English

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: ε\varepsilon-Nash equilibria (ε\varepsilon-NE) and ε\varepsilon-well-supported Nash equilibria (ε\varepsilon-WSNE), where ε[0,1]\varepsilon \in [0,1]. We prove that computing an ε\varepsilon-NE is PPAD-complete for any constant ε<1/2\varepsilon < 1/2, while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a 1/21/2-NE. On the other hand, we show that computing an ε\varepsilon-WSNE is PPAD-complete for any constant ε<1\varepsilon < 1, while a 11-WSNE is trivial to achieve, because any strategy profile is a 11-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}
}
R2 v1 2026-06-28T02:25:09.811Z