pith. sign in

arxiv: 2501.03001 · v1 · pith:7CUUA7M5new · submitted 2025-01-06 · 💻 cs.GT

Approximating N-Player Nash Equilibrium through Gradient Descent

classification 💻 cs.GT
keywords computinggamesn-playernumberchallengedescentdistanceequilibrium
0
0 comments X
read the original abstract

Decoding how rational agents should behave in shared systems remains a critical challenge within theoretical computer science, artificial intelligence and economics studies. Central to this challenge is the task of computing the solution concept of games, which is Nash equilibrium (NE). Although computing NE in even two-player cases are known to be PPAD-hard, approximation solutions are of intensive interest in the machine learning domain. In this paper, we present a gradient-based approach to obtain approximate NE in N-player general-sum games. Specifically, we define a distance measure to an NE based on pure strategy best response, thereby computing an NE can be effectively transformed into finding the global minimum of this distance function through gradient descent. We prove that the proposed procedure converges to NE with rate $O(1/T)$ ($T$ is the number of iterations) when the utility function is convex. Experimental results suggest our method outperforms Tsaknakis-Spirakis algorithm, fictitious play and regret matching on various types of N-player normal-form games in GAMUT. In addition, our method demonstrates robust performance with increasing number of players and number of actions.

This paper has not been read by Pith yet.

discussion (0)

Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.

Forward citations

Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. Projected Exploitability Descent for Nash Equilibrium Computation in Multiplayer Imperfect-Information Games

    cs.GT 2026-06 unverdicted novelty 7.0

    Projected exploitability descent (PED) is a new algorithm for approximating Nash equilibria in multiplayer imperfect-information games via projected subgradient descent on an exploitability proxy, with empirical tests...