mlsanityData to 7 Oct 2026

Tight Inapproximability for Graphical Games

arXiv 2209.15151 ↗First posted 30 Sep 2022cs.GT cs.CCcited by 2

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Abstract (arXiv)

We provide a complete characterization for the computational complexity of finding approximate equilibria in two-action graphical games. We consider the two most well-studied approximation notions: varepsilon-Nash equilibria (varepsilon-NE) and varepsilon-well-supported Nash equilibria (varepsilon-WSNE), where varepsilon ∈ [0,1]. We prove that computing an varepsilon-NE is PPAD-complete for any constant varepsilon < 1/2, while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a 1/2-NE. On the other hand, we show that computing an varepsilon-WSNE is PPAD-complete for any constant varepsilon < 1, while a 1-WSNE is trivial to achieve, because any strategy profile is a 1-WSNE. All of our lower bounds immediately also apply to graphical games with more than two actions per player.

Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). First posted on arXiv 30 Sep 2022.

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