Nash Propagation for Loopy Graphical Games

Abstract

We introduce NashProp, an iterative and local message-passing algo- rithm for computing Nash equilibria in multi-player games represented by arbitrary undirected graphs. We provide a formal analysis and exper- imental evidence demonstrating that NashProp performs well on large graphical games with many loops, often converging in just a dozen itera- tions on graphs with hundreds of nodes. NashProp generalizes the tree algorithm of (Kearns et al. 2001), and can be viewed as similar in spirit to belief propagation in probabilis- tic inference, and thus complements the recent work of (Vickrey and Koller 2002), who explored a junction tree approach. Thus, as for prob- abilistic inference, we have at least two promising general-purpose ap- proaches to equilibria computation in graphs.

Cite

Text

Ortiz and Kearns. "Nash Propagation for Loopy Graphical Games." Neural Information Processing Systems, 2002.

Markdown

[Ortiz and Kearns. "Nash Propagation for Loopy Graphical Games." Neural Information Processing Systems, 2002.](https://mlanthology.org/neurips/2002/ortiz2002neurips-nash/)

BibTeX

@inproceedings{ortiz2002neurips-nash,
  title     = {{Nash Propagation for Loopy Graphical Games}},
  author    = {Ortiz, Luis E. and Kearns, Michael},
  booktitle = {Neural Information Processing Systems},
  year      = {2002},
  pages     = {817-824},
  url       = {https://mlanthology.org/neurips/2002/ortiz2002neurips-nash/}
}