2015
DOI: 10.1007/978-3-319-20086-6_26
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An Empirical Study of Finding Approximate Equilibria in Bimatrix Games

Abstract: Abstract. While there have been a number of studies about the efficacy of methods to find exact Nash equilibria in bimatrix games, there has been little empirical work on finding approximate Nash equilibria. Here we provide such a study that compares a number of approximation methods and exact methods. In particular, we explore the trade-off between the quality of approximate equilibrium and the required running time to find one. We found that the existing library GAMUT, which has been the de facto standard th… Show more

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Cited by 14 publications
(12 citation statements)
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“…There is a natural extension to our tight instance generator: find a class of games rendering the performances of all existing polynomial-time algorithms unsatisfying. It is worth noting that the classic game generator GAMUT [17] is overwhelmed by the TS algorithm [9]. Therefore, a new benchmark is required, and finding such a benchmark is of great significance to understand the hardness of Nash equilibrium computing.…”
Section: Propose a Benchmark For Approximate Nash Equilibrium Computi...mentioning
confidence: 99%
See 1 more Smart Citation
“…There is a natural extension to our tight instance generator: find a class of games rendering the performances of all existing polynomial-time algorithms unsatisfying. It is worth noting that the classic game generator GAMUT [17] is overwhelmed by the TS algorithm [9]. Therefore, a new benchmark is required, and finding such a benchmark is of great significance to understand the hardness of Nash equilibrium computing.…”
Section: Propose a Benchmark For Approximate Nash Equilibrium Computi...mentioning
confidence: 99%
“…In literature, the experimental performance of the algorithm is far better than 0.3393 [20]. The worst ratio in an empirical trial by Fearnley et al shows that there is a game on which the TS algorithm gives a 0.3385-approximate Nash equilibrium [9].…”
Section: Introductionmentioning
confidence: 99%
“…This line of works originates with the celebrated Lemke-Howson algorithm (Lemke and Howson 1964), and for more recent works, see among others (Bhat and Leyton-Brown 2004;Thompson, Leung, and Leyton-Brown 2011) for the class of action-graph games and (Porter, Nudelman, and Shoham 2008) for the support enumeration method. More recently, there have also been experimental evaluations for methods that compute approximate equilibria, as reported in (Tsaknakis, Spirakis, and Kanoulas 2008;Kontogiannis and Spirakis 2011;Fearnley, Igwe, and Savani 2015), highlighting the need for creating new families of testbeds for such algorithms.…”
Section: Further Related Workmentioning
confidence: 99%
“…The column player then computes a best response j s against x * s , and uses log n communication rounds to transmit it to the row player. The row player then computes a best response r s against j s , then computes: A recent paper of Fearnley, Igwe, and Savani successfully applied genetic algorithms to find lower bounds against algorithms that compute approximate Nash equilibria [12]. Using the same approach, along with some hand tweaking of the output, we found the following game.…”
Section: Lemma 21 the Strategy Profilementioning
confidence: 99%
“…A line of work has studied the best guarantee that can be achieved in polynomial time [2,6,8]. The best algorithm known so far is the gradient descent method of Tsaknakis and Spirakis [20] that finds a 0.3393-NE in polynomial time, and examples upon which the algorithm finds no better than a 0.3385-NE have been found [12]. On the other hand, progress on computing approximate-well-supported Nash equilibria has been less forthcoming.…”
Section: Introductionmentioning
confidence: 99%