Finding pure Nash equilibria in large random games

Fuente: arXiv
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Autores principales: Collevecchio, Andrea, Nguyen, Tuan-Minh, Zhong, Ziwen
Formato: Preprint
Publicado: 2024
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_version_ 1866910568170913792
author Collevecchio, Andrea
Nguyen, Tuan-Minh
Zhong, Ziwen
author_facet Collevecchio, Andrea
Nguyen, Tuan-Minh
Zhong, Ziwen
contents Best Response Dynamics (BRD) is a class of strategy updating rules to find Pure Nash Equilibria (PNE) in a game. At each step, a player is randomly picked, and the player switches to a "best response" strategy based on the strategies chosen by others, so that the new strategy profile maximises their payoff. If no such strategy exists, a different player will be chosen randomly. When no player wants to change their strategy anymore, the process reaches a PNE and will not deviate from it. On the other hand, either PNE may not exist, or BRD could be "trapped" within a subgame that has no PNE. We consider a random game with $N$ players, each with two actions available, and i.i.d. payoffs, in which the payoff distribution may have an atom, i.e. ties are allowed. We study a class of random walks in a random medium on the $N$-dimensional hypercube induced by the random game. The medium contains two types of obstacles corresponding to PNE and traps. The class of processes we analyze includes BRD, simple random walks on the hypercube, and many other nearest neighbour processes. We prove that, with high probability, these processes reach a PNE before hitting any trap.
format Preprint
id arxiv_https___arxiv_org_abs_2406_09732
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Finding pure Nash equilibria in large random games
Collevecchio, Andrea
Nguyen, Tuan-Minh
Zhong, Ziwen
Probability
Computer Science and Game Theory
Theoretical Economics
91A10, 91A06, 60K35, 60K37
Best Response Dynamics (BRD) is a class of strategy updating rules to find Pure Nash Equilibria (PNE) in a game. At each step, a player is randomly picked, and the player switches to a "best response" strategy based on the strategies chosen by others, so that the new strategy profile maximises their payoff. If no such strategy exists, a different player will be chosen randomly. When no player wants to change their strategy anymore, the process reaches a PNE and will not deviate from it. On the other hand, either PNE may not exist, or BRD could be "trapped" within a subgame that has no PNE. We consider a random game with $N$ players, each with two actions available, and i.i.d. payoffs, in which the payoff distribution may have an atom, i.e. ties are allowed. We study a class of random walks in a random medium on the $N$-dimensional hypercube induced by the random game. The medium contains two types of obstacles corresponding to PNE and traps. The class of processes we analyze includes BRD, simple random walks on the hypercube, and many other nearest neighbour processes. We prove that, with high probability, these processes reach a PNE before hitting any trap.
title Finding pure Nash equilibria in large random games
topic Probability
Computer Science and Game Theory
Theoretical Economics
91A10, 91A06, 60K35, 60K37
url https://arxiv.org/abs/2406.09732