Tight Inapproximability for Graphical Games
Computer Science and Game Theory
2022-10-03 v1 Computational Complexity
Abstract
We provide a complete characterization for the computational complexity of finding approximate equilibria in two-action graphical games. We consider the two most well-studied approximation notions: -Nash equilibria (-NE) and -well-supported Nash equilibria (-WSNE), where . We prove that computing an -NE is PPAD-complete for any constant , while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a -NE. On the other hand, we show that computing an -WSNE is PPAD-complete for any constant , while a -WSNE is trivial to achieve, because any strategy profile is a -WSNE. All of our lower bounds immediately also apply to graphical games with more than two actions per player.
Keywords
Cite
@article{arxiv.2209.15151,
title = {Tight Inapproximability for Graphical Games},
author = {Argyrios Deligkas and John Fearnley and Alexandros Hollender and Themistoklis Melissourgos},
journal= {arXiv preprint arXiv:2209.15151},
year = {2022}
}