an ε-equilibrium for any ε strictly bigger than 0. Perhaps the simplest such example is the following variant of
Matching Pennies Matching pennies is the name for a simple game used in game theory. It is played between two players, Even and Odd. Each player has a penny and must secretly turn the penny to heads or tails. The players then reveal their choices simultaneously ...
, suggested by Everett. Player 1 hides a penny and Player 2 must guess if it is heads up or tails up. If Player 2 guesses correctly, he wins the penny from Player 1 and the game ends. If Player 2 incorrectly guesses that the penny is heads up, the game ends with payoff zero to both players. If he incorrectly guesses that it is tails up, the game repeats. If the play continues forever, the payoff to both players is zero. Given a parameter ''ε'' > 0, any strategy profile where Player 2 guesses heads up with probability ε and tails up with probability 1 − ''ε'' (at every stage of the game, and independently from previous stages) is an ''ε''-equilibrium for the game. The expected payoff of Player 2 in such a strategy profile is at least 1 − ''ε''. However, it is easy to see that there is no strategy for Player 2 that can guarantee an expected payoff of exactly 1. Therefore, the game has no Nash equilibrium. Another simple example is the finitely repeated prisoner's dilemma for T periods, where the payoff is averaged over the T periods. The only Nash equilibrium of this game is to choose Defect in each period. Now consider the two strategies
tit-for-tat Tit for tat is an English saying meaning "equivalent retaliation". It developed from "tip for tap", first recorded in 1558. It is also a highly effective strategy in game theory. An agent using this strategy will first cooperate, then subseque ...
and
grim trigger In game theory, grim trigger (also called the grim strategy or just grim) is a trigger strategy for a repeated game. Initially, a player using grim trigger will cooperate, but as soon as the opponent defects (thus satisfying the trigger condition) ...
. Although neither
tit-for-tat Tit for tat is an English saying meaning "equivalent retaliation". It developed from "tip for tap", first recorded in 1558. It is also a highly effective strategy in game theory. An agent using this strategy will first cooperate, then subseque ...
nor
grim trigger In game theory, grim trigger (also called the grim strategy or just grim) is a trigger strategy for a repeated game. Initially, a player using grim trigger will cooperate, but as soon as the opponent defects (thus satisfying the trigger condition) ...
are Nash equilibria for the game, both of them are \epsilon-equilibria for some positive \epsilon. The acceptable values of \epsilon depend on the payoffs of the constituent game and on the number T of periods. In economics, the concept of a
pure strategy In game theory, a player's strategy is any of the options which they choose in a setting where the outcome depends ''not only'' on their own actions ''but'' on the actions of others. The discipline mainly concerns the action of a player in a game ...
epsilon-equilibrium is used when the mixed-strategy approach is seen as unrealistic. In a pure-strategy epsilon-equilibrium, each player chooses a pure-strategy that is within epsilon of its best pure-strategy. For example, in the
Bertrand–Edgeworth model In microeconomics, the Bertrand–Edgeworth model of price-setting oligopoly looks at what happens when there is a homogeneous product (i.e. consumers want to buy from the cheapest seller) where there is a limit to the output of firms which are wil ...
, where no pure-strategy equilibrium exists, a pure-strategy epsilon equilibrium may exist.


References

;Inline citations ;Sources * H Dixonbr>Approximate Bertrand Equilibrium in a Replicated Industry
Review of Economic Studies, 54 (1987), pages 47–62. *H. Everett. "Recursive Games". In H.W. Kuhn and A.W. Tucker, editors. ''Contributions to the theory of games'', vol. III, volume 39 of ''Annals of Mathematical Studies''. Princeton University Press, 1957. * . An 88-page mathematical introduction; see Section 3.7
Free online
at many universities. * R. Radner. ''Collusive behavior in non-cooperative epsilon equilibria of oligopolies with long but finite lives'', Journal of Economic Theory, 22, 121–157, 1980. * . A comprehensive reference from a computational perspective; see Section 3.4.7
Downloadable free online
*S.H. Tijs. ''Nash equilibria for noncooperative ''n''-person games in normal form'', SIAM Review, 23, 225–237, 1981. {{DEFAULTSORT:Epsilon-Equilibrium Game theory equilibrium concepts