Related papers: (weak) Calibration is Computationally Hard
We derive sublinear-time quantum algorithms for computing the Nash equilibrium of two-player zero-sum games, based on efficient Gibbs sampling methods. We are able to achieve speed-ups for both dense and sparse payoff matrices at the cost…
We consider a scheduling game on parallel related machines, in which jobs try to minimize their completion time by choosing a machine to be processed on. Each machine uses an individual priority list to decide on the order according to…
Computing Nash equilibrium in multi-agent games is a longstanding challenge at the interface of game theory and computer science. It is well known that a general normal form game in N players and k strategies requires exponential space…
We propose to smooth out the calibration score, which measures how good a forecaster is, by combining nearby forecasts. While regular calibration can be guaranteed only by randomized forecasting procedures, we show that smooth calibration…
The recently defined class of integer programming games (IPG) models situations where multiple self-interested decision makers interact, with their strategy sets represented by a finite set of linear constraints together with integer…
We consider (i) the problem of finding a (possibly mixed) Nash equilibrium in congestion games, and (ii) the problem of finding an (exponential precision) fixed point of the gradient descent dynamics of a smooth function $f:[0,1]^n…
We revisit the complexity of deciding, given a {\it bimatrix game,} whether it has a {\it Nash equilibrium} with certain natural properties; such decision problems were early known to be ${\mathcal{NP}}$-hard~\cite{GZ89}. We show that…
We study the computational complexity of computing or approximating a quasi-proper equilibrium for a given finite extensive form game of perfect recall. We show that the task of computing a symbolic quasi-proper equilibrium is…
Congestion games constitute an important class of games to model resource allocation by different users. As computing an exact or even an approximate pure Nash equilibrium is in general PLS-complete, Caragiannis et al. (2011) present a…
We present a polynomial-time algorithm that always finds an (approximate) Nash equilibrium for repeated two-player stochastic games. The algorithm exploits the folk theorem to derive a strategy profile that forms an equilibrium by…
We study constrained bi-matrix games, with a particular focus on low-rank games. Our main contribution is a framework that reduces low-rank games to smaller, equivalent constrained games, along with a necessary and sufficient condition for…
We study here several variants of the covariates fine balance problem where we generalize some of these problems and introduce a number of others. We present here a comprehensive complexity study of the covariates problems providing…
The optimization of power systems involves complex uncertainties, such as technological progress, political context, geopolitical constraints. Negotiations at COP21 are complicated by the huge number of scenarios that various people want to…
Let F be a holomorphic map whose components satisfy some polynomial relations. We present an algorithm for constructing Nash maps locally approximating F, whose components satisfy the same relations.
Our goal is to find accurate and efficient algorithms, when they exist, for evaluating rational expressions containing floating point numbers, and for computing matrix factorizations (like LU and the SVD) of matrices with rational…
This paper studies Nash equilibrium problems that are given by polynomial functions. We formulate efficient polynomial optimization problems for computing Nash equilibria. The Lasserre type Moment-SOS relaxations are used to solve them.…
The computational complexity of the partition, 0-1 subset sum, unbounded subset sum, 0-1 knapsack and unbounded knapsack problems and their multiple variants were studied in numerous papers in the past where all the weights and profits were…
We study techniques to incentivize self-interested agents to form socially desirable solutions in scenarios where they benefit from mutual coordination. Towards this end, we consider coordination games where agents have different intrinsic…
We prove that finding an $\epsilon$-approximate Nash equilibrium is PPAD-complete for constant $\epsilon$ and a particularly simple class of games: polymatrix, degree 3 graphical games, in which each player has only two actions. As…
In an epsilon-Nash equilibrium, a player can gain at most epsilon by changing his behaviour. Recent work has addressed the question of how best to compute epsilon-Nash equilibria, and for what values of epsilon a polynomial-time algorithm…