Game connectivity and adaptive dynamics in many-action games
arXiv:2601.05965
Abstract
We study the typical structure of games in terms of their connectivity properties. A game is `connected' if it has a pure Nash equilibrium and there is a best-response path from every action profile which is not a pure Nash equilibrium to every pure Nash equilibrium; a game is generic if it has no indifferences. In previous work we showed that, among all -player -action generic games that admit a pure Nash equilibrium, the fraction that are connected tends to as gets sufficiently large relative to . Here, we consider the large- regime, which behaves differently: we show that the connected fraction tends to as gets large, where is an explicit constant. Thus, a constant fraction of many-action games are \emph{not} connected. However, for , is small and tends to rapidly with , so as increases all but a vanishingly small fraction of many-player-many-action games are connected. Since connectedness is conducive to equilibrium convergence, we find a simple adaptive dynamic that is guaranteed to converge to a pure Nash equilibrium in all but a vanishingly small fraction of generic games that have one. We rely on new probabilistic and combinatorial arguments to tackle the large- regime.