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Lemke–Howson algorithm : ウィキペディア英語版
Lemke–Howson algorithm
The Lemke–Howson algorithm

is an algorithm that computes a
Nash equilibrium of a bimatrix game, named after its inventors, Carlton E. Lemke and J. T. Howson.
It is said to be “the best known among the combinatorial algorithms for finding a Nash equilibrium”.
==The algorithm==

The input to the algorithm is a 2-player game ''G''.
''G'' is represented by two ''m'' × ''n'' game matrices A and B, containing
the payoffs for players 1 and 2 respectively, who have ''m'' and ''n'' pure strategies respectively.
In the following we assume that all payoffs are positive. (By rescaling, any
game can be transformed to a strategically equivalent game with positive payoffs.)
''G'' has two corresponding polytopes (called the ''best-response polytopes'')
P1 and P2, in ''m'' dimensions and ''n'' dimensions respectively, defined as follows.
P1 is in R''m''; let denote the coordinates.
P1 is defined by ''m'' inequalities ''x''''i'' ≥ 0, for all ''i'' ∈ ,
and a further ''n'' inequalities
B1,''j''''x''1+...+B''m'',''j''''x''''m'' ≤ 1,
for all ''j'' ∈ .
P2 is in R''n''; let denote the coordinates.
P2 is defined by ''n'' inequalities ''x''''m''+''i'' ≥ 0, for all ''i'' ∈ ,
and a further ''m'' inequalities
A''i'',1''x''''m''+1+...+A''i'',''n''''x''''m''+''n'' ≤ 1,
for all ''i'' ∈ .
''P''1 represents the set of unnormalized probability distributions over player 1’s
''m'' pure strategies, such that player 2’s expected
payoff is at most 1. The first ''m'' constraints require the probabilities to be
non-negative, and the other ''n'' constraints require each of the ''n'' pure strategies of
player 2 to have an expected payoff of at most 1.
P2 has a similar meaning, reversing the roles of the players.
Each vertex ''v'' of P1 is associated with a set of labels from the set
as follows.
For ''i'' ∈ , vertex ''v'' gets the label ''i'' if ''x''''i'' = 0 at vertex ''v''.
For ''j'' ∈ , vertex ''v'' gets the label ''m'' + ''j'' if ''B''1,''j''''x''1 + ... + ''B''''m'',''j''''x''''m'' = 1.
Assuming that ''P''1 is nondegenerate, each vertex is incident to ''m''
facets of ''P''1 and has ''m'' labels.
Note that the origin, which is a vertex of P1, has the labels .
Each vertex ''w'' of ''P''2 is associated with a set of labels from the set
as follows.
For ''j'' ∈ , vertex ''w'' gets the label ''m'' + ''j'' if ''x''''m''+''j'' = 0 at vertex ''w''.
For ''i'' ∈ , vertex ''w'' gets the label ''i'' if
''A''''i'',1''x''''m''+1 + ... + ''A''''i'',''n''''x''''m''+''n'' = 1.
Assuming that P2 is nondegenerate, each vertex is incident to ''m''
facets of P2 and has ''m'' labels.
Note that the origin, which is a vertex of P2, has the labels .
Consider pairs of vertices (''v'',''w''), ''v'' ∈ P1, ''w'' ∈ ''P''2.
We say that (''v'',''w'') is ''completely labeled'' if the sets associated with ''v'' and ''w''
contain all labels . Note that if ''v'' and ''w'' are the origins of R''m'' and R''n''
respectively, then (''v'',''w'') is completely labeled.
We say that (''v'',''w'') is ''almost completely labeled'' (with respect to some missing label ''g'')
if the sets associated with ''v'' and ''w''
contain all labels in other than ''g''.
Note that in this case, there will be a ''duplicate label'' that is associated with both
''v'' and ''w''.
A ''pivot operation'' consists of taking some pair (''v'',''w'') and replacing ''v'' with some
vertex adjacent to ''v'' in P1, or alternatively replacing ''w'' with some
vertex adjacent to ''w'' in P2. This has the effect (in the case that
''v'' is replaced) of replacing some label of ''v'' with some other label.
The replaced label is said to be ''dropped''. Given any label of ''v'', it is possible
to drop that label by moving to a vertex adjacent to ''v'' that does not contain the
hyperplane associated with that label.
The algorithm starts at the completely labeled pair (''v'',''w'') consisting of the pair of
origins. An arbitrary label ''g'' is dropped via a pivot operation, taking us to
an almost completely labeled pair (''v′'',''w′''). Any almost completely labeled pair
admits two pivot operations corresponding to dropping one or other copy of its
duplicated label, and each of these operations may result in another almost completely
labeled pair, or a completely labeled pair. Eventually the algorithm finds a
completely labeled pair (''v''
*
,''w''
*
), which is not the origin.
(''v''
*
,''w''
*
) corresponds to a pair of unnormalised probability distributions
in which every strategy ''i'' of player 1 either pays that player 1, or pays less than 1 and is played
with probability 0 by that player (and a similar observation holds for
player 2). Normalizing these values to probability distributions, we have a Nash
equilibrium (whose payoffs to the players are the inverses of the normalization
factors).

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Lemke–Howson algorithm」の詳細全文を読む



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