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A Distributed Algorithm for Optimising over Pure Strategy Nash Equilibria

AAAI Conferences

We develop an efficient algorithm for computing pure strategy Nash equilibria that satisfy various criteria (such as the utilitarian or Nash-Bernoulli social welfare functions) in games with sparse interaction structure. Our algorithm, called Valued Nash Propagation (VNP), integrates the optimisation problem of maximising a criterion with the constraint satisfaction problem of finding a game's equilibria to construct a criterion that defines a c -semiring. Given a suitably compact game structure, this criterion can be efficiently optimised using message-passing. To this end, we first show that VNP is complete in games whose interaction structure forms a hypertree. Then, we go on to provide theoretic and empirical results justifying its use on games with arbitrary structure; in particular, we show that it computes the optimum >82% of the time and otherwise selects an equilibrium that is always within 2% of the optimum on average.


Nash Propagation for Loopy Graphical Games

Neural Information Processing Systems

We introduce NashProp, an iterative and local message-passing algorithm for computing Nash equilibria in multi-player games represented by arbitrary undirected graphs. We provide a formal analysis and experimental evidence demonstrating that NashProp performs well on large graphical games with many loops, often converging in just a dozen iterations on graphs with hundreds of nodes. NashProp generalizes the tree algorithm of (Kearns et al. 2001), and can be viewed as similar in spirit to belief propagation in probabilistic inference, and thus complements the recent work of (Vickrey and Koller 2002), who explored a junction tree approach. Thus, as for probabilistic inference, we have at least two promising general-purpose approaches to equilibria computation in graphs.


Nash Propagation for Loopy Graphical Games

Neural Information Processing Systems

We introduce NashProp, an iterative and local message-passing algorithm for computing Nash equilibria in multi-player games represented by arbitrary undirected graphs. We provide a formal analysis and experimental evidence demonstrating that NashProp performs well on large graphical games with many loops, often converging in just a dozen iterations on graphs with hundreds of nodes. NashProp generalizes the tree algorithm of (Kearns et al. 2001), and can be viewed as similar in spirit to belief propagation in probabilistic inference, and thus complements the recent work of (Vickrey and Koller 2002), who explored a junction tree approach. Thus, as for probabilistic inference, we have at least two promising general-purpose approaches to equilibria computation in graphs.


Nash Propagation for Loopy Graphical Games

Neural Information Processing Systems

We introduce NashProp, an iterative and local message-passing algorithm forcomputing Nash equilibria in multi-player games represented by arbitrary undirected graphs. We provide a formal analysis and experimental evidencedemonstrating that NashProp performs well on large graphical games with many loops, often converging in just a dozen iterations ongraphs with hundreds of nodes. NashProp generalizes the tree algorithm of (Kearns et al. 2001), and can be viewed as similar in spirit to belief propagation in probabilistic inference,and thus complements the recent work of (Vickrey and Koller 2002), who explored a junction tree approach. Thus, as for probabilistic inference,we have at least two promising general-purpose approaches toequilibria computation in graphs.