# Smooth Nash Equilibria: Algorithms and Complexity

arXiv: https://arxiv.org/abs/2309.12226 · HTML: https://mlsanity.com/paper/2309.12226/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 25 of its 74 references that are in the map.
- First posted on arXiv 21 Sep 2023.

## Builds on (most cited first, 25 of 25)

- [Convex Optimization: Algorithms and Complexity](https://mlsanity.com/paper/1405.4980/) (2014)
- [Multi-Agent Reinforcement Learning: A Selective Overview of Theories and Algorithms](https://mlsanity.com/paper/1911.10635/) (2019)
- [Optimization, Learning, and Games with Predictable Sequences](https://mlsanity.com/paper/1311.1869/) (2013)
- [Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning](https://mlsanity.com/paper/2206.15378/) (2022)
- [A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games](https://mlsanity.com/paper/2206.05825/) (2022)
- [Smoothed Analysis with Adaptive Adversaries](https://mlsanity.com/paper/2102.08446/) (2021)
- [Smoothed Online Learning is as Easy as Statistical Learning](https://mlsanity.com/paper/2202.04690/) (2022)
- [Modeling Strong and Human-Like Gameplay with KL-Regularized Search](https://mlsanity.com/paper/2112.07544/) (2021)
- [Mastering the Game of No-Press Diplomacy via Human-Regularized Reinforcement Learning and Planning](https://mlsanity.com/paper/2210.05492/) (2022)
- [Smoothed Analysis of Online and Differentially Private Learning](https://mlsanity.com/paper/2006.10129/) (2020)
- [Strategizing against Learners in Bayesian Games](https://mlsanity.com/paper/2205.08562/) (2022)
- [Settling the complexity of computing approximate two-player Nash equilibria](https://mlsanity.com/paper/1606.04550/) (2016)
- [Kernelized Multiplicative Weights for 0/1-Polyhedral Games: Bridging the Gap Between Learning in Extensive-Form and Normal-Form Games](https://mlsanity.com/paper/2202.00237/) (2022)
- [Inapproximability of Nash Equilibrium](https://mlsanity.com/paper/1405.3322/) (2014)
- [The Sample Complexity of Approximate Rejection Sampling with Applications to Smoothed Online Learning](https://mlsanity.com/paper/2302.04658/) (2023)
- [Turbocharging Solution Concepts: Solving NEs, CEs and CCEs with Neural Equilibrium Solvers](https://mlsanity.com/paper/2210.09257/) (2022)
- [Smoothed Online Learning for Prediction in Piecewise Affine Systems](https://mlsanity.com/paper/2301.11187/) (2023)
- [Learning Equilibria of Games via Payoff Queries](https://mlsanity.com/paper/1302.3116/) (2013)
- [Smoothed Analysis of Sequential Probability Assignment](https://mlsanity.com/paper/2303.04845/) (2023)
- [Near-Optimal Communication Lower Bounds for Approximate Nash Equilibria](https://mlsanity.com/paper/1805.06387/) (2018)
- [On the Communication Complexity of Approximate Nash Equilibria](https://mlsanity.com/paper/1302.3793/) (2013)
- [Oracle-Efficient Smoothed Online Learning for Piecewise Continuous Decision Making](https://mlsanity.com/paper/2302.05430/) (2023)
- [Finding Approximate Nash Equilibria of Bimatrix Games via Payoff Queries](https://mlsanity.com/paper/1310.7419/) (2013)
- [Smoothed Complexity of 2-player Nash Equilibria](https://mlsanity.com/paper/2007.10857/) (2020)
- [Empirical Distribution of Equilibrium Play and Its Testing Application](https://mlsanity.com/paper/1310.7654/) (2013)

## Built on by (most cited first, 3 of 3)

- [Tractable Equilibrium Computation in Markov Games through Risk Aversion](https://mlsanity.com/paper/2406.14156/) (2024)
- [Protocols for Verifying Smooth Strategies in Bandits and Games](https://mlsanity.com/paper/2507.10567/) (2025)
- [Well-Conditioned Oblivious Perturbations in Linear Space](https://mlsanity.com/paper/2604.23193/) (2026)

## Abstract (arXiv)

A fundamental shortcoming of the concept of Nash equilibrium is its computational intractability: approximating Nash equilibria in normal-form games is PPAD-hard. In this paper, inspired by the ideas of smoothed analysis, we introduce a relaxed variant of Nash equilibrium called σ-smooth Nash equilibrium, for a smoothness parameter σ. In a σ-smooth Nash equilibrium, players only need to achieve utility at least as high as their best deviation to a σ-smooth strategy, which is a distribution that does not put too much mass (as parametrized by σ) on any fixed action. We distinguish two variants of σ-smooth Nash equilibria: strong σ-smooth Nash equilibria, in which players are required to play σ-smooth strategies under equilibrium play, and weak σ-smooth Nash equilibria, where there is no such requirement. We show that both weak and strong σ-smooth Nash equilibria have superior computational properties to Nash equilibria: when σ as well as an approximation parameter ε and the number of players are all constants, there is a constant-time randomized algorithm to find a weak ε-approximate σ-smooth Nash equilibrium in normal-form games. In the same parameter regime, there is a polynomial-time deterministic algorithm to find a strong ε-approximate σ-smooth Nash equilibrium in a normal-form game. These results stand in contrast to the optimal algorithm for computing ε-approximate Nash equilibria, which cannot run in faster than quasipolynomial-time. We complement our upper bounds by showing that when either σ or ε is an inverse polynomial, finding a weak ε-approximate σ-smooth Nash equilibria becomes computationally intractable.
