# Smoothed Complexity of 2-player Nash Equilibria

arXiv: https://arxiv.org/abs/2007.10857 · HTML: https://mlsanity.com/paper/2007.10857/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 21 Jul 2020.

## Built on by (most cited first, 4 of 4)

- [A Survey of Decision Making in Adversarial Games](https://mlsanity.com/paper/2207.07971/) (2022)
- [Smooth Nash Equilibria: Algorithms and Complexity](https://mlsanity.com/paper/2309.12226/) (2023)
- [Fixed Point Computation: Beating Brute Force with Smoothed Analysis](https://mlsanity.com/paper/2501.10884/) (2025)
- [Computational Lower Bounds for Regret Minimization in Normal-Form Games](https://mlsanity.com/paper/2411.01721/) (2024)

## Abstract (arXiv)

We prove that computing a Nash equilibrium of a two-player (n × n) game with payoffs in [-1,1] is PPAD-hard (under randomized reductions) even in the smoothed analysis setting, smoothing with noise of constant magnitude. This gives a strong negative answer to conjectures of Spielman and Teng [ST06] and Cheng, Deng, and Teng [CDT09]. In contrast to prior work proving PPAD-hardness after smoothing by noise of magnitude 1/operatornamepoly(n) [CDT09], our smoothed complexity result is not proved via hardness of approximation for Nash equilibria. This is by necessity, since Nash equilibria can be approximated to constant error in quasi-polynomial time [LMM03]. Our results therefore separate smoothed complexity and hardness of approximation for Nash equilibria in two-player games. The key ingredient in our reduction is the use of a random zero-sum game as a gadget to produce two-player games which remain hard even after smoothing. Our analysis crucially shows that all Nash equilibria of random zero-sum games are far from pure (with high probability), and that this remains true even after smoothing.
