The Complexity of Equilibrium Refinements in Potential Games

Fuente: arXiv
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Main Authors: Anagnostides, Ioannis, Balcan, Maria-Florina, Fragkia, Kiriaki, Sandholm, Tuomas, Tewolde, Emanuel, Zhang, Brian Hu
Format: Preprint
Published: 2025
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author Anagnostides, Ioannis
Balcan, Maria-Florina
Fragkia, Kiriaki
Sandholm, Tuomas
Tewolde, Emanuel
Zhang, Brian Hu
author_facet Anagnostides, Ioannis
Balcan, Maria-Florina
Fragkia, Kiriaki
Sandholm, Tuomas
Tewolde, Emanuel
Zhang, Brian Hu
contents The complexity of computing equilibrium refinements has been at the forefront of algorithmic game theory research, but it has remained open in the seminal class of potential games; we close this fundamental gap in this paper. We first show that computing a pure(-strategy) perfect or proper equilibrium is $\mathsf{PLS}$-complete in concise potential games in normal form. For pure perfect equilibria, we extend this result to general polytope games, which includes extensive-form games. We next turn to more structured classes of games, namely symmetric network congestion and symmetric matroid congestion games. For both classes, we show that a pure perfect equilibrium can be computed in polynomial time, strengthening the existing results for pure Nash equilibria. More broadly, we make a connection between strongly polynomial-time algorithms and efficient perturbed optimization using fractional interpolation. On the other hand, we establish that, for a certain class of potential games, there is an exponential separation in the length of the best-response path between perfect and Nash equilibria. Finally, for mixed strategies, we prove that computing a point geometrically near a perfect equilibrium requires a doubly exponentially small perturbation even in $3$-player potential games in normal form. As a byproduct, this significantly strengthens and simplifies a seminal result of Etessami and Yannakakis (FOCS '07). On the flip side, in the special case of polymatrix potential games, we show that equilibrium refinements are amenable to perturbed gradient descent dynamics, thereby belonging to the complexity class $\mathsf{CLS}$. This provides a principled and practical way of refining the landscape of gradient descent in constrained optimization.
format Preprint
id arxiv_https___arxiv_org_abs_2511_03968
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle The Complexity of Equilibrium Refinements in Potential Games
Anagnostides, Ioannis
Balcan, Maria-Florina
Fragkia, Kiriaki
Sandholm, Tuomas
Tewolde, Emanuel
Zhang, Brian Hu
Computer Science and Game Theory
The complexity of computing equilibrium refinements has been at the forefront of algorithmic game theory research, but it has remained open in the seminal class of potential games; we close this fundamental gap in this paper. We first show that computing a pure(-strategy) perfect or proper equilibrium is $\mathsf{PLS}$-complete in concise potential games in normal form. For pure perfect equilibria, we extend this result to general polytope games, which includes extensive-form games. We next turn to more structured classes of games, namely symmetric network congestion and symmetric matroid congestion games. For both classes, we show that a pure perfect equilibrium can be computed in polynomial time, strengthening the existing results for pure Nash equilibria. More broadly, we make a connection between strongly polynomial-time algorithms and efficient perturbed optimization using fractional interpolation. On the other hand, we establish that, for a certain class of potential games, there is an exponential separation in the length of the best-response path between perfect and Nash equilibria. Finally, for mixed strategies, we prove that computing a point geometrically near a perfect equilibrium requires a doubly exponentially small perturbation even in $3$-player potential games in normal form. As a byproduct, this significantly strengthens and simplifies a seminal result of Etessami and Yannakakis (FOCS '07). On the flip side, in the special case of polymatrix potential games, we show that equilibrium refinements are amenable to perturbed gradient descent dynamics, thereby belonging to the complexity class $\mathsf{CLS}$. This provides a principled and practical way of refining the landscape of gradient descent in constrained optimization.
title The Complexity of Equilibrium Refinements in Potential Games
topic Computer Science and Game Theory
url https://arxiv.org/abs/2511.03968