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Anytime-Constrained Equilibria in Polynomial Time
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Extends anytime constraints to Markov games, showing ACE feasibility is NP-hard for zero-sum games and giving an FPT exact algorithm (via AND/OR feasibility tree and action-constrained MG reduction) plus a polynomial-time approximation with additive/relative budget violation.
Problem
Computing anytime-constrained equilibria (feasible joint policies where every player's cumulative cost stays within budget at all times, and no feasible deviation is profitable) in constrained Markov games is hard; the paper asks for which classes it is tractable.
Approach
Characterize feasibly realizable (state, cumulative cost) pairs with an AND/OR feasibility tree, reduce the anytime-constrained game to an action-constrained Markov game with state-dependent action sets, solve stage games with a modified CCE/CE linear program, and obtain approximate ACE via cost rounding and truncation.
Key results
- Determining whether a feasible policy exists is NP-hard even for two-player zero-sum acMGs with S=1, A=2 and integer costs.
- Exact ACSPE computation is FPT in cost precision d and polynomial when d=O(log|G|) with n constant or d=O(1).
- Approximation computes H*ell-additive approximate ACSPE in time polynomial in |G| and 1/epsilon^n when max cost is polynomially bounded by the budget.
Surprising findings
- Computing a feasible policy is NP-hard even for simple two-player zero-sum anytime-constrained games, so worst-case polynomial exact algorithms are not possible.
Limitations
- Exact algorithm is only polynomial under small cost precision or constant number of players
- Approximation requires maximum cost bounded by a polynomial factor of the budget
- Purely theoretical with no empirical evaluation
Experimental setup
Builds on: constrained Markov decision processes correlated equilibrium linear program
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