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The Complexity of Computing Robust Mediated Equilibria in Ordinal Games
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Defines robust mediated equilibria for ordinal games (robust to all cardinal utilities consistent with given ordinal preferences) and gives LP-based algorithms and complexity results for finding them, with coNP-hardness for preference-CNF type spaces.
Problem
Computing equilibria in ordinal games where players know only ordinal preferences over outcomes, so mixed strategies cannot be evaluated without cardinal utilities; the goal is equilibria robust to all consistent cardinal utilities.
Approach
Uses folk-theorem-style mediated equilibria in which an on-path distribution p and punishment distributions q_{-i} must satisfy incentive constraints for every utility function consistent with the ordinal preferences; this reduces to LPs whose separation oracles are max-flow or LP problems depending on the order structure.
Key results
- Ordinal games with total orders: EORE, SIRE, AARE, and OMIRE solvable by a single polynomial-size LP with O(|O| * sum_i |A_i|) constraints.
- Ordinal games with partial orders over pure outcomes: solvable via a single LP with a max-flow separation oracle.
- With two players and preference-CNF type spaces for player 1, EORE, SIRE, AARE and OMIRE are coNP-hard.
Surprising findings
- Some ordinal games (even with total orders) have no robust equilibrium, e.g. a matching-pennies-style game.
- In repeated games with observable actions and persistent types, punishment strategies conditioning on history can beat the stationary robust punishment, so the concept is not without loss of generality.
Limitations
- Robust equilibria do not always exist, even with total orders.
- Hardness result for richer preference-CNF constraints.
- Equivalence to repeated/mediated settings holds only under assumptions; history-dependent punishment can help when actions are observable and types persist.
Experimental setup
Builds on: mediated equilibrium pre-Bayesian games folk theorem program equilibrium
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