SearcharxivSearch

arXiv subjects

Christos Papadimitriou

Publications and source records attributed to Christos Papadimitriou.

At least 19 recordsLinked to original sources

Tarski's Theorem, Supermodular Games, and the Complexity of Equilibria

The use of monotonicity and Tarski's theorem in existence proofs of equilibria is very widespread in economics, while Tarski's theorem is also often used for similar purposes in the context of verification. However, there has been relatively little in the way of analysis of the complexity of finding the fixed points and equilibria guaranteed by this result. We study a computational formalism based on monotone functions on the $d$-dimensional grid with sides of length $N$, and their fixed points, as well as the closely connected subject of supermodular games and their equilibria. It is known that finding some (any) fixed point of a monotone function can be done in time $\log^d N$, and we show it requires at least $\log^2 N$ function evaluations already on the 2-dimensional grid, even for randomized algorithms. We show that the general Tarski problem of finding some fixed point, when the monotone function is given succinctly (by a boolean circuit), is in the class PLS of problems solvable by local search and, rather surprisingly, also in the class PPAD. Finding the greatest or least fixed point guaranteed by Tarski's theorem, however, requires $d\cdot N$ steps, and is NP-hard in the white box model. For supermodular games, we show that finding an equilibrium is essentially computationally equivalent to the Tarski problem, and finding the maximum or minimum equilibrium is similarly harder. Interestingly, two-player supermodular games where the strategy space of one player is one-dimensional can be solved in $O(\log N)$ steps. We also show that computing (approximating) the value of Condon's (Shapley's) stochastic games reduces to the Tarski problem. An important open problem highlighted by this work is proving better upper or lower bounds on the (blackbox query) complexity of the Tarski problem.

cs.CC

On the Complexity of Learning Nash Equilibria

We know that the Nash equilibria of a game cannot be computed efficiently unless $P = PPAD$. But can they be learned? Are there dynamics that (1) can be computed efficiently by the players at each strategy profile and (2) are guaranteed to converge to the Nash equilibria? This is a question as ancient as the Nash equilibrium itself, and antedates by many decades current complexity considerations about it. It was recently proved in MPPS23 that no such dynamics can exist in general; however, the game used in that proof is degenerate, and a strong assumption of uniform convergence to a continuum of Nash equilibria is employed. We point out that both assumptions are necessary for that proof, because Nash-convergent dynamics do exist, which converge to all Nash equilibria in non-degenerate games; in fact we describe two very different families of such dynamics. However, we show that both of these families are intractable to compute locally, unless complexity classes collapse. We formulate a complexity theoretic Impossibility Conjecture: if a locally tractable Nash-convergent dynamic exists then $P=PPAD$. This is a novel kind of conjecture, combining topology and complexity, because the dynamic is only required to be tractable locally -- it could take exponentially many steps to converge, so long as the work done at each step is polynomial. Next, we show that any locally tractable dynamic which possesses a locally tractable Lyapunov function cannot exist unless $PPAD = CLS$. Finally, for the most general impossibility conjecture, we provide a complexity-theoretic explanation why it may be difficult to settle: we introduce a Proving Game to demonstrate that black-box reductions cannot distinguish between convergent and non-convergent dynamics in polynomial time.

cs.GT

Sink equilibria and the attractors of learning in games

Characterizing the limit behavior -- that is, the attractors -- of learning dynamics is one of the most fundamental open questions in game theory. In recent work on this front, it was conjectured that the attractors of the replicator dynamic are in one-to-one correspondence with the sink equilibria of the game -- the sink strongly connected components of a game's preference graph -- and it was established that they do stand in at least one-to-many correspondence with them. Here, we show that the one-to-one conjecture is false. We disprove this conjecture over the course of three theorems: the first disproves a stronger form of the conjecture, while the weaker form is disproved separately in the two-player and $N$-player ($N>2$) cases. By showing how the conjecture fails, we lay out the obstacles that lie ahead for characterizing attractors of the replicator, and introduce new ideas with which to tackle them. All three counterexamples derive from an object called a local source -- a point lying within the sink equilibrium, and yet which is `locally repelling'; we prove that the absence of local sources is necessary, but not sufficient, for the one-to-one property to be true. We complement this with a sufficient condition: we introduce a local property of a sink equilibrium called pseudoconvexity, and establish that when the sink equilibria of a two-player game are pseudoconvex then they precisely define the attractors. Pseudoconvexity generalizes the previous cases -- such as zero-sum games and potential games -- where this conjecture was known to hold, and reformulates these cases in terms of a simple graph property.

cs.GT

Computing stable limit cycles of learning in games

Many well-studied learning dynamics, such as fictitious play and the replicator, are known to not converge in general $N$-player games. The simplest mode of non-convergence is cyclical or periodic behavior. Such cycles are fundamental objects, and have inspired a number of significant insights in the field, beginning with the pioneering work of Shapley (1964). However a central question remains unanswered: which cycles are stable under game dynamics? In this paper we give a complete and computational answer to this question for the two best-studied dynamics, fictitious play/best-response dynamics and the replicator dynamic. We show (1) that a periodic sequence of profiles is stable under one of these dynamics if and only it is stable under the other, and (2) we provide a polynomial-time spectral stability test to determine whether a given periodic sequence is stable under either dynamic. Finally, we give an entirely `structural' sufficient condition for stability: every cycle that is a sink equilibrium of the preference graph of the game is stable, and moreover it is an attractor of the replicator dynamic. This result generalizes the famous theorems of Shapley (1964) and Jordan (1993), and extends the frontier of recent work relating the preference graph to the replicator attractors.

cs.GT

Fair Data-Exchange Mechanisms

We study data exchange among strategic agents without monetary transfers, motivated by domains such as research consortia and healthcare collaborations where payments are infeasible or restricted. The central challenge is to reap the benefits of data-sharing while preventing free-riding that would otherwise lead agents to under invest in data collection. We introduce a simple fair-exchange contract in which, for every pair of agents, each agent receives exactly as many data points as it provides, equal to the minimum of their two collection levels. We show that the game induced by this contract is supermodular under a transformation of the strategy space. This results in a clean structure: pure Nash equilibria exist, they form a lattice, and can be computed in time quadratic in the number of agents. In addition, the maximal equilibrium is truthfully implementable under natural enforcement assumptions and is globally Pareto-optimal across all strategy profiles. In a graph-restricted variant of the model supermodularity fails, but an adaptation of the construction still yields efficiently computable pure Nash equilibria and Pareto-optimal outcomes. Overall, fair exchange provides a tractable and incentive-aligned mechanism for data exchange in the absence of payments.

cs.GT

Charting the Shapes of Stories with Game Theory

Stories are records of our experiences and their analysis reveals insights into the nature of being human. Successful analyses are often interdisciplinary, leveraging mathematical tools to extract structure from stories and insights from structure. Historically, these tools have been restricted to one dimensional charts and dynamic social networks; however, modern AI offers the possibility of identifying more fully the plot structure, character incentives, and, importantly, counterfactual plot lines that the story could have taken but did not take. In this work, we use AI to model the structure of stories as game-theoretic objects, amenable to quantitative analysis. This allows us to not only interrogate each character's decision making, but also possibly peer into the original author's conception of the characters' world. We demonstrate our proposed technique on Shakespeare's famous Romeo and Juliet. We conclude with a discussion of how our analysis could be replicated in broader contexts, including real-life scenarios.

cs.GT

Can Almost Everybody be Almost Happy? PCP for PPAD and the Inapproximability of Nash

We conjecture that PPAD has a PCP-like complete problem, seeking a near equilibrium in which all but very few players have very little incentive to deviate. We show that, if one assumes that this problem requires exponential time, several open problems in this area are settled. The most important implication, proved via a "birthday repetition" reduction, is that the n^O(log n) approximation scheme of [LMM03] for the Nash equilibrium of two-player games is essentially optimum. Two other open problems in the area are resolved once one assumes this conjecture, establishing that certain approximate equilibria are PPAD-complete: Finding a relative approximation of two-player Nash equilibria (without the well-supported restriction of [Das13]), and an approximate competitive equilibrium with equal incomes [Bud11] with small clearing error and near-optimal Gini coefficient.

cs.CC

Simulated Language Acquisition in a Biologically Realistic Model of the Brain

Despite tremendous progress in neuroscience, we do not have a compelling narrative for the precise way whereby the spiking of neurons in our brain results in high-level cognitive phenomena such as planning and language. We introduce a simple mathematical formulation of six basic and broadly accepted principles of neuroscience: excitatory neurons, brain areas, random synapses, Hebbian plasticity, local inhibition, and inter-area inhibition. We implement a simulated neuromorphic system based on this formalism, which is capable of basic language acquisition: Starting from a tabula rasa, the system learns, in any language, the semantics of words, their syntactic role (verb versus noun), and the word order of the language, including the ability to generate novel sentences, through the exposure to a modest number of grounded sentences in the same language. We discuss several possible extensions and implications of this result.

cs.NE

Symmetrization of measures and the one-dimensional Poisson equation with Dirichlet boundary conditions

Let \(μ\) be a finite Borel measure on \((-π,π)\). Consider the one-dimensional Poisson equation \(-u''=μ\), where equality holds in the sense of distributions, with Dirichlet boundary conditions \(u(\pmπ)=0\). In this paper, we define measures that are transformations of \(μ\), we compare the convex integral means of the original solutions \(u_μ\) and the transformed ones, and we prove the uniqueness of a solution that maximizes the convex integral means.

math.CA

Swim till You Sink: Computing the Limit of a Game

During 2023, two interesting results were proven about the limit behavior of game dynamics: First, it was shown that there is a game for which no dynamics converges to the Nash equilibria. Second, it was shown that the sink equilibria of a game adequately capture the limit behavior of natural game dynamics. These two results have created a need and opportunity to articulate a principled computational theory of the meaning of the game that is based on game dynamics. Given any game in normal form, and any prior distribution of play, we study the problem of computing the asymptotic behavior of a class of natural dynamics called the noisy replicator dynamics as a limit distribution over the sink equilibria of the game. When the prior distribution has pure strategy support, we prove this distribution can be computed efficiently, in near-linear time to the size of the best-response graph. When the distribution can be sampled -- for example, if it is the uniform distribution over all mixed strategy profiles -- we show through experiments that the limit distribution of reasonably large games can be estimated quite accurately through sampling and simulation.

cs.GT

Online Stackelberg Optimization via Nonlinear Control

In repeated interaction problems with adaptive agents, our objective often requires anticipating and optimizing over the space of possible agent responses. We show that many problems of this form can be cast as instances of online (nonlinear) control which satisfy \textit{local controllability}, with convex losses over a bounded state space which encodes agent behavior, and we introduce a unified algorithmic framework for tractable regret minimization in such cases. When the instance dynamics are known but otherwise arbitrary, we obtain oracle-efficient $O(\sqrt{T})$ regret by reduction to online convex optimization, which can be made computationally efficient if dynamics are locally \textit{action-linear}. In the presence of adversarial disturbances to the state, we give tight bounds in terms of either the cumulative or per-round disturbance magnitude (for \textit{strongly} or \textit{weakly} locally controllable dynamics, respectively). Additionally, we give sublinear regret results for the cases of unknown locally action-linear dynamics as well as for the bandit feedback setting. Finally, we demonstrate applications of our framework to well-studied problems including performative prediction, recommendations for adaptive agents, adaptive pricing of real-valued goods, and repeated gameplay against no-regret learners, directly yielding extensions beyond prior results in each case.

cs.LG

Masked Generative Story Transformer with Character Guidance and Caption Augmentation

Story Visualization (SV) is a challenging generative vision task, that requires both visual quality and consistency between different frames in generated image sequences. Previous approaches either employ some kind of memory mechanism to maintain context throughout an auto-regressive generation of the image sequence, or model the generation of the characters and their background separately, to improve the rendering of characters. On the contrary, we embrace a completely parallel transformer-based approach, exclusively relying on Cross-Attention with past and future captions to achieve consistency. Additionally, we propose a Character Guidance technique to focus on the generation of characters in an implicit manner, by forming a combination of text-conditional and character-conditional logits in the logit space. We also employ a caption-augmentation technique, carried out by a Large Language Model (LLM), to enhance the robustness of our approach. The combination of these methods culminates into state-of-the-art (SOTA) results over various metrics in the most prominent SV benchmark (Pororo-SV), attained with constraint resources while achieving superior computational complexity compared to previous arts. The validity of our quantitative results is supported by a human survey.

cs.CV

On Limitations of the Transformer Architecture

What are the root causes of hallucinations in large language models (LLMs)? We use Communication Complexity to prove that the Transformer layer is incapable of composing functions (e.g., identify a grandparent of a person in a genealogy) if the domains of the functions are large enough; we show through examples that this inability is already empirically present when the domains are quite small. We also point out that several mathematical tasks that are at the core of the so-called compositional tasks thought to be hard for LLMs are unlikely to be solvable by Transformers, for large enough instances and assuming that certain well accepted conjectures in the field of Computational Complexity are true.

stat.ML

Integral means of solutions of the one-dimensional Poisson equation with Robin boundary conditions

Consider the one-dimentional Poisson equation \(-u''=f\) on the interval \([-π,π]\), where \(f\) is an non-negative integrable function, with Robin boundary conditions \(-u'(-π)+αu(-π)=u'(π)+αu(π)=0\), where \(α>0\) is a constant. In this paper we prove inequalities for the convex integral means of solutions of this problem, using the polarization of functions and its properties. We find solutions with maximal convex integral means and prove their uniqueness.

math.CA

The complexity of non-stationary reinforcement learning

The problem of continual learning in the domain of reinforcement learning, often called non-stationary reinforcement learning, has been identified as an important challenge to the application of reinforcement learning. We prove a worst-case complexity result, which we believe captures this challenge: Modifying the probabilities or the reward of a single state-action pair in a reinforcement learning problem requires an amount of time almost as large as the number of states in order to keep the value function up to date, unless the strong exponential time hypothesis (SETH) is false; SETH is a widely accepted strengthening of the P $\neq$ NP conjecture. Recall that the number of states in current applications of reinforcement learning is typically astronomical. In contrast, we show that just $\textit{adding}$ a new state-action pair is considerably easier to implement.

cs.LG

On the Complexity of Dynamic Mechanism Design

We introduce a dynamic mechanism design problem in which the designer wants to offer for sale an item to an agent, and another item to the same agent at some point in the future. The agent's joint distribution of valuations for the two items is known, and the agent knows the valuation for the current item (but not for the one in the future). The designer seeks to maximize expected revenue, and the auction must be deterministic, truthful, and ex post individually rational. The optimum mechanism involves a protocol whereby the seller elicits the buyer's current valuation, and based on the bid makes two take-it-or-leave-it offers, one for now and one for the future. We show that finding the optimum deterministic mechanism in this situation - arguably the simplest meaningful dynamic mechanism design problem imaginable - is NP-hard. We also prove several positive results, among them a polynomial linear programming-based algorithm for the optimum randomized auction (even for many bidders and periods), and we show strong separations in revenue between non-adaptive, adaptive, and randomized auctions, even when the valuations in the two periods are uncorrelated. Finally, for the same problem in an environment in which contracts cannot be enforced, and thus perfection of equilibrium is necessary, we show that the optimum randomized mechanism requires multiple rounds of cheap talk-like interactions.

cs.GT

Neuroscience needs Network Science

The brain is a complex system comprising a myriad of interacting elements, posing significant challenges in understanding its structure, function, and dynamics. Network science has emerged as a powerful tool for studying such intricate systems, offering a framework for integrating multiscale data and complexity. Here, we discuss the application of network science in the study of the brain, addressing topics such as network models and metrics, the connectome, and the role of dynamics in neural networks. We explore the challenges and opportunities in integrating multiple data streams for understanding the neural transitions from development to healthy function to disease, and discuss the potential for collaboration between network science and neuroscience communities. We underscore the importance of fostering interdisciplinary opportunities through funding initiatives, workshops, and conferences, as well as supporting students and postdoctoral fellows with interests in both disciplines. By uniting the network science and neuroscience communities, we can develop novel network-based methods tailored to neural circuits, paving the way towards a deeper understanding of the brain and its functions.

q-bio.NC

Self-Attention Networks Can Process Bounded Hierarchical Languages

Despite their impressive performance in NLP, self-attention networks were recently proved to be limited for processing formal languages with hierarchical structure, such as $\mathsf{Dyck}_k$, the language consisting of well-nested parentheses of $k$ types. This suggested that natural language can be approximated well with models that are too weak for formal languages, or that the role of hierarchy and recursion in natural language might be limited. We qualify this implication by proving that self-attention networks can process $\mathsf{Dyck}_{k, D}$, the subset of $\mathsf{Dyck}_{k}$ with depth bounded by $D$, which arguably better captures the bounded hierarchical structure of natural language. Specifically, we construct a hard-attention network with $D+1$ layers and $O(\log k)$ memory size (per token per layer) that recognizes $\mathsf{Dyck}_{k, D}$, and a soft-attention network with two layers and $O(\log k)$ memory size that generates $\mathsf{Dyck}_{k, D}$. Experiments show that self-attention networks trained on $\mathsf{Dyck}_{k, D}$ generalize to longer inputs with near-perfect accuracy, and also verify the theoretical memory advantage of self-attention networks over recurrent networks.

cs.CL