The Complexity of Proper Equilibrium in Extensive-Form and Polytope Games

Fuente: arXiv
Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Zhang, Brian Hu, Anagnostides, Ioannis, Fragkia, Kiriaki, Balcan, Maria-Florina, Sandholm, Tuomas
Format: Preprint
Veröffentlicht: 2026
Schlagworte:
Online-Zugang:
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866918331431256064
author Zhang, Brian Hu
Anagnostides, Ioannis
Fragkia, Kiriaki
Balcan, Maria-Florina
Sandholm, Tuomas
author_facet Zhang, Brian Hu
Anagnostides, Ioannis
Fragkia, Kiriaki
Balcan, Maria-Florina
Sandholm, Tuomas
contents The proper equilibrium, introduced by Myerson (1978), is a classic refinement of the Nash equilibrium that has been referred to as the "mother of all refinements." For normal-form games, computing a proper equilibrium is known to be PPAD-complete for two-player games and FIXP$_a$-complete for games with at least three players. However, the complexity beyond normal-form games -- in particular, for extensive-form games (EFGs) -- was a long-standing open problem first highlighted by Miltersen and Sørensen (SODA '08). In this paper, we resolve this problem by establishing PPAD- and FIXP$_a$-membership (and hence completeness) of normal-form proper equilibria in two-player and multi-player EFGs respectively. Our main ingredient is a technique for computing a perturbed (proper) best response that can be computed efficiently in EFGs. This is despite the fact that, as we show, computing a best response using the classic perturbation of Kohlberg and Mertens based on the permutahedron is #P-hard even in Bayesian games. In stark contrast, we show that computing a proper equilibrium in polytope games is NP-hard. This marks the first natural class in which the complexity of computing equilibrium refinements does not collapse to that of Nash equilibria, and the first problem in which equilibrium computation in polytope games is strictly harder -- unless there is a collapse in the complexity hierarchy -- relative to extensive-form games.
format Preprint
id arxiv_https___arxiv_org_abs_2602_10096
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle The Complexity of Proper Equilibrium in Extensive-Form and Polytope Games
Zhang, Brian Hu
Anagnostides, Ioannis
Fragkia, Kiriaki
Balcan, Maria-Florina
Sandholm, Tuomas
Computer Science and Game Theory
The proper equilibrium, introduced by Myerson (1978), is a classic refinement of the Nash equilibrium that has been referred to as the "mother of all refinements." For normal-form games, computing a proper equilibrium is known to be PPAD-complete for two-player games and FIXP$_a$-complete for games with at least three players. However, the complexity beyond normal-form games -- in particular, for extensive-form games (EFGs) -- was a long-standing open problem first highlighted by Miltersen and Sørensen (SODA '08). In this paper, we resolve this problem by establishing PPAD- and FIXP$_a$-membership (and hence completeness) of normal-form proper equilibria in two-player and multi-player EFGs respectively. Our main ingredient is a technique for computing a perturbed (proper) best response that can be computed efficiently in EFGs. This is despite the fact that, as we show, computing a best response using the classic perturbation of Kohlberg and Mertens based on the permutahedron is #P-hard even in Bayesian games. In stark contrast, we show that computing a proper equilibrium in polytope games is NP-hard. This marks the first natural class in which the complexity of computing equilibrium refinements does not collapse to that of Nash equilibria, and the first problem in which equilibrium computation in polytope games is strictly harder -- unless there is a collapse in the complexity hierarchy -- relative to extensive-form games.
title The Complexity of Proper Equilibrium in Extensive-Form and Polytope Games
topic Computer Science and Game Theory
url https://arxiv.org/abs/2602.10096