The Cut-and-Play Algorithm: Computing Nash Equilibria via Outer Approximations

Fuente: arXiv
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Autori principali: Carvalho, Margarida, Dragotto, Gabriele, Lodi, Andrea, Sankaranarayanan, Sriram
Natura: Preprint
Pubblicazione: 2021
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author Carvalho, Margarida
Dragotto, Gabriele
Lodi, Andrea
Sankaranarayanan, Sriram
author_facet Carvalho, Margarida
Dragotto, Gabriele
Lodi, Andrea
Sankaranarayanan, Sriram
contents We introduce Cut-and-Play, a practically-efficient algorithm for computing Nash equilibria in simultaneous non-cooperative games where players decide via nonconvex and possibly unbounded optimization problems with separable payoff functions. Our algorithm exploits an intrinsic relationship between the equilibria of the original nonconvex game and the ones of a convexified counterpart. In practice, Cut-and-Play formulates a series of convex approximations of the game and iteratively refines them with cutting planes and branching operations. Our algorithm does not require convexity or continuity of the player's optimization problems and can be integrated with existing optimization software. We test Cut-and-Play on two families of challenging nonconvex games involving discrete decisions and bilevel problems, and we empirically demonstrate that it efficiently computes equilibria while outperforming existing game-specific algorithms.
format Preprint
id arxiv_https___arxiv_org_abs_2111_05726
institution arXiv
publishDate 2021
record_format arxiv
spellingShingle The Cut-and-Play Algorithm: Computing Nash Equilibria via Outer Approximations
Carvalho, Margarida
Dragotto, Gabriele
Lodi, Andrea
Sankaranarayanan, Sriram
Optimization and Control
Computer Science and Game Theory
We introduce Cut-and-Play, a practically-efficient algorithm for computing Nash equilibria in simultaneous non-cooperative games where players decide via nonconvex and possibly unbounded optimization problems with separable payoff functions. Our algorithm exploits an intrinsic relationship between the equilibria of the original nonconvex game and the ones of a convexified counterpart. In practice, Cut-and-Play formulates a series of convex approximations of the game and iteratively refines them with cutting planes and branching operations. Our algorithm does not require convexity or continuity of the player's optimization problems and can be integrated with existing optimization software. We test Cut-and-Play on two families of challenging nonconvex games involving discrete decisions and bilevel problems, and we empirically demonstrate that it efficiently computes equilibria while outperforming existing game-specific algorithms.
title The Cut-and-Play Algorithm: Computing Nash Equilibria via Outer Approximations
topic Optimization and Control
Computer Science and Game Theory
url https://arxiv.org/abs/2111.05726