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Graphical Models for Game Theory (1301.2281v2)

Published 10 Jan 2013 in cs.GT and cs.AI

Abstract: In this work, we introduce graphical modelsfor multi-player game theory, and give powerful algorithms for computing their Nash equilibria in certain cases. An n-player game is given by an undirected graph on n nodes and a set of n local matrices. The interpretation is that the payoff to player i is determined entirely by the actions of player i and his neighbors in the graph, and thus the payoff matrix to player i is indexed only by these players. We thus view the global n-player game as being composed of interacting local games, each involving many fewer players. Each player's action may have global impact, but it occurs through the propagation of local influences.Our main technical result is an efficient algorithm for computing Nash equilibria when the underlying graph is a tree (or can be turned into a tree with few node mergings). The algorithm runs in time polynomial in the size of the representation (the graph and theassociated local game matrices), and comes in two related but distinct flavors. The first version involves an approximation step, and computes a representation of all approximate Nash equilibria (of which there may be an exponential number in general). The second version allows the exact computation of Nash equilibria at the expense of weakened complexity bounds. The algorithm requires only local message-passing between nodes (and thus can be implemented by the players themselves in a distributed manner). Despite an analogy to inference in Bayes nets that we develop, the analysis of our algorithm is more involved than that for the polytree algorithm in, owing partially to the fact that we must either compute, or select from, an exponential number of potential solutions. We discuss a number of extensions, such as the computation of equilibria with desirable global properties (e.g. maximizing global return), and directions for further research.

Citations (687)

Summary

  • The paper demonstrates that tree-structured graphical models enable efficient computation of Nash equilibria using a message-passing algorithm and strategy discretization.
  • It introduces both a polynomial-time approximation algorithm and an exact exponential-time method based on unions of axis-parallel rectangles.
  • The work highlights practical implications for scalable applications of game theory in distributed systems and competitive network settings.

Graphical Models for Game Theory

Introduction

The paper "Graphical Models for Game Theory" by Kearns, Littman, and Singh proposes a novel and compact graph-theoretic representation to streamline multi-party game theory, particularly focusing on one-stage games. The authors introduce an algorithm capable of efficiently computing approximate Nash equilibria within tree-structured or sparse graph representations of games. Traditional approaches to multi-player game theory often rely on extensive tabular forms, which can be computationally intractable when scaling up to large multi-agent systems. This work diverges by leveraging graphical models to significantly reduce computational burdens and open avenues for efficient algorithmic solutions.

Formal Representation and Main Result

A significant contribution of this paper is the introduction of graphical models for multi-player games. An nn-player game is represented using an undirected graph where each vertex corresponds to a player, and the edges denote interactions between the players. Importantly, a player's payoff depends solely on their actions and the actions of their neighbors, enabling a local game representation rather than a global one. The primary technical result is a provably correct and efficient algorithm for computing Nash equilibria when the underlying graph is a tree, or can be reduced to a tree with minimal modifications.

Key Algorithms and Findings

The authors present two variants of their core algorithm for tree-structured games:

  1. Approximation Algorithm: This algorithm computes an approximation of all Nash equilibria. It operates in polynomial time with respect to the size of the graph and the local game representations. The algorithm utilizes a message-passing approach similar to Bayesian networks, where messages (encoded best-response strategies) are propagated through the tree structure. By discretizing the strategy spaces, the approximation algorithm ensures the solution is computationally feasible while still adhering to a pre-specified precision level.
  2. Exact Computation Algorithm: This variant allows for the exact computation of Nash equilibria in exponential time. By representing information about best responses via unions of axis-parallel rectangles, the algorithm effectively manages the potentially complex geometry of the strategy spaces. The tables generated in this algorithm offer a comprehensive representation of all possible equilibria, making it exceptionally thorough albeit computationally intensive.

Implications and Future Directions

The graph-based modeling approach presents both theoretical and practical advantages. Theoretically, it demonstrates that games with tree-structured interactions are computationally simpler than arbitrary multi-player games, leading to tractable solution procedures for certain game classes. Practically, it underscores the feasibility of deploying game-theoretic principles in large-scale, distributed settings such as networks, organizational hierarchies, and geographic competitions.

Furthermore, the underlying techniques present several promising directions for future research. Extending these algorithms to handle more complex graph topologies beyond trees—such as sparse graphs through vertex merging—could substantially broaden their applicability. Investigation into special classes of equilibria (e.g., social optima, welfare optima) within this framework might also yield significant insights and robust real-world applications.

Conclusion

The introduction of graphical models for game theory as detailed in this paper marks an important stride in making multi-player game theory computationally tractable. By leveraging tree structures and powerful algorithmic techniques, the authors provide both a polynomial-time approximation algorithm and an exponential-time exact algorithm for computing Nash equilibria. These methods not only enhance our understanding of game-theoretic interactions in structured environments but also pave the way for more scalable applications in diverse competitive settings. As such, this work stands as a critical contribution, highlighting the interplay between game theory and graphical modeling methodologies.