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Tight Inapproximability for Graphical Games

Argyrios Deligkas John Fearnley Royal Holloway, United Kingdom University of Liverpool, United Kingdom argyrios.deligkas@rhul.ac.uk john.fearnley@liverpool.ac.uk Alexandros Hollender Themistoklis Melissourgos University of Oxford, United Kingdom University of Essex, United Kingdom alexandros.hollender@cs.ox.ac.uk themistoklis.melissourgos@essex.ac.uk
Abstract

We provide a complete characterization for the computational complexity of finding approximate equilibria in two-action graphical games. We consider the two most well-studied approximation notions: ε\varepsilon-Nash equilibria (ε\varepsilon-NE) and ε\varepsilon-well-supported Nash equilibria (ε\varepsilon-WSNE), where ε[0,1]\varepsilon\in[0,1]. We prove that computing an ε\varepsilon-NE is PPAD-complete for any constant ε<1/2\varepsilon<1/2, while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a 1/21/2-NE. On the other hand, we show that computing an ε\varepsilon-WSNE is PPAD-complete for any constant ε<1\varepsilon<1, while a 11-WSNE is trivial to achieve, because any strategy profile is a 11-WSNE. All of our lower bounds immediately also apply to graphical games with more than two actions per player.

1 Introduction

Graphical games were introduced more than twenty years ago by Kearns, Littman, and Singh [KLS01] as a succinct model of a multi-player game. These games have found a wide variety of applications. On the theoretical side, they have served as a fundamental tool for showing seminal PPAD-completeness results in algorithmic game theory [DGP09, CDT09]. Practically, graphical games have been used as a foundation for the game theoretic analysis of networks [GGJ+10, JZ15], social networks, and multi-agent systems [Kea07, Jac11].

A graphical game is specified by a directed graph with nn vertices. Each vertex represents a player, and each player has mm distinct actions. The edges of the graph specify the interactions between the players: the payoff to player ii is determined entirely by the actions chosen by player ii and the in-neighbours of player ii. Formally, the payoffs for a player are given by a payoff tensor, which maps the actions chosen by that player and their in-neighbours to a payoff in [0,1][0,1].

Graphical games are more succinct than standard normal form games when the maximum in-degree dd is constant. An nn-player mm-action game requires nmnn\cdot m^{n} payoffs to be written down, which becomes infeasibly large as nn grows. On the other hand, each tensor in a graphical game has md+1m^{d+1} payoff entries, giving nmd+1n\cdot m^{d+1} payoffs in total, which provides much more reasonable scaling as nn grows when dd is constant.

The complexity of finding equilibria.

Unfortunately it is known that finding a Nash equilibrium in a graphical game is a PPAD-hard problem [DGP09] and thus considered to be intractable. This has left open the question of finding approximate Nash equilibria, and two notions of approximate equilibrium have been studied in the literature. An ε\varepsilon-Nash equilibrium (ε\varepsilon-NE) requires that no player can improve their payoff by more than ε\varepsilon by unilaterally changing their strategy, while an ε\varepsilon-well-supported Nash equilibrium (ε\varepsilon-WSNE) requires that all players only place positive probability on actions that are ε\varepsilon-best responses. Every ε\varepsilon-WSNE is also an ε\varepsilon-NE, but the reverse is not true.

In this paper we make the standard assumption that all payoffs lie in the range [0,1][0,1], which then gives us a scale on which we can measure the additive approximation factor ε\varepsilon. A 0-NE or 0-WSNE is an exact Nash equilibrium, while a 11-NE or 11-WSNE can be trivially obtained, since the requirements will be satisfied no matter what strategies the players use.

For many years, the best known lower bounds for approximate equilibria in graphical games were given by Rubinstein [Rub18], who proved that there is some unspecified small constant ε\varepsilon for which finding an ε\varepsilon-NE is PPAD-complete, and there is a different but still unknown small constant ε\varepsilon^{\prime} for which finding an ε\varepsilon^{\prime}-WSNE is PPAD-complete. In fact, Rubinstein’s result applies to games that are simultaneously graphical games of constant degree and also polymatrix games, namely in which each edge represents a two-player game and a player’s payoff is the sum of payoffs from these games against her in-neighbours.

This was recently improved by a result of Deligkas et al. [DFHM22]. They showed that it is PPAD-complete to find a 1/481/48-NE of a two-action polymatrix game, and it is PPAD-complete to find an ε\varepsilon-WSNE of a two-action polymatrix game for all ε<1/3\varepsilon<1/3 (the latter result being tight). Since these hardness results hold even for constant-degree polymatrix games, they also apply to graphical games.111A polymatrix game of constant degree can be turned into its graphical game representation in polynomial time.

On the other hand, only trivial upper bounds are known for approximate equilibria in graphical games, even when the players only have two actions. For ε\varepsilon-WSNE the upper bound is 11, since any strategy profile is a 1-WSNE. For ε\varepsilon-NE, the upper bound is 1/21/2 in two-action games and is achieved when all players uniformly mix over their two actions; the upper bound simply follows from the fact that every player plays their best response with probability at least 0.50.5 and that the maximum payoff is bounded by 1.

Our Contribution.

In this paper we show that the aforementioned trivial upper bounds are in fact the best possible, by providing matching lower bounds for finding approximate equilibria in graphical games.

For the problem of finding an ε\varepsilon-WSNE, we show that it is PPAD-complete to find an ε\varepsilon-WSNE in a two-action graphical game for every constant ε<1\varepsilon<1. Since finding a 11-WSNE is trivial, we obtain a striking characterization for constant ε\varepsilon: no polynomial-time algorithm can find a non-trivial WSNE of a graphical game unless PPAD=P\textup{{PPAD}}=\textup{{P}}.

In fact, we present a more fine-grained analysis that provides a complete dichotomy of the complexity of finding a WSNE in a two-action graphical game of maximum in-degree dd:

  • a (122d+1)\left(1-\frac{2}{2^{d}+1}\right)-WSNE can be found in polynomial time;

  • for any ε<122d+1\varepsilon<1-\frac{2}{2^{d}+1}, it is PPAD-complete to compute a ε\varepsilon-WSNE.

Thus, for any constant ε<1\varepsilon<1 there exists a sufficiently large constant in-degree dd, such that the problem becomes intractable.

For ε\varepsilon-NE we show that it is PPAD-complete to find an ε\varepsilon-NE of a two-action graphical game for any constant ε<0.5\varepsilon<0.5; this complements the straightforward algorithm for finding a 0.50.5-NE in a two-action graphical game. We note that our lower bounds, both for ε\varepsilon-WSNE and ε\varepsilon-NE, also hold for graphical games with more than two actions.222We can simply add additional “dummy” actions that are just copies of the original two actions.

All of our lower bounds are shown via reductions from the Pure-Circuit problem that was recently introduced by Deligkas et al. [DFHM22]. In that paper, Pure-Circuit was used to show the aforementioned lower bounds for polymatrix games. We show that Pure-Circuit can likewise be used to show stronger and tight lower bounds for graphical games.

Further Related Work.

The class PPAD was defined by Papadimitriou [Pap94]. Many years later, Daskalakis, Goldberg, and Papadimitriou [DGP09] proved that finding an ε\varepsilon-NE in graphical games and 3-player normal form games is PPAD-complete for an exponentially small ε\varepsilon. These results were further extended to polynomially small ε\varepsilon for 2-player games and two-action polymatrix games with bipartite underlying graph by Chen, Deng, and Teng [CDT09].

On the positive side, Elkind, Goldberg, and Goldberg [EGG06] derived a polynomial-time algorithm on two-action graphical games on paths and cycles, and Ortiz and Irfan [OI17] derived an approximation scheme for constant-action graphical games on trees. For polymatrix games, Barman, Ligett, and Piliouras [BLP15] derived a quasi-PTAS on trees, and Deligkas, Fearnley, and Savani [DFS17] derived a quasi-PTAS for constant-action games on bounded treewidth graphs. These results where complemented by the same authors [DFS20] who showed that finding an exact NE is PPAD-complete for polymatrix games on trees when every player has 20 actions.

2 Preliminaries

For every natural number kk, let Δk\Delta^{k} denote the kk-dimensional simplex, i.e., Δk:={xk+1:x0,i=1k+1xi=1}\Delta^{k}:=\{x\in\mathbb{R}^{k+1}\;:\;x\geq 0,\;\sum_{i=1}^{k+1}x_{i}=1\}, and let [k]:={1,2,,k}[k]:=\{1,2,\ldots,k\}.

2.1 Graphical Games

An nn-player mm-action graphical game is defined by a directed graph G=(V,E)G=(V,E), where |V|=n|V|=n, each node of GG corresponds to a player, and the maximum number of actions per player is mm. We define the in-neigbourhood of node ii to be N(i):={jV:(j,i)E}N^{-}(i):=\{j\in V:(j,i)\in E\}, and similarly its out-neighbourhood to be N+(i):={jV:(i,j)E}N^{+}(i):=\{j\in V:(i,j)\in E\}. We also define the neighbourhood of ii as N(i):=N(i)N+(i){i}N(i):=N^{-}(i)\cup N^{+}(i)\cup\{i\}. We include ii in its own neighbourhood for notational convenience.

In a graphical game, each player ii participates in a normal form game GiG_{i} whose player set is N(i)N(i), but she affects only the payoffs of her out-neighbours. Player ii has mim_{i} actions, or pure strategies, and her payoffs are represented by a function Ri:[mi]×jN(i)[mj][0,1]R_{i}:[m_{i}]\times\prod_{j\in N^{-}(i)}[m_{j}]\mapsto[0,1] which will be referred to as the payoff tensor of ii. If the codomain of RiR_{i} is {0,1}\{0,1\} for all iVi\in V, we have a win-lose graphical game.

A mixed strategy sis_{i} for player ii specifies a probability distribution over player ii’s actions. Thus, the set of mixed strategies for player ii corresponds to the (mi1)(m_{i}-1)-dimensional simplex Δmi1\Delta^{m_{i}-1}. The support of a mixed strategy si=(si(1),si(2),,si(mi))Δmi1s_{i}=(s_{i}(1),s_{i}(2),\dots,s_{i}(m_{i}))\in\Delta^{m_{i}-1} is given by supp(si)={j[mi]:si(j)>0}\textup{{supp}}(s_{i})=\{j\in[m_{i}]\;:\;s_{i}(j)>0\}. In other words, it is the set of pure strategies that are played with non-zero probability in strategy sis_{i}.

An action profile 𝐚(H):=(ai)iH\mathbf{a}(H):=(a_{i})_{i\in H} over a player set HH is a tuple of actions, one for each player in HH, and so the set of these action profiles is given by A(H)=iH[mi]A(H)=\prod_{i\in H}[m_{i}]. Similarly, a strategy profile 𝐬(H)\mathbf{s}(H) over the same set is a tuple of mixed strategies, and so the set of these strategy profiles is given by iHΔmi1\prod_{i\in H}\Delta^{m_{i}-1}. We define the partial action profile 𝐚i\mathbf{a}_{-i} to be the tuple of all players’ actions except ii’s action, and similarly we define the partial strategy profile 𝐬i\mathbf{s}_{-i}. The expected payoff of ii when she plays action k[mi]k\in[m_{i}], and all other players play according to 𝐬i\mathbf{s}_{-i} is

ui(k,𝐬i):=𝐚A(N(i))Ri(k;𝐚)jN(i)sj(aj).u_{i}(k,\mathbf{s}_{-i}):=\sum_{\mathbf{a}\in A(N^{-}(i))}R_{i}(k;\mathbf{a})\cdot\prod_{{j\in N^{-}(i)}}s_{j}(a_{j}).

Notice that this depends only on the in-neighbours of ii.

The expected payoff to player ii under 𝐬\mathbf{s} is therefore

ui(𝐬):=k[mi]ui(k,𝐬i)si(k).u_{i}(\mathbf{s}):=\sum_{k\in[m_{i}]}u_{i}(k,\mathbf{s}_{-i})\cdot s_{i}(k).

A pure strategy kk is a best response for player ii against a partial strategy profile 𝐬i\mathbf{s}_{-i} if it achieves the maximum payoff over all her pure strategies, that is,

ui(k,𝐬i)=max[mi]ui(,𝐬i).u_{i}(k,\mathbf{s}_{-i})=\max_{\ell\in[m_{i}]}u_{i}(\ell,\mathbf{s}_{-i}).

Pure strategy kk is an ε\varepsilon-best response if the payoff it yields is within ε\varepsilon of a best response, meaning that

ui(k,𝐬i)max[mi]ui(,𝐬i)ε.u_{i}(k,\mathbf{s}_{-i})\geq\max_{\ell\in[m_{i}]}u_{i}(\ell,\mathbf{s}_{-i})-\varepsilon.

Finally, the best response payoff for player ii is

bri(𝐬i):=max[mi]ui(,𝐬i).\text{br}_{i}(\mathbf{s}_{-i}):=\max_{\ell\in[m_{i}]}u_{i}(\ell,\mathbf{s}_{-i}).
uu vv
0 1
1 0
\bot {0,1,}\{0,1,\bot\}
NOT gate
uu vv ww
1 1 1
0 {0,1,}\{0,1,\bot\} 0
{0,1,}\{0,1,\bot\} 0 0
Else {0,1,}\{0,1,\bot\}
AND gate
uu xxvvxx ww
0 0 0
11 11 11
\bot At least one
output in {0,1}\{0,1\}
PURIFY gate
Figure 1: The truth tables of the three gates of Pure-Circuit.
(Approximate) Nash equilibria.

A strategy profile 𝐬\mathbf{s} is a Nash equilibrium if bri(𝐬)=ui(𝐬)\text{br}_{i}(\mathbf{s})=u_{i}(\mathbf{s}) for all players ii, i.e., every player achieves their best response payoff. A strategy profile 𝐬\mathbf{s} is an ε\varepsilon-Nash equilibrium (ε\varepsilon-NE) if every player’s payoff is within ε\varepsilon of their best response payoff, meaning that ui(𝐬)bri(𝐬)εu_{i}(\mathbf{s})\geq\text{br}_{i}(\mathbf{s})-\varepsilon. A strategy profile 𝐬\mathbf{s} is an ε\varepsilon-well supported Nash equilibrium (ε\varepsilon-WSNE) if every player only plays strategies that are ε\varepsilon-best responses, meaning that for all ii we have that supp(si)\textup{{supp}}(s_{i}) contains only ε\varepsilon-best response strategies.

2.2 The Pure-Circuit Problem

An instance of the Pure-Circuit problem is given by a node set V=[n]V=[n] and a set GG of gate-constraints (or just gates). Each gate gGg\in G is of the form g=(T,u,v,w)g=(T,u,v,w) where u,v,wVu,v,w\in V are distinct nodes, and T{NOT,AND,PURIFY}T\in\{\textup{{NOT}},\textup{{AND}},\textup{{PURIFY}}\} is the type of the gate, with the following interpretation.

  • If T=NOTT=\textup{{NOT}}, then uu is the input of the gate, and vv is its output. (ww is unused)

  • If T=ANDT=\textup{{AND}}, then uu and vv are the inputs of the gate, and ww is its output.

  • If T=PURIFYT=\textup{{PURIFY}}, then uu is the input of the gate, and vv and ww are its outputs.

We require that each node is the output of exactly one gate.

A solution to instance (V,G)(V,G) is an assignment 𝐱:V{0,1,}\boldsymbol{\mathrm{x}}:V\to\{0,1,\bot\} that satisfies all the gates (see Fig. 1), i.e., for each gate g=(T,u,v,w)Gg=(T,u,v,w)\in G we have the following.

  • If T=NOTT=\textup{{NOT}} in g=(T,u,v)g=(T,u,v), then 𝐱\boldsymbol{\mathrm{x}} satisfies

    𝐱[u]=0𝐱[v]=1\displaystyle\boldsymbol{\mathrm{x}}[u]=0\implies\boldsymbol{\mathrm{x}}[v]=1
    𝐱[u]=1𝐱[v]=0.\displaystyle\boldsymbol{\mathrm{x}}[u]=1\implies\boldsymbol{\mathrm{x}}[v]=0.
  • If T=ANDT=\textup{{AND}} in g=(T,u,v,w)g=(T,u,v,w), then 𝐱\boldsymbol{\mathrm{x}} satisfies

    𝐱[u]=𝐱[v]=1\displaystyle\boldsymbol{\mathrm{x}}[u]=\boldsymbol{\mathrm{x}}[v]=1 𝐱[w]=1\displaystyle\implies\boldsymbol{\mathrm{x}}[w]=1
    x[u]=0x[v]=0\displaystyle x[u]=0\lor x[v]=0 x[w]=0.\displaystyle\implies x[w]=0.
  • If T=PURIFYT=\textup{{PURIFY}}, then 𝐱\boldsymbol{\mathrm{x}} satisfies

    {𝐱[v],𝐱[w]}{0,1}\displaystyle\{\boldsymbol{\mathrm{x}}[v],\boldsymbol{\mathrm{x}}[w]\}\cap\{0,1\}\neq\emptyset
    𝐱[u]{0,1}𝐱[v]=𝐱[w]=𝐱[u].\displaystyle\boldsymbol{\mathrm{x}}[u]\in\{0,1\}\implies\boldsymbol{\mathrm{x}}[v]=\boldsymbol{\mathrm{x}}[w]=\boldsymbol{\mathrm{x}}[u].

The structure of a Pure-Circuit instance is captured by its interaction graph. This graph is constructed on the vertex set V=[n]V=[n] by adding a directed edge from node uu to node vv whenever vv is the output of a gate with input uu. The total degree of a node is the sum of its in- and out-degrees.

Theorem 2.1 ([DFHM22]).

Pure-Circuit is PPAD-complete, even when every node of the interaction graph has in-degree at most 2 and total degree at most 3.

3 Well-Supported Nash Equilibria

An easy upper bound.

We present a polynomial time algorithm to compute a (122d+1)\left(1-\frac{2}{2^{d}+1}\right)-WSNE in any two-action graphical game with maximum in-degree d2d\geq 2. The algorithm relies on a simple and natural approach that has been used for similar problems by Liu et al. [LLD21] and Deligkas et al. [DFHM22].

The algorithm proceeds in two steps. In the first step, it iteratively checks for a player that has an action that is ε\varepsilon-dominant; an action which, if played with probability 1, will satisfy the ε\varepsilon-WSNE conditions no matter what strategies the in-neighbours play. Here, we will set ε=122d+1\varepsilon=1-\frac{2}{2^{d}+1}, where dd is the maximum in-degree of the graph. If such a player with an ε\varepsilon-dominant action exists, the algorithm fixes the strategy of that player, updates the game accordingly, and iterates until there is no such player left. In the second step, the algorithm lets all remaining players mix uniformly, i.e., every player without an ε\varepsilon-dominant action plays each of its two actions with probability 1/21/2.

Theorem 3.1.

There is a polynomial-time algorithm that finds a (122d+1)\left(1-\frac{2}{2^{d}+1}\right)-WSNE in a two-action graphical game with maximum in-degree dd.

Proof.

It is easy to see that the algorithm described above runs in polynomial time. In particular, we can check if a player has an ε\varepsilon-dominant action by simply going over all possible action profiles of its in-neighbours. We will prove it computes an ε\varepsilon-WSNE for ε=122d+1\varepsilon=1-\frac{2}{2^{d}+1}. By definition of ε\varepsilon-dominance, the players whose actions were fixed in the first step satisfy the constraints of ε\varepsilon-WSNE. Notice that after fixing any such player to play an ε\varepsilon-dominant action, we get a smaller graphical game. Thus, it suffices to consider the graphical game we obtain after the end of the first step, and to show that if all (remaining) players mix uniformly, this is an ε\varepsilon-WSNE.

So, consider a player ii in the graphical game we obtain after the end of the first step, and denote its in-degree by k:=|N(i)|dk:=|N^{-}(i)|\leq d. Since all in-neighbours of player ii are mixing uniformly, the expected payoff of player ii for playing action 0 is 𝐚A(N(i))Ri(0;𝐚)/2k\sum_{\mathbf{a}\in A(N^{-}(i))}R_{i}(0;\mathbf{a})/2^{k}, and for playing action 11, it is 𝐚A(N(i))Ri(1;𝐚)/2k\sum_{\mathbf{a}\in A(N^{-}(i))}R_{i}(1;\mathbf{a})/2^{k}. The constraints of ε\varepsilon-WSNE for player ii are satisfied if both actions are ε\varepsilon-best responses, i.e., if

|𝐚A(N(i))Ri(0;𝐚)/2k𝐚A(N(i))Ri(1;𝐚)/2k|ε.\displaystyle\left|\sum_{\mathbf{a}\in A(N^{-}(i))}R_{i}(0;\mathbf{a})/2^{k}-\sum_{\mathbf{a}\in A(N^{-}(i))}R_{i}(1;\mathbf{a})/2^{k}\right|\leq\varepsilon.

This can be rewritten as 12k|𝐚A(N(i))fi(𝐚)|ε\frac{1}{2^{k}}\left|\sum_{\mathbf{a}\in A(N^{-}(i))}f_{i}(\mathbf{a})\right|\leq\varepsilon, where, for any action profile 𝐚A(N(i))\mathbf{a}\in A(N^{-}(i)), we let

fi(𝐚):=Ri(0;𝐚)Ri(1;𝐚).\displaystyle f_{i}(\mathbf{a}):=R_{i}(0;\mathbf{a})-R_{i}(1;\mathbf{a}).

Note that since all payoffs lie in [0,1][0,1], we always have fi(𝐚)[1,1]f_{i}(\mathbf{a})\in[-1,1].

Let M:=𝐚A(N(i))fi(𝐚)M:=\sum_{\mathbf{a}\in A(N^{-}(i))}f_{i}(\mathbf{a}). To prove the correctness of the algorithm, it suffices to prove that |M|2k1ε\left|M\right|\leq 2^{k}-1-\varepsilon; since then 12k|M|11+ε2k11+ε2d=ε\frac{1}{2^{k}}\cdot|M|\leq 1-\frac{1+\varepsilon}{2^{k}}\leq 1-\frac{1+\varepsilon}{2^{d}}=\varepsilon. To see why this is indeed the case, observe the following. Since player ii does not have an ε\varepsilon-dominant action (otherwise, it would have been removed in the first step), it means that there exist 𝐚,𝐚A(N(i))\mathbf{a},\mathbf{a}^{\prime}\in A(N^{-}(i)) such that

fi(𝐚)>εandfi(𝐚)<ε.\displaystyle f_{i}(\mathbf{a})>\varepsilon\quad\text{and}\quad f_{i}(\mathbf{a}^{\prime})<-\varepsilon. (1)

Given that MM is the sum of 2k2^{k} terms, each of them upper bounded by 11, and at least one of them upper bounded by ε-\varepsilon by (1), it follows that M2k1εM\leq 2^{k}-1-\varepsilon. Similarly, since each term is also lower bounded by 1-1, and one of them is lower bounded by ε\varepsilon, we also obtain that M2k1+εM\geq-2^{k}-1+\varepsilon. Thus, |M|2k1ε\left|M\right|\leq 2^{k}-1-\varepsilon, as desired, and this completes the proof of correctness. ∎

The lower bound.

In this section we prove a matching lower bound for Theorem 3.1, which essentially proves that computing an ε\varepsilon-WSNE in two-action graphical games is PPAD-complete for every constant ε(0,1)\varepsilon\in(0,1).

We will prove our result by a reduction from Pure-Circuit. For the remainder of this section, we fix ε<122d+1\varepsilon<1-\frac{2}{2^{d}+1}. Given a Pure-Circuit instance with in-degree 2, we build a two-action graphical game, where the two actions will be named zero and one. For any given d2d\geq 2, the game will have in-degree at most dd. Each node vv of the Pure-Circuit instance will correspond to a player in the game – the game will have some additional auxiliary players too – whose strategy in any ε\varepsilon-WSNE will encode a solution to the Pure-Circuit problem as follows. Given a strategy svs_{v} for the player that corresponds to node vv, we define the assignment 𝐱\boldsymbol{\mathrm{x}} for Pure-Circuit such that:

  • if sv(zero)=1s_{v}(\textup{{zero}})=1, then 𝐱[v]=0\boldsymbol{\mathrm{x}}[v]=0;

  • if sv(one)=1s_{v}(\textup{{one}})=1, then 𝐱[v]=1\boldsymbol{\mathrm{x}}[v]=1;

  • otherwise, 𝐱[v]=\boldsymbol{\mathrm{x}}[v]=\bot.

We now give implementations for NOT, AND, and PURIFY gates. We note that, in all three cases, the payoff received by player vv is only affected by the actions chosen by the players representing the inputs to the (unique) gate gg that outputs to vv. Thus, we can argue about the equilibrium condition at vv by only considering the players involved in gate gg, and we can ignore all other gates while doing this.

NOT gates.

For a gate g=(NOT,u,v)g=(\textup{{NOT}},u,v) – where recall that uu is the input variable and vv is the output variable – we create a gadget involving players uu and vv, where player vv has a unique incoming edge from uu. The payoffs of vv are defined as follows.

  • If uu plays zero, then vv gets payoff 0 from playing zero and payoff 1 from playing one.

  • If uu plays one, then vv gets 1 from zero and 0 from one.

This gadget appeared in [DFHM22], but we include it here for completeness. We claim that this gadget works correctly.

  • -

    If su(zero)=1s_{u}(\textup{{zero}})=1, i.e., uu encodes 0, observe that for player vv action zero yields payoff 0, while action one yields payoff 1. Hence, by the constraints imposed by ε\varepsilon-WSNE it must hold that sv(one)=1s_{v}(\textup{{one}})=1, and thus vv encodes 11.

  • -

    Using identical reasoning, we can prove that if su(one)=1s_{u}(\textup{{one}})=1, then sv(one)=0s_{v}(\textup{{one}})=0 in any ε\varepsilon-WSNE.

AND gates.

For a gate g=(AND,u,v,w)g=(\textup{{AND}},u,v,w) we create the following gadget with players u,vu,v and ww, where uu and vv are the in-neighbors of ww. The payoffs of ww are as follows.

  • If su(one)=1s_{u}(\textup{{one}})=1 and sv(one)=1s_{v}(\textup{{one}})=1, then ww gets payoff 0 from playing zero and payoff 1 from playing one.

  • For any other action profile of uu and vv, player ww gets 1 from zero and 0 from one.

Next we argue that this gadget works correctly.

  • -

    If su(one)=1s_{u}(\textup{{one}})=1 and sv(one)=1s_{v}(\textup{{one}})=1, i.e. both uu and vv encode 1, observe that for player ww action zero yields payoff 0, while action one yields payoff 1. Hence, by the constraints imposed by ε\varepsilon-WSNE it must hold that sw(one)=1s_{w}(\textup{{one}})=1, and thus ww encodes 11.

  • -

    If at least one of uu or vv encodes 0, then for player ww action zero yields expected payoff 1 while action one yields expected payoff 0. Hence, by the constraints imposed by ε\varepsilon-WSNE it must hold that sw(zero)=1s_{w}(\textup{{zero}})=1, and thus ww encodes 0.

PURIFY gates.

For a gate g=(PURIFY,u,v,w)g=(\textup{{PURIFY}},u,v,w) we create the following gadget with d+3d+3 players. We introduce auxiliary players u1,u2,,udu_{1},u_{2},\ldots,u_{d}. Each player uiu_{i} has a unique incoming edge from uu. The idea is that in any ε\varepsilon-WSNE, every player uiu_{i} “copies” the strategy of player uu.

  • If uu plays zero, then uiu_{i} gets 1 from zero and 0 from one.

  • If uu plays one, then uiu_{i} gets 0 from zero and 1 from one.

Lemma 3.2.

At any ε\varepsilon-WSNE the following hold for every i[d]i\in[d]: if su(zero)=1s_{u}(\textup{{zero}})=1, then sui(zero)=1s_{u_{i}}(\textup{{zero}})=1; if su(one)=1s_{u}(\textup{{one}})=1, then sui(one)=1s_{u_{i}}(\textup{{one}})=1.

Proof.

If su(zero)=1s_{u}(\textup{{zero}})=1, then for player uiu_{i} action zero yields payoff 1, while action one yields payoff 0. Thus, the constraints of ε\varepsilon-WSNE dictate that sui(zero)=1s_{u_{i}}(\textup{{zero}})=1. If su(one)=1s_{u}(\textup{{one}})=1, then for player uiu_{i} action zero yields payoff 0, while action one yields payoff 1. Thus, the constraints of ε\varepsilon-WSNE dictate that sui(one)=1s_{u_{i}}(\textup{{one}})=1. ∎

Next, we describe the payoff tensors of players vv and ww; each one of them has in-degree dd with edges from all u1,u2,,udu_{1},u_{2},\ldots,u_{d}. In what follows, fix λ:=122d+1\lambda:=1-\frac{2}{2^{d}+1}. The payoffs of player vv are as follows.

  • If vv plays zero and at least one of u1,,uku_{1},\ldots,u_{k} plays zero, then the payoff for vv is 1.

  • If vv plays zero and every one of u1,,uku_{1},\ldots,u_{k} plays one, then the payoff for vv is 0.

  • If vv plays one and at least one of u1,,uku_{1},\ldots,u_{k} plays zero, then the payoff for vv is 0.

  • If vv plays one and every one of u1,,uku_{1},\ldots,u_{k} plays one, then the payoff for vv is λ\lambda.

The payoffs of player ww are as follows.

  • If ww plays zero and every one of u1,,uku_{1},\ldots,u_{k} plays zero, then the payoff for ww is λ\lambda.

  • If ww plays zero and at least one of u1,,uku_{1},\ldots,u_{k} plays one, then the payoff for ww is 0.

  • If ww plays one and every one of u1,,uku_{1},\ldots,u_{k} plays zero, then the payoff for ww is 0.

  • If ww plays one and at least one of u1,,uku_{1},\ldots,u_{k} plays one, then the payoff for ww is 11.

We are now ready to prove that this construction correctly simulates a PURIFY gate. We consider the different cases that arise depending on the value encoded by uu.

  • su(zero)=1s_{u}(\textup{{zero}})=1, i.e., uu encodes 0. From Lemma 3.2 we know that sui(zero)=1s_{u_{i}}(\textup{{zero}})=1 for every i[d]i\in[d]. Then, we have the following for players vv and ww.

    • -

      Player vv gets payoff 1 from action zero and payoff 0 from action one. Hence, in an ε\varepsilon-WSNE we get that sv(zero)=1s_{v}(\textup{{zero}})=1, and thus vv encodes 0.

    • -

      Player ww gets payoff λ\lambda from action zero and payoff 0 from action one. Hence, since ε<λ\varepsilon<\lambda, in an ε\varepsilon-WSNE we get that sw(zero)=1s_{w}(\textup{{zero}})=1, and thus ww encodes 0.

  • su(one)=1s_{u}(\textup{{one}})=1, i.e., uu encodes 1. From Lemma 3.2 we know that sui(one)=1s_{u_{i}}(\textup{{one}})=1 for every i[d]i\in[d]. Then, we have the following for players vv and ww.

    • -

      Player vv gets payoff 0 from action zero and payoff λ\lambda from action one. Hence, since ε<λ\varepsilon<\lambda, in an ε\varepsilon-WSNE we get that sv(one)=1s_{v}(\textup{{one}})=1, and thus vv encodes 1.

    • -

      Player ww gets payoff 0 from action zero and payoff 1 from action one. Hence, in an ε\varepsilon-WSNE we get that sw(one)=1s_{w}(\textup{{one}})=1, and thus ww encodes 1.

  • su(one)(0,1)s_{u}(\textup{{one}})\in(0,1), i.e., uu encodes \bot. Then each one of the auxiliary players u1,,udu_{1},\ldots,u_{d} can play a different strategy. For each i[d]i\in[d], denote sui(one)=pis_{u_{i}}(\textup{{one}})=p_{i}, i.e., pi[0,1]p_{i}\in[0,1] is the probability player uiu_{i} assigns on action one. Let P:=i[d]piP:=\prod_{i\in[d]}p_{i} and Q:=i[d](1pi)Q:=\prod_{i\in[d]}(1-p_{i}). Then, we have the following two cases.

    • -

      P2dP\leq 2^{-d}. Then we focus on player vv: action zero yields expected payoff 1P12d1-P\geq 1-2^{-d}, while action one yields expected payoff Pλ2dλP\cdot\lambda\leq 2^{-d}\cdot\lambda. Then, since ε<λ\varepsilon<\lambda, we get that in an ε\varepsilon-WSNE it must hold that sv(zero)=1s_{v}(\textup{{zero}})=1, i.e., vv encodes 0.

    • -

      P>2dP>2^{-d}. Then, it holds that Q<2dQ<2^{-d}; this is because PQ=i[d]pi(1pi)(1/4)dP\cdot Q=\prod_{i\in[d]}p_{i}\cdot(1-p_{i})\leq(1/4)^{d}. In this case we focus on player ww: action zero yields payoff λQ<λ2d\lambda\cdot Q<\lambda\cdot 2^{-d}, while action one yields payoff 1Q>12d1-Q>1-2^{-d}. Then, again since ε<λ\varepsilon<\lambda, in any ε\varepsilon-WSNE it must hold that sw(one)=1s_{w}(\textup{{one}})=1, i.e., ww encodes 1.

From the arguments given above, we have that in any ε\varepsilon-WSNE of the graphical game, with ε<122d+1\varepsilon<1-\frac{2}{2^{d}+1}, the players correctly encode a solution to the Pure-Circuit instance.

Theorem 3.3.

Computing an ε\varepsilon-WSNE in two-action graphical games with maximum in-degree d2d\geq 2 is PPAD-complete for any ε<122d+1\varepsilon<1-\frac{2}{2^{d}+1}.

We can see that the constructed game is not win-lose since there is a payoff λ{0,1}\lambda\notin\{0,1\} in the gadget that simulates PURIFY gates. However, if we set λ=1\lambda=1, and use verbatim the analysis from above, we will get PPAD-hardness for ε\varepsilon-WSNE with ε<112d1\varepsilon<1-\frac{1}{2^{d-1}}.

Theorem 3.4.

Computing an ε\varepsilon-WSNE in two-action win-lose graphical games with maximum in-degree d2d\geq 2 is PPAD-complete for any ε<112d1\varepsilon<1-\frac{1}{2^{d-1}}.

Since for every constant ε<1\varepsilon<1 we can find a constant dd such that Theorem 3.4 holds, we get the following corollary.

Corollary 3.5.

For any constant ε<1\varepsilon<1, computing an ε\varepsilon-WSNE in two-action win-lose graphical games is PPAD-complete.

4 Approximate Nash Equilibria

A straightforward upper bound.

We first show that a 0.50.5-NE can easily be found in any two-action graphical game.

Theorem 4.1.

There is a polynomial-time algorithm that finds a 0.50.5-NE in a two-action graphical game.

Proof.

Let 𝐬\mathbf{s} be the strategy profile in which all players mix uniformly over their two actions. Then, for each player ii we have

ui(𝐬)\displaystyle u_{i}(\mathbf{s}) 0.5bri(𝐬i)\displaystyle\geq 0.5\cdot\text{br}_{i}(\mathbf{s}_{-i})
bri(𝐬i)0.5,\displaystyle\geq\text{br}_{i}(\mathbf{s}_{-i})-0.5,

where the final inequality used the fact that bri(𝐬i)[0,1]\text{br}_{i}(\mathbf{s}_{-i})\in[0,1]. Thus, 𝐬\mathbf{s} is a 0.50.5-NE. ∎

The lower bound.

We will show that computing a (0.5ε)(0.5-\varepsilon)-NE of a graphical game is PPAD-hard for any constant ε>0\varepsilon>0 by a reduction from Pure-Circuit.

Given a Pure-Circuit instance, we build a two-action graphical game, where the two actions will be named zero and one. Each node vv of the Pure-Circuit instance will be represented by a set of kk players in the game, named v1,v2,,vkv_{1},v_{2},\dots,v_{k}, where we fix kk to be an odd number satisfying kln(12/ε)18/ε2k\geq\ln(12/\varepsilon)\cdot 18/\varepsilon^{2}. Therefore, since ε\varepsilon is constant, kk is also constant.

The strategies of these players will encode a solution to the Pure-Circuit problem in the following way. Given a strategy profile 𝐬\mathbf{s}, we define the assignment 𝐱\boldsymbol{\mathrm{x}} such that

  • If svi(zero)0.5+ε/3s_{v_{i}}(\textup{{zero}})\geq 0.5+\varepsilon/3 for all ii, then 𝐱[v]=0\boldsymbol{\mathrm{x}}[v]=0.

  • If svi(one)0.5+ε/3s_{v_{i}}(\textup{{one}})\geq 0.5+\varepsilon/3 for all ii, then 𝐱[v]=1\boldsymbol{\mathrm{x}}[v]=1.

  • In all other cases, 𝐱[v]=\boldsymbol{\mathrm{x}}[v]=\bot.

We now give implementations for NOT, AND, and PURIFY gates. We note that, in all three cases, the payoff received by player viv_{i} is only affected by the actions chosen by the players representing the inputs to the (unique) gate gg that outputs to vv. Thus, we can argue about the equilibrium condition at viv_{i} by only considering the players involved in gate gg, and we can ignore all other gates while doing this.

NOT gates.

For a gate g=(NOT,u,v)g=(\textup{{NOT}},u,v), we use the following construction, which specifies the games that will be played between the set of players that represent uu and the set of players that represent vv.

Each player viv_{i} has incoming edges from all players u1,u2,,uku_{1},u_{2},\dots,u_{k}, and viv_{i}’s payoff tensor is set as follows.

  • If strictly more than333Since kk is odd, it is not possible for exactly k/2k/2 players to play zero. k/2k/2 of the players u1u_{1} through uku_{k} play zero, then viv_{i} receives payoff 0 for strategy zero and payoff 1 for strategy one.

  • If strictly less than k/2k/2 of the players u1u_{1} through uku_{k} play zero, then viv_{i} receives payoff 11 for strategy zero and payoff 0 for strategy one.

We now show the correctness of this construction. We start with a technical lemma that we will use repeatedly throughout the construction.

Lemma 4.2.

Suppose that player pp has two actions aa and bb. In any (0.5ε)(0.5-\varepsilon)-NE, if the payoff of action aa is at most ε/3\varepsilon/3, and the payoff of action bb is at least 1ε/31-\varepsilon/3, then player pp must play action bb with probability at least 0.5+ε/30.5+\varepsilon/3.

Proof.

Since action bb has payoff at least 1ε/31-\varepsilon/3, we have that the best response payoff to pp is also at least 1ε/31-\varepsilon/3. Hence, in any strategy profile 𝐬\mathbf{s} that is an (0.5ε)(0.5-\varepsilon)-NE, we have

up(𝐬)\displaystyle u_{p}(\mathbf{s}) brp(𝐬)0.5+ε\displaystyle\geq\text{br}_{p}(\mathbf{s})-0.5+\varepsilon
1ε/30.5+ε\displaystyle\geq 1-\varepsilon/3-0.5+\varepsilon
=0.5+2ε/3.\displaystyle=0.5+2\varepsilon/3.

Since the payoff of aa is bounded by ε/3\varepsilon/3, and the payoff of bb is bounded by 11 (since all payoffs are in the range [0,1][0,1]), we obtain

up(𝐬)\displaystyle u_{p}(\mathbf{s}) sp(a)ε/3+sp(b)1\displaystyle\leq s_{p}(a)\cdot\varepsilon/3+s_{p}(b)\cdot 1
=(1sp(b))ε/3+sp(b)1\displaystyle=(1-s_{p}(b))\cdot\varepsilon/3+s_{p}(b)\cdot 1
=sp(b)(1ε/3)+ε/3\displaystyle=s_{p}(b)(1-\varepsilon/3)+\varepsilon/3
sp(b)+ε/3.\displaystyle\leq s_{p}(b)+\varepsilon/3.

Joining the two previous inequalities gives sp(b)+ε/30.5+2ε/3s_{p}(b)+\varepsilon/3\geq 0.5+2\varepsilon/3, and therefore sp(b)0.5+ε/3s_{p}(b)\geq 0.5+\varepsilon/3. ∎

We can now prove that the NOT gadget operates correctly.

Lemma 4.3.

In every (0.5ε)(0.5-\varepsilon)-NE, the following properties hold.

  • If the players representing uu encode 0, then the players representing vv encode 11.

  • If the players representing uu encode 11, then the players representing vv encode 0.

Proof.

Let 𝐬\mathbf{s} be a (0.5ε)(0.5-\varepsilon)-NE. We begin with the first claim. Since the players representing uu encode a 0, we have that suj(zero)0.5+ε/3s_{u_{j}}(\textup{{zero}})\geq 0.5+\varepsilon/3 for all j[k]j\in[k].

We start by proving an upper bound on the payoff of action zero for player viv_{i}. The payoff of this action increases as the players uju_{j} place less probability on action zero, so we can assume suj(zero)=0.5+ε/3s_{u_{j}}(\textup{{zero}})=0.5+\varepsilon/3, since this minimizes the payoff of zero to viv_{i}.

Under this assumption, the number NN of players uju_{j} that play action zero is distributed binomially according to NB(k,0.5+ε/3)N\sim B(k,0.5+\varepsilon/3). Applying the standard Hoeffding bound [Hoe94] for the binomial distribution, and using the fact that kln(6/ε)9/2ε2k\geq\ln(6/\varepsilon)\cdot 9/2\varepsilon^{2} yields the following

Pr(Nk/2)\displaystyle\Pr(N\leq k/2) 2exp(2k(0.5+ε/3k/2k)2)\displaystyle\leq 2\cdot\exp\left(-2k\left(0.5+\varepsilon/3-\frac{k/2}{k}\right)^{2}\right)
=2exp(2kε2/9)\displaystyle=2\cdot\exp\left(-2k\cdot\varepsilon^{2}/9\right)
exp(ln(3/ε))\displaystyle\leq\exp\left(-\ln(3/\varepsilon)\right)
=ε/3.\displaystyle=\varepsilon/3.

Hence the payoff of action zero to player viv_{i} is at most ε/3\varepsilon/3, and therefore the payoff of action one to viv_{i} is at least 1ε/31-\varepsilon/3.

So we can apply Lemma 4.2 to argue that svi(one)0.5+ε/3s_{v_{i}}(\textup{{one}})\geq 0.5+\varepsilon/3. Since this holds for all ii, we have that the players representing vv encode the value 11 in the Pure-Circuit instance, as required.

The second case can be proved in an entirely symmetric manner. ∎

AND gates.

For a gate g=(AND,u,v,w)g=(\textup{{AND}},u,v,w) we use the following construction. Each player wiw_{i} has in-degree 2k2k and has incoming edges from all of the players u1,u2,,uku_{1},u_{2},\dots,u_{k}, and all of the players v1,v2,,vkv_{1},v_{2},\dots,v_{k}. The payoff tensor of wiw_{i} is as follows.

  • If strictly more than k/2k/2 of the players u1u_{1} through uku_{k} play one, and strictly more than k/2k/2 of the players v1v_{1} through vkv_{k} play one, then wiw_{i} receives payoff 0 from action zero and payoff 1 from action one.

  • If this is not the case, then wiw_{i} receives payoff 11 from action zero and payoff 0 from action one.

Correctness of this construction is shown in the following pair of lemmas.

Lemma 4.4.

In every (0.5ε)(0.5-\varepsilon)-NE of the game, if the players representing uu encode value 11, and the players representing vv encode value 11, then the players representing ww will encode value 11.

Proof.

Let 𝐬\mathbf{s} be a (0.5ε)(0.5-\varepsilon)-NE. From the assumptions about uu and vv, we have that suj(one)0.5+ε/3s_{u_{j}}(\textup{{one}})\geq 0.5+\varepsilon/3 for all jj, and svj(one)0.5+ε/3s_{v_{j}}(\textup{{one}})\geq 0.5+\varepsilon/3 for all j[k]j\in[k].

We start by proving an upper bound on the payoff of zero to wiw_{i}. Since this payoff decreases as the players uju_{j} and vjv_{j} place more probability on one, we can assume that suj(one)=0.5+ε/3s_{u_{j}}(\textup{{one}})=0.5+\varepsilon/3 for all jj, and svj(one)=0.5+ε/3s_{v_{j}}(\textup{{one}})=0.5+\varepsilon/3 for all jj, since this maximizes the payoff of zero to wiw_{i}.

The number NN of players uju_{j} that play one is distributed binomially according to NB(k,0.5+ε/3)N\sim B(k,0.5+\varepsilon/3). Similarly, the number of players vjv_{j} that play one, are distributed according to the same distribution, that is why we focus only in the former. Using the standard Hoeffding bound for the binomial distribution, along with the fact that kln(12/ε)9/2ε2k\geq\ln(12/\varepsilon)\cdot 9/2\varepsilon^{2}, we get

Pr(Nk/2)\displaystyle\Pr(N\leq k/2) 2exp(2k(0.5+ε/3k/2k)2)\displaystyle\leq 2\cdot\exp\left(-2k\left(0.5+\varepsilon/3-\frac{k/2}{k}\right)^{2}\right)
=2exp(2kε2/9)\displaystyle=2\cdot\exp\left(-2k\cdot\varepsilon^{2}/9\right)
exp(ln(6/ε))\displaystyle\leq\exp\left(-\ln(6/\varepsilon)\right)
=ε/6.\displaystyle=\varepsilon/6.

We can then use the union bound to prove that the probability that strictly less than k/2k/2 of the players u1u_{1} through uku_{k} play one, or strictly less than k/2k/2 of the players v1v_{1} through vkv_{k} play one is at most ε/3\varepsilon/3.

Hence, the payoff of zero to player wiw_{i} is at most ε/3\varepsilon/3, and so the payoff of one to player wiw_{i} is at least 1ε/31-\varepsilon/3. Thus we can apply Lemma 4.2 to argue that wiw_{i} must play one with probability at least 0.5+ε/30.5+\varepsilon/3. Since this holds for all ii, we have that w1,w2,wkw_{1},w_{2},\ldots w_{k} correctly encode value 11. ∎

Lemma 4.5.

In every (0.5ε)(0.5-\varepsilon)-NE of the game, if the players representing uu encode value 0, or the players representing vv encode value 0, then the players representing ww will encode value 0.

Proof.

We will provide a proof for the case where the players representing uu encode value 0, since the other case is entirely symmetric.

Let 𝐬\mathbf{s} be an (0.5ε)(0.5-\varepsilon)-NE. By assumption we have that suj(zero)0.5+ε/3s_{u_{j}}(\textup{{zero}})\geq 0.5+\varepsilon/3 for all jj. We start by proving an upper bound on the payoff of one to wiw_{i}. Since the payoff of this strategy decreases as uju_{j} places more probability on zero, we can assume that suj(zero)=0.5+ε/3s_{u_{j}}(\textup{{zero}})=0.5+\varepsilon/3 for all jj, since this minimizes the payoff of one to wiw_{i}.

The number of players uju_{j} that play one is distributed binomially according to NB(k,0.5+ε/3)N\sim B(k,0.5+\varepsilon/3). Using the standard Hoeffding bound for the binomial distribution, along with the fact that kln(6/ε)9/2ε2k\geq\ln(6/\varepsilon)\cdot 9/2\varepsilon^{2}, we get

Pr(Nk/2)\displaystyle\Pr(N\leq k/2) 2exp(2k(0.5+ε/3k/2k)2)\displaystyle\leq 2\cdot\exp\left(-2k\left(0.5+\varepsilon/3-\frac{k/2}{k}\right)^{2}\right)
=2exp(2kε2/9)\displaystyle=2\cdot\exp\left(-2k\cdot\varepsilon^{2}/9\right)
exp(ln(3/ε))\displaystyle\leq\exp\left(-\ln(3/\varepsilon)\right)
=ε/3.\displaystyle=\varepsilon/3.

Hence, the payoff of one to player wiw_{i} is at most ε/3\varepsilon/3, and so the payoff of zero to player wiw_{i} is at least 1ε/31-\varepsilon/3. Thus, we can apply Lemma 4.2 to argue that wiw_{i} must play zero with probability at least 0.5+ε/30.5+\varepsilon/3. Since this holds for all ii, we have that w1,w2,wkw_{1},w_{2},\ldots w_{k} correctly encode value 0. ∎

PURIFY gates.

For a gate g=(PURIFY,u,v,w)g=(\textup{{PURIFY}},u,v,w), we use the following construction. Each player viv_{i} will have incoming edges from all players u1,u2,,uku_{1},u_{2},\dots,u_{k}, with their payoff tensor set as follows.

  • If strictly more than (0.5ε/6)k(0.5-\varepsilon/6)\cdot k of the players u1u_{1} through uku_{k} play one, then viv_{i} receives payoff 0 from action zero and payoff 11 from action one.

  • If this is not the case, then viv_{i} receives payoff 11 from action zero and payoff 0 from action one.

Each player wiw_{i} will have incoming edges from all players u1,u2,,uku_{1},u_{2},\dots,u_{k}, with their payoff tensor set as follows.

  • If strictly more than (0.5+ε/6)k(0.5+\varepsilon/6)\cdot k of the players u1u_{1} through uku_{k} play one, then wiw_{i} receives payoff 0 from action zero and payoff 11 from action one.

  • If this is not the case, then wiw_{i} receives payoff 11 from action zero and payoff 0 from action one.

The following lemma shows that vv is correctly simulated.

Lemma 4.6.

Let 𝐬\mathbf{s} be a (0.5ε)(0.5-\varepsilon)-NE, and let E[X]E[X] denote the expected number of players uiu_{i} that play strategy one under 𝐬\mathbf{s}.

  • If E[X](0.5ε/3)kE[X]\leq(0.5-\varepsilon/3)\cdot k, then the players representing vv will encode value 0.

  • If E[X]0.5kE[X]\geq 0.5\cdot k, then the players representing vv will encode value 11.

Proof.

We will prove only the first case, since the second case can be proved in an entirely symmetric manner. Using the fact that E[X](0.5ε/3)kE[X]\leq(0.5-\varepsilon/3)\cdot k, then applying Hoeffding’s inequality, and using the fact that kln(3/ε)18/ε2k\geq\ln(3/\varepsilon)\cdot 18/\varepsilon^{2} we get

Pr(X(0.5ε/6)k)\displaystyle\Pr(X\geq(0.5-\varepsilon/6)\cdot k) Pr(XE[X]ε/6k)\displaystyle\leq\Pr(X-E[X]\geq\varepsilon/6\cdot k)
exp(2(kε/6)2k)\displaystyle\leq\exp\left(\frac{-2(k\cdot\varepsilon/6)^{2}}{k}\right)
=exp(kε2/18)\displaystyle=\exp\left(-k\cdot\varepsilon^{2}/18\right)
ε/3.\displaystyle\leq\varepsilon/3.

Therefore, the payoff of strategy one to viv_{i} is at most ε/3\varepsilon/3, and so the payoff of strategy zero to viv_{i} is at least 1ε/31-\varepsilon/3. Thus we can apply Lemma 4.2 to argue that svi(zero)0.5+ε/3s_{v_{i}}(\textup{{zero}})\geq 0.5+\varepsilon/3. Since this applies for all ii, we have that the players representing vv encode value 0, as required. ∎

The next lemma shows that ww is also correctly simulated; its proof is omitted since it is entirely symmetric to the proof of Lemma 4.6.

Lemma 4.7.

Let 𝐬\mathbf{s} be a (0.5ε)(0.5-\varepsilon)-NE, and let E[X]E[X] denote the expected number of players uiu_{i} that play strategy one under 𝐬\mathbf{s}.

  • If E[X]0.5kE[X]\leq 0.5\cdot k, then the players representing ww will encode value 0.

  • If E[X](0.5+ε/3)kE[X]\geq(0.5+\varepsilon/3)\cdot k, then the players representing ww will encode value 11.

Combining the two previous lemmas, we can see that the construction correctly simulates a PURIFY gate.

  • If the players representing uu encode value 0, then E[X]0.5ε/3E[X]\leq 0.5-\varepsilon/3, and so both the players representing vv and those representing ww encode value 0.

  • If the players representing uu encode value 11, then E[X]0.5+ε/3E[X]\geq 0.5+\varepsilon/3, and so both the players representing vv and those representing ww encode value 11.

  • In all other cases we can verify that either the players representing vv or the players representing ww encode a 0 or a 11. Specifically, if E[X]0.5kE[X]\leq 0.5\cdot k then the players representing ww encode value 0, while if E[X]0.5kE[X]\geq 0.5\cdot k, then the players representing vv encode value 11.

The hardness result.

From the arguments given above, we have that in an (0.5ε)(0.5-\varepsilon)-NE of the graphical game, the players correctly encode a solution to the Pure-Circuit instance. Note also that, since Theorem 2.1 gives hardness for Pure-Circuit even when the total degree of each node is 3, the graphical game that we have built has total degree at most 3k3k. Thus, the game can be built in polynomial time.

Theorem 4.8.

It is PPAD-hard to find a (0.5ε)(0.5-\varepsilon)-NE in a two-action graphical game for any constant ε>0\varepsilon>0.

In fact, the payoff entries in all gadgets are 0 or 1. Thus, our PPAD-hardness result holds for win-lose games too.

Corollary 4.9.

For any constant ε>0\varepsilon>0, it is PPAD-hard to find a (0.5ε)(0.5-\varepsilon)-NE in a two-action win-lose graphical game.

5 Conclusions

We have resolved the computational complexity of finding approximate Nash equilibria in two-action graphical games, by providing complete characterizations for both ε\varepsilon-NE and ε\varepsilon-WSNE. Our results show that finding approximate Nash equilibria in graphical games is much harder when compared to the special case of (constant-degree) polymatrix games: for two-action polymatrix games the tractability threshold for ε\varepsilon-WSNE is 1/31/3 [DFHM22].

Below we identify two research questions that deserve more research.

  • What is the intractability threshold for ε\varepsilon-NE in graphical games with more than two actions? We have shown that 0.50.5 is the threshold for two-action games, and we conjecture that 0.50.5 is the correct answer for the multi-action case as well. Hence, we view the main open problem as finding a polynomial-time algorithm that finds a 0.50.5-NE in any graphical game. We note that such an algorithm is already known for the special case of polymatrix games [DFSS17].

  • What is the intractability threshold for ε\varepsilon-NE and ε\varepsilon-WSNE in polymatrix games? For ε\varepsilon-NE our understanding is far from complete, even in the two-action case, since there is a substantial gap between the 1/481/48 lower bound and the 1/31/3 upper bound (where the latter actually comes from the tractability of 1/31/3-WSNE) given in [DFHM22]. For ε\varepsilon-WSNE, although the problem is completely resolved for the two-action case, the gap in multi-action polymatrix games is still large, and it seems that improving either the known lower bound of 1/31/3, or the trivial upper bound of 11, would require significantly new ideas.

Acknowledgements

The second author was supported by EPSRC grant EP/W014750/1 “New Techniques for Resolving Boundary Problems in Total Search”.

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