Succinct game
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In
algorithmic game theory Algorithmic game theory (AGT) is an interdisciplinary field at the intersection of game theory and computer science, focused on understanding and designing algorithms for environments where multiple strategic agents interact. This research area com ...
, a succinct game or a succinctly representable game is a game which may be represented in a size much smaller than its normal form representation. Without placing constraints on player utilities, describing a game of n players, each facing s strategies, requires listing ns^n utility values. Even trivial algorithms are capable of finding a
Nash equilibrium In game theory, the Nash equilibrium is the most commonly used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy (holding all other players' strategies fixed) ...
in a time
polynomial In mathematics, a polynomial is a Expression (mathematics), mathematical expression consisting of indeterminate (variable), indeterminates (also called variable (mathematics), variables) and coefficients, that involves only the operations of addit ...
in the length of such a large input. A succinct game is of ''polynomial type'' if in a game represented by a string of length ''n'' the number of players, as well as the number of strategies of each player, is bounded by a polynomial in ''n'' (a formal definition, describing succinct games as a
computational problem In theoretical computer science, a computational problem is one that asks for a solution in terms of an algorithm. For example, the problem of factoring :"Given a positive integer ''n'', find a nontrivial prime factor of ''n''." is a computati ...
, is given by Papadimitriou & Roughgarden 2008).


Types of succinct games


Graphical games

Graphical games are games in which the utilities of each player depends on the actions of very few other players. If d is the greatest number of players by whose actions any single player is affected (that is, it is the indegree of the game graph), the number of utility values needed to describe the game is ns^, which, for a small d is a considerable improvement. It has been shown that any normal form game is reducible to a graphical game with all degrees bounded by three and with two strategies for each player. Unlike normal form games, the problem of finding a pure Nash equilibrium in graphical games (if one exists) is
NP-complete In computational complexity theory, NP-complete problems are the hardest of the problems to which ''solutions'' can be verified ''quickly''. Somewhat more precisely, a problem is NP-complete when: # It is a decision problem, meaning that for any ...
. The problem of finding a (possibly mixed) Nash equilibrium in a graphical game is
PPAD In computer science, PPAD ("Polynomial Parity Arguments on Directed graphs") is a complexity class introduced by Christos Papadimitriou in 1994. PPAD is a subclass of TFNP based on functions that can be shown to be total by a parity argument. The ...
-complete. Finding a correlated equilibrium of a graphical game can be done in polynomial time, and for a graph with a bounded
treewidth In graph theory, the treewidth of an undirected graph is an integer number which specifies, informally, how far the graph is from being a tree. The smallest treewidth is 1; the graphs with treewidth 1 are exactly the trees and the forests ...
, this is also true for finding an ''optimal'' correlated equilibrium.


Sparse games

Sparse games are those where most of the utilities are zero. Graphical games may be seen as a special case of sparse games. For a two player game, a sparse game may be defined as a game in which each row and column of the two payoff (utility) matrices has at most a constant number of non-zero entries. It has been shown that finding a Nash equilibrium in such a sparse game is PPAD-hard, and that there does not exist a fully polynomial-time approximation scheme unless PPAD is in P.


Symmetric games

In
symmetric game In game theory, a symmetric game is a game where the payoffs for playing a particular strategy depend only on the other strategies employed, not on who is playing them. If one can change the identities of the players without changing the payoff t ...
s all players are identical, so in evaluating the utility of a combination of strategies, all that matters is how many of the n players play each of the s strategies. Thus, describing such a game requires giving only s\tbinom utility values. In a symmetric game with 2 strategies there always exists a pure Nash equilibrium – although a ''symmetric'' pure Nash equilibrium may not exist. The problem of finding a pure Nash equilibrium in a symmetric game (with possibly more than two players) with a constant number of actions is in AC0; however, when the number of actions grows with the number of players (even linearly) the problem is NP-complete. In any symmetric game there exists a symmetric equilibrium. Given a symmetric game of ''n'' players facing ''k'' strategies, a symmetric equilibrium may be found in polynomial time if k=O(\log n/\log \log n). Finding a correlated equilibrium in symmetric games may be done in polynomial time.


Anonymous games

In anonymous games, players have different utilities but do not distinguish between other players (for instance, having to choose between "go to cinema" and "go to bar" while caring only how crowded will each place be, not who'll they meet there). In such a game a player's utility again depends on how many of his peers choose which strategy, and his own, so sn\tbinom utility values are required. If the number of actions grows with the number of players, finding a pure Nash equilibrium in an anonymous game is
NP-hard In computational complexity theory, a computational problem ''H'' is called NP-hard if, for every problem ''L'' which can be solved in non-deterministic polynomial-time, there is a polynomial-time reduction from ''L'' to ''H''. That is, assumi ...
. An optimal correlated equilibrium of an anonymous game may be found in polynomial time. When the number of strategies is 2, there is a known PTAS for finding an ε-approximate Nash equilibrium.


Polymatrix games

In a polymatrix game (also known as a ''multimatrix game''), there is a utility matrix for every pair of players ''(i,j)'', denoting a component of player i's utility. Player i's final utility is the sum of all such components. The number of utilities values required to represent such a game is O(n^2*s^2). Polymatrix games always have at least one mixed Nash equilibrium. The problem of finding a Nash equilibrium in a polymatrix game is PPAD-complete. Moreover, the problem of finding a constant approximate Nash equilibrium in a polymatrix game is also PPAD-complete. Finding a correlated equilibrium of a polymatrix game can be done in polynomial time. Note that even if pairwise games played between players have pure Nash equilibria, the global interaction does not necessarily admit a pure Nash equilibrium (although a mixed Nash equilibrium must exist). Checking if a pure Nash equilibrium exists is a
strongly NP-complete In computational complexity, strong NP-completeness is a property of computational problems that is a special case of NP-completeness. A general computational problem may have numerical parameters. For example, the input to the bin packing proble ...
problem. Competitive polymatrix games with only zero-sum interactions between players are a generalization of two-player zero-sum games. The
Minimax theorem In the mathematical area of game theory and of convex optimization, a minimax theorem is a theorem that claims that : \max_ \min_ f(x,y) = \min_ \max_f(x,y) under certain conditions on the sets X and Y and on the function f. It is always true that ...
originally formulated for two-player games by von Neumann generalizes to zero-sum polymatrix games. Same as two-player zero-sum games, polymatrix zero-sum games have mixed Nash equilibria that can be computed in polynomial time and those equilibria coincide with correlated equilibria. But some other properties of two-player zero-sum games do not generalize. Notably, players need not have a unique value of the game and equilibrium strategies are not max-min strategies in a sense that worst-case payoffs of players are not maximized when using an equilibrium strategy. There exists an open source Python library for simulating competitive polymatrix games. Polymatrix games which have coordination games on their edges are potential games Rahn, Mona and Schafer, Guido (2015) Efficient Equilibria in Polymatrix Coordination Games https://arxiv.org/pdf/1504.07518.pdf and can be solved using a potential function method.


Circuit games

The most flexible of way of representing a succinct game is by representing each player by a polynomial-time bounded
Turing machine A Turing machine is a mathematical model of computation describing an abstract machine that manipulates symbols on a strip of tape according to a table of rules. Despite the model's simplicity, it is capable of implementing any computer algori ...
, which takes as its input the actions of all players and outputs the player's utility. Such a Turing machine is equivalent to a
Boolean circuit In computational complexity theory and circuit complexity, a Boolean circuit is a mathematical model for combinational digital logic circuits. A formal language can be decided by a family of Boolean circuits, one circuit for each possible inpu ...
, and it is this representation, known as circuit games, that we will consider. Computing the value of a 2-player zero-sum circuit game is an
EXP Exp or EXP may stand for: * Exponential function, in mathematics * Expiry date of organic compounds like food or medicines * Experience point An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop r ...
-complete problem, and approximating the value of such a game up to a multiplicative factor is known to be in
PSPACE In computational complexity theory, PSPACE is the set of all decision problems that can be solved by a Turing machine using a polynomial amount of space. Formal definition If we denote by SPACE(''f''(''n'')), the set of all problems that can ...
. Determining whether a pure Nash equilibrium exists is a \Sigma_2^-complete problem (see
Polynomial hierarchy In computational complexity theory, the polynomial hierarchy (sometimes called the polynomial-time hierarchy) is a hierarchy of complexity classes that generalize the classes NP and co-NP. Each class in the hierarchy is contained within PSPACE. ...
).


Other representations

Many other types of succinct game exist (many having to do with allocation of resources). Examples include congestion games, network congestion games, scheduling games, local effect games, facility location games, action-graph games, hypergraphical games and more.


Summary of complexities of finding equilibria

Below is a table of some known complexity results for finding certain classes of equilibria in several game representations. "NE" stands for "Nash equilibrium", and "CE" for "correlated equilibrium". ''n'' is the number of players and ''s'' is the number of strategies each player faces (we're assuming all players face the same number of strategies). In graphical games, ''d'' is the maximum indegree of the game graph. For references, see main article text.


Notes


External links


Algorithmic Game Theory: The Computational Complexity of Pure Nash
{{Game theory Game theory game classes