Tree Polymatrix Games are PPAD-hard
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Abstract (arXiv)
We prove that it is PPAD-hard to compute a Nash equilibrium in a tree polymatrix game with twenty actions per player. This is the first PPAD hardness result for a game with a constant number of actions per player where the interaction graph is acyclic. Along the way we show PPAD-hardness for finding an ε-fixed point of a 2D LinearFIXP instance, when ε is any constant less than (√2 - 1)/2 ≈ 0.2071. This lifts the hardness regime from polynomially small approximations in k-dimensions to constant approximations in two-dimensions, and our constant is substantial when compared to the trivial upper bound of 0.5.
Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). First posted on arXiv 27 Feb 2020.
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Citing papers per year: 2022: 1; 2023: 0; 2024: 0; 2025: 0; 2026: 1.
2 papers.
- 2022A Survey of Decision Making in Adversarial Gamescited by 3
- 2026On the Computational Complexity of Performative Predictioncited by 2
- 2026On the Computational Complexity of Performative Prediction28 Jan 2026
- 2022A Survey of Decision Making in Adversarial Games16 Jul 2022