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[论文解读] Tarski's Theorem, Supermodular Games, and the Complexity of Equilibria

Kousha Etessami, Christos H. Papadimitriou|arXiv (Cornell University)|Sep 7, 2019
Game Theory and Voting Systems参考文献 20被引用 4
一句话总结

本文研究了在单调函数的离散网格上,由塔斯基定理保证的不动点的计算复杂性,及其在超模博弈和随机博弈中的影响。研究证明,寻找任意不动点属于PLS和PPAD类,二维情况下需要Ω(log²N)次查询(与O(log²N)的上界匹配),而寻找最大或最小不动点则是NP难的。该研究揭示了塔斯基不动点定理与博弈论及验证中的基础问题之间深刻的联系。

ABSTRACT

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 in such games 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 observe 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 a $Ω(\log^d N)$ lower bound for small fixed dimension $d \geq 3$.

研究动机与目标

  • 分析在有限网格上单调函数由塔斯基定理保证的不动点的计算复杂性。
  • 研究超模博弈中均衡计算的复杂性及其与塔斯基不动点问题的关联。
  • 探索从夏普利和康登的随机博弈值计算问题到塔斯基不动点问题的归约。
  • 在黑箱模型中,为随机算法建立查询复杂性的紧致下界,特别是在二维情况下。
  • 确定塔斯基问题所属的精确复杂性类(PLS、PPAD、CLS、EOPL)。

提出的方法

  • 使用黑箱预言机模型,分析单调函数f: [N]^d → [N]^d的不动点寻找的查询复杂性。
  • 采用在第d维坐标上的递归二分查找算法,利用单调性降低维度,实现O(log^d N)的时间复杂度。
  • 引入“斜纹”函数作为二维情况下的下界构造,证明随机算法需要Ω(log²N)次期望查询。
  • 通过离散化和压缩映射,将夏普利随机博弈的值向量近似问题归约为塔斯基不动点问题。
  • 通过在离散网格上构造一个单调且多项式时间可计算的函数,将康登的简单随机博弈值计算问题归约为塔斯基问题。
  • 证明塔斯基问题同时属于PLS(局部搜索)和PPAD(类似布劳威尔不动点问题),并使用基于电路的紧凑表示。

实验结果

研究问题

  • RQ1在黑箱模型中,寻找d维网格上单调函数的不动点的查询复杂性是多少?
  • RQ2在更高维度(d ≥ 3)中,能否为不动点计算的O(log^d N)上界建立匹配的下界?
  • RQ3塔斯基不动点问题是否为已知的总搜索复杂性类(如CLS或EOPL)完全问题?
  • RQ4与寻找任意不动点相比,计算最大或最小不动点的复杂性如何?
  • RQ5在多大程度上可以将随机博弈值计算归约为塔斯基不动点问题?

主要发现

  • 在二维黑箱模型中,任何随机算法期望需要Ω(log²N)次查询才能找到塔斯基不动点,与O(log²N)的上界完全匹配。
  • 塔斯基不动点问题同时包含于PLS和PPAD,揭示了总函数复杂性中两个主要类之间出人意料的联系。
  • 在白箱模型中,寻找最大或最小不动点是NP难的,在黑箱模型中需要Ω(dN)时间。
  • 将夏普利折现随机博弈的值计算到误差ϵ内的问题,可多项式时间归约为塔斯基问题。
  • 康登的简单随机博弈的精确值计算问题,同样可多项式时间归约为塔斯基问题。
  • 对于一个玩家具有单维策略空间的双人超模博弈,纳什均衡可在O(log N)时间内计算。

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