Tight Inapproximability for Graphical Games
arXiv:2209.15151
Abstract
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: -Nash equilibria (-NE) and -well-supported Nash equilibria (-WSNE), where . We prove that computing an -NE is PPAD-complete for any constant , while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a -NE. On the other hand, we show that computing an -WSNE is PPAD-complete for any constant , while a -WSNE is trivial to achieve, because any strategy profile is a -WSNE. All of our lower bounds immediately also apply to graphical games with more than two actions per player.