SearcharxivSearch

arXiv · 2507.22819

Reducing the complexity of computing the values of a Nash equilibrium

Abstract

The Colonel Blotto game, formulated by Emile Borel, involves players allocating limited resources to multiple battlefields simultaneously, with the winner being the one who allocates more resources to each battlefield. Computation of the Nash equilibrium, including of two person, zero sum, mixed strategy Colonel Blotto games have encountered issues of scalability and complexity owing to their PPAD completeness. This paper proposes an algorithm that computes the same value as the Nash equilibrium but cannot be characterized by the Fixed point Theorems of Tarski, Kakutani and Brouwer. The reduced complexity of the proposed algorithm is based on dispensing with the need for computing both players Nash strategies in Colonel Blotto games. The same algorithm can, therefore, be extended to all two person, zero sum games to compute the value of the Nash equilibrium. The theoretical superiority of the proposed algorithm over both LP solvers and another method that computes the same value of the game as its Nash equilibrium by a random assignment of probabilities to the active strategy set of the defending player, is also proposed.

Explore related subjects

Keep this discovery

BibTeXRIS

Debtoru Chatterjee, Girish Tiwari, Niladri Chatterjee. 2025-07-30. Reducing the complexity of computing the values of a Nash equilibrium. https://arxiv.org/abs/2507.22819

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

MMS Allocation for Chores with Online Agent Arrivals

We study the fair allocation of $m$ indivisible chores to $n$ agents with subadditive cost functions arriving online in an arbitrary order. Upon an agent's arrival, we are informed of her cost function and must irrevocably assign her a set of chores. We focus on the Maximin Share (MMS) fairness notion and aim to compute an allocation in which all items are assigned, and no agent incurs a cost more than $\alpha$ times her MMS. Without any prior information about the instance (other than $n$ and $m$), we design an algorithm with a competitive ratio of $O(\min\{n, k\log^{1+\epsilon}k, \log m\})$ for any constant $\epsilon > 0$, where $k$ denotes the number of cost function types. Our bound matches the best known offline approximation guarantees for MMS under subadditive costs and is nearly optimal with respect to all three parameters: we show that even for binary additive cost functions, no online algorithm can achieve a competitive ratio of $o(\min\{n, k\log k, \log m\})$. We then consider the setting in which the $k$ cost function types are known in advance (though the realized types of arriving agents are not). For additive cost functions, we provide an algorithm with a competitive ratio of $O(\min\{\log k, \log(kn)/\log\log(kn)\})$, and show that constant-competitive algorithms do not exist for general $k$, even for the binary additive setting. For binary additive functions when $k \le n$, we propose a $3$-competitive algorithm and establish a lower bound of $2$.

cs.GT

Truncated Noisy Best-Response Algorithms: Toward Game Theoretic Learning with Safety Guarantees

We consider a game theoretic approach to solve multi-agent coordination problems with submodular maximization objectives. It is known for such problems that the Nash equilibria for the corresponding game are always within 50% of the optimal, but that the equilibria which achieve this worst-case bound are not stable. To exploit this instability, we propose a family of algorithms which we call Truncated Noisy Best-Response (TNBR) Algorithms. These algorithms are flexibly characterized by agents asynchronously and stochastically selecting actions from a neighbourhood of their best response payoffs. We compute bounds on the recurrent classes of TNBR algorithms' associated Markov chains. Our bounds fall into two categories: first, "Performance" bounds ensure that TNBR algorithms always have a high-value recurrent state; second, "Safety" bounds ensure that TNBR algorithms never have arbitrarily-bad recurrent states. Furthermore, these two types of bounds are linked by a waterbed-like effect: every game with a poor Safety guarantee necessarily has a favorable Performance guarantee.

cs.GT

Existence of the Core in Approval-Based Committee Elections

We settle the main open question in the theory of approval-based multi-winner elections: we show that there always exists a committee in the core. The core is a stability and group fairness concept. The proof introduces a new voting rule that optimizes an entropy-like objective function over committees and payment systems. All local optima of this objective function lie in the core, which implies that a core committee can be found in polynomial time.

cs.GT