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Complexity Theory, Game Theory, and Economics: The Barbados Lectures

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\thispagestyle{empty}
\begin{center}
  {\Huge\textsc{Barbados Lectures on Complexity Theory, Game Theory, and Economics}\par}
  \bigskip
  \bigskip
  {\Large Tim Roughgarden\\Columbia University\par}
  \bigskip
  \bigskip
  {\LARGE 29th McGill Invitational\\ Workshop on Computational Complexity\par}
  \bigskip
  \bigskip
  {\Large Bellairs Institute\\ Holetown, Barbados\par}
  \vfill
\end{center}

\newpage
\addcontentsline{toc}{section}{Foreward}


\begin{center}
  {\Large \textsl{Foreward}\par}
\end{center}
\vspace{1.25\baselineskip}

This monograph is based on lecture notes from my mini-course
``Complexity Theory, Game Theory, and Economics,'' taught at
the Bellairs Research Institute of McGill University, Holetown,
Barbados, February 19--23,
2017, as the 29th  McGill Invitational Workshop on Computational
Complexity.

The goal of this monograph is twofold:
\begin{itemize}

\item [(i)] to explain how complexity
theory has helped illuminate several barriers in economics and game
theory; and

\item [(ii)] to illustrate how game-theoretic questions have led
to new and interesting complexity theory, including several
very recent breakthroughs.

\end{itemize}
It consists of two five-lecture sequences: the {\em Solar Lectures,}
focusing on the communication and
computational complexity of computing equilibria; and the {\em Lunar
Lectures,} focusing on applications of complexity theory in game
theory and economics.\footnote{Cris Moore: ``So when are the
  {\em stellar} lectures?''}
No background in game theory is assumed.

Thanks are due to many people: Denis Therien and Anil Ada for
organizing the workshop and for inviting me to lecture; Omri
Weinstein, for giving a guest lecture on simulation theorems in
communication complexity; Alex Russell, for coordinating the scribe
notes; the scribes\footnote{Anil Ada,
Amey Bhangale,
Shant Boodaghians,
Sumegha Garg,
Valentine Kabanets,
Antonina Kolokolova,
Michal Kouck\'y,
Cristopher Moore,
Pavel Pudl\'ak,
Dana Randall,
Jacobo Tor\'an,
Salil Vadhan,
Joshua R. Wang, and
Omri Weinstein.}, for putting together a terrific first draft;
and all of the workshop attendees, for making the experience so
unforgettable (if intense!).  I also thank
Yakov Babichenko,
Mika G\"o\"os,
Aviad Rubinstein,
Eylon Yogev,
and an anonymous reviewer for
numerous helpful comments on earlier drafts of this monograph.

The writing of this monograph was supported in part by NSF award
CCF-1524062, a Google Faculty Research Award, and a Guggenheim Fellowship.
I would be very happy to receive any comments or
corrections from readers.

\vspace{2\baselineskip}

\noindent Tim Roughgarden\\
\noindent Bracciano, Italy\\
December 2017\\
(Revised December 2019)

\newpage
\tableofcontents

\newpage


\newpage
\addcontentsline{toc}{section}{Overview}
\setcounter{footnote}{0}

\begin{center}
  {\Large \textsl{Overview}\par}
\end{center}
\vspace{1.25\baselineskip}

There are 5 solar lectures and 5 lunar lectures.  The solar
lectures focus on the communication and computational complexity of
computing an (approximate) Nash equilibrium.  The lunar lectures are less
technically intense and
meant to be understandable even after consuming a rum punch; they
focus on applications of computational complexity theory to game
theory and economics.

\subsection*{The Solar Lectures: Complexity of Equilibria}

\paragraph{Lecture 1: Introduction and wish list.}
The goal of the first lecture is to get the lay of the land.
We'll focus on the types of positive results about equilibria that we
want, like fast algorithms and quickly converging distributed
processes.  Such positive results are possible in special cases (like
zero-sum games), and the challenge for complexity theory is to prove
that they cannot be extended to the general case.
The topics in this lecture are mostly classical.

\paragraph{Lectures 2 and 3: The communication complexity of Nash
  equilibria.}
These two lectures cover the main ideas in the
recent paper of \citet{BR17}, which proves strong communication complexity
lower bounds for computing an approximate Nash equilibrium.
Discussing the proof also gives us an excuse to talk about
``simulation theorems'' in the spirit of
\citet{DBLP:journals/combinatorica/RazM99}, which lift query
complexity lower bounds to communication complexity lower bounds and
have recently found a number of exciting applications.

\paragraph{Lecture 4: $\mathsf{TFNP}$, $\mathsf{PPAD}$, and all that.}
In this lecture we begin our study of the {\em computational} complexity of
computing a Nash equilibrium, where we want conditional but
super-polynomial lower bounds.  Proving analogs of
$\mathsf{NP}$-completeness results requires developing
customized complexity classes appropriate for the study of equilibrium
computation.\footnote{Why can't we use the tried-and-true theory of
  $\mathsf{NP}$-completeness?
Because the guaranteed existence
  (Theorem~\ref{t:nash}) and
  efficient verifiability of a Nash equilibrium imply that computing
  one is an easier task than solving an $\mathsf{NP}$-complete problem, under appropriate
  complexity assumptions (see Theorem~\ref{t:mp91}).}
This lecture also discusses the existing evidence for the intractability of
these complexity classes, including some very recent developments.

\paragraph{Lecture 5: The computational complexity of computing an
  approximate Nash equilibrium of a bimatrix game.}
The goal of this lecture is to give a high-level overview of
Rubinstein's recent breakthrough result~\cite{R16} that an ETH-type
assumption for $\mathsf{PPAD}$ implies a quasi-polynomial-time lower bound for
the problem of computing an approximate Nash equilibrium (which is
tight, by Corollary~\ref{cor:lmm2}).


\subsection*{The Lunar Lectures: Complexity-Theoretic Barriers in Economics}

Most of the lunar lectures have the flavor of ``applied complexity
theory.''\footnote{Not an oxymoron!}  While the solar lectures build
on each other to some extent, the lunar lectures are episodic and
can be read independently of each other.

\paragraph{Lecture 1: The 2016 FCC Incentive Auction.}
The recent FCC Incentive Auction is a great case study of how computer
science has influenced real-world auction design.  This lecture
provides our first broader glimpse of the vibrant field called {\em
  algorithmic game theory}, at most 10\% of which concerns the
complexity of computing equilibria.

\paragraph{Lecture 2: Barriers to near-optimal equilibria.}
This lecture concerns the ``price of anarchy,'' meaning the extent to
which the Nash equilibria of a game approximate an optimal outcome.  It
turns out that nondeterministic communication complexity lower bounds
can be translated, in black-box fashion, to lower bounds on the price
of anarchy.  We'll see how this translation enables a theory of
``optimal simple auctions.''

\paragraph{Lecture 3: Barriers in markets.}
You've surely heard of the idea of ``market-clearing prices,'' which
are prices in a market such that supply equals demand.  When the goods
are divisible (milk, wheat, etc.), market-clearing prices exist under
relatively mild technical assumptions.  With indivisible goods (houses,
spectrum licenses, etc.), market-clearing prices may or may not
exist.  It turns out that complexity considerations can be used to explain
when such prices exist and when they do not.
This is cool and surprising because the issue of equilibrium existence
seems to have nothing to do with computation (in contrast to the Solar
Lectures, where the questions studied are explicitly about
computation).

\paragraph{Lecture 4: The borders of Border's theorem.}
Border's theorem is a famous result in auction theory from~1991, about
single-item auctions.  Despite its fame, no one has been able to
extend it to significantly more general settings.  We'll see that
complexity theory explains this mystery: significantly generalizing
Border's theorem would imply that the polynomial hierarchy collapses!

\paragraph{Lecture 5: Tractable relaxations of Nash equilibria.}
With the other lectures focused largely on negative results for
computing Nash equilibria, for an epilogue we'll conclude with
positive algorithmic results for relaxations of Nash equilibria, such
as correlated equilibria.

















\part{Solar Lectures}


\setcounter{chapter}{0}

\newpage

  \chapter{Introduction, Wish List, and Two-Player Zero-Sum Games}
\titlerule


\vspace{1cm}




\section{Nash Equilibria in Two-Player Zero-Sum Games}

\subsection{Preamble}

To an algorithms person (like the author), complexity theory is the
science of why you can't get what you want.  So what is it we want?
Let's start with some cool positive results for a very special class
of games---two-player zero-sum games---and then we can study whether
or not they extend to more general games.  For the first positive
result, we'll review the famous Minimax theorem, and see how it leads
to a polynomial-time algorithm for computing a Nash equilibrium of a
two-player zero-sum game.  Then we'll show that there are natural
``dynamics'' (basically, a distributed algorithm) that converge
rapidly to an approximate Nash equilibrium.

\subsection{Rock-Paper-Scissors}

Recall the game of rock-paper-scissors (or roshambo, if you
like)\footnote{\texttt{https://en.wikipedia.org/wiki/Rock-paper-scissors}}:
there are two players, each simultaneously picks a strategy from
$\{ \text{rock}, \text{paper}, \text{scissors} \}$.  If both players
choose the same strategy then the game is a draw; otherwise, rock
beats scissors, scissors beats paper, and paper beats rock.\footnote{Here are some
  fun facts
  about rock-paper-scissors.  There's a World Series of RPS every
  year, with a top prize of at least \$50K.  If you watch some videos
  from the event, you will see pure psychological warfare.  Maybe this
  explains why some of the same players seem to end up in the later
  rounds of the tournament every year.

There's also a robot hand, built at the University of Tokyo, that
plays rock-paper-scissors with a winning probability of 100\% (check
out the video).  No surprise, a very high-speed camera is involved.}

Here's an idea: how about we play rock-paper-scissors, and you go
first?  This is clearly unfair---no matter what strategy you choose, I
have a response that guarantees victory.  But what if you only have to
commit to a
{\em probability distribution} over your three strategies (called a
\emph{mixed strategy})?  To be clear, the order of operations is: (i)
you pick a distribution; (ii) I pick a response; (iii) nature flips
coins to sample a strategy from your distribution.  Now you can
protect yourself---by picking a strategy uniformly at random, no
matter what I do, you have an equal chance of a win, a loss, or a
draw.

The {\em Minimax theorem} states that, in any game of ``pure
competition'' like rock-paper-scissors, a player can always protect
herself with a suitable randomized strategy---there is no disadvantage
of having to move first.  The proof of the Minimax
theorem also gives as a byproduct a polynomial-time algorithm for
computing a Nash equilibrium (by linear programming).

\subsection{Formalism}

We specify a two-player zero-sum game with an $m \times n$ payoff
matrix $A$ of numbers. The rows correspond to the possible choices of
Alice (the ``row player'') and the columns correspond to possible
choices for Bob (the ``column player''). Entry $A_{ij}$ contains
Alice's payoff when Alice chooses row $i$ and Bob chooses column
$j$. In a zero-sum game, Bob's corresponding payoff is automatically
defined to be $-A_{ij}$.
Throughout the solar lectures, we normalize the payoff matrix so
that $|A_{ij}| \leq 1$ for all $i$ and $j$.\footnote{This is without loss of
generality, by scaling.}

For example, the payoff matrix corresponding to rock-paper-scissors is:
\\
\begin{center}
\begin{tabular}{ r|c|c|c| }
\multicolumn{1}{r}{}
 &  \multicolumn{1}{c}{R}
 & \multicolumn{1}{c}{P}
 & \multicolumn{1}{c}{S} \\
\cline{2-4}
R & 0 & -1 & 1 \\
\cline{2-4}
P & 1 & 0 & -1 \\
\cline{2-4}
S & -1 & 1 & 0 \\
\cline{2-4}
\end{tabular}
\end{center}
\

Mixed strategies for Alice and Bob correspond to probability
distributions $x$ and $y$ over rows and columns,
respectively.\footnote{A {\em pure strategy} is the special case of a
  mixed strategy that is deterministic (i.e., allots all its
  probability to a single strategy).}

When
speaking about Nash equilibria, one always assumes that players
randomize independently.  For a two-player zero-sum game $A$ and mixed
strategies $x,y$, we can write Alice's expected payoff as
\[
    x^{\top} A y = \sum_{i,j} A_{ij} x_i y_j\,.
\]
Bob's expected payoff is the negative of this quantity, so
his goal is to minimize the expression above.

\subsection{The Minimax Theorem}

The question that the Minimax theorem addresses is the following:
\begin{quote}
  If two players make choices \emph{sequentially} in a zero-sum
  game, is it better to go first or second?
\end{quote}
In a zero-sum game, there can only be a first-mover disadvantage.
Going second gives a player the opportunity to adapt to what the other
player does first.  And the second player always has the option of
choosing whatever mixed strategy she would have chosen had she gone
first.  But does going second ever strictly help?  The Minimax theorem
gives an amazing answer to the question above: {\em it doesn't matter!}

\begin{theorem}[Minimax Theorem] \label{t:minmax}
Let $A$ be the payoff matrix of a two-player zero-sum game. Then
\begin{equation} \label{eq:min-max}
    \max_x \left ( \min_y  \; x^{\top} A y \right ) = \min_y \left ( \max_x \; x^{\top} A y \right )\,,
\end{equation}
where $x$ and $y$ range over probability distributions over the rows
and columns of $A$, respectively.
\end{theorem}

On the left-hand side of~\eqref{eq:min-max}, the row player moves first and
the column player second.  The column player plays optimally given the
strategy chosen by the row player, and the row player plays optimally
anticipating the column player's response.
On the right-hand side of
\eqref{eq:min-max}, the roles of the two players are reversed.
The Minimax theorem asserts that, under optimal play, the expected
payoff of each player is the same in both scenarios.

The first proof of the Minimax theorem was due to
von Neumann~\cite{vN28} and used fixed-point-type arguments (which
we'll have much more to say about later).
von Neumann and Morgenstern~\cite{vNM44}, inspired by Ville~\cite{V38},
later realized that the Minimax theorem can be deduced from strong
linear programming duality.\footnote{Dantzig \cite[p.5]{D81} describes
  meeting John von Neumann on October 3, 1947: ``In under a minute I
  slapped the geometric and the algebraic version of the [linear
  programming] problem on the blackboard.  Von Neumann stood up and
  said `Oh that!'  Then for the next hour and a half, he proceeded to
  give me a lecture on the mathematical theory of linear programs.

``At one point seeing me sitting there with my eyes popping and my
mouth open (after all I had searched the literature and found
nothing), von Neumann said: `I don't want you to think I am pulling
all this out of my sleeve on the spur of the moment like a magician.  I
have just recently completed a book with Oskar Morgenstern on the
Theory of Games.  What I am doing is conjecturing that the two problems
are equivalent.''

This equivalence between strong linear programming duality and the
Minimax theorem is made precise in Dantzig~\cite{D51}, Gale et al.~\cite{GKT51}, and Adler
\cite{A13}.}

\begin{proof}
The idea is to formulate the problem faced by the first player as a
linear program.  The theorem will then follow from linear programming
duality.

First, the player who moves second always has an optimal pure (i.e., deterministic)
strategy---given the probability distribution chosen by the first
player, the second player can simply play the strategy with the highest
expected payoff.  This means the inner $\min$ and $\max$
in~\eqref{eq:min-max} may as well range over columns and rows,
respectively, rather than over all probability distributions.  The
expression on the left-hand side of~\eqref{eq:min-max} then translates
to the following linear program:
\begin{align*}
&&\max_{x,v}  &\quad v  \\
&&\text{s.t.} &\quad v \le \quad\sum_{i=1}^m A_{ij} x_i \quad  \text{for
                all columns $j$}, \\
&& & \quad x \text{ is a probability distribution over rows.}
\end{align*}
If the optimal point is $(v^*, x^*)$, then $v^*$ equals the
left-hand-side of~\eqref{eq:min-max} and $x^*$ belongs to the
corresponding arg-max.  In plain terms, $x^*$ is what Alice should
play if
she has to move first, and $v^*$ is the consequent expected payoff
(assuming Bob responds optimally).

Similarly, we can write a second linear program that computes the
optimal point $(w^*, y^*)$ from Bob's perspective, where $w^*$ equals
the right-hand-side of~\eqref{eq:min-max} and $y^*$ is in the
corresponding arg-min:
\begin{align*}
&& \min_{y,w} &\quad w  \\
&& \text{s.t.} &\quad w \ge \sum_{j=1}^n A_{ij} y_j \quad  \text{for
                 all rows $i$}, \\
&& &\quad y \text{ is a probability distribution over columns.}
\end{align*}
It is straightforward to verify that these two linear programs are in
fact duals of each other (left to the reader, or see
Chv\'atal~\cite{chvatal}).  By strong linear programming duality, we
know that the two linear programs have equal optimal objective
function values and hence $v^* = w^*$.  This means that the payoff that
Alice can guarantee herself when she goes first is the same as
when Bob goes first (and plays optimally), completing the proof.
\end{proof}

\begin{definition}[Values and Min-Max Pairs]
Let $A$ be the payoff matrix of a two-player zero-sum game. The
\emph{value} of the game is defined as the common value of
\[
\max_x \left ( \min_y  \; x^{\top} A y \right)
\text{~~and~~} \min_y \left ( \max_x \; x^{\top} A y \right ).
\]
A {\em min-max strategy} is a strategy $x^*$ in the arg-max of the left-hand
side or a strategy $y^*$ in the arg-min of the right-hand side.
A \emph{min-max pair} is a pair $(x^*,y^*)$ where $x^*$ and $y^*$ are
both min-max strategies.
\end{definition}
For example,
the value of the rock-paper-scissors game is $0$ and $(u,u)$ is its
unique min-max pair, where~$u$ denotes the uniform probability
distribution.

The min-max pairs are the optimal solutions of the two linear programs
in the proof of Theorem~\ref{t:minmax}.  Because the optimal solution
of a linear program can be computed in polynomial time, so can a min-max
pair.



\subsection{Nash Equilibrium}

In zero-sum games, a min-max pair is closely related to the notion of
a Nash equilibrium, defined next.\footnote{If you think you learned this
  definition from the movie \emph{A Beautiful Mind}, it's time to
  learn the correct definition!}

\begin{definition}[Nash Equilibrium in a Two-Player Zero-Sum
  Game]\label{d:ne}
Let $A$ be the payoff matrix of a two-player zero-sum game. The pair
$(\hat{x}, \hat{y})$ is a \emph{Nash equilibrium} if:
\begin{itemize}

\item[(i)] $\hat{x}^{\top} A \hat{y} \geq x^{\top} A \hat{y} \;$ for all $x$
  (given that Bob plays $\hat{y}$, Alice cannot increase her expected
  payoff by deviating unilaterally to a strategy different from
  $\hat{x}$,
  i.e., $\hat{x}$ is optimal given $\hat{y}$);

\item[(ii)] $\hat{x}^{\top} A \hat{y} \leq \hat{x}^{\top} A y \;$ for all $y$
(given $\hat{x}$,   $\hat{y}$ is an optimal strategy for Bob).

\end{itemize}
\end{definition}
The pairs in Definition~\ref{d:ne} are sometimes called \emph{mixed}
Nash equilibria, to stress that players are allowed to randomize.  (As
opposed to a {\em pure} Nash equilibrium, where both players
play deterministically.)  Unless otherwise noted, we will
always be concerned with mixed Nash equilibria.

\begin{proposition}[Equivalence of Nash Equilibria and Min-Max Pairs]\label{claim:ne}
  In a two-player zero-sum game, a pair $(x^*,y^*)$ is a min-max pair
  if and only if it is a Nash equilibrium.
\end{proposition}

\begin{proof}
  Suppose $(x^*,y^*)$ is a min-max pair, and so Alice's expected
  payoff is~$v^*$,
  the value of the game.  Because Alice plays her min-max strategy, Bob
  cannot make her payoff smaller than~$v^*$ via some other strategy.
  Because Bob plays his min-max strategy, Alice cannot make her payoff
larger than~$v^*$.  Neither player can do better with a
unilateral deviation, and so $(x^*,y^*)$ is a Nash equilibrium.

Conversely, suppose $(x^*,y^*)$ is not a min-max pair with, say, Alice
not playing a min-max strategy.  If Alice's expected payoff is less
than $v^*$, then $(x^*,y^*)$ is not a Nash equilibrium (she could do
better by deviating to a min-max strategy).
Otherwise, because $x^*$ is not a min-max strategy,
Bob has a response~$y$ such that Alice's expected payoff would be
strictly less than $v^*$.  Here, Bob could do better by deviating
unilaterally to $y$.
In any case, $(x^*,y^*)$ is not a Nash equilibrium.
\end{proof}

There are several interesting consequences of
Theorem~\ref{t:minmax} and Proposition~\ref{claim:ne}:
\begin{enumerate}

    \item The set of all Nash equilibria of a two-player zero-sum game
     is convex, as the
      optimal solutions of a linear program form a convex set.

    \item All Nash equilibria $(x,y)$ of a two-player zero-sum game lead to the same value of $x^{\top} A
      y$.  That is, each player receives the same expected payoff
      across all Nash equilibria.

    \item Most importantly, because the proof of
      Theorem~\ref{t:minmax} provides
      a polynomial-time algorithm to compute a min-max pair
      $(x^*, y^*)$, we have a polynomial-time algorithm to compute a
      Nash equilibrium of a two-player zero-sum game.

\end{enumerate}

\begin{corollary}\label{cor:zerosum}
A Nash equilibrium of a two-player zero-sum game can be computed in polynomial time.
\end{corollary}

\subsection{Beyond Zero-Sum Games (Computational Complexity)}\label{ss:beyond}

Can we generalize Corollary~\ref{cor:zerosum} to more general classes
of games?  After all, while
two-player zero-sum games are important---von Neumann was
largely focused on them, with applications ranging from poker to
war---most game-theoretic situations are not purely
zero-sum.\footnote{Games can even have a collaborative aspect, for example if
  you and I want to meet at some intersection in Manhattan.  Our
  strategies are intersections, and either we both get a high payoff
  (if we choose the same strategy) or we both get a low payoff
  (otherwise).}
For example, what about {\em
  bimatrix games}, in which there are still two players but the game is
not necessarily zero-sum?\footnote{Notice that three-player zero-sum
  games are already more general than bimatrix games---to turn one of
  the latter into one of the former, add a dummy third player with
  only one strategy whose payoff is the negative of the combined payoff of
  the original two players.  Thus the most compelling negative results
  would be for the case of bimatrix games.}
Solar Lectures~4 and~5 are devoted to this question, and provide
evidence that there is no polynomial-time algorithm for computing a Nash
equilibrium (even an approximate one) of a bimatrix game.



\subsection{Who Cares?}\label{ss:whocares}

Before proceeding to our second cool fact about two-player zero-sum
games, let's take a step back and be clear about what we're trying to
accomplish.
Why do we care about computing equilibria of games, anyway?

\begin{enumerate}

    \item We might want fast algorithms to use in practice.
      The demand for equilibrium computation algorithms is
      significantly less than that for, say, linear programming
      solvers, but the author regularly meets researchers who would
      make good use of better off-the-shelf solvers for computing an
      equilibrium of a game.

\item Perhaps most relevant for this monograph's audience, the study of
  equilibrium computation naturally leads to interesting and new
  complexity theory (e.g., definitions of new complexity classes, such
  as $\mathsf{PPAD}$).  We will see that the most celebrated results in the
  area are quite deep and draw on ideas from all across theoretical
  computer science.

\item Complexity considerations can be used to support or critique the
  practical relevance of an equilibrium concept such as the Nash
  equilibrium.  It is tempting to interpret a polynomial-time
  algorithm for computing an equilibrium as a plausibility argument
  that players can figure one out quickly, and an intractability
  result as evidence that players will not generally reach an
  equilibrium in a reasonable amount of time.

  Of course, the real story is more complex.  First,
computational intractability is
  not necessarily first on the list of the Nash equilibrium's issues.
  For example, its non-uniqueness in non-zero-sum games already limits
  its predictive power.\footnote{Recall our ``meeting
    in Manhattan'' example---every intersection is a Nash
    equilibrium!}

Second, it's not particularly helpful to critique a definition without
suggesting an alternative.  Lunar Lecture~5 partially addresses this
issue by discussing two tractable equilibrium concepts, correlated
equilibria and coarse correlated equilibria.

Third, does an arbitrary polynomial-time algorithm, such as one based
on solving a non-trivial linear program, really suggest that
independent play by strategic players will actually converge to an
equilibrium?  Algorithms for linear programming do not resemble how
players typically make decisions in games.  A stronger positive result
would involve a behaviorally plausible distributed algorithm that
players can use to efficiently converge to a Nash equilibrium through
repeated play over time.  We discuss such a result for two-player
zero-sum games next.

\end{enumerate}





\section{Uncoupled Dynamics}\label{s:uncoupled}

In the first half of the lecture, we saw that a Nash equilibrium
of a two-player zero-sum game  can be computed in polynomial time
using linear programming.
It would be more compelling, however, to come up with a definition of
a plausible process by which players can learn a Nash equilibrium.
Such a result requires a behavioral model for what players do when not
at equilibrium.
The goal is then to investigate whether or not the process
converges to a Nash equilibrium (for an appropriate notion of
convergence), and if so, how quickly.



\subsection{The Setup}

{\em Uncoupled dynamics} refers to a class of processes
with the properties mentioned above.
The idea is that each player initially knows only her own payoffs (and
not those of the other players), \`{a} la the number-in-hand model in
communication complexity.\footnote{If a player knows the game is
  zero-sum and also her own payoff matrix, then she automatically knows the
  other player's payoff matrix.
  Nonetheless, it is non-trivial and illuminating to investigate the
  convergence properties of general-purpose uncoupled dynamics
in the zero-sum case, thereby identifying
an aspiration point
for the analysis of general games.}
The game is then played repeatedly,
with each player picking a strategy in each time step as a function
only of her own payoffs and what transpired in the past.


\begin{mdframed}[style=offset,frametitle={Uncoupled Dynamics
    (Two-Player Version)},nobreak=true]
At each time step $t=1,2,3,\ldots$:
\begin{enumerate}
\item Alice chooses a strategy $x^t$ as a function only of her own
  payoffs and the previously chosen strategies $x^1,\ldots,x^{t-1}$
and $y^1,\ldots,y^{t-1}$.
\item Bob simultaneously chooses a strategy $y^t$ as a function only of his own
  payoffs and the previously chosen strategies $x^1,\ldots,x^{t-1}$
and $y^1,\ldots,y^{t-1}$.
\item Alice learns $y^t$ and Bob learns $x^t$.\tablefootnote{When
    Alice and Bob use mixed strategies, there are two
    natural feedback models, one where each
    player learns the actual mixed strategy chosen by the other
    player, and one where each learns
only a sample (a pure strategy) from the other player's chosen
    distribution.  It's generally easier to prove results in the first
    model, but such proofs usually can be extended with some
    additional work to hold
(with high probability over the strategy realizations) in the second model
as well.\label{foot:feedback}}
\end{enumerate}
\end{mdframed}
Uncoupled dynamics have been studied
at length in both the game theory and computer science literatures
(often under different names).
Specifying such dynamics boils down to a definition of how Alice and
Bob choose strategies as a function of their payoffs and the joint
history of play.  Let's look at some famous examples.

\subsection{Fictitious Play}


One natural idea is to best respond to the observed behavior of your
opponent.
\begin{example}[Fictitious Play]
In \emph{fictitious play}, each player
  assumes that the other player will mix according to the relative
  frequencies of their past actions (i.e., the empirical distribution
  of their past play), and plays a best response.\footnote{In
the first time step, Alice and Bob both choose a default strategy, such
as the     uniform distribution.}
\begin{mdframed}[style=offset,frametitle={Fictitious Play
    (Two-Player Version)}]
At each time step $t=1,2,3,\ldots$:
\begin{enumerate}
\item Alice chooses a strategy $x^t$ that is a best response against
$\hat{y}^{t-1} = \tfrac{1}{t-1} \sum_{s=1}^{t-1} y^s$, the past actions of Bob
(breaking ties arbitrarily).

\item Bob simultaneously chooses a strategy $y^t$ that is a best
  response  against
$\hat{x}^{t-1} = \tfrac{1}{t-1} \sum_{s=1}^{t-1} x^s$, the past actions of Alice
(breaking ties arbitrarily).

\item Alice learns $y^t$ and Bob learns $x^t$.

\end{enumerate}
\end{mdframed}
Note that each
 player picks a pure strategy in each time step (modulo tie-breaking
  in the case of multiple best responses).
One way to interpret fictitious play is to imagine that
each player assumes that the other is using the same mixed strategy
every time step, and estimates this time-invariant mixed strategy with
the empirical distribution of the strategies chosen in the past.
\end{example}

Fictitious play has an interesting history:
\begin{enumerate}

\item It was first proposed by G.\ W.\ Brown in 1949 (published in
  1951~\cite{B51}) as a computer algorithm to compute a Nash
  equilibrium of a two-player zero-sum game.  This is not so long
  after the birth of either game theory or computers!

\item In 1951, Julia Robinson (better known for her contributions to
  the resolution of Hilbert's tenth problem about Diophantine
  equations) proved that, in
  two-player zero-sum games, the time-averaged payoffs of the players
  converge to the value of the game~\cite{Rob51}.
Robinson's proof gives only an
  exponential (in the number of strategies) bound on the number of
  iterations required for convergence.  In 1959,
  Karlin~\cite{K59} conjectured that a polynomial bound should be
  possible (for two-player zero-sum games).  Fast forward to~2014, and
  \citet{DP14} refuted Karlin's conjecture and proved an exponential
  lower bound for the case of adversarial (and not necessarily
  consistent) tie-breaking.

\item It is still an open question whether or not fictitious play
  converges quickly in two-player zero-sum games
for natural (or even just consistent) tie-breaking
  rules!  The goal here would be to show that
$\mathrm{poly}(n,1/\epsilon)$ time steps suffice for the time-averaged payoffs
to be within $\epsilon$ of the value of the game (where $n$ is the
total number of rows and columns).

\item The situation for non-zero-sum games was murky until 1964, when
  Lloyd Shapley discovered a $3 \times 3$ game (a non-zero-sum
  variation on rock-paper-scissors) where fictitious play never
  converges to a Nash equilibrium~\cite{S64}.  Shapley's counterexample
foreshadowed future separations between the tractability of zero-sum
and non-zero-sum games.

\end{enumerate}
Next we'll look at a different choice of dynamics with better
convergence properties.



\subsection{Smooth Fictitious Play}

Fictitious play is ``all-or-nothing''---even if two strategies have
almost the same expected payoff against the opponent's empirical
distribution, the slightly worse one is completely ignored in favor of
the slightly better one.
A more stable approach, and perhaps a more behaviorally plausible one,
is to assume that players randomize, biasing their decision toward the
strategies with the highest expected payoffs (again, against the
empirical distribution of the opponent).  In other words, each player
plays a ``noisy best response'' against the observed play of the other
player.

For example, already in 1957 \citet{Han57} considered dynamics where
each player chooses a strategy with probability proportional to her
expected payoff (against the empirical distribution of the other
player's past play), and proved polynomial convergence to the Nash
equilibrium payoffs in two-player zero-sum games.
Even better convergence properties are possible if poorly performing
strategies are abandoned more aggressively, corresponding to
a ``softmax'' version of fictitious play.



\begin{example}[Smooth Fictitious Play]
  In time $t$ of \emph{smooth fictitious play}, a player (Alice, say)
  computes the empirical distribution
  $\hat{y}^{t-1} = \sum_{s=1}^{t-1} y^s$ of the other player's past
  play, computes the expected payoff $\pi^t_i$ of each pure strategy
  $i$ under the assumption that Bob plays $\hat{y}^{t-1}$, and chooses $x^t$
  by playing each strategy with probability proportional to
  $e^{\eta^t \pi^t_i}$.  (When~$t=1$, interpret the $\pi^t_i$'s as~0
  and hence the player chooses the uniform distribution.)
Here $\eta^t$ is a tunable parameter that interpolates between always playing
uniformly at random (when $\eta = 0$) and fictitious play with random
tie-breaking (when $\eta = +\infty$).
The choice $\eta^t \approx \sqrt{t}$ is often the best one for proving
convergence results.
\end{example}

\begin{mdframed}[style=offset,frametitle={Smooth Fictitious Play
    (Two-Player Version)}]
\textbf{Given: } parameter family $\{ \eta^t \in [0,\infty) \,:\,
t=1,2,3,\ldots\}$.

\vspace{\baselineskip}

At each time step $t=1,2,3,\ldots$:
\begin{enumerate}
\item Alice chooses a strategy $x^t$ by playing each strategy $i$ with
  probability proportional to $e^{\eta^t\pi^t_i}$, where $\pi^t_i$
  denotes the expected payoff of
  strategy $i$ when Bob plays the mixed strategy
$\hat{y}^{t-1} = \tfrac{1}{t-1} \sum_{s=1}^{t-1} y^s$.

\item Bob simultaneously chooses a strategy $y^t$ by playing each
  strategy $j$ with probability proportional to $e^{\eta^t\pi^t_j}$,
  where $\pi^t_j$ is the expected payoff of strategy $j$ when Alice
  plays the mixed strategy
  $\hat{x}^{t-1} = \tfrac{1}{t-1} \sum_{s=1}^{t-1} x^s$.

\item Alice learns $y^t$ and Bob learns $x^t$.
\end{enumerate}
\end{mdframed}
Versions of smooth fictitious play have been studied independently in
the game theory literature (beginning with \citet{FL95}) and the
computer science
literature (beginning with~\citet{FS99}).
It converges extremely quickly.
\begin{theorem}[Fast Convergence of Smooth Fictitious Play~\cite{FL95,FS99}]\label{t:sfp}
For a zero-sum two-player game with $m$ rows and $n$ columns and a
parameter $\epsilon > 0$,
after $T=O(\log(n+m)/\epsilon^2)$ time steps of smooth fictitious play
with $\eta^t=\Theta(\sqrt{t})$ for each $t$, the empirical
distributions $\hat{x} = \tfrac{1}{T} \sum_{t=1}^T x^t$ and
$\hat{y} = \tfrac{1}{T} \sum_{t=1}^T y^t$ constitute an
$\epsilon$-approximate Nash equilibrium.
\end{theorem}
The $\epsilon$-approximate Nash equilibrium condition in Theorem~\ref{t:sfp} is
exactly what it sounds like:
neither player can improve their expected payoff by more than
$\epsilon$ via a unilateral deviation (see also Definition
\ref{d:ene}, below).\footnote{Recall our assumption that payoffs have been
scaled to lie in $[-1,1]$.}

There are two steps in the proof of Theorem~\ref{t:sfp}: (i) the noisy
best response in smooth fictitious play is equivalent to the
``Exponential Weights'' algorithm, which has ``vanishing regret'';
and (ii) in a two-player zero-sum game, vanishing-regret guarantees
translate to (approximate) Nash equilibrium convergence.
The optional Sections \ref{ss:sfp1}--\ref{ss:sfp3} provide more details for the
interested reader.

\subsection{Beyond Zero-Sum Games (Communication Complexity)}\label{ss:implycomm}

Theorem \ref{t:sfp} implies that smooth fictitious play can be used to
define a randomized $O(\log^2 (n+m)/\epsilon^2)$-bit communication
protocol for computing an $\epsilon$-$\mathsf{NE}$ of a two-player zero sum game.\footnote{This
  communication bound applies to
 the variant of smooth fictitious play where Alice (respectively,
  Bob) learns only a random sample from $y^t$ (respectively,
  $x^t$); see footnote~\ref{foot:feedback}.  Each such sample can be  communicated to the other
  player in $\log (n+m)$ bits.  Theorem \ref{t:sfp} continues to hold
  (with  high
  probability over the samples) for this variant of smooth fictitious
  play \cite{FL95,FS99}.\label{foot:uncoupled}}
The goal of Solar Lectures~2 and~3 is to prove that there is no
analogously efficient communication protocol for computing an approximate
Nash equilibrium of a general bimatrix game.\footnote{The communication
  complexity of computing anything about a
  two-player zero-sum game is zero---Alice knows the entire
  game at the beginning (as Bob's payoff is the negative of hers)
  and can unilaterally compute whatever she wants.  But it still makes
  sense to ask if the communication bound implied by smooth
  fictitious play can be replicated in non-zero-games (where Alice and
  Bob initially know only their own payoff matrices).}
Ruling out low-communication protocols will in particular rule out any
type of quickly converging uncoupled dynamics.\footnote{The relevance
  of communication complexity to fast learning in games was
  first pointed out by \citet{CS04}.}


\subsection{Proof of Theorem~\ref{t:sfp}, Part 1: Exponential
  Weights (Optional)}\label{ss:sfp1}

To elaborate on the first step of the proof of Theorem~\ref{t:sfp}, we
need to explain the standard setup
for online decision-making.
\begin{mdframed}[style=offset,frametitle={Online Decision-Making}]
\begin{algorithm}[H]
At each time step $t=1,2,\ldots,T$:\;
\vspace{.25\baselineskip}
\Indp
\hangindent=.5\skiptext\hangafter=1
a decision-maker picks a probability distribution  $p^t$
over her actions $\Lambda$\;
\vspace{.25\baselineskip}
an adversary picks a reward vector $r^t:\Lambda \rightarrow
  [-1,1]$\;
\vspace{.25\baselineskip}
\hangindent=.5\skiptext\hangafter=1
an action $a^t$ is chosen according to the distribution $p^t$,
  and the decision-maker receives reward $r^t(a^t)$\;
\vspace{.25\baselineskip}
\hangindent=.5\skiptext\hangafter=1
the decision-maker learns $r^t$, the entire reward vector
\end{algorithm}
\end{mdframed}
In smooth fictitious play, each of Alice and Bob are in effect solving
the online decision-making problem (with actions corresponding to the
game's strategies).  For Alice, the reward vector $r^t$ is induced by
Bob's action at time step $t$ (if Bob plays strategy $j$, then $r^t$
is the $j$th column of the game matrix $A$), and similarly
for Bob (with reward vector equal to the $i$th row multiplied by
$-1$).  Next we interpret
Alice's and Bob's behavior in smooth fictitious play as algorithms for
online decision-making.

An {\em online decision-making algorithm} specifies for each~$t$ the
probability distribution~$p^t$, as a function of the reward
vectors~$r^1,\ldots,r^{t-1}$ and realized
actions~$a^1,\ldots,a^{t-1}$ of the first $t-1$ time steps.
An {\em adversary} for such an algorithm $\mathcal{A}$ specifies for each~$t$ the
reward vector~$r^t$, as a function of
the probability distributions $p^1,\ldots,p^t$ used by $\mathcal{A}$ on
the first $t$ days and the realized actions $a^1,\ldots,a^{t-1}$ of the first
  $t-1$ days.

Here is a famous online decision-making algorithm, the
``Exponential Weights (EW)'' algorithm
(see~\cite{LW94,FS97}).\footnote{Also known as the ``Hedge''
  algorithm.  The closely related ``Multiplicative Weights'' algorithm
  uses the update rule $w^{t+1}(a) = w^t(a) \cdot (1 + \eta^t r^t(a))$
instead of $w^{t+1}(a) = w^t(a) \cdot (e^{\eta^t r^t(a)})$~\cite{CBMS07}.}
\begin{mdframed}[style=offset,frametitle={Exponential Weights (EW)
    Algorithm}]
\begin{algorithm}[H]
initialize $w^1(a) = 1$ for every $a \in \Lambda$\;
\vspace{.25\baselineskip}
\For{each time step $t=1,2,3,\ldots$}{
\vspace{.25\baselineskip}
\hangindent=.5\skiptext\hangafter=1
use the distribution $p^t :=
  w^t/\Gamma^t$ over actions, where $\Gamma^t = \sum_{a \in \Lambda} w^t(a)$
  is the sum of the actions' current weights\;
\vspace{.25\baselineskip}
\hangindent=.5\skiptext\hangafter=1
given the reward vector $r^t$,
update the weight of each action $a \in \Lambda$
using the formula
  $w^{t+1}(a) = w^t(a) \cdot (e^{\eta^t r^t(a)})$
(where $\eta^t$ is a
  parameter, canonically $\approx \sqrt{t}$)
}
\end{algorithm}
\end{mdframed}
The EW algorithm maintains a
weight, intuitively a ``credibility,'' for each action.  At each
time step the algorithm chooses an action with
probability proportional to its current weight.  The weight of each
action evolves over time according to the action's past performance.

Inspecting the descriptions of smooth fictitious play and the EW
algorithm, we see that we can rephrase the former as follows:
\begin{mdframed}[style=offset,frametitle={Smooth Fictitious Play
    (Rephrased)}]
\textbf{Given: } parameter family $\{ \eta^t \in [0,\infty) \,:\,
t=1,2,3,\ldots\}$.

\vspace{\baselineskip}

At each time step $t=1,2,3,\ldots$:
\begin{enumerate}
\item Alice uses an instantiation of the EW algorithm to choose a mixed strategy $x^t$.

\item Bob uses a different instantiation of the EW algorithm to choose a mixed strategy $y^t$.

\item Alice learns $y^t$ and Bob learns $x^t$.

\item Alice feeds her EW algorithm a reward vector $r^t$ with $r^t(i)$
  equal to the expected payoff of playing row $i$, given Bob's mixed
  strategy $y^t$ over columns; and similarly for Bob.

\end{enumerate}
\end{mdframed}

How should we assess the performance of an online decision-making
algorithm like the EW algorithm, and do guarantees for the algorithm
have any implications for smooth fictitious play?

\subsection{Proof of Theorem~\ref{t:sfp}, Part 2: Vanishing Regret (Optional)}\label{ss:sfp2}

One of the big ideas in online learning is to compare the
time-averaged reward earned by an online algorithm with that
earned by the best {\em fixed action} in hindsight.\footnote{There
  is no hope of competing with the best action {\em sequence} in
  hindsight:  consider two
  actions and an
  adversary that flips a coin each time step to choose between the
  reward vectors $(1,0)$ and $(0,1)$.}
\begin{definition}[(Time-Averaged) Regret]\label{d:regreta}
Fix reward vectors~$r^1,\ldots,r^T$.
The {\em regret}
of the action sequence
$a^1,\ldots,a^T$
is
\begin{equation}\label{eq:regreta}
\underbrace{\frac{1}{T} \max_{a \in \Lambda} \sum_{t=1}^T r^t(a)}_{\text{best fixed action}}-
 \underbrace{\frac{1}{T} \sum_{t=1}^T r^t(a^t)}_{\text{our algorithm}}.
\end{equation}
\end{definition}
Note that, by linearity, there is no difference between considering
the best fixed action  and the best fixed distribution over actions
(there is always an optimal pure action in hindsight).

We aspire to an online decision-making algorithm that achieves low
regret, as close to 0 as possible.
Because rewards lie in $[-1,1]$, the regret can never be larger than~2.
We think of regret $\Omega(1)$ (as $T \rightarrow \infty$)
as an epic fail for an algorithm.

It turns out that the EW algorithm has the best-possible worst-case
regret guarantee (up to constant factors).\footnote{For the matching
  lower bound, with
  $n$ actions, consider an adversary that sets the reward of each
  action uniformly at random from $\{-1,1\}$ at each time step.  Every
  online algorithm earns expected cumulative reward~0,
  while the expected cumulative reward of the best action in hindsight is
  $\Theta(\sqrt{T} \cdot \sqrt{\log n})$.}

\begin{theorem}[Regret Bound for the EW Algorithm]\label{t:noregret}
For every adversary, the EW algorithm has
expected regret $O(\sqrt{(\log n)/T})$, where $n=|\Lambda|$.
\end{theorem}
See e.g.~the book of \citet{CBL06} for a proof of Theorem
\ref{t:noregret}, which is not overly difficult.

An immediate corollary is that the number of time steps needed
to drive the expected regret down to a small constant is
only logarithmic in the number of actions---this is surprisingly fast!
\begin{corollary}\label{cor:noregret}
There is an online decision-making algorithm that, for every
adversary and $\epsilon > 0$, has expected regret at most
$\epsilon$ after $O((\log n)/\epsilon^2)$ time steps, where $n=|\Lambda|$.
\end{corollary}




\subsection{Proof of Theorem~\ref{t:sfp}, Part 3: Vanishing Regret Implies
  Convergence (Optional)}\label{ss:sfp3}




Consider a zero-sum game $A$ with payoffs in $[-1,1]$
and some $\epsilon > 0$.
Let $n$ denote the number of rows or the number of columns, whichever
is larger, and set $T = \Theta((\log n)/\epsilon^2)$ so that the guarantee
in Corollary \ref{cor:noregret} holds with error $\epsilon/2$.
Let $x^1,\ldots,x^T$ and $y^1,\ldots,y^T$ be the mixed strategies used
by Alice and Bob throughout~$T$ steps of smooth fictitious play.
Let $\hat{x} = \tfrac{1}{T} \sum_{t=1}^T x^t$
and
$\hat{y} = \tfrac{1}{T} \sum_{t=1}^T y^t$
denote the time-averaged strategies of Alice and Bob, respectively.
We claim that $(\hat{x},\hat{y})$ is an $\epsilon\text{-}\mathsf{NE}$.

In proof, let
\[
v = \frac{1}{T} \sum_{t=1}^T (x^t)^{\top}Ay^t
\]
denote Alice's time-averaged payoff.
Alice and Bob both used (in effect) the EW algorithm to choose
their strategies, so we can apply the vanishing regret guarantee in
Corollary \ref{cor:noregret} once for each player
and use linearity to obtain
\begin{equation}\label{eq:noregret1}
v \ge
\left( \max_{x} \frac{1}{T} \sum_{t=1}^T x^{\top}Ay^t \right) - \frac{\epsilon}{2}
=
\left( \max_{x} x^{\top}A\hat{y} \right) - \frac{\epsilon}{2}
\end{equation}
and
\begin{equation}\label{eq:noregret2}
v
\le \left( \min_{y} \frac{1}{T} \sum_{t=1}^T ({x}^t)^{\top}Ay
\right) +  \frac{\epsilon}{2}
= \left( \min_{y} \hat{x}^{\top}Ay \right) + \frac{\epsilon}{2}.
\end{equation}
In particular, taking
$x = \hat{x}$ in~\eqref{eq:noregret1}
and $y = \hat{y}$ in~\eqref{eq:noregret2} shows that
\begin{equation}\label{eq:noregret3}
\hat{x}^{\top}A\hat{y} \in \left[ v - \frac{\epsilon}{2},
v + \frac{\epsilon}{2} \right].
\end{equation}
Now consider a (pure) deviation from $(\hat{x},\hat{y})$, say by Alice to
the row~$i$.  Denote this deviation by $e_i$.  By
inequality~\eqref{eq:noregret1} (with $x = e_i$) we have
\begin{equation}\label{eq:noregret4}
e_i^{\top}A\hat{y}
\le v+\frac{\epsilon}{2}.
\end{equation}
Because Alice receives expected payoff at least $v-\tfrac{\epsilon}{2}$ in
$(\hat{x},\hat{y})$ (by~\eqref{eq:noregret3}) and at most
$v+\tfrac{\epsilon}{2}$ from any deviation (by~\eqref{eq:noregret4}), her
$\epsilon\text{-}\mathsf{NE}$ conditions are
satisfied.  A symmetric argument applies to Bob, completing the proof.




\section{General Bimatrix Games}\label{s:bimatrix}

A general bimatrix game is defined by two independent
payoff matrices, an $m \times n$ matrix $A$ for Alice and an $m \times
n$ matrix $B$ for Bob.
(In a zero-sum game, $B=-A$.)
The definition of an
(approximate) Nash equilibrium is what you'd think it would be:
\begin{definition}[$\epsilon$-Approximate Nash Equilibrium]\label{d:ene}
For a bimatrix game $(A,B)$, row and column mixed strategies $\hat{x}$
and  $\hat{y}$ constitute an
$\epsilon$-$\mathsf{NE}$ if
\begin{align}
	\hat{x}^{\top} A\hat{y}\ &\geq\  x^{\top} A\hat{y}- \epsilon
                                   \qquad \forall x \,, \text{ and }\\
	\hat{x}^{\top} B\hat{y}\ &\geq\ \hat{x}^{\top} By - \epsilon\qquad \forall y\,.
\end{align}
\end{definition}

It has long been known that many of the nice properties of zero-sum
games break down in general bimatrix games.\footnote{We already mentioned
 Shapley's 1964 example showing that fictitious play need not
  converge \cite{S64}.}
\begin{example}[Strange Bimatrix Behavior]\label{ex:bimatrix}
  Suppose two friends, Alice and Bob, want to go for dinner, and are
  trying to agree on a restaurant. Alice prefers Italian
  over Thai, and Bob prefers Thai over Italian, but both would rather
  eat together than eat alone.\footnote{In older game theory texts,
    this example is called the ``Battle of the Sexes.''}
Supposing the rows and columns are
  indexed by Italian and Thai, in that order, and Alice is the
  row player, we get the following payoff matrices:
	\[
		A=\left[\begin{matrix}2&0\\0&1\end{matrix}\right], \qquad
		B=\left[\begin{matrix}1&0\\0&2\end{matrix}\right], \qquad
		\text{or, in shorthand, }\quad
		(A,B)=\left[\begin{matrix}(2,1)&(0,0)\\(0,0)&(1,2)\end{matrix}\right]\enspace .
	\]
There are two obvious Nash equilibria, both pure: either Alice and Bob
go to the Italian restaurant, or they both go to the Thai restaurant.
But there's a third Nash equilibrium, a mixed one\footnote{Fun fact:
  outside of degenerate cases, every game has an {\em odd} number of
  Nash equilibria (see also Solar Lecture 4).}:
Alice chooses
        Italian over Thai with probability $\tfrac23$, and Bob chooses
        Thai over Italian with probability $\tfrac23$.  This is an
        undesirable Nash equilibrium, with Alice and Bob eating alone
        more than half the time.
\end{example}
Example \ref{ex:bimatrix} shows that, unlike in zero-sum games,
different Nash equilibria can result in different expected player
payoffs.  Similarly, the Nash equilibria of a bimatrix game do not
generally form a convex set (unlike in the zero-sum case).

Nash equilibria of bimatrix games are not completely devoid of nice
properties, however.  For starters, we have guaranteed
existence.
\begin{theorem}[Nash's Theorem~\cite{Nas51,Nas50}]\label{t:nash}
  Every bimatrix game has at least one (mixed) Nash equilibrium.
\end{theorem}
The proof is a fixed-point argument that we will have more to say
about in Solar Lecture~2.\footnote{Von Neumann's alleged reaction when
  Nash
  told him his theorem \cite[P.94]{nasar}: ``That's trivial, you
  know. That's  just a
  fixed point theorem.''}
Nash's theorem holds more generally for
games with any finite number of players and strategies.

Nash equilibria of bimatrix games have nicer structure than
those in games with three or more players.  First, in bimatrix games
with
integer payoffs, there is a Nash equilibrium in which all
probabilities are
rational numbers with bit complexity polynomial in that of the
game.\footnote{Exercise: prove this by showing that, after you've
  guessed the two support sets of a Nash equilibrium, you can recover
  the exact probabilities using two linear programs.}  Second, there is a
simplex-type pivoting algorithm, called the {\em Lemke-Howson
  algorithm} \cite{LH64}, which computes a Nash equilibrium of a bimatrix
game in a finite number of steps (see~\citet{vS07} for a survey).
Like the simplex method, the
Lemke-Howson algorithm takes an exponential number of steps in the
worst case \cite{M94,SvS04}.
The similarities between Nash equilibria of bimatrix
games and optimal solutions of linear programs
initially led to some optimism that computing the former might be as
easy as computing the latter (i.e., might be a polynomial-time
solvable problem).
Alas, as we'll
see, this does not seem to be the case.


\section{Approximate Nash Equilibria in Bimatrix Games}

The last topic of this lecture is
some semi-positive results about {\em approximate}
Nash equilibria in general bimatrix games.  While simple, these
results are important and will show up repeatedly in the rest of the
lectures.

\subsection{Sparse Approximate Nash Equilibria}

Here is a crucial result for us: there are always {\em sparse}
approximate Nash equilibria.\footnote{\citet{A94} and \citet{LY94}
  independently proved a precursor to this result in the special case
  of zero-sum games.  The focus of the latter paper is applications in
  complexity theory (like ``anticheckers'').}\footnote{Exercise: there
  are arbitrarily large games where every exact Nash equilibrium has
  full support.  Hint: generalize rock-paper-scissors.  Alternatively,
  see Section~\ref{ss:althofer} of Solar Lecture~5.}
\begin{theorem}[Existence of Sparse Approximate Nash Equilibria (\citet{LMM03})]\label{t:lmm}
For every $\epsilon > 0$ and
every $n\times n$ bimatrix game,
there exists an $\epsilon$-$\mathsf{NE}$ in which each
player randomizes uniformly
over a multi-set of $O((\log n)/\epsilon^2)$ pure
strategies.\footnote{By a padding argument, there is no loss of
  generality in assuming that Alice and Bob have the same number of strategies.}
\end{theorem}

\begin{proof}[Proof idea.]
Fix an $n \times n$ bimatrix game $(A,B)$.
\begin{enumerate}

\item Let $(x^*,y^*)$ be an exact Nash equilibrium of $(A,B)$.  (One
  exists, by Theorem \ref{t:nash}.)

\item As a thought experiment, sample $\Theta((\log n)/\epsilon^2)$ pure
  strategies for Alice i.i.d.\ (with replacement) from~$x^*$, and
  similarly for Bob i.i.d.\ from $y^*$.

\item Let $\hat{x},\hat{y}$ denote the empirical distributions of the
  samples (with probabilities equal to frequencies in the
  sample)---equivalently, the uniform distributions over the two
  multi-sets of pure strategies.

\item Use Chernoff bounds to argue that $(\hat{x},\hat{y})$ is an $\epsilon\text{-}\mathsf{NE}$
  (with high probability).  Specifically, because of our choice of the
  number of samples,
the expected payoff of each
  row strategy w.r.t.\ $\hat{y}$ differs from that w.r.t.\ $y^*$ by at
  most $\epsilon/2$ (w.h.p.).  Because every strategy played with non-zero
  probability in $x^*$ is an exact best response to $y^*$, every
  strategy played with non-zero probability in $\hat{x}$ is within $\epsilon$
  of a best response to $\hat{y}$.  (The same argument applies with the roles of
  $\hat{x}$ and $\hat{y}$ reversed.)  This is a sufficient condition for
  being an $\epsilon\text{-}\mathsf{NE}$.\footnote{This sufficient condition has its own name: a {\em
    well-supported $\epsilon\text{-}\mathsf{NE}$.}}

\end{enumerate}
\end{proof}


\subsection{Implications for Communication Complexity}

Theorem~\ref{t:lmm} immediately implies the existence of an $\epsilon\text{-}\mathsf{NE}$ of an
$n \times n$ bimatrix game with description length
$O((\log^2 n)/\epsilon^2)$, with $\approx \log n$ bits used to describe each of the
$O((\log n)/\epsilon^2)$ pure strategies in the multi-sets promised by the
theorem.
Moreover, if an all-powerful prover writes down an alleged such
description on a publicly observable blackboard, then Alice and Bob
can privately verify that the described pair of mixed strategies is
indeed an $\epsilon\text{-}\mathsf{NE}$.  For example, Alice can use the (publicly viewable)
description of Bob's mixed strategy to compute the expected payoff of
her best response and check that it is at most $\epsilon$ more than her
expected payoff when playing the mixed strategy suggested by the
prover.  Summarizing:
\begin{corollary}[Polylogarithmic Nondeterministic
  Communication Complexity]\label{cor:lmm1}
The nondeterministic communication complexity of computing an $\epsilon\text{-}\mathsf{NE}$ of
an $n \times n$ bimatrix game is $O((\log^2 n)/\epsilon^2)$.
\end{corollary}

Thus, if there {\em is} a polynomial lower bound on the deterministic
or randomized communication complexity of computing an approximate
Nash equilibrium, the only way to prove it is via techniques that
don't automatically apply also to the problem's nondeterministic
communication complexity.  This observation rules out many of the most
common lower bound techniques.  In Solar Lectures~2 and~3, we'll see how
to thread the needle using a {\em simulation theorem}, which lifts
a deterministic or random query (i.e., decision tree) lower bound to
an analogous communication complexity lower bound.

\subsection{Implications for Computational Complexity}


The second important consequence of Theorem~\ref{t:lmm} is a limit on
the strongest-possible computational hardness we could hope to prove for
the problem of
computing an approximate Nash equilibrium of a bimatrix game: at
worst, the problem is quasi-polynomial-hard.

\begin{corollary}[Quasi-Polynomial Computational Complexity]\label{cor:lmm2}
There is an algorithm that, given as input a description of an $n
\times n$ bimatrix game and a parameter $\epsilon$, outputs an $\epsilon\text{-}\mathsf{NE}$ in
$n^{O((\log n)/\epsilon^2)}$ time.
\end{corollary}

\begin{proof}
The algorithm enumerates all $n^{O((\log n)/\epsilon^2)}$ possible choices
for the multi-sets promised by Theorem~\ref{t:lmm}.  It is easy to
check whether or not the mixed strategies induced by such a choice
constitute an $\epsilon\text{-}\mathsf{NE}$---just compute the expected payoffs of each
strategy and of the players' best responses, as in the proof of Corollary~\ref{cor:lmm1}.
\end{proof}

Because of the apparent paucity of natural problems with
quasi-polynomial complexity,
the quasi-polynomial-time approximation scheme (QPTAS) in
Corollary~\ref{cor:lmm2} initially led to optimism that there should
be a PTAS for the problem.
Also, if there {\em were} a reduction showing quasi-polynomial-time
hardness for
computing an approximate Nash equilibrium, what would be the
appropriate complexity assumption, and what would the reduction look
like?  Solar Lectures~4 and~5 answer this question.



  \chapter{Communication Complexity Lower Bound for Computing an
  Approximate Nash Equilibrium of a Bimatrix Game (Part I)}
\titlerule


\vspace{1cm}


This lecture and the next consider the communication complexity of
computing an approximate Nash equilibrium, culminating with a proof of
the recent breakthrough polynomial lower bound of \citet{BR17}.
This lower bound rules out the possibility of quickly converging
uncoupled dynamics in general bimatrix games (see
Section~\ref{s:uncoupled}).


\section{Preamble}\label{s:ccpreamble}

Recall the setup: there are two players, Alice and Bob, each with
their own payoff matrices $A$ and $B$.  Without loss of generality (by
padding), the
two players have the same number~$N$ of strategies.
We consider a two-party model where,
initially, Alice knows only~$A$ and Bob knows only~$B$.
The goal is then for Alice and Bob to
compute an approximate Nash equilibrium (Definition~\ref{d:ene})
with as little communication as possible.

This lecture and the next explain all of the main ideas behind the
following result:
\begin{theorem}[\citet{BR17}]\label{t:br17}
There is a constant $c > 0$ such that, for all sufficiently small
constants $\epsilon > 0$ and sufficiently large~$N$, the randomized
communication complexity of computing an $\epsilon\text{-}\mathsf{NE}$ is $\Omega(N^c)$.\footnote{This $\Omega(N^c)$ lower bound was recently
  improved to $\Omega(N^{2-o(1)})$ by G\"o\"os and
  Rubinstein~\cite{GR18} (for constant $\epsilon > 0$ and $N
  \rightarrow \infty$).  The proof follows the same
high-level road
  map
 used here (see Section~\ref{s:map}), with a number of additional optimizations.}
\end{theorem}
For our purposes, a randomized protocol with communication cost~$b$
always uses at most $b$ bits of communication, and
terminates with
at least one player knowing an $\epsilon\text{-}\mathsf{NE}$ of the game
with probability at
least $\tfrac{1}{2}$ (over the protocol's coin flips).




Thus, while there are lots of obstacles to players reaching an
equilibrium of a game (see also Section~\ref{ss:whocares}),
communication alone is already a significant bottleneck.
A corollary of Theorem~\ref{t:br17} is that there can be no uncoupled
dynamics (Section~\ref{s:uncoupled}) that converge to an approximate
Nash equilibrium in a sub-polynomial number of rounds
in general bimatrix games (cf.,
the guarantee in Theorem~\ref{t:sfp} for smooth fictitious play in
zero-sum games).  This is because uncoupled dynamics can be simulated
by a randomized communication protocol with logarithmic overhead (to
communicate which strategy gets played each round).\footnote{See also
  footnote~\ref{foot:uncoupled} in Solar Lecture~1.}
This corollary should be regarded as a fundamental contribution to
pure game theory and economics.

The goal of this and the next lecture is to sketch a full proof of the
lower bound in Theorem~\ref{t:br17} for deterministic communication
protocols.
We do really care about randomized protocols, however, as these are
the types of protocols induced by uncoupled dynamics (see
Section~\ref{ss:implycomm}).  The good news is that the argument for the
deterministic case will already showcase all of the
conceptual ideas in the proof of Theorem~\ref{t:br17}.  Extending the proof to
randomized protocols requires substituting a simulation theorem for
randomized protocols (we'll use only a simulation theorem for
deterministic protocols, see
Theorem~\ref{t:rm}) and a few other minor
tweaks.\footnote{When \citet{BR17} first proved their result (in late
  2016), the state-of-the-art in simultaneous theorems for randomized
  protocols was   much more primitive than for deterministic protocols.  This
  forced \citet{BR17} to use a relatively weak simulation theorem for
  the randomized case
  (by \citet{G+16}), which led to a number of additional technical
  details in the proof.  Amazingly, a full-blown randomized simulation
  theorem  was published shortly thereafter~\cite{A+17,GPW17}!
With this in hand,
extending the argument here for deterministic protocols to randomized
protocols is relatively straightforward.}

\section{Naive Approach: Reduction From {\sc Disjointness}\xspace}\label{s:naive}

To illustrate the difficulty of proving a result like
Theorem~\ref{t:br17}, consider a
naive attempt that tries to reduce, say, the {\sc Disjointness}\xspace problem to
the problem of computing an $\epsilon$-$\mathsf{NE}$, with
YES-instances mapped to games in which
all equilibria have some property $\Pi$, and NO-instances mapped
to games in which no equilibrium has property~$\Pi$
(Figure~\ref{f:naive}).\footnote{Recall the {\sc Disjointness}\xspace function: Alice and
  Bob have input strings $a,b \in \{0,1\}^n$, and the output of the
  function is ``0'' if there is a coordinate $i \in \{1,2,\ldots,n\}$
  with $a_i = b_i = 1$ and ``1'' otherwise.  One of the first things
  you learn in communication complexity is that the nondeterministic
  communication complexity of {\sc Disjointness}\xspace (for certifying 1-inputs) is
  $n$ (see e.g.~\cite{KN96,w15}).  And of course one of the
  most famous and useful results in communication complexity is that
  the function's randomized communication complexity (with two-sided
  error) is $\Omega(n)$~\cite{KS92,R92}.}
For the reduction to be useful, $\Pi$ needs to be some property that
can be checked with little to no communication, such as ``Alice plays
her first strategy with positive probability'' or ``Bob's strategy has
full support.''
The only problem is that {\em this is impossible!}
The reason is that the problem of computing an approximate Nash
equilibrium has polylogarithmic {\em nondeterministic}
communication  complexity
(because of the existence of sparse approximate equilibria, see
Theorem~\ref{t:lmm} and Corollary~\ref{cor:lmm1}), while the {\sc Disjointness}\xspace
function does not (for 1-inputs).  A reduction of the proposed form
would translate a nondeterministic lower bound for the latter problem
to one for the former, and hence cannot exist.\footnote{Mika G\"o\"os
  (personal communication, January 2018) points out that there are more
  clever reductions from {\sc Disjointness}\xspace, starting with Raz and
  Wigderson~\cite{RW90}, that {\em can} imply strong lower bounds on the
  randomized communication complexity of certain problems with low
  nondeterministic communication complexity;
and that it is plausible that a Raz-Wigderson-style proof, such as that for
search problems in G\"o\"os and Pitassi~\cite{GP18}, could be adapted
to give an alternative proof of Theorem~\ref{t:br17}.}

\begin{figure}
\centering
\includegraphics[width=.6\textwidth]{disj}
\caption{A naive attempt to reduce the {\sc Disjointness}\xspace problem to the
  problem of computing an approximate Nash equilibrium.}
\label{f:naive}
\end{figure}

Our failed reduction highlights two different challenges.  The first
is to resolve the typechecking error that we encountered between a
standard decision problem, where there might or might not be a
witness (like {\sc Disjointness}\xspace, where a witness is an element in the intersection),
and a total search problem where there is always a witness
(like computing an approximate Nash equilibrium, which is guaranteed
to exist by Nash's theorem).
The second challenge is to figure out how to prove a strong lower
bound on the
deterministic or randomized communication complexity of computing an
approximate Nash equilibrium without inadvertently proving the same
(non-existent) lower bound for nondeterministic protocols.  To
resolve the second challenge, we'll make use of simulation theorems
that lift query complexity lower bounds to communication complexity
lower bounds (see Section~\ref{s:cceol}); these are tailored to a
specific computational model, like deterministic or randomized
protocols.  For the first challenge, we need to identify a total
search problem with high communication complexity.  That is, for total
search problems, which should be the analog of {\sc 3SAT} or {\sc Disjointness}\xspace?
The correct answer turns out to be {\em fixed-point computation}.



\section{Finding Brouwer Fixed Points (The {\sc $\epsilon$-BFP}\xspace Problem)}\label{s:bfp}

This section and the next describe reductions from computing Nash
equilibria to computing fixed points, and from computing fixed points
to a path-following problem.  These reductions are classical.  The
ingredients of the proof in Theorem~\ref{t:br17} are {\em reductions in
  the opposite direction}; these are discussed in Solar Lecture~3.

\subsection{Brouwer's Fixed-Point Theorem}

{\em Brouwer's fixed-point theorem} states that whenever you stir your
coffee, there will be a point that ends up exactly where it began.
Or if you prefer a more formal statement:


\begin{theorem}[Brouwer's Fixed-Point Theorem (1910)]\label{t:bfp}
If $C$ is a compact convex subset of~${\mathbb R}^d$, and $f\colon C\to C$ is
continuous, then
there exists a {\em fixed point}: a point $x\in C$ with $f(x)=x$.
\end{theorem}
All of the hypotheses are necessary.\footnote{If convexity is dropped,
  consider rotating an annulus centered at the origin.  If boundedness is
  dropped, consider $x \mapsto x+1$ on ${\mathbb R}$.  If closedness is dropped,
  consider $x \mapsto \tfrac{x}{2}$ on $(0,1]$.  If continuity is
  dropped, consider $x \mapsto (x+ \tfrac{1}{2}) \bmod 1$ on $[0,1]$.
Many more general fixed-point theorems are known, and find
applications in economics and elsewhere; see e.g.~\cite{B85,M15}.}
We will be interested in a computational version of Brouwer's
fixed-point theorem, the {\em {\sc $\epsilon$-BFP}\xspace problem}:
\begin{mdframed}[style=offset,frametitle={The {\sc $\epsilon$-BFP}\xspace Problem (Generic Version)}]
given a description of a compact
convex set $C \subseteq {\mathbb R}^d$ and a continuous function $f:C \rightarrow C$,
output an {\em $\epsilon$-approximate fixed point}, meaning a point $x \in
C$ such that $
{\| {f(x)-x} \|}
 < \epsilon$.
\end{mdframed}
The {\sc $\epsilon$-BFP}\xspace problem, in its many different forms, plays a starring
role in the study of equilibrium computation.
The set $C$ is typically fixed in advance, for example to the
$d$-dimensional hypercube.
While much of the work on the {\sc $\epsilon$-BFP}\xspace problem has
focused on the $\ell_{\infty}$ norm (e.g.~\cite{HPV89}), one
innovation in the proof of Theorem~\ref{t:br17} is to instead use a
normalized version of the~$\ell_2$ norm (following \citet{R16}).

Nailing down the problem precisely
requires committing to a family of succinctly described continuous
functions~$f$.  The description of the family used in the proof of
Theorem~\ref{t:br17} is technical and best left to
Section~\ref{s:ccbfp}.
Often (and in these lectures),
the family of functions considered contains only $O(1)$-Lipschitz
functions.\footnote{Recall that a function $f$ mapping a metric
  space $(X,d)$ to itself is {\em $\lambda$-Lipschitz} if
  $d(f(x),f(y)) \le \lambda \cdot d(x,y)$ for all $x,y \in X$.  That
  is, the function can only amplify distances between points by a
  $\lambda$ factor.}  In particular, this guarantees the existence of
an $\epsilon$-approximate fixed point with description length polynomial in the
dimension and $\log \tfrac{1}{\epsilon}$ (by rounding an
exact fixed point to its nearest neighbor on a suitably defined grid).



\subsection{From Brouwer to Nash}\label{ss:nashpf}

Fixed-point theorems have long been used to prove
equilibrium existence results, including the original proofs of
the Minimax theorem (Theorem~\ref{t:minmax}) and Nash's theorem
(Theorem~\ref{t:nash}).\footnote{In fact, the story behind von
  Neumann's original proof of
  the Minimax theorem is a little more complicated and nuanced; see
  \citet{K01} for a fascinating and detailed discussion.}
Analogously, algorithms for computing
(approximate) fixed points can be used to compute (approximate) Nash
equilibria.

\begin{fact}
Existence/computation of $\epsilon$-$\mathsf{NE}$ reduces to that of
$\epsilon$-BFP.
\end{fact}

To provide further details, let's sketch why
Nash's theorem (Theorem~\ref{t:nash}) reduces to Brouwer's
fixed-point theorem (Theorem~\ref{t:bfp}), following the version of
the argument in \citet{G03}.\footnote{This discussion is
  borrowed from \cite[Lecture 20]{f13}.}
Consider a bimatrix game $(A,B)$ and let $S_1,S_2$ denote the strategy
sets of Alice and Bob (i.e., the rows and columns).
The relevant convex compact
set is $C = \Delta_1 \times \Delta_2$, where $\Delta_i$
is the simplex representing the mixed strategies over~$S_i$.  We want
to define a continuous function $f:C \rightarrow C$, from mixed
strategy profiles to mixed strategy profiles, such that
the fixed points of~$f$ are the Nash equilibria of this game.
We define $f$ separately for each component $f_i:C \rightarrow
\Delta_i$ for $i=1,2$.
A natural idea is to set~$f_i$ to be a best response of player~$i$ to
the mixed strategy of the other player.  This does
not lead to a continuous, or even well defined, function.
We can instead use a ``regularized'' version of this idea, defining
\begin{align}\label{eq:nash1}
f_1(x_1,x_2) =
\underset{x'_1 \in \Delta_1}{\operatorname{argmax}} \,\,
g_1(x'_1,x_2),
\end{align}
where
\begin{align}\label{eq:nash2}
g_1(x'_1,x_2) =
\underbrace{
(x'_1)^{\top}Ax_2}_{\text{linear in $x'_1$}}
- \underbrace{\|x'_1 - x_1 \|^2_2}_{\text{strictly convex}},
\end{align}
and similarly for $f_2$ and $g_2$ (with Bob's payoff matrix $B$).
The first term of the function $g_i$ encourages a best response while
the second ``penalty term'' discourages big changes to player $i$'s mixed
strategy.  Because the function $g_i$ is strictly concave in
$x'_i$, $f_i$ is well defined.  The function $f=(f_1,f_2)$ is
continuous (as you should check).  By definition, every Nash
equilibrium of the given game is a fixed point of $f$.  For the
converse, suppose that $(x_1,x_2)$ is not a Nash equilibrium, with
Alice (say) able to
increase her expected payoff by deviating unilaterally from $x_1$
to $x'_1$.  A simple computation shows that, for sufficiently
small $\epsilon > 0$,
$g_1((1-\epsilon)x_1 + \epsilon x'_1,x_2) >
g_1(x_1,x_2)$,
and hence $(x_1,x_2)$ is not a fixed point of $f$ (as you should check).

Summarizing, an oracle for computing a Brouwer fixed point immediately
gives an oracle for computing a Nash equilibrium of a bimatrix game.
The same argument applies to games with any (finite) number of
players.  The same argument also shows that an oracle for computing an
$\epsilon$-approximate fixed point in the~$\ell_{\infty}$ norm can be used
to compute an $O(\epsilon)$-approximate Nash equilibrium of a
game.
The first high-level goal of the proof of
Theorem~\ref{t:br17} is to reverse the direction of the reduction---to
show that the problem of computing an approximate Nash equilibrium is
as general as computing an approximate fixed point, rather than merely
being a special case.
\begin{mdframed}[style=offset,frametitle={Goal \#1}]
\centering
{\sc $\epsilon$-BFP}\xspace $\leq$ $\epsilon$-$\mathsf{NE}$
\end{mdframed}
This goal follows in the tradition of a sequence of celebrated
computational hardness results last decade for computing an exact Nash
equilibrium (or an $\epsilon$-approximate Nash equilibrium with $\epsilon$
polynomial in $\tfrac{1}{n}$)~\cite{DGP09,CDT09}.

There are a couple of immediate issues.  First, it's not clear how to
meaningfully define the {\sc $\epsilon$-BFP}\xspace problem in a two-party communication
model---what are Alice's and Bob's inputs?  We'll address this issue
in Section~\ref{s:ccbfp}.  Second, even if we figure out how to define
the {\sc $\epsilon$-BFP}\xspace problem and implement goal \#1, so that the $\epsilon\text{-}\mathsf{NE}$ problem is
at least as hard as the {\sc $\epsilon$-BFP}\xspace problem, what makes us so sure that the
latter is hard?  This brings us to our next topic---a
``generic'' total search problem that is hard almost by definition and
can be used to transfer hardness to other problems (like {\sc $\epsilon$-BFP}\xspace) via
reductions.\footnote{For an analogy, a ``generic'' hard decision problem for
  the complexity class $\mathsf{NP}$ is: given a description of a
  polynomial-time verifier, does there exist a witness (i.e., an
  input accepted by   the verifier)?}


\section{The End-of-the-Line ({\sc EoL}\xspace) Problem}\label{s:eol}

\subsection{Problem Definition}

For equilibrium and fixed-point computation problems, it turns out
that the appropriate ``generic'' problem involves following a path in
a large graph; see also Figure~\ref{f:ppad}.

\begin{figure}
\centering
\includegraphics[width=.85\textwidth]{ppad}
\caption{An instance of the {\sc EoL}\xspace problem
  corresponds to a directed graph
  with all in- and out-degrees at most 1.  Solutions correspond to
  sink vertices and source vertices other than the given one.}\label{f:ppad}
\end{figure}


\begin{mdframed}[style=offset,frametitle={The {\sc EoL}\xspace Problem (Generic Version)}]
given a description of a directed graph~$G$ with maximum in- and
out-degree~1, and a source vertex $s$ of $G$, find either a sink
vertex of $G$ or a source vertex other than~$s$.
\end{mdframed}
The restriction on the in- and out-degrees forces the graph $G$ to consist
of vertex-disjoint paths and cycles, with at least one path (starting
at the source $s$).  The {\sc EoL}\xspace problem is a total search
problem---there is always a solution, if nothing else the other end of
the path that starts at~$s$.  Thus an instance of {\sc EoL}\xspace can always be
solved by rotely following the path from $s$; the question is whether
or not there is a more clever algorithm that always avoids searching
the entire graph.

It should be plausible that the {\sc EoL}\xspace problem is hard, in the sense
that there is no algorithm that always improves over rote
path-following; see also Section~\ref{s:eollb}.
But what does it have to do with the {\sc $\epsilon$-BFP}\xspace problem?  A
lot, it turns out.


\begin{fact}
The problem of computing an approximate Brouwer fixed point reduces to
the {\sc EoL}\xspace problem (i.e., $\epsilon$-BFP $\leq$ EoL).
\end{fact}

\subsection{From {\sc EoL}\xspace to Sperner's Lemma}

The basic reason that fixed-point computation reduces to
path-following is {\em Sperner's lemma}, which we recall next (again
borrowing from~\cite[Lecture 20]{f13}).
Consider a subdivided triangle in the plane
(Figure~\ref{f:sperner}).  A {\em legal coloring} of its vertices colors
the top corner vertex red, the left corner vertex green, and the right
corner vertex blue.  A vertex on the boundary must have one of the two
colors of the endpoints of its side.  Internal vertices are allowed to
possess any
of the three colors.
A small triangle is {\em trichromatic}
if all three colors are represented at its vertices.
\begin{figure}
\centering
\includegraphics[width=.3\textwidth]{sperner2.eps}
\caption[Sperner's lemma]{A subdivided triangle in the plane.}
\label{f:sperner}
\end{figure}
Sperner's lemma then asserts that for every legal coloring, there is
at least one trichromatic triangle.\footnote{The same result and
    proof extend by  induction to higher
  dimensions.  Every subdivided simplex in ${\mathbb R}^n$ with vertices
  legally colored with $n+1$ colors has an odd number of panchromatic
  subsimplices, with a different color at each vertex.\label{foot:sperner}}
\begin{theorem}[Sperner's Lemma~\cite{sperner}]\label{t:sperner}
For every legal coloring of a subdivided triangle, there is an odd
number of trichromatic triangles.
\end{theorem}

\begin{proof}
The proof is constructive.
Define an undirected graph $G$ that has one vertex corresponding to each
small triangle, plus a
source vertex that corresponds to the region
outside the big triangle.  The graph~$G$ has
one edge for each pair of small triangles that share a side with
one red and one green endpoint.
Every trichromatic small triangle corresponds to a
degree-one vertex of $G$.  Every small triangle with one green and two red
corners or two green and one red corners corresponds to a vertex with
degree two in $G$.  The source vertex of $G$ has degree equal to the
number of red-green segments on the left side of the big triangle,
which is an
odd number.  Because every undirected graph has an even number of
vertices with odd degree, there is an odd number of trichromatic
triangles.
\end{proof}

The proof of Sperner's lemma shows that following a path
from a canonical source vertex in a suitable graph leads to a trichromatic
triangle.  Thus, computing a trichromatic triangle of a legally
colored subdivided triangle reduces to the {\sc EoL}\xspace
problem.
\footnote{We're glossing over some details.  The graph in an
  instance of {\sc EoL}\xspace is directed, while the graph $G$ defined in the
  proof of Theorem~\ref{t:sperner} is
  undirected.  There is, however, a canonical way to direct the edges of the
  graph~$G$.
Also, the canonical source vertex in an {\sc EoL}\xspace instance has out-degree
1, while the source of the graph $G$ has degree $2k-1$ for some
positive integer~$k$.  This can be rectified by splitting the source
vertex of $G$ into $k$ vertices, a
source vertex with out-degree 1 and $k-1$ vertices with in- and
out-degree 1.}



















\subsection{From Sperner to Brouwer}

Next we'll use Sperner's lemma to prove Brouwer's fixed-point theorem for a
2-dimensional simplex $\Delta$; higher-dimensional versions of
Sperner's lemma (see footnote~\ref{foot:sperner}) similarly imply
Brouwer's fixed-point theorem for simplices of arbitrary
dimension.\footnote{Every compact convex subset of
finite-dimensional Euclidean space is homeomorphic to a simplex of the
same dimension (by scaling and radial projection, essentially), and
homeomorphisms preserve fixed points, so
Brouwer's fixed-point theorem carries over from simplices to all
compact convex subsets of Euclidean space.\label{foot:radial}}
Let $f:\Delta \rightarrow \Delta$ be
a $\lambda$-Lipschitz function (with respect to the $\ell_2$ norm, say).
\begin{enumerate}

\item Subdivide $\Delta$ into sub-triangles with side length at most $\epsilon/\lambda$.  Think of the points of
  $\Delta$ as parameterized by three coordinates $(x,y,z)$, with
  $x,y,z \ge 0$ and $x+y+z=1$.

\item Associate each of the three coordinates with a distinct color.
To color a point $(x,y,z)$, consider its image $(x',y',z')$ under $f$
and choose the color of a coordinate that strictly decreased (if there
are none, then $(x,y,z)$ is a fixed point and we're done).
Note that the conditions of Sperner's lemma are satisfied.

\item We claim that the center $(\bar{x},\bar{y},\bar{z})$ of a trichromatic
  triangle must be an $O(\epsilon)$-fixed point (in the
  $\ell_{\infty}$ norm).  Because some corner of the triangle has its
  $x$-coordinate go down under $f$, $(\bar{x},\bar{y},\bar{z})$ is at
  distance at most $\epsilon/\lambda$ from this corner, and $f$ is
  $\lambda$-Lipschitz, the
  $x$-coordinate of $f(\bar{x},\bar{y},\bar{z})$ is at most $\bar{x}+O(\epsilon)$.
  The same argument applies to $\bar{y}$ and $\bar{z}$, which implies that
  each of the coordinates of $f(\bar{x},\bar{y},\bar{z})$ is within
  $\pm O(\epsilon)$ of the corresponding coordinate of
  $(\bar{x},\bar{y},\bar{z})$.

\end{enumerate}
Brouwer's fixed-point theorem now follows by taking the limit
$\epsilon \rightarrow 0$ and using the continuity of~$f$.



The second high-level goal of the proof of
Theorem~\ref{t:br17} is to reverse the direction of the above reduction
from {\sc $\epsilon$-BFP}\xspace to {\sc EoL}\xspace.  That is, we would like to show that
the problem of computing an approximate Brouwer fixed point is
as general as every path-following problem (of the form in {\sc EoL}\xspace),
rather than merely being a special case.
\begin{mdframed}[style=offset,frametitle={Goal \#2}]
\centering
{\sc EoL}\xspace $\leq$ {\sc $\epsilon$-BFP}\xspace
\end{mdframed}
If we succeed in implementing goals \#1 and \#2, and also prove
directly that the {\sc EoL}\xspace problem is hard, then we'll have proven
hardness for the problem of computing an approximate Nash equilibrium.

\section{Road Map for the Proof of Theorem~\ref{t:br17}}\label{s:map}

The high-level plan for the proof in the rest of this and the next
lecture is to show that
\[
\text{a low-cost communication protocol for $\epsilon\text{-}\mathsf{NE}$}
\]
implies
\[
\text{a low-cost communication protocol for $\epsilon$-{\sc 2BFP}\xspace},
\]
where $\epsilon$-{\sc 2BFP}\xspace is a two-party version of the problem of computing a
fixed point (to be defined), which then implies
\[
\text{a low-cost communication protocol for {\sc 2EoL}\xspace},
\]
where {\sc 2EoL}\xspace is a two-party version of the {\sc EoL}\xspace
problem (to be defined), which then implies
\[
\text{a low-query algorithm for {\sc EoL}\xspace}.
\]
Finally, we'll prove directly that the {\sc EoL}\xspace problem does not admit a
low-query algorithm.  This gives us four things to prove (hardness of
{\sc EoL}\xspace and the three implications); we'll tackle them one by one in
reverse order:
\begin{mdframed}[style=offset,frametitle={Road Map}]
\begin{itemize}

\item [] {\bf Step 1:} Query lower bound for {\sc EoL}\xspace.

\item [] {\bf Step 2:} Communication complexity lower bound for {\sc 2EoL}\xspace
  via a simulation theorem.

\item [] {\bf Step 3:} {\sc 2EoL}\xspace reduces to $\epsilon$-{\sc 2BFP}\xspace.

\item [] {\bf Step 4:} $\epsilon$-{\sc 2BFP}\xspace reduces to $\epsilon\text{-}\mathsf{NE}$.

\end{itemize}
\end{mdframed}
The first step (Section~\ref{s:eollb}) is easy.  The
second step (Section~\ref{s:cceol}) follows directly from one of the
simulation theorems alluded to in Section~\ref{s:ccpreamble}.  The
last two steps, which correspond to goals \#2 and \#1, respectively,
are harder and deferred to Solar Lecture~3.

Most of the ingredients in this road map were already present in a
paper by Roughgarden and Weinstein~\cite{RW16}, which was the
first paper to define and study two-party versions of fixed-point
computation problems, and to propose the use of simulation theorems
in the context of equilibrium computation.
One major innovation in \citet{BR17} is the use of the generic {\sc EoL}\xspace
problem as the base of the reduction, thereby eluding the tricky
interactions in~\cite{RW16} between simulation theorems (which seem
inherently combinatorial) and fixed-point problems (which seem
inherently geometric).
\citet{RW16} applied a simulation
theorem directly to a fixed-point problem (relying on strong query
complexity lower bounds for finding fixed points~\cite{HPV89,B16}),
which yielded a hard but unwieldy version of a two-party fixed-point
problem.  It is not clear how to reduce this version to the problem of
computing an approximate Nash equilibrium.  \citet{BR17} instead apply
a simulation theorem directly to the {\sc EoL}\xspace problem, which results in a
reasonably natural two-party version of the problem (see
Section~\ref{s:cceol}).  There is significant flexibility in how to
interpret this problem as a two-party fixed-point problem, and the
interpretation in \citet{BR17} (see Section~\ref{s:ccbfp}) yields a
version of the problem that is hard and yet structured enough to be
solved using approximate Nash equilibrium computation.  A second
innovation in~\cite{BR17} is the reduction from $\epsilon$-{\sc 2BFP}\xspace to $\epsilon\text{-}\mathsf{NE}$
(see Section~\ref{s:mt06}) which, while not difficult, is both new and
clever.\footnote{Very recently, \citet{GKP19} showed how to implement
  directly the road map of \citet{RW16}, thereby giving an alternative
  proof of Theorem~\ref{t:br17}.}



\section{Step 1: Query Lower Bound for {\sc EoL}\xspace}\label{s:eollb}

We consider the following ``oracle'' version of the {\sc EoL}\xspace problem.
The vertex set $V$ is fixed to be $\{0,1\}^n$.
Let $N = |V| = 2^n$.  Algorithms are allowed to access the graph only
through vertex queries.  A query to the vertex~$v$ reveals its
alleged predecessor $pred(v)$ (if any, otherwise $pred(v)$ is NULL) and its
alleged successor $succ(v)$ (or NULL if it has no successor).
The interpretation is that the directed edge $(v,w)$ belongs to the
implicitly defined directed graph $G=(V,E)$ if and only if both
$succ(v)=w$ and $pred(w)=v$.  These semantics guarantee that the graph
has in- and out-degree at most~1.\footnote{For the proof of
  Theorem~\ref{t:br17}, we could restrict attention to instances that
  are consistent in the sense that $succ(v)=w$ if and only if
  $pred(w)=v$.  The computational hardness results in
  Solar Lectures~4 and~5 require the general (non-promise) version of
  the problem stated here.}
We also assume that $pred(0^n)=NULL$,
and interpret the vertex $0^n$ as the a priori known source vertex of
the graph.

The version of the {\sc EoL}\xspace problem for this oracle model is:
\begin{mdframed}[style=offset,frametitle={The {\sc EoL}\xspace Problem (Query Version)}]
given an oracle as above, find a vertex~$v \in V$ that satisfies one
of the following:
\begin{itemize}

\item [(i)] $succ(v)$ is NULL;

\item [(ii)] $pred(v)$ is NULL and $v \neq 0^n$;

\item [(iii)] $v \neq pred(succ(v))$; or

\item [(iv)] $v \neq succ(pred(v))$ and $v \neq 0^n$.

\end{itemize}
\end{mdframed}
According to our semantics, cases~(iii) and~(iv) imply that $v$ is a
sink and source vertex, respectively.  A solution is guaranteed to
exist---if nothing else, the other end of the path of~$G$ that
originates with the vertex~$0^n$.

It will sometimes be convenient to restrict
ourselves to a ``promise'' version of the {\sc EoL}\xspace problem (which can only
be easier), where the graph $G$ is guaranteed to be a single
Hamiltonian path.
Even in this special case, because every vertex query reveals
information about at most three vertices, we have the following.
\begin{proposition}[Query Lower Bound for {\sc EoL}\xspace]\label{c:eol}
Every deterministic algorithm that solves the {\sc EoL}\xspace problem requires
$\Omega(N)$ queries in the worst case, even for instances that consist
of a single Hamiltonian path.
\end{proposition}
Slightly more formally, consider an adversary that always responds with
values of $succ(v)$ and $pred(v)$ that are never-before-seen vertices
(except as necessary to maintain the consistency of all of the adversary's
answers, so that cases~(iii) and~(iv) never occur).
After only $o(N)$ queries, the known parts of~$G$ constitute a bunch
of vertex-disjoint paths, and $G$ could be
any Hamiltonian path of~$V$ consistent with these.  The end of this
Hamiltonian path could be any of $\Omega(N)$ different vertices, and
the algorithm has no way of knowing which one.\footnote{A similar
  argument, based on choosing a Hamiltonian path of $V$ at random,
  implies an $\Omega(N)$ lower bound for the randomized query
  complexity as well.}






\section{Step 2: Communication Complexity Lower Bound for {\sc 2EoL}\xspace via
 a Simulation Theorem}\label{s:cceol}

Our next step is to use a ``simulation theorem'' to transfer our query
lower bound for the {\sc EoL}\xspace problem to a communication lower
bound for a two-party version of the problem, {\sc 2EoL}\xspace.\footnote{This
  monograph does not reflect a beautiful lecture given by Omri
  Weinstein at the associated workshop on
  the history and applications of simulation theorems (e.g., to the
  first non-trivial lower bounds for the clique vs.\ independent set
  problem~\cite{G15}).  Contact him for his slides!}  The exact
definition of the {\sc 2EoL}\xspace problem will be determined by the output of
the simulation theorem.

\subsection{The Query Model}

Consider an arbitrary function $f:\Sigma^N \rightarrow \Sigma$, where
$\Sigma$ denotes a finite alphabet.  There is an input $\mathbf{z} =
(z_1,\ldots,z_N) \in \Sigma^N$, initially unknown to an algorithm.  The
algorithm can query the input $\mathbf{z}$ adaptively, with each query
revealing $z_i$ for a coordinate~$i$ of the algorithm's choosing.
It is trivial to evaluate $f(\mathbf{z})$ using $N$ queries; the question
is whether or not there is an algorithm that always does better
(for some function~$f$ of interest).
For example, the query version of the {\sc EoL}\xspace problem
in Proposition~\ref{c:eol} can be viewed as a
special case of this model, with $\Sigma = \{0,1\}^n \times \{0,1\}^n$ (to
encode $pred(v)$ and $succ(v)$) and $f(\mathbf{z})$ encoding the (unique)
vertex at the end of the Hamiltonian path.

\subsection{Simulation Theorems}

We now describe how a function~$f:\Sigma^N \rightarrow \Sigma$ as
above induces a two-party communication problem.
The idea is to ``factor'' the input $\mathbf{z}=(z_1,\ldots,z_N)$ to the
query version of the problem between Alice and Bob, so that neither
player can unilaterally figure out any coordinate of $\mathbf{z}$.  We
use an {\sc Index}\xspace gadget for this purpose, as follows.
(See also Figure~\ref{f:rm}.)
\begin{mdframed}[style=offset,frametitle={Two-Party Problem Induced
    by~$f:\Sigma^N \rightarrow \Sigma$}]
\textbf{Alice's input:} $N$ ``blocks'' $A_1,\dots,A_N$. Each block
has $M=\mathrm{poly}(N)$ entries (with each entry in $\Sigma$).  (Say, $M=N^{20}$.)

\vspace{.1in}
\noindent
\textbf{Bob's input:} $N$ indices $y_1,\dots,y_N\in [M]$.

\vspace{.1in}
\noindent
\textbf{Communication problem:} compute $f(A_1[y_1],\dots,A_N[y_N])$.
\end{mdframed}


\begin{figure}
\centering
\includegraphics[width=.3\textwidth]{rm}
\caption{A query problem induces a two-party communication problem.
Alice receives $N$ blocks, each containing a list of possible values
for a given coordinate of the input.  Bob receives $N$ indices,
specifying where in Alice's blocks the actual vales of the input
reside.}
\label{f:rm}
\end{figure}


Note that the $y_i$th entry of $A_i$---Bob's index into Alice's
block---is playing the role of $z_i$ in the original problem.  Thus
each block~$A_i$ of Alice's input can be thought of as a ``bag of
garbage,'' which tells Alice a huge number of possible values for the
$i$th coordinate of the input without any clue about which is the
real one.  Meanwhile, Bob's indices tell him the locations of the real
values, without any clues about what these values are.

If~$f$ can be evaluated with a query algorithm that always uses at
most $q$ queries, then the induced two-party problem can be solved
using $O(q \log N)$ bits of communication.  For Alice can just
simulate the query algorithm; whenever it
needs to query the $i$th coordinate of the input, Alice asks Bob for
his index~$y_i$ and supplies the query algorithm with $A_i[y_i]$.
Each of the at most $q$ questions posed by Alice can be communicated with
$\approx \log N$ bits,
and each answer from Bob with $\approx \log M = O(\log N)$ bits.

There could also be communication protocols for the two-party problem
that look nothing like such a straightforward simulation.  For example,
Alice and Bob could send each other the exclusive-or of all of their
input bits.  It's unclear why this would be useful, but it's
equally unclear how to prove that it {\em can't} be useful.
The remarkable {\em Raz-McKenzie simulation theorem} asserts that
there are no communication protocols for the two-party problem that
improve over the straightforward simulation of a query algorithm.

\begin{theorem}[Raz-McKenzie Simulation Theorem~\cite{DBLP:journals/combinatorica/RazM99,GPW18}]\label{t:rm}
If every deterministic query algorithm for~$f$ requires at least $q$
queries in the worst case, then every deterministic communication
protocol for the induced two-party problem has cost $\Omega(q \log N)$.
\end{theorem}
The proof, which is not easy but also not unreadable, shows how to
extract a good query algorithm from an arbitrary low-cost
communication protocol (essentially by a potential function argument).

The original Raz-McKenzie
theorem~\cite{DBLP:journals/combinatorica/RazM99} and the streamlined
version by \citet{GPW18} are both restricted to
deterministic algorithms and protocols, and this is the version we'll
use in this monograph.
Recently, \citet{GPW17} and \citet{A+17}
proved the analog of Theorem~\ref{t:rm}
for randomized query algorithms and randomized communication protocols
(with two-sided error).\footnote{Open question: prove a
  simulation theorem for quantum computation.}
This randomized simulation theorem
simplifies the original proof of Theorem~\ref{t:br17}
(which pre-dated~\cite{GPW17,A+17})
to the point that it's almost the same as the argument given here for the
deterministic case.\footnote{For typechecking reasons, the argument
  for randomized protocols needs to work with
a decision
version of the {\sc EoL}\xspace problem, such as ``is the least significant bit of the
vertex at the end of the   Hamiltonian path equal to 1?''}

The Raz-McKenzie theorem provides a generic way to generate a hard
communication problem from a hard query problem.  We can apply it in
particular to the {\sc EoL}\xspace problem, and we call the induced two-party
problem {\sc 2EoL}\xspace.\footnote{\citet{DBLP:journals/combinatorica/RazM99}
  stated their result for the binary alphabet and for total
  functions.  \citet{GPW18} note that it applies
  more generally to arbitrary alphabets and partial functions, which
  is important for its application here.  For further proof details of
  these extensions, see \citet{RW16}.}
\begin{mdframed}[style=offset,frametitle={The {\sc EoL}\xspace Problem (Two-Party
    Version, {\sc 2EoL}\xspace)}]
\begin{itemize}

\item Let $V=\{0,1\}^n$ and $N=|V|=2^n$.

\item Alice's input consists of $N$ blocks, one for each vertex of $V$,
and each block $A_v$ contains $M$ entries, each encoding a possible
predecessor-successor pair for $v$.

\item Bob's input consists of one index $y_v \in \{1,2,\ldots,M\}$ for
  each vertex $v \in V$, encoding the entry of the corresponding block
holding the ``real''
predecessor-successor pair for $v$.

\item The goal is to identify a vertex $v \in V$ that satisfies one
of the following:
\begin{itemize}

\item [(i)] the successor in $A_v[y_v]$ is NULL;

\item [(ii)] the predecessor in $A_v[y_v]$ is NULL and $v \neq 0^n$;

\item [(iii)] $A_v[y_v]$ encodes the successor $w$ but $A_w[y_w]$ does
  not encode the predecessor $v$; or

\item [(iv)] $A_v[y_v]$ encodes the predecessor $u$ but $A_u[y_u]$ does
  not encode the successor $v$, and $v \neq 0^n$.

\end{itemize}
\end{itemize}

\end{mdframed}

The next statement
is an immediate consequence of Proposition~\ref{c:eol}
and Theorem~\ref{t:rm}.


\begin{corollary}[Communication Lower Bound for {\sc 2EoL}\xspace]\label{cor:cceol}
The deterministic communication complexity of the {\sc 2EoL}\xspace problem is
$\Omega(N \log N)$, even for instances that consist of a single
Hamiltonian path.
\end{corollary}
A matching upper bound of $O(N \log N)$ is trivial, as Bob always has
the option of
sending Alice his entire input.

Corollary~\ref{cor:cceol} concludes the second step of the proof of
Theorem~\ref{t:br17} and furnishes a generic hard total search
problem.  The next order of business is to transfer this communication
complexity lower bound to the more natural {\sc $\epsilon$-BFP}\xspace and $\epsilon\text{-}\mathsf{NE}$ problems via reductions.


  \chapter{Communication Complexity Lower Bound for Computing an
  Approximate Nash Equilibrium of a Bimatrix Game (Part II)}
\titlerule


\vspace{1cm}

This lecture completes the proof of Theorem~\ref{t:br17}.
As a reminder, this result states that if Alice's and Bob's
private inputs are the two payoff matrices of an $N \times N$ bimatrix game,
and $\epsilon$ is a sufficiently small constant, then
$N^{\Omega(1)}$ communication is required to compute an
$\epsilon$-approximate Nash equilibrium (Definition~\ref{d:ene}),
even when randomization is allowed.
In terms of the proof road map in Section~\ref{s:map}, it remains to
complete steps~3 and~4.  This corresponds
to implementing Goals \#1 and \#2 introduced in the last
lecture---reversing the direction of the classical reductions from the
{\sc $\epsilon$-BFP}\xspace problem to path-following and from the $\epsilon\text{-}\mathsf{NE}$ problem to
the {\sc $\epsilon$-BFP}\xspace problem.

\section{Step 3: {\sc 2EoL}\xspace $\leq$ $\epsilon$-{\sc 2BFP}\xspace}\label{s:ccbfp}

\subsection{Preliminaries}

We know from Corollary~\ref{cor:cceol} that {\sc 2EoL}\xspace, the two-party
version of the {\sc End-of-the-Line} problem defined in
Section~\ref{s:cceol}, has large communication
complexity.  This section transfers this lower bound to a two-party
version of an approximate fixed point problem, by reducing
the {\sc 2EoL}\xspace problem to it.

We next define our two-party version of the {\sc $\epsilon$-BFP}\xspace problem, the $\epsilon$-{\sc 2BFP}\xspace
problem.  The problem is parameterized by the dimension~$d$ and an
approximation parameter $\epsilon$.  The latter should be thought of as a
sufficiently small constant (independent of~$d$).
\begin{mdframed}[style=offset,frametitle={The {\sc $\epsilon$-BFP}\xspace Problem (Informal
    Two-Party Version)}]
\begin{itemize}

\item Let $H = [0,1]^d$ denote the $d$-dimensional hypercube.

\item Alice and Bob possess private inputs that, taken together, implicitly
  define a continuous function $f:H \rightarrow H$.

\item The goal is to identify an {\em $\epsilon$-approximate fixed point},
  meaning a point $x \in H$ such that $
{\| {f(x)-x} \|}
 < \epsilon$, where
  $\|\cdot\|$ denotes the normalized $\ell_2$ norm:
\[

{\| {a} \|}
 = \sqrt{\frac{1}{d} \sum_{i=1}^d a_i^2}.
\]
\end{itemize}
\end{mdframed}


The normalized $\ell_2$ norm of a point in the hypercube (or the
difference between two such points) is always
between 0 and 1.  If a point $x \in H$ is {\em not} an
$\epsilon$-approximate fixed point with respect to this norm,
then $f(x)$ and $x$ differ by a constant amount in a constant fraction
of the coordinates.  This version of the problem can only be easier
than the more traditional version, which uses the $\ell_{\infty}$
norm.

To finish the description of the $\epsilon$-{\sc 2BFP}\xspace problem, we need to explain
how Alice and Bob interpret their inputs as jointly defining a
continuous function.

\subsection{Geometric Intuition}

Our reduction from {\sc 2EoL}\xspace to $\epsilon$-{\sc 2BFP}\xspace will use no communication---Alice
and Bob will simply reinterpret their {\sc 2EoL}\xspace inputs as $\epsilon$-{\sc 2BFP}\xspace inputs
in a specific way, and a solution to the {\sc 2EoL}\xspace instance will be easy
to recover from any approximate fixed point.

Figure~\ref{f:hpv} shows the key intuition: graphs of paths and cycles
naturally lead to continuous functions, where the gradient of the
function ``follows the line'' and fixed points correspond to sources
and sinks of the graph.  Following the line (i.e., ``gradient
ascent'') guarantees discovery of an approximate fixed point; the goal
will be to show that no cleverer algorithm is possible.

\begin{figure}[h]
\centering
\includegraphics[width=.7\textwidth]{pic.png}
\caption{Directed paths and cycles can be interpreted as a continuous
  function whose gradient ``follows the line.''  Points far from the path are
  moved by $f$ in some canonical direction.  (Figure courtesy of Yakov
Babichenko.)}
\label{f:hpv}
\end{figure}

This idea originates in
\citet{HPV89}, who considered approximate fixed points in the
$\ell_{\infty}$ norm.  \citet{R16} showed how to modify the
construction so that it works even for the normalized $\ell_2$ norm.
\citet{BR17} used the construction from~\cite{R16} in
their proof of Theorem~\ref{t:br17}; our treatment here includes some  simplifications.

\subsection{Embedding a Graph in the Hypercube}\label{ss:embed1}

Before explaining exactly how to interpret graphs as continuous
functions, we need to set up an embedding of every possible
graph on a given vertex set into the hypercube.

Let $V = \{0,1\}^n$ and $N=|V|=2^n$.  Let $K$ denote the complete
undirected graph with vertex set $V$---all edges that could
conceivably be present in an {\sc EoL}\xspace instance (ignoring their
orientations).  Decide once and for all on an embedding $\sigma$ of
$K$ into $H=[0,1]^d$, where $d = \Theta(n) = \Theta(\log N)$, with two
properties:\footnote{By an {\em embedding}, we mean a
  function~$\sigma$ that
  maps each edge $(v,w)$ of $K$ to a continuous path in $H$ with
  endpoints $\sigma(v)$ and $\sigma(w)$.}
\begin{itemize}

\item [(P1)] The images of the vertices are well separated:
for every
  $v,w \in V$ (with $v \neq w$), $
{\| {\sigma(v)-\sigma(w)} \|}
$ is at least some constant
  (say $\tfrac{1}{10}$).

\item [(P2)] The images of the edges are well separated.  More precisely,
a point $x \in H$ is close (within distance~$10^{-3}$,
  say) to the images $\sigma(e)$ and $\sigma(e')$ of distinct edges
  $e$ and $e'$ only if $x$ is close to the image of a shared endpoint
  of $e$ and $e'$.  (In particular, if $e$ and $e'$ have no endpoints
  in common, then no $x \in H$ is close to both $\sigma(e)$ and
  $\sigma(e')$.)

\end{itemize}
Property~(P1) asserts that the images of two different vertices differ
by a constant amount in a constant fraction of their
coordinates.\footnote{In the original construction of \citet{HPV89},
vertices of~$K$ could potentially be mapped to points of~$H$ that differ
significantly in only one coordinate.  This construction is good
enough to prevent spurious approximate fixed points in the
$\ell_{\infty}$ norm, but not in the normalized $\ell_2$ norm.}
One natural way to achieve this property is via an error-correcting code
with constant rate.  The simplest way to achieve both properties is to
take a random straight-line embedding.  Each vertex $v \in V$ is
mapped to a point in $\{ \tfrac{1}{4}, \tfrac{3}{4} \}^d$, with each
coordinate set to $\tfrac{1}{4}$ or $\tfrac{3}{4}$ independently with
50/50 probability.\footnote{For reasons related to the omitted
  technical details, it's convenient to
  have a ``buffer zone'' between the embedding of the graph and the
  boundary of the hypercube.}  Each edge is mapped to a straight line
between the images of its endpoints.  Provided $d=cn$ for a sufficiently
large constant $c$, properties~(P1) and~(P2) both hold with high
probability.\footnote{In the two-party communication model, we need
  not be concerned about efficiently constructing such an
  embedding.  Because Alice and Bob have unbounded computational power,
  they can both compute the lexicographically first such embedding in
  advance of the protocol.  When we consider computational lower
  bounds in Solar Lecture~5, we'll need an efficient construction.}

The point of properties~(P1) and~(P2) is to classify the points of $H$
into three categories: (i) those close to the image of a (unique)
vertex of~$K$; (ii) those not close to the image of any vertex but
close to the image of a (unique) edge of $K$; and (iii) points not
close to the image of any vertex or edge of~$K$.  Accordingly, each
point $x \in H$ can be ``decoded'' to a unique vertex $v$ of $K$, a
unique edge $(v,w)$ of $K$, or~$\bot$.  Don't forget that this
classification of points of $H$ is made in advance of receiving any
particular {\sc 2EoL}\xspace input.  In the $\epsilon$-{\sc 2BFP}\xspace problem, because Alice and Bob
both know the embedding in advance, they can decode points at will
without any communication.\footnote{As suggested by
  Figure~\ref{f:hpv}, in the final construction it's important to use
  a more nuanced classification that ``interpolates'' between points
  in the three different categories.  It will still be the case that
  Alice and Bob can classify any point $x \in H$ appropriately
  without any communication.}

\subsection{Interpreting Paths as Continuous Functions}\label{ss:embed2}










Given the embedding above, we can now describe how to interpret a
directed graph $G=(V,E)$ induced by an instance of {\sc EoL}\xspace as a continuous
function on the hypercube, with approximate fixed points of the
function corresponding only to sources and sinks of~$G$.  Write a
function $f:H \rightarrow H$ as $f(x) = x + g(x)$ for the
``displacement function'' $g:H \rightarrow [-1,1]^d$.
(The final construction will take care to define $g$ so that $x+g(x)
\in H$ for every $x \in H$.)  An $\epsilon$-approximate
fixed point is a point $x$ with $
{\| {g(x)} \|}
 < \epsilon$, so it's crucial for
our reduction that our definition of $g$ satisfies $
{\| {g(x)} \|}
 \ge \epsilon$
whenever $x$ is not close to the image of a source or sink of $G$.

\bigskip
Consider for simplicity a directed graph~$G=(V,E)$ of an {\sc EoL}\xspace instance
that has no 2-cycles and no isolated vertices.\footnote{Recall from
  Corollary~\ref{cor:cceol} that the {\sc 2EoL}\xspace problem is already hard in
the special case where the encoded graph~$G$ is guaranteed to be a
Hamiltonian path.}
For a (directed) edge $(u,v) \in E$, define
\[
\gamma_{uv} =
\frac{\sigma(v)-\sigma(u)}{
{\| {\sigma(v)-\sigma(u)} \|}
}
\]
as the unit vector with the same direction as the embedding of the
corresponding undirected edge of $K$, oriented from~$u$ toward $v$.
A rough description of the displacement function $g(x)$ corresponding to~$G$
is as follows, where $\delta > 0$ is a parameter (cf., Figure~\ref{f:hpv}):
\begin{enumerate}
\item For $x$ close to the embedding $\sigma(e)$ of the (undirected)
  edge $e \in K$ with endpoints $u$ and $v$, but not close to
  $\sigma(u)$ or $\sigma(v)$, define
\[
g(x)=\delta \cdot \left\{
\begin{array}{ll}
\gamma_{uv}
& \text{if edge $(u,v) \in E$}\\
\gamma_{vu}
& \text{if edge $(v,u) \in E$}\\
\text{some default direction} & \text{otherwise}.
\end{array}
\right.
\]

\item For $x$ close to $\sigma(v)$ for some $v \in V$,

 \begin{enumerate}

 \item if $v$ has an
   incoming edge $(u,v) \in E$ and an outgoing edge $(v,w) \in E$,
then define $g(x)$ by
   interpolating between $\delta \cdot \gamma_{uv}$ and
$\delta \cdot \gamma_{vw}$
(i.e., ``turn slowly'' as in Figure~\ref{f:hpv});

 \item otherwise (i.e., $v$ is a source or sink of~$G$),
   define $g(x)$ by interpolating between the all-zero vector and the
   displacement vector (as defined in case~1)
associated with
$v$'s (unique) incoming or outgoing edge in~$G$.

 \end{enumerate}

\item For $x$ that are not close to any $\sigma(v)$ or $\sigma(e)$,
  define $g(x)$ as $\delta$ times the default direction.

\end{enumerate}
For points~$x$ ``in between'' the three cases (e.g., almost but not quite
close enough to the image $\sigma(v)$ of a vertex $v \in V$),
$g(x)$ is defined by interpolation
(e.g., a weighted average of the displacement vector associated with
$v$ in case~2
and $\delta$ times the default direction, with the weights determined by
$x$'s proximity to $\sigma(v)$).

The default direction can be implemented by doubling the number of
dimensions to $2d$, and defining the displacement direction
as the vector $(0,0,\ldots,0,1,1,\ldots,1)$.
Special handling (not detailed here) is then required at points $x$
with value close to 1 in one of these extra coordinates, to ensure that
$x+g(x)$ remains in~$H$ while also not introducing any unwanted
approximate fixed points.
Similarly, special handling is required for the source vertex $0^n$, to
prevent $\sigma(0^n)$ from being a fixed point.  Roughly, this can be
implemented by mapping the vertex $0^n$ to one corner of the hypercube
and defining $g$ to point in the opposite direction.
The parameter $\delta$ is a constant, bigger than $\epsilon$ by a constant
factor.  (
For example, one can assume that $\epsilon \le
10^{-12}$ and take $\delta \approx 10^{-6}$.)
This ensures that whenever the normalized~$\ell_2$ norm of a direction
vector $y$ is at least a sufficiently large constant, $\delta \cdot y$
has norm larger than $\epsilon$.
This completes our sketch of how to interpret an instance of {\sc EoL}\xspace as a
continuous function on the hypercube.

\subsection{Properties of the Construction}\label{ss:props}

Properly implemented, the construction in Sections~\ref{ss:embed1}
and~\ref{ss:embed2} has the following properties:
\begin{enumerate}

\item Provided $\epsilon$ is at most a sufficiently small constant,
a point $x \in H$ satisfies $
{\| {g(x)} \|}
 < \epsilon$ only if it is
  close to the image
  of a source or sink of $G$ different from the canonical source
  $0^n$.  (Intuitively, this should be true by construction.)


\item There is a constant $\lambda$, independent of $d$,
  such that the
  function $f(x)=x+g(x)$ is $\lambda$-Lipschitz.
In particular, $f$ is continuous.  (Intuitively, this is because we
take care to linearly interpolate between regions of $H$ with
different displacement vectors.)

\end{enumerate}
Sections~\ref{ss:embed1} and~\ref{ss:embed2},
together with Figure~\ref{f:hpv}, provide a
plausibility argument that a construction with these two
properties is possible along the proposed lines.  Readers interested
in further details should start with the carefully written
two-dimensional construction in \citet[Section 4]{HPV89}---where many of
these ideas originate---before proceeding to the general case
in~\cite[Section 5]{HPV89} for the $\ell_{\infty}$ norm and
finally~\citet{BR17} for the version tailored to the normalized
$\ell_2$ norm (which is needed here).

\subsection{The $\epsilon$-{\sc 2BFP}\xspace Problem and Its Communication Complexity}

We can now formally define the
two-party version of the {\sc $\epsilon$-BFP}\xspace problem that we consider, denoted
$\epsilon$-{\sc 2BFP}\xspace.  The problem is parameterized by a positive integer~$n$ and a
constant $\epsilon > 0$.
\begin{mdframed}[style=offset,frametitle={The $\epsilon$-{\sc 2BFP}\xspace Problem}]
\begin{itemize}

\item Alice and Bob begin with private inputs to the {\sc 2EoL}\xspace problem: Alice with
$N=2^n$ ``blocks'' $A_1,\dots,A_N$, each with $M=\mathrm{poly}(N)$ entries from the
alphabet $\Sigma = \{0,1\}^n \times \{0,1\}^n$, and Bob
with $N$ indices $y_1,\dots,y_N\in [M]$.

\item Let~$G$ be the graph induced by these inputs (with $V = \{0,1\}^n$
  and $A_v[y_v]$ encoding\\ $(pred(v),succ(v))$.

\item Let~$f$ denote the continuous function $f:H \rightarrow H$
  induced by~$G$, as per the construction in Sections~\ref{ss:embed1}
  and~\ref{ss:embed2}, where $H = [0,1]^d$ is the $d$-dimensional
  hypercube with $d = \Theta(n)$.

\item The goal is to compute a point $x \in H$ such that $
{\| {f(x)-x} \|}
 <
  \epsilon$, where $
{\| {\cdot} \|}
$ denotes the normalized $\ell_2$ norm.

\end{itemize}
\end{mdframed}



The first property in Section~\ref{ss:props} implies a communication
complexity lower bound for the
$\epsilon$-{\sc 2BFP}\xspace problem, which implements step~3 of the road map in
Section~\ref{s:map}.  (The second property is important for
implementing step~4 of the road map in the next section.)
\begin{theorem}[\citet{BR17}]\label{t:ccbfp}
For every sufficiently small constant $\epsilon > 0$,
the deterministic communication complexity of the $\epsilon$-{\sc 2BFP}\xspace problem is
$\Omega(N \log N)$.
\end{theorem}

\begin{proof}
  If there is a deterministic communication protocol with cost $c$ for
  the $\epsilon$-{\sc 2BFP}\xspace problem, then there is also one for the {\sc 2EoL}\xspace problem:
  Alice and Bob interpret their {\sc 2EoL}\xspace inputs as inputs to the $\epsilon$-{\sc 2BFP}\xspace
  problem, run the assumed protocol to compute an $\epsilon$-approximate
  fixed point~$x \in H$ of the corresponding function~$f$, and (using
  no communication) decode~$x$ to a source or sink vertex of $G$
  (that is different from $0^n$).  The theorem follows immediately
  from Corollary~\ref{cor:cceol}.
\end{proof}

\subsection{Local Decodability of $\epsilon$-{\sc 2BFP}\xspace Functions}\label{ss:local}

There is one more important property of the functions~$f$ constructed
in Sections~\ref{ss:embed1} and~\ref{ss:embed2}: they are {\em locally
decodable} in a certain sense.  Suppose Alice and Bob want to compute
the value of $f(x)$ at some commonly known point $x \in H$.  If $x$
decodes to $\bot$ (i.e., is not close to the image of any vertex or
edge of the complete graph~$K$ on vertex set~$V$), then Alice and Bob
know the value of~$f(x)$ without any communication whatsoever: $f(x)$
is $x$ plus $\delta$ times the default direction (or a known
customized displacement if $x$ is too close to certain boundaries
of~$H$).  If $x$ decodes to the edge~$e=(u,v)$ of the complete
graph~$K$, then Alice and Bob can compute $f(x)$ as soon as they know
whether or not edge~$e$ belongs to the directed graph~$G$ induced by
their inputs, along with its orientation.  This requires Alice and Bob
to exchange predecessor-successor information about only two vertices
($u$ and $v$).
Analogously, if~$x$ decodes to the vertex~$v$ of~$K$, then Alice and
Bob can compute~$f(x)$ after exchanging information about at most
three vertices ($v$, $pred(v)$, and $succ(v)$).






\section{Step 4: $\epsilon$-{\sc 2BFP}\xspace $\le \epsilon\text{-}\mathsf{NE}$}\label{s:mt06}

This section completes the proof of Theorem~\ref{t:br17} by reducing
the $\epsilon$-{\sc 2BFP}\xspace problem to the $\epsilon\text{-}\mathsf{NE}$ problem, where $\epsilon$ is a
sufficiently small constant.

\subsection{The McLennan-Tourky Analytic Reduction}\label{ss:mt06}

The starting point for our reduction is a purely analytic reduction of
\citet{MT06},
which reduces the existence of (exact) Brouwer fixed points to the
existence of (exact) Nash equilibria.\footnote{This reduction was
  popularized in a Leisure of the Theory Class blog post by Eran
  Shmaya (\texttt{https://theoryclass.wordpress.com/2012/01/05/brouwer-implies-nash-implies-brouwer/}), who heard about the   result from Rida Laraki.}
Subsequent sections explain the additional
ideas needed to implement this reduction for approximate fixed points and
Nash equilibria in the two-party communication model.


\begin{theorem}[\citet{MT06}]\label{t:mt06}
Nash's theorem (Theorem~\ref{t:nash}) implies Brouwer's fixed-point
theorem (Theorem~\ref{t:bfp}).
\end{theorem}

\begin{proof}
Consider an arbitrary continuous function~$f:H \rightarrow H$, where
$H = [0,1]^d$ is the $d$-dimensional hypercube (for some positive
integer~$d$).\footnote{If fixed points are guaranteed for hypercubes
  in every dimension, then they are also guaranteed for all compact
  convex   subsets of finite-dimensional Euclidean space; see
  footnote~\ref{foot:radial} in Solar Lecture~2.}
Define a two-player game as follows.
The pure strategies of Alice and Bob both correspond to points of
$H$.  For pure strategies $x,z \in H$, Alice's payoff is defined as
\begin{equation}\label{eq:apayoff}
1 - 
{\| {x-z} \|}
^2 =
1 - \frac{1}{d} \sum_{i=1}^d (x_i-z_i)^2
\end{equation}
and Bob's payoff as
\begin{equation}\label{eq:bpayoff}
1 - 
{\| {z-f(x)} \|}
^2 =
1 - \frac{1}{d} \sum_{i=1}^d (z_i-f(x)_i)^2.
\end{equation}
Thus Alice wants to imitate Bob's strategy, while Bob wants to imitate
the image of Alice's strategy under the function~$f$.






For any mixed strategy $\sigma$ of Bob (i.e., a distribution over
points of the hypercube),
Alice's unique best response
is the corresponding center of gravity $\mathbf{E}\ifthenelse{\not\equal{}{z \sim \sigma}}{_{z \sim \sigma}}{}\!\left[z\right]$ (as
you should check).
Thus, in any Nash equilibrium, Alice plays a pure strategy $x$.  Bob's
unique best response to such a pure strategy is the pure strategy $z =
f(x)$.  That is, every Nash equilibrium is pure, with $x = z = f(x)$ a
fixed point of $f$.
Because a Nash equilibrium exists, so does a fixed
point of~$f$.\footnote{Strictly speaking, we're assuming a more
  general form of Nash's theorem that asserts the existence of a pure
  Nash   equilibrium
whenever every player has a convex
  compact strategy set (like~$H$) and a continuous concave payoff
  function (like~\eqref{eq:apayoff} and~\eqref{eq:bpayoff}).
(The version in Theorem~\ref{t:nash} corresponds to the special case
where each strategy set corresponds to a finite-dimensional simplex of mixed
  strategies, and where all payoff functions are linear.)
Most proofs of Nash's theorem---including the one outlined in
Section~\ref{ss:nashpf}---are straightforward to generalize in this way.}
\end{proof}

An extension of the argument above shows that, for $\lambda$-Lipschitz
functions~$f$, an $\epsilon'$-approximate fixed point (in the normalized
$\ell_2$ norm) can be extracted easily from any $\epsilon$-approximate
Nash equilibrium, where~$\epsilon'$ is a function of $\epsilon$ and $\lambda$
only.\footnote{It is not clear how to easily extract an approximate
  fixed point in the $\ell_{\infty}$ norm from an approximate Nash
  equilibrium without losing a super-constant factor in the
  parameters.  The culprit is the ``$\tfrac{1}{d}$'' factor
  in~\eqref{eq:apayoff} and~\eqref{eq:bpayoff}---needed to ensure that
  payoffs are bounded---which allows each player to behave in an
  arbitrarily crazy way in a few coordinates without violating the
  $\epsilon$-approximate Nash equilibrium conditions.  (Recall $\epsilon > 0$
  is constant while $d \rightarrow \infty$.)  This is one of the
  primary reasons why \citet{R16} and \citet{BR17} needed to modify
  the construction in \citet{HPV89} to obtain their results.}

\subsection{The Two-Party Reduction: A Naive Attempt}

We now discuss how to translate the McLennan-Tourky analytic reduction
to an analogous reduction in the two-party model.  First, we need to
discretize the hypercube.  Define $H_{\epsilon}$ as the set of
$\approx \left(\tfrac{1}{\epsilon}\right)^d$ points of $[0,1]^d$ for which
all coordinates are multiples of $\epsilon$.  Every $O(1)$-Lipschitz
function~$f$---including every function arising in a $\epsilon$-{\sc 2BFP}\xspace instance
(Section~\ref{ss:props})---is guaranteed to have an
$O(\epsilon)$-approximate fixed point at some point of this discretized
hypercube (by rounding an exact fixed point to its nearest neighbor in
$H_{\epsilon}$).  This also means that the corresponding game (with
payoffs defined as in~\eqref{eq:apayoff} and~\eqref{eq:bpayoff}) has
an $O(\epsilon)$-approximate Nash equilibrium in which each player
deterministically chooses a point of~$H_{\epsilon}$.


The obvious attempt at a two-party version of the McLennan-Tourky
reduction is:
\begin{enumerate}

\item Alice and Bob start with inputs to the $\epsilon$-{\sc 2BFP}\xspace problem.

\item The players interpret
these inputs as a two-player game, with strategies corresponding to
points of the discretized hypercube~$H_{\epsilon}$, and with Alice's payoffs given
by~\eqref{eq:apayoff} and Bob's payoffs by~\eqref{eq:bpayoff}.

\item The players run
the assumed low-cost communication protocol for computing an
approximate Nash equilibrium.

\item The players extract an approximate fixed
point of the $\epsilon$-{\sc 2BFP}\xspace function from the approximate Nash equilibrium.

\end{enumerate}
Just one problem: {\em this doesn't make
  sense}.  The issue is that Bob needs to be able to compute $f(x)$ to
evaluate his payoff function in~\eqref{eq:bpayoff}, and his $\epsilon$-{\sc 2BFP}\xspace
input (a bunch of indices into Alice's blocks) does not provide
sufficient information to do this.  Thus, the proposed reduction does
not produce a well-defined input to the $\epsilon\text{-}\mathsf{NE}$ problem.



\subsection{Description of the Two-Party Reduction}\label{ss:step4}

The consolation prize is that Bob can compute the function~$f$ at a
point $x$ after a brief conversation with Alice.  Recall from
Section~\ref{ss:local} that computing~$f$ at a point $x \in H$
requires information about at most three vertices of the {\sc 2EoL}\xspace input
that underlies the $\epsilon$-{\sc 2BFP}\xspace input (in addition to~$x$).
Alice can send
$x$ to Bob, who can then send the relevant indices to Alice (after
decoding $x$ to some vertex or edge of $K$), and Alice can respond
with the corresponding predecessor-successor pairs.
This requires
$O(\log N)$ bits of communication, where $N=2^n$ is the number of
vertices in the underlying {\sc 2EoL}\xspace instance.  (We are suppressing the
dependence on the constant~$\epsilon$ in the big-O notation.)  Denote this
communication protocol by~$P$.

At this point, it's convenient to restrict the problem to the hard
instances of {\sc 2EoL}\xspace used to prove Corollary~\ref{cor:cceol}, where in
particular, $succ(v) = w$ if and only if $v = pred(w)$.  (I.e.,
cases~(iii) and~(iv) in the definition of the {\sc 2EoL}\xspace problem in
Section~\ref{s:cceol} never come up.)  For this special case, $P$ can
be implemented as a two-round protocol where Alice and Bob exchange
information about one relevant vertex~$v$ (if $x$ decodes to $v$) or
two relevant vertices~$u$ and~$v$ (if $x$ decodes to the edge
$(u,v)$).\footnote{If $x$ decodes to the edge $(u,v)$, then Alice and
  Bob exchange information about $u$ and $v$ in two rounds.  If $x$
  decodes to the vertex $v$, they exchange information about $v$ in
  two rounds.  This reveals $v$'s opinion of its predecessor $u$ and
  successor $w$.  In the general case, Alice and Bob would still need
  to exchange information about $u$ and $w$ using two more rounds of
  communication to confirm that $succ(u)=pred(w)=v$.  (Recall our
  semantics: directed edge $(v,w)$ belongs to $G$ if and only if both
  $succ(v)=w$ and $pred(w)=v$.)  In the special case of instances
  where $succ(v) = w$ if and only if $v = pred(w)$, these two extra
  rounds of communication are redundant.}


How can we exploit the local decodability of $\epsilon$-{\sc 2BFP}\xspace functions?  The
idea is to enlarge the strategy sets of Alice and Bob, beyond the
discretized hypercube~$H_{\epsilon}$, so that the players' strategies at
equilibrium effectively simulate the protocol~$P$.  Alice's pure
strategies are the pairs $(x,\alpha)$, where $x \in H_{\epsilon}$ is a point
of the discretized hypercube and $\alpha$ is a possible transcript of
Alice's communication in the protocol~$P$.  Thus $\alpha$ consists of
at most two predecessor-successor pairs.  Bob's pure strategies are
the pairs $(z,\beta)$, where $z \in H_{\epsilon}$ and $\beta$ is a
transcript that could be generated by Bob in~$P$---a specification of
at most two different vertices and his corresponding indices for
them.\footnote{In the protocol~$P$, Bob does not need to communicate
  the names of any vertices---Alice can decode~$x$ privately.  But
  it's convenient for the reduction to include the names of the
  vertices relevant for~$x$ in the $\beta$ component of Bob's strategy.}
Crucially, because the protocol~$P$ has cost $O(\log N)$, there are
only $N^{O(1)}$ possible $\alpha$'s and $\beta$'s.  There are also
only $N^{O(1)}$ possible choices of $x$ and $z$---since $\epsilon$ is a
constant and $d=\Theta(n)$ in the $\epsilon$-{\sc 2BFP}\xspace problem,
$|H_{\epsilon}|\approx \left(\tfrac{1}{\epsilon}\right)^d$ is polynomial
in~$N=2^n$.  We conclude that the size of the resulting game is
polynomial in the length of the given $\epsilon$-{\sc 2BFP}\xspace (or {\sc 2EoL}\xspace) inputs.


We still need to define the payoffs of the game.  Let
$A_1,\ldots,A_N$ and $y_1,\ldots,y_N$ denote Alice's and Bob's
private inputs in the given $\epsilon$-{\sc 2BFP}\xspace (equivalently, {\sc 2EoL}\xspace) instance and
$f$ the corresponding function.
Call an outcome $(x,\alpha,z,\beta)$ \emph{consistent} if $\alpha$ and
$\beta$ are the transcripts generated by Alice and Bob when they
honestly follow the protocol~$P$ to compute $f(x)$.
Precisely, a consistent outcome is one that meets the following two conditions:
\begin{itemize}

\item[(i)]
for each of the (zero, one, or two) vertices~$v$
and corresponding indices~$\hat{y}_v$ announced
by Bob in $\beta$,
$\alpha$ contains the correct response~$A_v[\hat{y}_v]$;

\item[(ii)]
$\beta$ specifies the names of the vertices relevant for Alice's
announced point $x \in H_{\epsilon}$, and for each such vertex~$v$,
$\beta$ specifies the correct index~$y_v$.

\end{itemize}
Observe that Alice can privately check if condition~(i) holds (using
her private input $A_1,\ldots,A_N$
and the vertex names and indices in
Bob's announced strategy $\beta$), and Bob can privately check
condition~(ii) (using his private input $y_1,\ldots,y_N$ and the
point~$x$ announced by Alice).


For an outcome $(x,\alpha,z,\beta)$, we define Alice's payoffs by
\begin{equation}\label{eq:apayoff2}
\left\{ \begin{array}{cl}
-1-\frac{1}{d} \sum_{i=1}^d (x_i-z_i)^2 &\mbox{ if (i) fails}\\
1-\frac{1}{d} \sum_{i=1}^d (x_i-z_i)^2 &\mbox{ otherwise.}
\end{array}\right.
\end{equation}
(Compare~\eqref{eq:apayoff2} with~\eqref{eq:apayoff}.)
This definition makes sense because Alice can privately check whether
or not~(i) holds and hence can privately compute her
payoff.\footnote{If you want to be a stickler and insist on payoffs in
  $[0,1]$, then shift and scale the payoffs in~\eqref{eq:apayoff2} appropriately.}

For Bob's payoffs, we need a preliminary definition.
Let $f_{\alpha}(x)$ denote the value that the induced function~$f$
would take on if $\alpha$ was consistent with $x$ and
with Alice's and Bob's private inputs.
That is, to compute $f_{\alpha}(x)$:
\begin{enumerate}

\item Decode $x$ to a vertex or an edge (or $\bot$).

\item Interpret $\alpha$ as the predecessor-successor pairs for the
  vertices relevant for evaluating~$f$ at $x$.

\item Output $x$ plus the displacement $g_{\alpha}(x)$
defined as in Sections~\ref{ss:embed1} and~\ref{ss:embed2} (with
$\alpha$ supplying any predecessor-successor
pairs that are necessary).

\end{enumerate}

To review, $f$ is the $\epsilon$-{\sc 2BFP}\xspace function that Alice and Bob want to find a
fixed point of, and $f(x)$ generally depends on the private inputs
$A_1,\ldots,A_N$ and $y_1,\ldots,y_N$ of
both Alice and Bob.  The function~$f_{\alpha}$ is a speculative
version of~$f$, predicated on Alice's announced predecessor-successor
pairs in her strategy~$\alpha$.  Crucially, the definition of
$f_{\alpha}$ does not depend at all on Alice's private input,
only on Alice's {\em announced strategy}.
Thus given $\alpha$, Bob can
privately execute the three steps above and evaluate $f_{\alpha}(x)$
for any $x \in H_{\epsilon}$.
The other crucial property of $f_{\alpha}$ is that, if $\alpha$
happens to be the actual predecessor-successor pairs $\{ A_v[y_v] \}$
for the vertices relevant for~$x$ (given Alice's and Bob's private
inputs), then $f_{\alpha}(x)$ agrees with the value~$f(x)$ of the true
$\epsilon$-{\sc 2BFP}\xspace function.

We can now define Bob's payoffs as follows (compare
with~\eqref{eq:bpayoff}):
\begin{equation}\label{eq:bpayoff2}
\left\{ \begin{array}{cl}
-1&\mbox{ if (ii) fails}\\
1- \frac{1}{d} \sum_{i=1}^d (z_i-f_{\alpha}(x)_i)^2
&\mbox{ otherwise.}
\end{array}\right.
\end{equation}
Because Bob can privately check condition~(ii) and compute
$f_{\alpha}(x)$ (given $x$ and $\alpha$), Bob can privately compute
his payoff.  This completes the description of the reduction from
the $\epsilon$-{\sc 2BFP}\xspace problem to the $\epsilon\text{-}\mathsf{NE}$ problem.

Alice and Bob can carry out this reduction with no communication---by
construction, their $\epsilon$-{\sc 2BFP}\xspace inputs fully determine their payoff
matrices.  As noted earlier, because $\epsilon$ is a constant,
the sizes of the produced $\epsilon\text{-}\mathsf{NE}$ inputs are polynomial in those of the
$\epsilon$-{\sc 2BFP}\xspace inputs.



\subsection{Analysis of the Two-Party Reduction}

Finally, we need to show that the reduction ``works,'' meaning that
Alice and Bob can recover an approximate fixed point of the $\epsilon$-{\sc 2BFP}\xspace
function~$f$ from any approximate Nash equilibrium of the game
produced by the reduction.

For intuition, let's think first about the case where Alice's and Bob's
strategies are points of the hypercube~$H$ (rather than the
discretized hypercube $H_{\epsilon}$) and the case of exact fixed points and
Nash equilibria.  (Cf., Theorem~\ref{t:mt06}.)
What could a Nash equilibrium of the game look like?  Consider mixed
strategies by Alice and Bob.
\begin{enumerate}

\item
Alice's payoff in~\eqref{eq:apayoff2}
includes a term $-\frac{1}{d} \sum_{i=1}^d (x_i-z_i)^2$ that is
independent of her choice of $\alpha$ or Bob's choice of $\beta$, and
the other term (either~1 or~-1) is independent of her choice of~$x$
(since condition~(i) depends only on~$\alpha$ and~$\beta$).
Thus, analogous to the proof of Theorem~\ref{t:mt06}, in every one of
Alice's best responses,
she deterministically chooses $x = \mathbf{E}\ifthenelse{\not\equal{}{z \sim \sigma}}{_{z \sim \sigma}}{}\!\left[z\right]$, where
$\sigma$ denotes the marginal distribution of $z$ in Bob's mixed
strategy.

\item
Given that Alice is playing deterministically in her
$x$-coordinate, in every one of Bob's best responses,
he deterministically chooses~$\beta$ to name the vertices relevant for
Alice's announced
point~$x$ and his indices for these vertices (to land in the second
case of~\eqref{eq:bpayoff2} with probability~1).

\item Given that Bob is playing deterministically in his
  $\beta$-coordinate,
Alice's unique best response is to choose~$x$ as before and also
deterministically choose the (unique) message $\alpha$ that satisfies
condition~(i), so that she will be in the more favorable second case
of~\eqref{eq:apayoff2} with probability~1.

\item Given that Alice is playing deterministically in both her $x$- and
  $\alpha$-coordinates, Bob's unique best response is to
  choose~$\beta$ as before and set $z=f_{\alpha}(x)$ (to maximize his
  payoff in the second case of~\eqref{eq:bpayoff2}).

\end{enumerate}
These four steps imply that every (exact) Nash
equilibrium~$(x,\alpha,z,\beta)$ of the game is pure, with $\alpha$
and $\beta$ consistent with $x$ and Alice's and Bob's private
information about the corresponding relevant vertices, and with
$x=z=f_{\alpha}(x) = f(x)$ a fixed point of~$f$.

As with Theorem~\ref{t:mt06}, a more technical version of the same
argument implies that an approximate fixed point---a
 point~$x$ satisfying $
{\| {f(x)-x} \|}
 < \epsilon'$ with respect to the
 normalized $\ell_2$ norm---can
be easily extracted by Alice and Bob from any $\epsilon$-approximate Nash
equilibrium, where $\epsilon'$ depends only on $\epsilon$ (e.g.,
$\epsilon' = O(\epsilon^{1/4})$ suffices).  For example, the first step of
the proof becomes: in an $\epsilon$-approximate Nash equilibrium, Alice
must choose a point $x \in H_{\epsilon}$ that is close to $\mathbf{E}\ifthenelse{\not\equal{}{}}{_{}}{}\!\left[z\right]$
except with small probability (otherwise she could increase her
expected payoff
by more
than $\epsilon$ by switching to the point of $H_{\epsilon}$ closest to
$\mathbf{E}\ifthenelse{\not\equal{}{}}{_{}}{}\!\left[z\right]$).
And so on.  Carrying out approximate
versions of all four steps above, while keeping careful track of the
epsilons, completes the proof of
Theorem~\ref{t:br17}.\footnote{The fact that~$f$ is~$O(1)$-Lipschitz
is important for carrying out the last of these steps.}

We conclude that computing an approximate Nash equilibrium of a
general bimatrix game requires a polynomial amount of communication, and
in particular there are no uncoupled dynamics guaranteed to converge
to such an equilibrium in a polylogarithmic number of iterations.








  \chapter{$\mathsf{TFNP}$, $\mathsf{PPAD}$, \& All That}
\titlerule


\vspace{1cm}


Having resolved the communication complexity of computing an
approximate Nash equilibrium of a bimatrix game, we turn our attention
to the {\em computational} complexity of the problem.  Here, the goal
will be to prove a super-polynomial lower bound on the amount of
computation required, under appropriate complexity assumptions.  The
techniques developed in the last two lectures for our communication
complexity lower bound will again prove useful for this goal, but we
will also need several additional ideas.

This lecture identifies the appropriate complexity class for
characterizing the computational complexity of computing an exact or
approximate Nash equilibrium of a bimatrix game, namely $\mathsf{PPAD}$.  Solar
Lecture~5 sketches some of the ideas in Rubinstein's recent
proof~\cite{R16} of a quasi-polynomial-time lower bound for the problem,
assuming an analog of the Exponential Time Hypothesis for $\mathsf{PPAD}$.

Section~\ref{s:preamble} explains why customized complexity classes are
needed to reason about equilibrium computation and other total search
problems.
Section~\ref{s:tfnp} defines the class $\mathsf{TFNP}$ and some of its syntactic
subclasses, including $\mathsf{PPAD}$.\footnote{Some of the discussion in
  these two sections is drawn from~\cite[Lecture~20]{f13}.}
Section~\ref{s:ppad} reviews a number of $\mathsf{PPAD}$-complete problems.
Section~\ref{s:evidence} discusses the existing evidence that $\mathsf{TFNP}$
and its important subclasses are hard, and proves that the class
$\mathsf{TFNP}$ is hard on average assuming that~$\mathsf{NP}$ is hard on average.


\section{Preamble}\label{s:preamble}

We consider two-player (bimatrix) games, where each player has (at most)~$n$
strategies. The $n \times n$ payoff matrices for Alice and Bob~$A$
and~$B$ are described explicitly, with $A_{ij}$ and
$B_{ij}$ indicating Alice's and Bob's payoffs when Alice plays her
$i$th strategy and Bob his $j$th strategy.
Recall from Definition~\ref{d:ene} that an
$\epsilon$-$\mathsf{NE}$ is a pair $\hat{x},\hat{y}$ of mixed strategies such that
neither player can increase their payoff with a unilateral deviation
by more than $\epsilon$.



What do we know about the complexity of computing an $\epsilon$-$\mathsf{NE}$
of a bimatrix game?  Let's start with the exact case ($\epsilon=0$),
where no subexponential-time (let alone polynomial-time) algorithm is
known for the problem.  (This contrasts with the zero-sum case, see
Corollary~\ref{cor:zerosum}.)
It is tempting to speculate that no such algorithm exists.  How
would we amass evidence that the problem is intractable?  As we're
interested in super-polynomial lower bounds, communication complexity
is of no direct help.

Could the problem be $\mathsf{NP}$-complete?\footnote{Technically, we're
  referring to the {\em search} version of $\mathsf{NP}$ (sometimes called
  $\mathsf{FNP}$, where the ``F'' stands for ``functional''), where the goal is to either exhibit a witness or correctly
  deduce that no witness exists.}
The following theorem by \citet{MP91} rules out this
possibility (unless $\mathsf{NP} = \mathsf{co}\mbox{-}\mathsf{NP}$).

\begin{theorem}[\citet{MP91}]\label{t:mp91}
The problem of computing a Nash equilibrium of a bimatrix game is
$\mathsf{NP}$-hard only if $\mathsf{NP} = \mathsf{co}\mbox{-}\mathsf{NP}$.
\end{theorem}

\begin{figure}
\centering
\includegraphics[width=\textwidth]{mp}
\caption{A reduction
  from the search version of the SAT problem to the problem of
  computing a Nash equilibrium of a bimatrix game
would yield a polynomial-time verifier for the
  unsatisfiability problem.}
\label{f:mp}
\end{figure}



\begin{proof}
The proof is short but a bit of a mind-bender, analogous to the
argument back in Section~\ref{s:naive}.
Suppose there is
a reduction from, say, (the search version of) satisfiability
to the problem of computing a Nash equilibrium of a bimatrix game.  By
definition, the reduction comprises two algorithms:
\begin{enumerate}

\item A polynomial-time algorithm $\mathcal{A}_1$ that maps every SAT
  formula~$\phi$ to a bimatrix game $\mathcal{A}_1(\phi)$.

\item A polynomial-time algorithm $\mathcal{A}_2$ that maps every Nash
  equilibrium $(\hat{x},\hat{y})$ of a game $\mathcal{A}_1(\phi)$ to a satisfying assignment
  $\mathcal{A}_2(\hat{x},\hat{y})$ of $\phi$, if one exists, and to the string ``no''
  otherwise.

\end{enumerate}
We claim that the existence of these algorithms $\mathcal{A}_1$ and $\mathcal{A}_2$ imply that
$\mathsf{NP} = \mathsf{co}\mbox{-}\mathsf{NP}$ (see also Figure~\ref{f:mp}).
In proof, consider an unsatisfiable SAT formula
$\phi$, and an arbitrary Nash equilibrium $(\hat{x},\hat{y})$ of the game
$\mathcal{A}_1(\phi)$.\footnote{Crucially, $\mathcal{A}_1(\phi)$ has at least one Nash equilibrium, including one whose description
length is polynomial in that of the game (see
Theorem~\ref{t:nash} and the subsequent discussion).}
We claim that $(\hat{x},\hat{y})$ is a short, efficiently verifiable proof of the
unsatisfiability of $\phi$, implying that $\mathsf{NP} = \mathsf{co}\mbox{-}\mathsf{NP}$.
Given an alleged certificate $(\hat{x},\hat{y})$ that
$\phi$ is unsatisfiable,  the verifier performs two checks: (1)
compute the game
$\mathcal{A}_1(\phi)$ using algorithm $\mathcal{A}_1$ and
verify that $(\hat{x},\hat{y})$ is a Nash equilibrium of $\mathcal{A}_1(\phi)$; (2) use the
algorithm $\mathcal{A}_2$ to verify that $\mathcal{A}_2(\hat{x},\hat{y})$ is the string ``no.''
This verifier runs in time polynomial in the description lengths of
$\phi$ and $(\hat{x},\hat{y})$.
If $(\hat{x},\hat{y})$ passes both of these tests, then correctness of the
algorithms $\mathcal{A}_1$ and $\mathcal{A}_2$ implies that $\phi$ is
unsatisfiable.
\end{proof}





\section{$\mathsf{TFNP}$ and Its Subclasses}\label{s:tfnp}

\subsection{$\mathsf{TFNP}$}

What's really going on in the proof of Theorem~\ref{t:mp91} is a
mismatch between the search version of an $\mathsf{NP}$-complete problem like
SAT, where an instance may or may not have a witness, and a problem
like computing a Nash equilibrium, where every instance has at least
one witness.
While the correct answer to a SAT instance might well be ``no,'' a
correct answer to an instance of Nash equilibrium computation is
always a Nash equilibrium.  It seems that if the problem of computing
a Nash equilibrium is going to be complete for some complexity class,
it must be a class smaller than~$\mathsf{NP}$.

The subset of $\mathsf{NP}$ (search) problems for
which every instance has at least one witness is called $\mathsf{TFNP}$, for
``total functional $\mathsf{NP}$.''  The proof of Theorem~\ref{t:mp91} shows more
generally that if {\em any} $\mathsf{TFNP}$ problem is $\mathsf{NP}$-complete, then
$\mathsf{NP} = \mathsf{co}\mbox{-}\mathsf{NP}$.
Thus a fundamental barrier to $\mathsf{NP}$-completeness is the guaranteed
existence of a witness.

Since computing a Nash equilibrium does not seem to be $\mathsf{NP}$-complete,
the sensible refined goal is
to prove that the problem is $\mathsf{TFNP}$-complete---as hard as any other
$\mathsf{NP}$ problem with a guaranteed witness.

\subsection{Syntactic vs.\ Semantic Complexity Classes}

Unfortunately, $\mathsf{TFNP}$-completeness is also
too ambitious a goal.  The reason is that $\mathsf{TFNP}$ does not seem to have
complete problems.  Think about the complexity classes
that {\em are} known to have complete problems---$\mathsf{NP}$ of course,
and also classes like $\mathsf{P}$ and $\mathsf{PSPACE}$.  What do these
complexity classes have in
common?  They are ``syntactic,'' meaning that membership can be
characterized via acceptance by some concrete computational model,
such as polynomial-time or polynomial-space deterministic or
nondeterministic Turing machines.
In this sense, there is a generic reason for membership in these
complexity classes.

Syntactically defined complexity classes always have a ``generic''
complete problem, where the input is a description of a problem in
terms of the accepting machine and an instance of the problem, and
the goal is to solve the given instance of the given problem.  For
example, the generic $\mathsf{NP}$-complete problem takes as input a
description of a verifier, a polynomial time bound,
and an encoding of an instance, and the goal is to decide whether
or not there is a witness, meaning a string that causes the given
verifier to accept the given instance in at most the given number of
steps.

$\mathsf{TFNP}$ has no obvious generic reason for membership, and as such is
called a ``semantic'' class.\footnote{There are many other interesting
  examples of classes that appear to be semantic in this sense, such
  as $\mathsf{RP}$ and $\mathsf{NP} \cap \mathsf{co}\mbox{-}\mathsf{NP}$.}  For example, the problem of
computing a Nash equilibrium of a bimatrix game belongs to $\mathsf{TFNP}$
because of the topological arguments that guarantee the existence of a
Nash equilibrium (see Section~\ref{s:bfp}).  Another problem in $\mathsf{TFNP}$ is
factoring: given a positive integer, output its factorization.  Here,
membership in $\mathsf{TFNP}$ has a number-theoretic
explanation.\footnote{There are many other natural examples of $\mathsf{TFNP}$
  problems, including computing a local minimum of a function,
  computing an approximate Brouwer fixed point, and inverting a
  one-way permutation.}  Can the guaranteed existence of a Nash
equilibrium of a
game and of a factorization of an integer be regarded as separate
instantiations of some ``generic'' $\mathsf{TFNP}$ argument?  No one knows the
answer.







\subsection{Syntactic Subclasses of $\mathsf{TFNP}$}

Given that the problem of computing a Nash equilibrium appears too
specific to be complete for $\mathsf{TFNP}$, we must refine our goal again,
and try to prove that the problem is complete for a still smaller
complexity class.  \citet{P94} initiated the search for syntactic
subclasses of $\mathsf{TFNP}$ that contain interesting problems not known to
belong to $\mathsf{P}$.  His proposal was to categorize $\mathsf{TFNP}$ problems
according to the type of mathematical proof used to
guaranteed the existence of a witness.  Interesting subclasses include the
following:
\begin{itemize}

\item $\mathsf{PPAD}$ (for polynomial parity argument, directed version):
  Problems that can be solved by path-following in a
  (exponential-size) directed graph with in- and out-degree at most~1
  and a known source vertex (specifically, the problem of identifying
  a sink or source vertex other than the given one).

   \item $\mathsf{PPA}$ (for polynomial parity argument, undirected version):
     Problems that can be solved by path-following in an undirected
     graph (specifically, given an odd-degree vertex, the problem of
     identifying a different odd-degree vertex).

    \item $\mathsf{PLS}$ (for polynomial local search): Problems that can be
      solved by path-following in a directed acyclic graph
      (specifically, given such a graph, the problem of identifying a sink
      vertex).\footnote{$\mathsf{PLS}$ was actually defined prior to $\mathsf{TFNP}$, by
        \citet{JPY88}.}

    \item $\mathsf{PPP}$ (for polynomial pigeonhole principle): Problems that
      reduce to the following: given a
      function~$f$ mapping $\{1,2,\ldots,n\}$ to $\{1,2,\ldots,n-1\}$,
      find $i \neq j$ such that $f(i)=f(j)$.

\end{itemize}
All of these complexity classes can be viewed as intermediate to
$\mathsf{P}$ and $\mathsf{NP}$.  The conjecture, supported by oracle
separations~\cite{B+98}, is that all four of these classes are distinct
(Figure~\ref{fig:belief}).
\begin{figure}[h!]
\center
\begin{tikzpicture}[line cap=round,line join=round,>=triangle 45,x=1.0cm,y=1.0cm]
\clip(-3, 1.4) rectangle (18.3,5);
\draw [rotate around={0.:(5.5,3.)}] (5.5,3.) ellipse (3.792864479119171cm and 1.2450269068279611cm);
\draw [rotate around={-21.392890351981443:(4.83,2.88)}] (4.83,2.88) ellipse (1.1797724164164307cm and 0.5536812752270697cm);
\draw [rotate around={25.01689347810002:(6.14,2.86)}] (6.14,2.86) ellipse (1.1411849820365318cm and 0.5620526338571116cm);
\draw (9.3,3.46) node[anchor=north west] {$\mathsf{TFNP}$};
\draw (7.28,3.) node[anchor=north west] {$\mathsf{PLS}$};
\draw (2.5,3.16) node[anchor=north west] {$\mathsf{PPAD}$};
\end{tikzpicture}
\caption{Oracle separations suggest that the different well-studied
  syntactic subclasses of $\mathsf{TFNP}$ are in fact distinct (from each
  other and from $\mathsf{TFNP}$).}
\label{fig:belief}
\end{figure}




Section~\ref{s:bfp} outlined the argument that the guaranteed
existence of Nash equilibria reduces to the guaranteed existence of
Brouwer fixed points, and Section~\ref{s:eol} showed (via Sperner's
lemma) that Brouwer's fixed-point theorem reduces to path-following in
a directed graph with in- and out-degrees at most~1.  Thus, $\mathsf{PPAD}$
would seem to be the subclass of $\mathsf{TFNP}$ with the best chance of
capturing the complexity of computing a Nash equilibrium.

\section{$\mathsf{PPAD}$ and Its Complete Problems}\label{s:ppad}

\subsection{{\sc EoL}\xspace: The Generic Problem for $\mathsf{PPAD}$}\label{ss:seol}

We can formally define the class $\mathsf{PPAD}$ by defining its generic
problem.
(A problem is then in $\mathsf{PPAD}$ if it reduces in polynomial time to the
generic problem.)  Just as the {\sc End-of-the-Line ({\sc EoL}\xspace)} problem
served as the starting point of our communication complexity lower
bound (see Section~\ref{s:eol}), a succinct version of the problem
will be the basis for our computational hardness results.

\begin{mdframed}[style=offset,frametitle={The {\sc EoL}\xspace Problem (Succinct
    Version)}]
Given two circuits $S$ and $P$ (for ``successor'' and
``predecessor''), each mapping $\{0,1\}^n$ to $\{0,1\}^n \cup \{
NULL\}$ and with size polynomial in~$n$, and with $P(0^n) = NULL$,
find an input~$v \in \{0,1\}^n$ that satisfies one of the following:
\begin{itemize}

\item [(i)] $S(v)$ is NULL;

\item [(ii)] $P(v)$ is NULL and $v \neq 0^n$;

\item [(iii)] $v \neq P(S(v))$; or

\item [(iv)] $v \neq S(P(v))$ and $v \neq 0^n$.

\end{itemize}
\end{mdframed}
Analogous to Section~\ref{s:eol}, we can view the circuits $S$ and $P$
as defining a graph~$G$ with in- and out-degrees at most~1 (with edge $(v,w)$
in $G$ if and only if $S(v) = w$ and $P(w) = v$), and with a given
source vertex~$0^n$.  The {\sc EoL}\xspace problem then corresponds to identifying
either a sink vertex of~$G$ or a source vertex other
than~$0^n$.\footnote{The undirected version of the problem can be used
  to define the class $\mathsf{PPA}$.
The version of the problem where only sink
  vertices count as witnesses seems to give rise to a different (larger)
  complexity class called $\mathsf{PPADS}$.}
A solution is guaranteed to exist---if nothing else, the other end of
the path of~$G$ that originates with the vertex~$0^n$.  Thus {\sc EoL}\xspace
does indeed belong to $\mathsf{TFNP}$, and $\mathsf{PPAD} \subseteq \mathsf{TFNP}$.  Note also
that the class is syntactic and by definition has a complete problem,
namely the {\sc EoL}\xspace problem.






\subsection{Problems in $\mathsf{PPAD}$}

The class $\mathsf{PPAD}$ contains several natural problems (in addition to
the {\sc EoL}\xspace problem).  For example, it contains a computational version
of Sperner's lemma---given a succinct description (e.g.,
polynomial-size circuits) of a legal coloring of an exponentially
large triangulation of a simplex, find a sub-simplex such that its
vertices showcase all possible colors.  This problem can be regarded
as a special case of the {\sc EoL}\xspace problem (see Section~\ref{s:eol}), and
hence belongs to $\mathsf{PPAD}$.

Another example is the problem of computing an approximate fixed
point.  Here the input is a succinct description of a
$\lambda$-Lipschitz function~$f$ (on the hypercube in~$d$ dimensions,
say) and a parameter $\epsilon$, and the goal is to compute a point $x$
with $
{\| {f(x)-x} \|}
 < \epsilon$ (with respect to some norm).  The description
length of~$x$ should be polynomial in that of
the function~$f$.  Such a point is guaranteed to exist provided $\epsilon$ is
not too small relative to~$\lambda$.
\footnote{For example, for the $\ell_{\infty}$ norm, existence of such
  a point is guaranteed with $\epsilon$ as small as
  $\tfrac{(\lambda+1)}{2^n}$, where~$n$ is the description length
  of~$f$.  This follows from rounding each coordinate of an exact
  fixed point to its nearest multiple of $2^{-n}$.}  The reduction
from Brouwer's fixed-point theorem to Sperner's lemma (with colors
corresponding to directions of movement, see Section~\ref{s:bfp})
shows that computing an approximate fixed point can also be regarded
as a special case of the {\sc EoL}\xspace problem, and hence belongs to $\mathsf{PPAD}$.

The problem of computing an exact or approximate Nash equilibrium of a
bimatrix game also belongs to $\mathsf{PPAD}$.  For the problem of computing
an $\epsilon$-approximate Nash equilibrium (with $\epsilon$ no smaller than
inverse exponential in~$n$), this follows from the proof of
Nash's theorem outlined in Section~\ref{ss:nashpf}.
That proof shows that
computing an $\epsilon\text{-}\mathsf{NE}$ is a special case of computing an
approximate fixed point (of the regularized best-response
function defined in~\eqref{eq:nash1} and~\eqref{eq:nash2}), and hence
the problem belongs to $\mathsf{PPAD}$.
The same argument shows that this is true more generally with any
finite number of players (i.e.,  not only for bimatrix games).

The problem of computing an exact Nash equilibrium ($\epsilon=0$) also
belongs to $\mathsf{PPAD}$ in the case of two-player (bimatrix)
games.\footnote{\citet{EY07} proved that, with 3 or more players, the
  problem of computing an exact Nash equilibrium of a game appears to
  be strictly harder than any problem in $\mathsf{PPAD}$.}  One way to prove
this is via the Lemke-Howson algorithm~\cite{LH64} (see also
Section~\ref{s:bimatrix}), which reduces the computation of an (exact)
Nash equilibrium of a bimatrix game to a path-following problem, much
in the way that the simplex method reduces computing an optimal
solution of a linear program to following a path of improving edges
along the boundary of the feasible region.
The proof of the
Lemke-Howson algorithm's inevitable convergence uses parity arguments
akin to the one in the proof of Sperner's lemma,
and shows that the problem of computing a Nash equilibrium of a
bimatrix game belongs to $\mathsf{PPAD}$.



\subsection{$\mathsf{PPAD}$-Complete Fixed-Point Problems}\label{ss:ppadbfp}

The {\sc EoL}\xspace problem is $\mathsf{PPAD}$-complete by construction.  What about
``more natural'' problems?  Papadimitriou~\cite{P94} built evidence
that $\mathsf{PPAD}$ is a fundamental complexity class by showing that
fixed-point problems are complete for it.

To be precise, let {\sc Brouwer}$(
{\| {\cdot} \|}
, d, \mathcal{F}, \epsilon)$ denote the
following problem: given a (succinct description of a) function $f \in
\mathcal{F}$, with $f:[0,1]^d \rightarrow [0,1]^d$, compute a point $x \in
[0,1]^d$ such that $
{\| {f(x)-x} \|}
 < \epsilon$.  The original hardness result
from~\cite{P94} is the following.



\begin{theorem}[\citet{P94}]\label{t:brouwer1}
The {\sc Brouwer}$(
{\| {\cdot} \|}
, d, \mathcal{F}, \epsilon)$ problem is
$\mathsf{PPAD}$-complete, even when $d=3$, the functions in~$\mathcal{F}$ are
$O(1)$-Lipschitz, $
{\| {\cdot} \|}
$ is the $\ell_{\infty}$ norm, and $\epsilon$
is exponentially small in the description
length~$n$ of a function~$f \in \mathcal{F}$.
\end{theorem}
The high-level idea of the proof is similar to the construction in
Section~\ref{s:ccbfp} that
shows how to interpret {\sc EoL}\xspace instances as
implicitly defined Lipschitz functions on the hypercube.  Given
descriptions of the circuits $S$ and $P$ in an instance of the generic
{\sc EoL}\xspace problem, it is possible to define an (efficiently computable)
function whose gradient ``follows the line'' of an embedding of the induced
directed graph into the hypercube.  Three dimensions are needed in the
construction in~\cite{P94} to ensure that the images of different
edges do not intersect (except at a shared endpoint).
Some time later, \citet{CD09} used a somewhat
different approach to prove that Theorem~\ref{t:brouwer1} holds even
when $d=2$.\footnote{The one-dimensional case can be solved in
  polynomial time, essentially by binary search.}

Much more recently, with an eye toward hardness results for
$\epsilon$-approximate Nash equilibria with constant~$\epsilon$ (see Solar Lecture~5),
\citet{R16} proved the following.\footnote{Theorem~\ref{t:brouwer1}
  proves hardness in the regime where $d$ and $\epsilon$ are both small,
  Theorem~\ref{t:brouwer2} when both are large.  This is not an
  accident; if $d$ is small (i.e., constant) and $\epsilon$ is large
  (i.e., constant), the problem can be solved in polynomial time by
  exhaustively checking a constant number
of evenly spaced grid points.}
\begin{theorem}[\citet{R16}]\label{t:brouwer2}
  The {\sc Brouwer}$(
{\| {\cdot} \|}
, d, \mathcal{F}, \epsilon)$ problem is
  $\mathsf{PPAD}$-complete even when
the functions in~$\mathcal{F}$ are $O(1)$-Lipschitz functions,
$d$ is linear in the description length~$n$ of a function in~$\mathcal{F}$,
$
{\| {\cdot} \|}
$ is the normalized $\ell_2$ norm
  (with $
{\| {x} \|}
 = \sqrt{\tfrac{1}{d} \sum_{i=1}^d x_i^2}$), and $\epsilon$
  is a sufficiently small constant.
\end{theorem}

The proof of Theorem~\ref{t:brouwer2} is closely related to the third
step of our communication complexity lower bound
(Section~\ref{s:ccbfp}), and in particular makes use of a similar
embedding of graphs into the hypercube with the properties~(P1)
and~(P2) described in Section~\ref{ss:embed1}.
\footnote{We have reversed the chronology;
  Theorem~\ref{t:br17} was proved after Theorem~\ref{t:brouwer2} and
  used the construction in~\cite{R16} more or less as a black box.}
One major difference is that our proof of existence of the embedding
in Section~\ref{s:ccbfp} used the probabilistic method and hence is
not constructive (which is not an issue in the two-party communication
model), while the computational lower bound in
Theorem~\ref{t:brouwer2} requires an efficiently computable embedding.
In particular, the
reduction from {\sc EoL}\xspace to {\sc Brouwer}$(
{\| {\cdot} \|}
, d, \mathcal{F}, \epsilon)$ must
efficiently produce a succinct description of the function~$f$ induced
by an instance of {\sc EoL}\xspace, and it should be possible to efficiently
evaluate~$f$, presumably while using the given {\sc EoL}\xspace circuits~$S$ and~$P$
only as black boxes.
For example, it should be possible to efficiently decode points of
the hypercube (to a vertex, edge, or~$\bot$, see
Section~\ref{ss:embed1}).

Conceptually, the fixes for these problems are relatively simple.
First, rather than mapping the vertices
randomly into the hypercube, the reduction in the proof of
Theorem~\ref{t:brouwer2} embeds the vertices using an error-correcting
code (with constant rate and efficient encoding and decoding
algorithms).  This enforces property~(P1) of Section~\ref{ss:embed1}.
Second, rather than using a straight-line embedding, the reduction is
more proactive about making the images of different edges stay far
apart (except for at shared endpoints).  Specifically, an edge of the
directed graph induced by the given {\sc EoL}\xspace instance is now mapped to~4
straight line segments, and along each line segment, two-thirds of the
coordinates stay fixed.  (This requires blowing up the number of
dimensions by a constant factor.)  For example, the directed
edge~$(u,v)$ can be mapped to the path
\[
(\sigma(u),\sigma(u),\mathbf{\tfrac{1}{4}}) \mapsto
(\sigma(u),\sigma(v),\mathbf{\tfrac{1}{4}}) \mapsto
(\sigma(u),\sigma(v),\mathbf{\tfrac{3}{4}}) \mapsto
(\sigma(v),\sigma(v),\mathbf{\tfrac{3}{4}}) \mapsto
(\sigma(v),\sigma(v),\mathbf{\tfrac{1}{4}}),
\]
where~$\sigma$ denotes the error-correcting code used to map the
vertices to the hypercube and the boldface $\mathbf{\tfrac{1}{4}}$ and
$\mathbf{\tfrac{3}{4}}$ indicate the value of the last third of the
coordinates.  This maneuver enforces property~(P2) of
Section~\ref{ss:embed1}.  It also ensures that it is easy to decode
points of the hypercube that are close to the image of an edge of the
graph---at least one of the edge's endpoints can be recovered from the values
of the frozen coordinates, and the other endpoint can be recovered using
the given predecessor and successor circuits.\footnote{This embedding
  is defined only for the directed
  edges that are present in the given {\sc EoL}\xspace instance, rather than for all
  possible edges (in contrast to
the embedding in Sections~\ref{ss:embed1}   and~\ref{ss:embed2}).}


\subsection{$\mathsf{PPAD}$-Complete Equilibrium Computation Problems}




\citet{P94} defined the class $\mathsf{PPAD}$ in large part to capture the
complexity of computing a Nash equilibrium, conjecturing that the
problem is in fact $\mathsf{PPAD}$-complete.  Over a decade later, a flurry of
papers confirmed this conjecture.  First, Daskalakis, Goldberg, and
Papadimitriou~\cite{DGP06,GP06} proved that computing an $\epsilon\text{-}\mathsf{NE}$ of a
four-player game, with $\epsilon$ inverse exponential in the size of the
game, is $\mathsf{PPAD}$-complete.  This approach was quickly
refined~\cite{CD05,DP05}, culminating in the proof of Chen and
Deng~\cite{CD06} that computing a Nash equilibrium (or even an $\epsilon\text{-}\mathsf{NE}$
with exponentially small $\epsilon$) of a bimatrix game is
$\mathsf{PPAD}$-complete.  Thus the nice properties possessed by Nash
equilibria of bimatrix games (see Section~\ref{s:bimatrix}) are not
enough to elude computational intractability.  \citet{CDT06}
strengthened this result to hold even for values of $\epsilon$ that are
only inverse polynomial in the size of the game.\footnote{In
  particular, under standard complexity assumptions, this rules out an
  algorithm for computing an exact Nash equilibrium of a bimatrix game
  that has smoothed polynomial complexity in the sense of
  \citet{ST04}.  Thus the parallels between the simplex method and the
  Lemke-Howson algorithm (see Section~\ref{s:bimatrix}) only go so
  far.}  The papers by \citet{DGP09} and \citet{CDT09} give a full
account of this breakthrough sequence of results.
\begin{theorem}[\citet{DGP09,CDT09}]\label{t:cdt}
The problem of computing an $\epsilon\text{-}\mathsf{NE}$ of an $n \times n$ bimatrix game is
$\mathsf{PPAD}$-complete, even when $\epsilon = 1/\mathrm{poly}(n)$.
\end{theorem}
The proof of Theorem~\ref{t:cdt}, which is a tour de force, is also
outlined in the surveys by \citet{J07}, \citet{P07}, \citet{DGPcacm},
and \citet{et}.  Fundamentally, the proof shows how to define a
bimatrix game so that every Nash equilibrium effectively performs a
gate-by-gate simulation of the circuits of a given {\sc EoL}\xspace instance.

Theorem~\ref{t:cdt} left open the possibility that,
for every constant $\epsilon > 0$,
an $\epsilon\text{-}\mathsf{NE}$ of a bimatrix game can be computed in polynomial time.
(Recall from Corollary~\ref{cor:lmm2} that one can be computed in {\em
  quasi-polynomial} time.)
A decade later,  \citet{R16} ruled out this possibility (under
suitable complexity assumptions) by proving a
quasi-polynomial-time hardness result for the problem
when~$\epsilon$ is a sufficiently small constant.
We will have much more to say about this result in Solar Lecture~5.






\section{Are $\mathsf{TFNP}$ Problems Hard?}\label{s:evidence}

It's all fine and good to prove that a problem is as hard as any other
problem in $\mathsf{PPAD}$, but what makes us so sure that $\mathsf{PPAD}$ problems
(or even $\mathsf{TFNP}$ problems) can be computationally difficult?

\subsection{Basing the Hardness of $\mathsf{TFNP}$ on Cryptographic
  Assumptions}

The first evidence of hardness of problems in $\mathsf{TFNP}$ came in the form of
exponential lower bounds for functions given as ``black
boxes,'' or equivalently query complexity lower bounds, as in
Proposition~\ref{c:eol} for the {\sc EoL}\xspace problem or \citet{HPV89} for the
{\sc Brouwer}~problem.

Can we relate the hardness of $\mathsf{TFNP}$ and its subclasses to other
standard complexity assumptions?  Theorem~\ref{t:mp91} implies that
we can't base hardness of $\mathsf{TFNP}$  on the assumption that $\mathsf{P} \neq
\mathsf{NP}$, unless $\mathsf{NP} = \mathsf{co}\mbox{-}\mathsf{NP}$.  What about cryptographic assumptions?
After all, the problem of inverting a one-way permutation belongs to
$\mathsf{TFNP}$ (and even the subclass $\mathsf{PPP}$).  Thus, sufficiently strong
cryptographic assumptions imply hardness of $\mathsf{TFNP}$.

Can we prove hardness also for all of the other interesting subclasses of
$\mathsf{TFNP}$, or can we establish the hardness of $\mathsf{TFNP}$ under weaker
assumptions (like the existence of one-way functions)?
Along the former lines, a recent sequence of papers (not discussed
here) show that sufficiently strong cryptographic assumptions
imply that $\mathsf{PPAD}$ is hard~\cite{BPR15,GPS16,RSS17,HY17,C+19}.
The rest of this lecture covers a recent result in the second
direction by \citet{HNY17},
who show that the average-case hardness of $\mathsf{TFNP}$ can be based on the
average-case hardness of $\mathsf{NP}$.  (Even though the worst-case hardness
of $\mathsf{TFNP}$ {\em cannot} be based on that of $\mathsf{NP}$, unless
$\mathsf{NP}=\mathsf{co}\mbox{-}\mathsf{NP}$!)
Note that assuming that $\mathsf{NP}$ is hard on average is only weaker than
assuming
the existence of one-way functions.


\begin{theorem}[\citet{HNY17}]
\label{theorem:average_hard}
If there exists a hard-on-average
language in $\mathsf{NP}$, then there
exists a hard-on-average search problem in $\mathsf{TFNP}$.
\end{theorem}
There is some fine print in the precise statement of the result (see
Remarks~\ref{rem:public} and~\ref{rem:uniform}), but the statement in
Theorem~\ref{theorem:average_hard} is the gist of it.\footnote{The
  amount of fine print was reduced very recently by \citet{PV19}.}


\subsection{Proof Sketch of Theorem~\ref{theorem:average_hard}}




Let $L$ be a language in $\mathsf{NP}$ that is hard on average w.r.t.\ some
family of distributions $D_n$ on input strings of length $n$.
Average-case hardness of $(L, D_n)$ means that there is no
polynomial-time algorithm with an advantage of $1/\mathrm{poly}(n)$ over
random guessing when the input is sampled according to $D_n$ (for any
polynomial).  Each~$D_n$ should be efficiently sampleable, so that
hardness cannot be baked into the input distribution.
Can we convert such a problem into one that is
total while retaining its average-case hardness?



Here's an initial attempt:
\begin{mdframed}[style=offset,frametitle={Attempt \#1}]
{\bf Input:} $l$ independent samples $x_1, x_2, \ldots, x_l$ from
$D_n$.\\
{\bf Output:} a witness for some $x_i \in L$.
\end{mdframed}
For sufficiently large $l$, this problem is
``almost total.''  Because $(L,D_n)$ is hard-on-average, random
instances are nearly equally likely to be ``yes'' or ``no'' instances
(otherwise a constant response would beat random guessing).
Thus, except with probability $\approx 2^{-l}$, at least one of the
sampled instances~$x_i$ is a ``yes'' instance and has a witness.
Taking~$l$ polynomial in~$n$, we get a problem that is total except
with exponentially small probability.  How can we make it ``totally
total?''


The idea is to sample the $x_i$'s in a correlated way, using a random
shifting trick reminiscent of Lautemann's proof that $\mathsf{BPP} \subseteq
\Sigma_2 \cap \Pi_2$~\cite{L83}.  This will give a non-uniform version
of Theorem~\ref{theorem:average_hard}; Remark~\ref{rem:uniform}
sketches the changes necessary to get a uniform version.

Fix~$n$.  Let $D_n(r)$ denote the output of the sampling algorithm
for~$D_n$, given the
random seed $r \in \{0,1\}^n$.  (By padding, we can assume that the
input length and the random seed length both equal~$n$.)
Call a set containing the strings $s_1, s_2, \ldots, s_l \in \{0,1\}^n$
{\em good} if
for every seed $r\in \{0,1\}^n$ there exists an index $i\in [l]$ such
that $D(r\oplus s_i) \in L$.
We can think of the $s_i$'s as masks; goodness then means that there
is always a mask whose application yields a ``yes'' instance.


\begin{claim}
\label{claim:goodness}
If $s_1, s_2, \ldots, s_{2n} \sim \{0,1\}^n$ are sampled uniformly and
independently, then $\{ s_1,\ldots,s_{2n} \}$ is good
except with exponentially small probability.
\end{claim}

\begin{proof}
  Fix a seed $r\in \{0,1\}^n$.  The distribution of $r \oplus s_i$
  (over $s_i$) is uniform, so $D_n(r \oplus s_i)$ has a roughly 50\%
  chance of being a ``yes'' instance (since $(L,D_n)$ is hard on
  average).  Thus the probability (over $s_1,\ldots,s_{2n}$) that
  $D_n(r \oplus s_i)$ is a ``no'' instance for {\em every} $s_i$ is
  $\approx 2^{-2n}$.  Taking a union bound over the $2^n$ choices
  for~$r$ completes the proof.
\end{proof}


Consider now the following reduction, from the assumed hard-on-average
$\mathsf{NP}$ problem $(L,D_n)$ to a hopefully hard-on-average $\mathsf{TFNP}$ problem.
\begin{mdframed}[style=offset,frametitle={\bf Attempt 2} (non-uniform)]
{\bf Chosen in advance:} A good set of strings $\{s_1, s_2, \ldots,
s_{2n}\}$.\\
 {\bf Input:} an instance $x$ of $(L,D_n)$, in the form of the random
 seed $\hat{r}$ used to generate $x = D_n(\hat{r})$.\\
 {\bf Output:} a witness for one of the instances
$D(\hat{r}\oplus s_1),\ldots,D(\hat{r}\oplus s_{2n})$.
\end{mdframed}
By the definition of a good set of strings, there is always at least
one witness of the desired form, and so the output of this reduction
is a $\mathsf{TFNP}$ problem (or more accurately, a $\mathsf{TFNP}/\mathrm{poly}$ problem,
with $s_1,\ldots,s_{2n}$ given as advice).
Let $D'$ denote the distribution over instances of this problem
induced by the uniform distribution over $\hat{r}$.  It remains to
show how a (non-uniform) algorithm that solves this
$\mathsf{TFNP}/\mathrm{poly}$ problem (with respect to~$D'$)
can be used to beat random guessing (with inverse polynomial
advantage) for $(L,D_n)$ in a comparable amount of time.
Given an algorithm~$A$ for the former problem
(and the corresponding good set of strings),
consider the following algorithm $B$ for~$(L,D_n)$.

\vspace{10pt}
\begin{mdframed}[style=offset,frametitle={Algorithm $B_{s_1, s_2,
      \ldots, s_{2n}}$}]
{\bf Input:} A random instance $x$ of $(L,D_n)$ and the random
seed~$\hat{r}$ that generated it (so $x = D_n(\hat{r})$).
\begin{enumerate}
\item Choose $i\in [2n]$ uniformly at random.
\item Set $r^\star = \hat{r} \oplus s_i$.
\item Use the algorithm $A$ to generate a witness~$w$ for one
  of the instances
$$D(r^\star\oplus s_1), D(r^\star\oplus s_2), \ldots, D(r^\star\oplus s_{2n}).$$
(Note that the $i$th problem is precisely the one we want to solve.)
\item If $w$ is a witness for $D(r^\star\oplus s_i)$,
then output  ``yes.''
\item
Otherwise, randomly answer ``yes'' or ``no'' (with 50/50
  probability).
\end{enumerate}
\end{mdframed}

Consider a ``yes'' instance~$D_n(\hat{r})$ of~$L$.  If algorithm~$A$
happens to output a witness to the $i$th instance $D_n(r^\star\oplus s_i) =
D_n(\hat{r})$, then algorithm~$B$ correctly decides the problem.  The
worry is that the algorithm~$A$ somehow conspires
to always output a witness for an instance other than the ``real''
one.

Suppose algorithm~$A$, when presented with the instances
$D(r^\star\oplus s_1), D(r^\star\oplus s_2), \ldots, D(r^\star\oplus
s_{2n})$, exhibits a witness for the $j$th instance $D(r^\star\oplus
s_j)$.  This collection of instances could have been produced by the
reduction in exactly~$2n$ different ways:
with $i=1$ and $\hat{r}=r^{\star} \oplus s_1$,
with $i=2$ and $\hat{r}=r^{\star} \oplus s_2$, and so on.
Since~$i$ and~$\hat{r}$ were chosen independently and uniformly at
random, each of these~$2n$ outcomes is equally likely, and
algorithm~$A$ has no way of distinguishing between them.  Thus
whatever~$j$ is, $A$'s witness has at least a $1/2n$ chance of being a
witness for the true problem $D_n(\hat{r})$ (where the probability is
over both~$\hat{r}$ and~$i$).  We conclude that, for ``yes'' instances
of~$L$, algorithm~$B$ has advantage~$\tfrac{1}{2n}$ over random
guessing.  Since roughly 50\% of the instances $D_n(\hat{r})$ are
``yes'' instances (since $(L,D_n)$ is average-case hard),
algorithm~$B$ has advantage roughly~$\tfrac{1}{4n}$ over random
guessing for~$(L,D_n)$.  This contradicts our assumption that
$(L,D_n)$ is hard on average.





We have completed the proof of Theorem~\ref{theorem:average_hard},
modulo two caveats.


\begin{remark}[Public vs.\ Private Coins]\label{rem:public}
  The algorithm~$B$ used in the reduction above beats random guessing
  for $(L,D_n)$, provided the algorithm receives as input the random
  seed $\hat{r}$ used to generate an instance of~$(L,D_n)$.  That is,
  our current proof of Theorem~\ref{theorem:average_hard} assumes
  that~$(L,D_n)$ is hard on average {\em even with public coins}.
  While there are problems in $\mathsf{NP}$ conjectured to be average-case
  hard in this sense (like random SAT near the phase transition),
  it would be preferable to have a
  version of Theorem~\ref{theorem:average_hard} that allows for
  private coins.
Happily, \citet{HNY17} prove
  that there exists a private-coin average-case hard problem in $\mathsf{NP}$
  only if there is also a public-coin such problem.  This implies that
  Theorem~\ref{theorem:average_hard} holds also in the private-coin
  case.
\end{remark}

\begin{remark}[Uniform vs.\ Non-Uniform]\label{rem:uniform}
Our proof of Theorem~\ref{theorem:average_hard} only proves hardness
for the non-uniform class $\mathsf{TFNP}/\mathrm{poly}$.  (The good set $\{
s_1,\ldots,s_{2n} \}$ of strings is given as ``advice'' separately
for each~$n$.)  It is possible to extend the argument to (uniform)
$\mathsf{TFNP}$, under some additional (reasonably standard) complexity assumptions.
The idea is to use techniques from derandomization.  We already know
from Claim~\ref{claim:goodness}
that almost all sets of $2n$ strings from $\{0,1\}^n$ are good.  Also,
the problem of checking whether or not a set of strings is good is a
$\Pi_2$ problem (for all $r \in \{0,1\}^n$ there exists $i \in [2n]$ such
that $D_n(r \oplus s_i)$ has a witness).  Assuming that there is a
problem in $\mathsf{E}$ with exponential-size $\Pi_2$ circuit complexity, it
is possible to derandomize the probabilistic argument and efficiently
compute a good set $\{ s_1,\ldots,s_l\}$ of strings (with $l$ larger
than $2n$ but still polynomial in~$n$), \`{a} la \citet{IW97}.
\end{remark}

An important open research direction is to extend
Theorem~\ref{theorem:average_hard} to subclasses of $\mathsf{TFNP}$, such as
$\mathsf{PPAD}$.


\vspace{.5\baselineskip}

\noindent{\bf Open Problem:} Does an analogous
average-case hardness result hold for $\mathsf{PPAD}$?



  \chapter{The Computational Complexity
  of Computing an Approximate Nash Equilibrium}
\titlerule


\vspace{1cm}



\section{Introduction}



Last lecture we stated without proof the result by \citet{DGP09} and
\citet{CDT09} that computing an $\epsilon$-approximate Nash equilibrium of
a bimatrix game is $\mathsf{PPAD}$-complete, even when $\epsilon$ is an inverse
polynomial function of the game size (Theorem~\ref{t:cdt}).  Thus, it
would be surprising if there were a polynomial-time (or even
subexponential-time) algorithm for this problem.
Recall from Corollary~\ref{cor:lmm2} in Solar Lecture~1 that the story is
different for constant values of $\epsilon$, where an $\epsilon$-approximate
Nash equilibrium can be computed in quasi-polynomial (i.e., $n^{O(\log
  n)}$) time.



The Pavlovian response of a theoretical computer scientist to a
quasi-polynomial-time algorithm is to conjecture that a
polynomial-time algorithm must also exist.  (There are only a few
known natural problems that appear to have inherently quasi-polynomial
time complexity.)  But recall that the algorithm in the proof of
Corollary~\ref{cor:lmm2} is just exhaustive search over all
probability distributions that are uniform over a multi-set of
logarithmically many strategies (which is good enough, by
Theorem~\ref{t:lmm}).  Thus the algorithm reveals no structure of the
problem other than the fact that the natural search space for it has
quasi-polynomial size.  It is easy to imagine that there are no
``shortcuts'' to searching this space, in which case a
quasi-polynomial amount of time would indeed be necessary.  How would
we ever prove such a result?  Presumably by a non-standard
super-polynomial reduction from some $\mathsf{PPAD}$-complete problem like
succinct {\sc EoL}\xspace (defined in Section~\ref{ss:seol}).  This
might seem hard to come by, but in a recent breakthrough, \citet{R16}
provided just such a reduction!
\begin{theorem}[\cite{R16}] \label{thm:Aviad} For all sufficiently
  small constants $\epsilon>0$, for every constant $\delta > 0$,
there is no $n^{O(\log^{1-\delta} n)}$-time
algorithm for computing an $\epsilon$-approximate Nash equilibrium of a
bimatrix game, unless the succinct {\sc EoL}\xspace problem has a
$2^{O(n^{1-\delta'})}$-time algorithm for some constant $\delta' > 0$.
\end{theorem}
In other words, assuming an analog of the Exponential Time
Hypothesis (ETH)~\cite{IPZ01} for $\mathsf{PPAD}$, the quasi-polynomial-time
algorithm in Corollary~\ref{cor:lmm2} is essentially
optimal!\footnote{To obtain a quantitative lower bound like the
  conclusion of Theorem~\ref{thm:Aviad}, it is necessary to make a
  quantitative complexity assumption (like an analog of ETH).  This
  approach belongs to the tradition of ``fine-grained'' complexity
  theory.}\footnote{How plausible is the assumption that the ETH holds
  for $\mathsf{PPAD}$, even after assuming that the ETH holds for $\mathsf{NP}$ and
 that $\mathsf{PPAD}$ has no polynomial-time algorithms?  The answer is far from
  clear, although there are exponential query lower bounds for $\mathsf{PPAD}$
  problems (e.g.~\cite{HPV89}) and no known techniques that show
  promise for a subexponential-time algorithm for the succinct {\sc EoL}\xspace
  problem.}

Three previous papers that used an ETH assumption (for
$\mathsf{NP}$) along with PCP machinery to prove quasi-polynomial-time lower
bounds for $\mathsf{NP}$ problems are:
\begin{enumerate}

\item
\citet{AaronsonImMo14}, for the problem of computing the value of free
games (i.e., two-prover proof systems with stochastically independent
questions), up to additive error $\epsilon$;

\item
\citet{BravermanYoWe15}, for the problem of computing the
$\epsilon$-approximate Nash equilibrium with the highest expected
sum of player payoffs; and

\item \citet{BKRW17}, for the problem of distinguishing graphs with a
$k$-clique from those that only have $k$-vertex subgraphs with density
at most $1-\epsilon$.

\end{enumerate}
In all three cases, the hardness results apply when $\epsilon > 0$ is a
sufficiently small constant.  Quasi-polynomial-time algorithms are
known for all three problems.


The main goal of this lecture is to convey some of the ideas in the
proof of Theorem~\ref{thm:Aviad}.  The proof is a tour de force and
the paper~\cite{R16} is~57 pages long, so our treatment will
necessarily be impressionistic.
We hope to explain the following:
\begin{enumerate}

\item What the reduction in Theorem~\ref{thm:Aviad} must look like.
  (Answer: a blow-up from size~$n$ to size $\approx 2^{\sqrt{n}}$.)

\item How a $n \mapsto \approx 2^{\sqrt{n}}$-type blowup
  can naturally arise in a reduction to the problem of computing an
  approximate Nash equilibrium.

\item Some of the tricks used in the reduction.

\item Why these tricks naturally lead to the development and
  application of PCP machinery.

\end{enumerate}




\section{Proof of Theorem~\ref{thm:Aviad}: An Impressionistic Treatment}

\subsection{The Necessary Blow-Up}

The goal is to reduce length-$n$ instances of the succinct {\sc EoL}\xspace problem
to length-$f(n)$ instances of the problem of computing an
$\epsilon$-approximate Nash equilibrium with constant $\epsilon$, so that a
sub-quasi-polynomial-time algorithm for the latter implies a
subexponential-time algorithm for the former.  Thus the mapping $n
\mapsto f(n)$ should satisfy $2^n \approx f(n)^{\log f(n)}$
and hence $f(n) \approx 2^{\sqrt{n}}$.  That is, we should be looking
to encode a length-$n$ instance of succinct {\sc EoL}\xspace as a $2^{\sqrt{n}}
\times 2^{\sqrt{n}}$ bimatrix game.
The $\sqrt{n}$ will essentially come from the ``birthday paradox,''
with random subsets of~$[n]$ of size~$s$ likely to intersect once
$s$ exceeds~$\sqrt{n}$.
The blow-up from $n$ to
$2^{\sqrt{n}}$ will come from PCP-like machinery, as well as a
game-theoretic gadget (``Alth\"ofer games,'' see Section~\ref{ss:althofer})
that forces players to randomize nearly uniformly over size-$\sqrt{n}$
subsets of~$[n]$ in every approximate Nash equilibrium.

\subsection{The Starting Point: {\sc $\epsilon$-BFP}\xspace}

The starting point of the reduction is the $\mathsf{PPAD}$-complete version of
the {\sc $\epsilon$-BFP}\xspace problem in Theorem~\ref{t:brouwer2}.  We restate that result
here.
\begin{theorem}[\citet{R16}]\label{t:brouwer3}
  The {\sc Brouwer}$(
{\| {\cdot} \|}
, d, \mathcal{F}, \epsilon)$ problem is
  $\mathsf{PPAD}$-complete when
the functions in~$\mathcal{F}$ are $O(1)$-Lipschitz functions from
 the $d$-dimensional hypercube $H=[0,1]^d$ to itself,
$d$ is linear in the description length~$n$ of a function in~$\mathcal{F}$,
$
{\| {\cdot} \|}
$ is the normalized $\ell_2$ norm
  (with $
{\| {x} \|}
 = \sqrt{\tfrac{1}{d} \sum_{i=1}^d x_i^2}$), and $\epsilon$
  is a sufficiently small constant.
\end{theorem}
The proof is closely related to the reduction from {\sc 2EoL}\xspace to $\epsilon$-{\sc 2BFP}\xspace
outlined in Section~\ref{s:ccbfp}, and Section~\ref{ss:ppadbfp}
describes the additional ideas needed to prove
Theorem~\ref{t:brouwer3}.  As long as the error-correcting code used
to embed vertices into the hypercube (see Section~\ref{ss:ppadbfp})
has linear-time encoding and decoding algorithms (as in~\cite{S97},
for example), the reduction can be implemented in linear time.  In
particular, our assumption that the succinct {\sc EoL}\xspace problem has no
subexponential-time algorithms automatically carries over to this
version of the {\sc $\epsilon$-BFP}\xspace problem.  In addition to the properties of the
functions in~$\mathcal{F}$ that are listed in the statement of
Theorem~\ref{t:brouwer3}, the proof of Theorem~\ref{thm:Aviad}
crucially uses the ``locally decodable'' properties of these functions
(see Section~\ref{ss:local}).




\subsection{{\sc $\epsilon$-BFP}\xspace $\le \epsilon\text{-}\mathsf{NE}$ (Attempt \#1): Discretize McLennan-Tourky}

One natural starting point for a reduction from {\sc $\epsilon$-BFP}\xspace to $\epsilon\text{-}\mathsf{NE}$ is the
McLennan-Tourky analytic reduction in Section~\ref{ss:mt06}.  Given a
description of an~$O(1)$-Lipschitz
function~$f:[0,1]^d \rightarrow [0,1]^d$, with~$d$ linear in the
length~$n$ of the function's description, the simplest reduction would
proceed as follows.  Alice and Bob each have a strategy set
corresponding to the discretized hypercube~$H_{\epsilon}$ (points of
$[0,1]^d$ such that every coordinate is a multiple of $\epsilon$).
Alice's and Bob's payoffs are defined as in the proof of
Theorem~\ref{t:mt06}: for strategies $x,y \in H_{\epsilon}$, Alice's
payoff is
\begin{equation}\label{eq:apayoff3}
1 - 
{\| {x-y} \|}
^2 =
1 - \frac{1}{d} \sum_{i=1}^d (x_i-y_i)^2
\end{equation}
and Bob's payoff is
\begin{equation}\label{eq:bpayoff3}
1 - 
{\| {y-f(x)} \|}
^2 =
1 - \frac{1}{d} \sum_{j=1}^d (y_j-f(x)_j)^2.
\end{equation}
(Here $
{\| {\cdot} \|}
$ denotes the normalized $\ell_2$ norm.)
Thus Alice wants to imitate Bob's strategy, while Bob wants to imitate
the image of Alice's strategy under the function~$f$.



This reduction is correct in that in every $\epsilon$-approximate Nash equilibrium of
this game, Alice's and Bob's strategies are concentrated around an
$O(\epsilon)$-approximate fixed point
of the given function~$f$
(in the normalized $\ell_2$ norm).  See also the discussion in Section~\ref{ss:mt06}.

The issue is that the reduction is not efficient enough.
Alice and Bob each have $\Theta((1/\epsilon)^d)$ pure strategies; since $d
= \Theta(n)$, this is exponential in the size~$n$ of the given {\sc $\epsilon$-BFP}\xspace
instance, rather than exponential in $\sqrt{n}$.
This exponential blow-up in size means that this reduction has no
implications for the problem of computing an approximate Nash equilibrium.

\subsection{Separable Functions}\label{ss:separable}

How can we achieve a blow-up exponential in~$\sqrt{n}$ rather than
in~$n$?  We might guess that the birthday paradox is somehow
involved.  To build up our intuition, we'll discuss at length a
trivial special case of the {\sc $\epsilon$-BFP}\xspace problem.  It
turns out that the hard functions used in Theorem~\ref{t:brouwer3} are
in some sense surprisingly close to this trivial case.

For now, we consider only instances~$f$ of {\sc $\epsilon$-BFP}\xspace where $f$ is {\em
  separable}.
That is, $f$ has the form
\begin{equation}\label{eq:separable}
f(x_1,\ldots,x_d) = (f_1(x_1),\ldots,f_d(x_d))
\end{equation}
for efficiently computable functions $f_1,\ldots,f_d :
[0,1]\rightarrow [0,1]$.
Separable functions enjoy the ultimate form of ``local decodability''---to
compute the $i$th coordinate of $f(x)$, you only need to know the
$i$th coordinate of~$x$.
Finding a fixed point of a separable function is easy: the problem decomposes
into $d$ one-dimensional fixed point problems (one per coordinate),
and each of these can be solved efficiently by a form of binary
search.  The hard functions used in Theorem~\ref{t:brouwer3} possess
a less extreme form of ``local decodability,'' in that each coordinate
of $f(x)$ can be computed using only a small amount of ``advice''
about~$f$ and~$x$
(cf., the $\epsilon$-{\sc 2BFP}\xspace $\le \epsilon\text{-}\mathsf{NE}$ reduction in Section~\ref{ss:step4}).

\subsection{{\sc $\epsilon$-BFP}\xspace $\le \epsilon\text{-}\mathsf{NE}$ (Attempt \#2): Coordinatewise Play}\label{ss:coordinatewise}

Can we at least compute fixed points of separable functions via
approximate Nash equilibria, using a reduction with only subexponential
blow-up?  The key idea is, instead of Alice and Bob each picking one
of the (exponentially many) points of the discretized hypercube
$H_{\epsilon}$, each will pick {\em only a single coordinate} of points
$x$ and $y$.  Thus a pure strategy of Alice comprises an index
$i \in [d]$ and a number $x_i \in [0,1]$ that is a multiple of $\epsilon$,
and similarly Bob chooses~$j \in [d]$ and $y_j \in [0,1]$.  Given
choices $(i,x_i)$ and $(j,y_j)$, Alice's payoff is defined as
\[
  \begin{cases}
   1 - (x_i-y_i)^2     & \quad \text{if $i=j$} \\
    0 & \quad \text{if $i \neq j$} \\
  \end{cases}
\]
and Bob's payoff is
\[
  \begin{cases}
   1 - (y_i-f_i(x_i))^2     & \quad \text{if $i=j$} \\
    0 & \quad \text{if $i \neq j$.} \\
  \end{cases}
\]
Thus Alice and Bob receive payoff~0 unless they ``interact,'' meaning
choose the same coordinate to play in, in which case their payoffs are
analogous to~\eqref{eq:apayoff3} and~\eqref{eq:bpayoff3}.  Note that
Bob's payoff is well defined only because we have assumed that~$f$ is
separable (Bob only knows the coordinate $x_i$ proposed by Alice, but
this is enough to compute the $i$th coordinate of the output of~$f$
and hence his payoff).  Each player has only $\approx \tfrac{d}{\epsilon}$
strategies, so this is a polynomial-time reduction, with no blow-up.


The good news is that (approximate) fixed points give rise to
(approximate) Nash equilibria of this game.  Specifically,
if $\hat{x}=\hat{y}=f(\hat{x})$ is a fixed point of $f$, then the
following is a Nash equilibrium (as you should check): Alice and Bob
pick their coordinates $i,j$ uniformly at random and set
$x_i=\hat{x}_i$ and $y_j=\hat{y}_j$.
The problem is that
the game also has equilibria other than the intended ones, for
example where Alice and Bob choose pure strategies with $i=j$ and
$x_i=y_i=f_i(x_i)$.

\subsection{{\sc $\epsilon$-BFP}\xspace $\le \epsilon\text{-}\mathsf{NE}$ (Attempt \#3): Gluing Alth\"ofer Games}\label{ss:althofer}

Our second attempt failed because Alice and Bob were not forced to
randomize their play over all~$d$ coordinates.  We can address this
issue with a game-theoretic gadget called an {\em Alth\"ofer
  game}~\cite{A94}.\footnote{Similar ideas have been used previously, including
  in the proofs that computing an $\epsilon$-approximate Nash equilibrium
  with $\epsilon$ inverse polynomial in~$n$ is a $\mathsf{PPAD}$-complete problem~\cite{DGP09,CDT09}.}
For a positive and even integer~$k$, this $k \times \binom{k}{k/2}$ game
is defined as follows.
\begin{itemize}
\item Alice chooses an index $i \in [k]$.
\item Bob chooses a subset $S \subseteq [k]$ of size~$k/2$.
\item Alice's payoff is 1 if $i\in S$, and -1 otherwise.
\item Bob's payoff is -1 if $i\in S$, and 1 otherwise.
\end{itemize}
For example, here is the payoff matrix for the
$k=4$ case (with only Alice's payoffs shown):
\[
\left(
\begin{array}{cccccc}
1 & 1 & 1 & -1 & -1 & -1\\
1 & -1 & -1 & -1 & 1 & 1\\
-1 & 1 & -1 & 1 & -1 & 1\\
-1 & -1 & 1 & 1 & 1 & -1\\
\end{array}
\right)
\]
Every Alth\"ofer game is a zero-sum game with value 0: for both
players, choosing a uniformly random strategy guarantees expected
payoff~0.  The following claim proves a robust converse for Alice's
play.  Intuitively, if Alice deviates much from the uniform
distribution, Bob is well-positioned to punish her.\footnote{The
  statement and proof here include a constant-factor improvement,
due  to Salil Vadhan,
over those in~\cite{R16}.}

\begin{claim} \label{claim:Althofer} In every $\epsilon$-approximate Nash
  equilibrium of an Alth\"ofer game, Alice's strategy is
  $\epsilon$-close to uniformly random in statistical distance (a.k.a.\
  total variation distance).
\end{claim}


\begin{proof}
  Suppose that Alice plays strategy $i \in [k]$ with probability~$p_i$.
  After sorting the coordinates so that
  $p_{i_1}\leq p_{i_2}\leq \cdots \leq p_{i_k}$, Bob's best response
  is to play the subset $S=\{i_1,i_2,\ldots,i_{k/2}\}$.  We must have
  either $p_{i_{k/2}} \leq 1/k$ or $p_{i_{k/2}+1}\geq 1/k$ (or both).
  Suppose that $p_{i_{k/2}} \leq 1/k$; the other case is similar.
Bob's expected payoff from playing $S$ is then:
\begin{eqnarray*}
\sum_{j>k/2} p_{i_j} - \sum_{j\leq k/2} p_{i_j}
&=& \sum_{j>k/2} (p_{i_j}-1/k) + \sum_{j\leq k/2} (1/k-p_{i_j})\\
&=& \sum_{j : p_{i_j}> 1/k} (p_{i_j}-1/k) + \sum_{j > k/2 : p_{i_j}\leq 1/k} (p_{i_j}-1/k) + \sum_{j\leq k/2} (1/k-p_{i_j})\\
&\geq& \sum_{j: p_{i_j}> 1/k} (p_{i_j}-1/k),
\end{eqnarray*}
where the last inequality holds
because the $p_{i_j}$'s are sorted in increasing order and
$p_{i_{k/2}} \leq 1/k$.
The final expression above
equals the statistical distance between Alice's mixed strategy
$\vec{p}$ and the uniform distribution.
The claim now follows from that fact that Bob
cannot achieve a payoff larger than $\epsilon$ in any $\epsilon$-approximate Nash
equilibrium (otherwise, Alice could
increase her expected payoff by more than~$\epsilon$
by switching to the uniform distribution).
\end{proof}
In Claim~\ref{claim:Althofer}, it's important that the loss in statistical
distance (as a function of~$\epsilon$) is independent of the size~$k$ of
the game.  For example, straightforward generalizations of
rock-paper-scissors fail to achieve the guarantee in
Claim~\ref{claim:Althofer}.

\paragraph{Gluing Games.}
We incorporate Alth\"ofer games into our coordinatewise play game
as follows. Let
\begin{itemize}
\item $G_1 = \text{the $\tfrac{d}{\epsilon} \times \tfrac{d}{\epsilon}$
    coordinatewise game of Section~\ref{ss:coordinatewise}}$;
\item $G_2 = \text{a $d\times {d \choose d/2}$ Alth\"ofer game;}$ and
\item $G_3 = \text{a ${d \choose d/2} \times d$ Alth\"ofer game, with
    the roles of Alice and Bob reversed.}$
\end{itemize}
Consider the following game, where Alice and Bob effectively play all
three games simultaneously:
\begin{itemize}

\item A pure strategy of Alice comprises an index $i\in [d]$,
a multiple~$x_i$ of $\epsilon$ in $[0,1]$, and a set $T\subseteq [d]$ of
  size $d/2$.  The interpretation is that she
plays $(i,x_i)$ in $G_1$, $i$ in $G_2$, and $T$ in
  $G_3$.

\item A pure strategy of Bob comprises an index $j\in [d]$,
 a multiple $y_j$ of $\epsilon$ in $[0,1]$, and a set $S\subseteq [d]$ of
 size $d/2$,
  interpreted as playing $(j,y_j)$ in $G_1$, $S$ in $G_2$, and $j$ in
  $G_3$.

\item Each player's payoff is a weighted average of their payoffs in the
  three games: $\tfrac{1}{100} \cdot G_1 +
\tfrac{99}{200}\cdot G_2 +
\tfrac{99}{200}\cdot G_3$.

\end{itemize}
The good news is that, in every exact Nash equilibrium of the combined
game, Alice and Bob mix uniformly over their choices of~$i$ and~$j$.
Intuitively, because deviating from the uniform strategy can be
punished by the other player at a rate linear in the deviation (Claim~\ref{claim:Althofer}), it is
never worth doing (no matter what happens in~$G_1$).  Given this,
\`a la the McLennan-Tourky reduction (Theorem~\ref{t:mt06}),
the $x_i$'s and $y_j$'s must correspond to a fixed point of~$f$ (for
each~$i$, Alice must set $x_i$ to the center of mass of Bob's
distribution over $y_i$'s, and then Bob must set $y_i = f_i(x_i)$).


The bad news is that this argument breaks down for $\epsilon$-approximate
Nash equilibria with constant~$\epsilon$.
The reason is that, even when the distributions of $i$ and $j$ are
perfectly uniform, the two players interact (i.e., choose $i=j$) only with
probability $1/d$.  This means that the contribution of the game $G_1$
to the expected payoffs is at most $1/d \ll \epsilon$, freeing the players
to choose their $x_i$'s and $y_j$'s arbitrarily.  Thus we need another
idea to force Alice and Bob to interact more frequently.

A second problem is that the sizes of the Alth\"ofer games are too
big---exponential in $d$ rather than in~$\sqrt{d}$.

\subsection{{\sc $\epsilon$-BFP}\xspace $\le \epsilon\text{-}\mathsf{NE}$ (Attempt \#4): Blockwise Play}\label{ss:blockwise}


To solve both of the problems with the third attempt, we force Alice
and Bob to play larger sets of coordinates at a time.  Specifically, we
view $[d]$ as a $\sqrt{d} \times \sqrt{d}$ grid, and any
$x,y\in [0,1]^d$ as $\sqrt{d}\times \sqrt{d}$ matrices.  Now Alice and
Bob will play a row and column of their matrices, respectively, and
their payoffs will be determined by the entry where the row and column
intersect.  That is, we replace the coordinatewise game of
Section~\ref{ss:coordinatewise} with the following {\em blockwise game}:

\begin{itemize}
\item A pure strategy of Alice comprises
an index $i\in \left[\sqrt{d}\right]$ and a row
  $x_{i*}\in [0,1]^{\sqrt{d}}$.  (As usual, every $x_{ij}$ should be a
  multiple of $\epsilon$.)
\item A pure strategy of Bob comprises
 an index $j\in \left[\sqrt{d}\right]$ and a column $y_{*j}\in [0,1]^{\sqrt{d}}$.
\item Alice's payoff in the outcome $(x_{i*},y_{*j})$
is
\[1-(x_{ij}-y_{ij})^2.
\]
\item Bob's payoff in the outcome $(x_{i*},y_{*j})$ is
\begin{equation}\label{eq:bpayoff4}
1-(y_{ij}-f_{ij}(x_{ij}))^2.
\end{equation}
\end{itemize}
Now glue this game together with $k\times {k \choose k/2}$ and
$\binom{k}{k/2} \times k$ Alth\"ofer games with $k=\sqrt{d}$, as in
Section~\ref{ss:althofer}.  (For example, Alice's
index~$i \in \left[\sqrt{d}\right]$ is identified with a row in the
first Alth\"ofer game, and now Alice also picks a subset
$S \subseteq \left[\sqrt{d}\right]$ in the second Alth\"ofer game, in
addition to $i$ and $x_{i*}$.)  This construction yields exactly what
we want: a game of size $\exp(\tilde{O}(k)) = \exp(\tilde{O}(\sqrt{d}))$ in which
every $\epsilon$-approximate Nash equilibrium can be easily translated to
a $\delta$-approximate fixed point of $f$ (in the normalized $\ell_2$
norm), where~$\delta$ depends only on~$\epsilon$.\footnote{The
  $\tilde{O}(\cdot)$ notation suppresses logarithmic factors.}\footnote{In
  more detail, in every $\epsilon$-approximate Nash equilibrium of the
  game, Alice and Bob both randomize nearly uniformly over~$i$
  and~$j$; this is enforced by the Alth\"ofer games as in
  Section~\ref{ss:althofer}.  Now think of each player as choosing its
  strategy in two stages, first the index $i$ or $j$ and then the
  corresponding values $x_{i*}$ or $y_{*j}$ in the row or column.
  Whenever Alice plays~$i$, her best response (conditioned on~$i$) is
  to play $\mathbf{E}\ifthenelse{\not\equal{}{}}{_{}}{}\!\left[y_{ij}\right]$ in every column~$j$, where the expectation
  is over the distribution of~$y_{ij}$ conditioned on Bob choosing
  index~$j$.  In an $\epsilon$-approximate Nash equilibrium, in most
  coordinates, Alice must usually choose $x_{ij}$'s that are close to
  this best response.  Similarly, for most indices
  $j \in \left[\sqrt{d}\right]$, whenever Bob chooses~$j$, he must
  usually choose a value of $y_{ij}$ that is close to
  $\mathbf{E}\ifthenelse{\not\equal{}{}}{_{}}{}\!\left[f_{ij}(x_{ij})\right]$ (for each~$i$).
It can be shown that these facts imply
  that Alice's strategy corresponds to a $\delta$-approximate fixed
  point (in the normalized $\ell_2$ norm), where $\delta$ is a
  function of $\epsilon$ only.}

\subsection{Beyond Separable Functions}\label{ss:nonseparable}

We now know how to use an $\epsilon$-approximate Nash equilibrium of a
subexponential-size game (with constant~$\epsilon$) to compute
a $\delta$-approximate fixed point of a function that is separable in
the sense of~\eqref{eq:separable}.
This is not immediately interesting, because a fixed point of a
separable function is easy to find by doing binary search
independently in each coordinate.
The hard Brouwer functions identified in Theorem~\ref{t:brouwer3} have
lots of nice properties, but they certainly aren't separable.

Conceptually, the rest of the proof of Theorem~\ref{thm:Aviad}
involves pushing in two directions: first, identifying hard Brouwer
functions that are even ``closer to separable'' than the functions in
Theorem~\ref{t:brouwer3}; and second, extending the reduction in
Section~\ref{ss:blockwise} to accommodate ``close-to-separable''
functions.  We already have an intuitive feel for what the second step
looks like, from Step~4 of our communication complexity lower bound
(Section~\ref{ss:step4} in Solar Lecture~3), where we enlarged the
strategy sets of the players so that they could smuggle ``advice''
about how to decode a hard Brouwer function~$f$ at a given point.  We
conclude the lecture with one key idea for the further simplification
of the hard Brouwer functions in Theorem~\ref{t:brouwer3}.



\subsection{{\sc Local {\sc EoL}\xspace}}

Recall the hard Brouwer functions constructed in our communication
complexity lower bound (see Section~\ref{s:ccbfp}), which ``follow the
line'' of an embedding of an {\sc EoL}\xspace instance, as well as the additional
tweaks needed to prove Theorem~\ref{t:brouwer3} (see
Section~\ref{ss:ppadbfp}).  We are interested in the ``local
decodability'' properties of these functions.  That is, if Bob needs
to compute the $j$th coordinate of $f(x)$ (to evaluate the $j$th term
in his payoff in~\eqref{eq:bpayoff3}), how much does he need to know
about~$x$?
For a separable function~$f=(f_1,\ldots,f_d)$, he only needs to
know~$x_j$.  For the hard Brouwer functions
in Theorem~\ref{t:brouwer3}, Bob needs to know whether or not~$x$ is
close to an edge (of the embedding of the succinct {\sc EoL}\xspace instance into
the hypercube) and, if so, which edge (or pair of edges, if $x$ is
close to a vertex).  Ultimately, this requires evaluating the
successor circuit~$S$ and predecessor circuit~$P$ of the succinct {\sc EoL}\xspace
instance that defines the hard Brouwer function.
It is therefore in our interest to force~$S$ and~$P$ to be as simple
as possible, subject to the succinct {\sc EoL}\xspace problem remaining
$\mathsf{PPAD}$-complete.  In a perfect world, minimal advice (say, $O(1)$
bits) would be enough to compute $S(v)$ and $P(v)$
from~$v$.\footnote{It is also important that minimal advice suffices
 to translate between points~$x$ of the hypercube and vertices~$v$ of
  the underlying succinct {\sc EoL}\xspace instance (as $f$ is defined on the former,
  while~$S$ and~$P$ operate on the latter).
  This can be achieved by using a state-of-the-art locally decodable
  error-correcting code (with query complexity~$d^{o(1)}$, similar to
  that in~\citet{KMRS17}) to embed the vertices into the hypercube (as
  described in Section~\ref{ss:ppadbfp}).  Incorporating the advice
  that corresponds to local decoding into the game produced by the
  reduction results in a further blow-up of $2^{d^{o(1)}}$.  This is
  effectively absorbed by the $2^{\sqrt{d}}$ blow-up that is already
  present in the reduction in Section~\ref{ss:blockwise}.}
The following lemma implements this idea.  It
shows that a variant of the succinct {\sc EoL}\xspace problem, called
{\sc Local {\sc EoL}\xspace}, remains $\mathsf{PPAD}$-complete even when $S$ and~$P$ are
guaranteed to change only~$O(1)$ bits of the input, and
when~$S$ and~$P$ are $\mathrm{NC}^0$ circuits (and hence each output
bit depends on only~$O(1)$ input bits).

\begin{lemma}[\citet{R16}]\label{l:local}
The following {\sc Local {\sc EoL}\xspace} problem is $\mathsf{PPAD}$-complete:
\begin{enumerate}
\item the vertex set~$V$ is a subset of $\{0,1\}^n$, with membership
  in~$V$ specified by a given $\mathrm{AC}^0$ circuit;
\item the successor and predecessor circuits $S,P$ are computable in $\mathrm{NC}^0$;
\item for every vertex $v \in V$, $S(v)$ and $P(v)$ differ from $v$
  in $O(1)$ coordinates.
\end{enumerate}
\end{lemma}
The proof idea is to start from the original circuits~$S$ and~$P$ of a
succinct {\sc EoL}\xspace instance and form circuits~$S'$ and $P'$
that operate on partial computation transcripts,
carrying out the computations performed by the circuits $S$ or $P$ one
gate/line at a time (with $O(1)$ bits changing in each step of the
computation).  The vertex set $V$ then corresponds to the set of valid
partial computation transcripts.  The full proof is not overly
difficult; see~\cite[Section 5]{R16} for the details.  This reduction
from succinct {\sc EoL}\xspace to {\sc Local {\sc EoL}\xspace}
can be implemented in linear time, so our assumption that the former
problem admits no subexponential-time algorithm carries over to the
latter problem.

In the standard succinct {\sc EoL}\xspace problem, every $n$-bit string
$v \in \{0,1\}^n$ is a legitimate vertex.  In the {\sc Local {\sc EoL}\xspace}
problem, only elements of $\{0,1\}^n$ that satisfy the given
$\mathrm{AC}^0$ circuit are legitimate vertices.  In our reduction, we
need to produce a game that also incorporates checking membership
in~$V$, also with only a $d^{o(1)}$ blow-up in how much of $x$ we need
to access.  This is the reason why \citet{R16} needs to develop
customized PCP machinery in his proof of Theorem~\ref{thm:Aviad}.
These PCP proofs can then be incorporated into the blockwise play game
(Section~\ref{ss:blockwise}),
analogous to how we incorporated a low-cost interactive protocol into the
game in our reduction from {\sc 2EoL}\xspace to $\epsilon\text{-}\mathsf{NE}$ in
Section~\ref{ss:step4}.




\part{Lunar Lectures}


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  \chapter{How Computer Science Has Influenced Real-World Auction Design.\\  Case Study: The 2016--2017 FCC Incentive Auction}
\titlerule


\vspace{1cm}


\section{Preamble}

Computer science is changing the way auctions are designed and
implemented.  For over 20 years, the US and other countries have used
{\em spectrum auctions} to sell licenses for wireless spectrum to the
highest bidder.  What's different this decade, and what necessitated a
new auction design, is that in the US the juiciest parts of the
spectrum for next-generation wireless applications are already
accounted for, owned by over-the-air television broadcasters.  This led
Congress to authorize the FCC in the fall of~2012 to design a novel
auction (the {\em FCC Incentive Auction}) that would repurpose
spectrum---procuring licenses from television broadcasters (a
relatively low-value activity) and selling them to parties that would put
them to better use (e.g., telecommunication companies who want to roll
out the next generation of wireless broadband services).
Thus the FCC Incentive Auction is really a {\em double auction}, comprising two
stages: a \emph{reverse
  auction}, where the government buys back licenses for spectrum from
their current owners; and then a \emph{forward
  auction}, where the government sells the procured licenses to the
highest bidder.
Computer science techniques played a crucial role in the design of the
new reverse auction.  The main aspects of the forward auction have
been around a long time; here, theoretical computer science has
contributed on the analysis side, and to understanding when and why
such forward auctions work well.  Sections~\ref{s:reverse}
and~\ref{s:forward} give more details on the reverse and forward parts
of the auction, respectively.

The FCC Incentive Auction finished around the end of March 2017, and
so the numbers are in.  The government spent roughly 10 billion USD in
the reverse part of the auction buying back licenses from television
broadcasters, and earned roughly 20 billion USD of revenue in the forward
auction.  Most of the 10 billion USD profit was used to reduce the US
debt!\footnote{This was the plan all along, which is probably one
  of the reasons the bill didn't have trouble passing a
  notoriously partisan Congress.  Another reason might be the
  veto-proof title of the bill: ``The Middle Class Tax Relief and Job
  Creation Act.''}




\section{Reverse Auction}\label{s:reverse}

\subsection{Descending Clock Auctions}

The reverse auction is the part of the FCC Incentive Auction that was
totally new, and where computer science techniques played a crucial
role in the design.
The auction format, proposed by Milgrom and Segal~\cite{MS20}, is
what's called a {\it descending clock auction}.  By design, the
auction is very simple from the perspective of any one participant.
The auction is iterative, and operates in rounds.  In each round of
the auction, each remaining broadcaster is asked a question of the
form: ``Would you or would you not be willing to sell your license for
(say) 1 million dollars?''  The broadcaster is allowed to say ``no,'' with
the consequence of getting kicked out of the auction forevermore
(the station will keep its license and remain on the air, and will
receive no compensation from the government).  The broadcaster is also
allowed to say ``yes'' and accept the buyout offer.  In the latter
case, the government will not necessarily buy the license for 1
million dollars---in the next round, the broadcaster might get asked the
same question, with a lower buyout price (e.g., 950,000 USD).  If a
broadcaster is still in the auction when it ends (more on how it ends
in a second), then the government does indeed buy their license, at the
most recent (and hence lowest) buyout offer.
Thus all a broadcaster
has to do is answer a sequence of ``yes/no'' questions for some decreasing
sequence of buyout offers.  The obvious strategy for a broadcaster is
to formulate the lowest acceptable offer for their license, and to
drop out of the auction once the buyout price drops below this
threshold.



The auction begins with very high buyout offers, so that every
broadcaster would be ecstatic to sell their license at the initial
price.  Intuitively, the auction then tries to reduce the buyout
prices as much as possible, subject to clearing a target amount of
spectrum.  Spectrum is divided into channels which are blocks of 6 MHz
each.  For example, one could target broadcasters assigned to channels
38--51, and insist on clearing 10 out of these~14 channels (60 MHz
overall).\footnote{The FCC Incentive Auction wound up clearing 84 MHz
  of spectrum (14 channels).}
By ``clearing a channel,'' we mean clearing it
{\em nationwide}.  Of course, in the descending clock auction, bidders
will drop out in an uncoordinated way---perhaps the first station to
drop out is channel~51 in Arizona, then channel~41 in western
Massachusetts, and so on.  To clear several channels nationwide without
buying out essentially everybody, it was essential for the government
to use its power to {\em reassign} the channels of the stations that
remain on the air.  Thus while a station that drops out of the auction
is guaranteed to retain its license, it is not guaranteed to retain
its channel---a station broadcasting on channel~51 before the auction
might be forced to broadcast on channel~41 after the auction.

The upshot is that the auction maintains the invariant that
the stations that have dropped out of the auction (and hence remain on
the air) can be assigned channels so that at most a target number of
channels are used (in our example, 4 channels).  This is called the
{\em repacking problem}.  Naturally, two stations with overlapping
broadcasting regions cannot be assigned the same channel (otherwise
they would interfere with each other).  See Figure~\ref{f:stations}.

\begin{figure}[h]
\centering
\includegraphics[width=.8\textwidth]{stations}
\caption{Different TV stations with
  overlapping broadcasting areas must be assigned different channels
  (indicated by shades of gray).  Checking whether or not a given
  subset of stations can be assigned to a given number of channels
  without interference is an $\mathsf{NP}$-hard problem.}\label{f:stations}
\end{figure}



\subsection{Solving the Repacking Problem}

Any properly trained computer scientist will recognize the repacking
problem as the $\mathsf{NP}$-complete graph coloring problem in
disguise.\footnote{The actual repacking problem was more
  complicated---overlapping stations cannot even be assigned adjacent
  channels, and there are idiosyncratic constraints at the borders
  with Canada and Mexico.  See~\citet{LMS17} for more details.  But
  the essence of the repacking problem really is graph coloring.}  For
the proposed auction format to be practically viable, it must quickly
solve the repacking problem.  Actually, make that thousands of
repacking problems every round of the auction!\footnote{Before the
  auction makes a lower offer to some remaining broadcaster in the
  auction, it needs to check that it would be OK for the broadcaster
  to decline and drop out of the auction.  If a station's dropping out
  would render the repacking problem infeasible, then that station's
  buyout price remains frozen until the end of the auction.}

The responsibility of quickly solving repacking problems fell to a
team led by Kevin Leyton-Brown (see~\cite{FNL17,LMS17}).  The FCC gave
the team a budget of one minute per repacking problem, ideally with
most instances solved within one second.  The team's approach was to
build on state-of-the-art solvers for the satisfiability (SAT)
problem.  As you can imagine, it's straightforward to translate an
instance of the repacking problem into a SAT formula (even with the
idiosyncratic constraints).\footnote{A typical representative instance
  would have thousands of variables and tens of thousands of
  constraints.}  Off-the-shelf SAT solvers did pretty well, but still
timed out on too many representative instances.\footnote{Every time
  the repacking algorithm fails to find a repacking when one exists,
  money is left on the table---the auction has to conservatively leave
  the current station's buyout offer frozen, even though it could have
  safely lowered it.}  Leyton-Brown's team added several new
innovations, including taking advantage of
problem structure specific to the application and implementing
a number of caching techniques (reusing work
done solving previous instances to quickly solve closely related
new instances).  In the end, they were able to solve more than 99\% of the
relevant repacking problems in under a minute.

Hopefully the high-level point is clear:
\begin{quote}
without cutting-edge
techniques for solving $NP$-complete problems, {\em the FCC would have
  had to use a different auction format}.
\end{quote}



\subsection{Reverse Greedy Algorithms}

One final twist: the novel reverse auction format motivates some basic
algorithmic questions (and thus ideas flow from computer science to
auction theory and back).  We can think of the auction as an
algorithm, a heuristic that tries to maximize the value of the
stations that remain on the air, subject to clearing the target amount
of spectrum.  Milgrom and Segal~\cite{MS20} prove that, ranging over
all ways of implementing the auction (i.e., of choosing the sequences of
descending prices), the corresponding algorithms are exactly the {\em
  reverse greedy algorithms}.\footnote{For example, Kruskal's
  algorithm for the minimum spanning tree problem (start with the
  empty set, go through the edges of the graph from cheapest to most
  expensive, adding an edge as long as it doesn't create a cycle) is a
  standard (forward) greedy algorithm.  The reverse version is: start
  with the entire edge set, go through the edges in reverse sorted
  order, and remove an edge whenever it doesn't disconnect the graph.
  For the minimum spanning tree problem (and more generally for
  finding the minimum-weight basis of a matroid), the reverse greedy
  algorithm is just as optimal as the forward one.  In general (and
  even for e.g.~bipartite matching), the reverse version of a good
  forward greedy algorithm can be bad~\cite{DGR14}.}  This result
gives the first extrinsic reason to study the power and limitations of
reverse greedy algorithms, a research direction explored
by~\citet{DGR14} and~\citet{GMR17}.







\section{Forward Auction}\label{s:forward}

Computer science did not have an opportunity to influence the design
of the forward auction used in the FCC Incentive Auction, which
resembles the formats used over the past 20+ years.  Still, the
theoretical computer science toolbox turns out to be ideally suited
for explaining when and why these auctions work well.\footnote{Much of the discussion
in Sections~\ref{ss:bad}--\ref{ss:exposure} is
  from~\cite[Lecture~8]{f13}, which in turn takes inspiration from~\citet{Milgrom:2004jx}.}


\subsection{Bad Auction Formats Cost Billions}\label{ss:bad}

Spectrum auction design is stressful, because small mistakes can be
extremely costly.  One cautionary tale is provided by an auction run
by the New Zealand government in~1990 (before governments had much
experience with auctions).
For sale were~10 essentially identical
national licenses for television broadcasting.
For some reason, lost to the sands of time, the government decided to
sell these licenses by running 10 second-price auctions in parallel.
A {\em second-price} or {\em Vickrey} auction for a single
good is a sealed-bid auction that awards the item to the highest
bidder and charges her the highest bid by someone else (the
second-highest bid overall).  When selling a single item, the Vickrey
auction is often a good solution.  In particular, each bidder has a
dominant strategy (always at least as good as all alternatives), which
is to bid her true maximum willingness-to-pay.\footnote{Intuitively, a second-price auction shades your bid
  optimally after the fact, so there's no reason to try to game
  it.}\footnote{For a more formal treatment of single-item auctions,
  see Section~\ref{ss:basics} in Lunar Lecture~4.}

The nice properties of a second-price auction evaporate if many of
them are run simultaneously.  A bidder can now submit up to one bid in
each auction, with each license awarded to the highest bidder (on that
license) at a price equal to the second-highest bid (on that license).
With multiple simultaneous auctions, it is no longer clear how a
bidder should bid.  For example, imagine you want one of the licenses,
but only one.  How should you bid?  One legitimate strategy is to pick
one of the licenses---at random, say---and go for it.  Another
strategy is to bid less aggressively on multiple licenses, hoping that
you get one at a bargain price, and that you don't inadvertently win
extra licenses that you don't want.  The difficulty is trading off the
risk of winning too many licenses with the risk of winning too few.

The challenge of bidding intelligently in simultaneous
sealed-bid auctions makes the auction format prone to poor outcomes.
The revenue in the 1990 New Zealand auction was only \$36 million, a paltry
fraction of the projected \$250 million.
On one license, the high bid was \$100,000 while the
second-highest bid (and selling price) was \$6!  On another, the high
bid was \$7 million and the second-highest was \$5,000.  To add insult
to injury, the winning bids were made available to the public, who could
then see just how much money was left on the table!



\subsection{Simultaneous Ascending Auctions}

Modern spectrum auctions are based on {\em simultaneous ascending
  auctions (SAAs)}, following~1993 proposals by McAfee and by Milgrom
and Wilson.
You've seen---in the movies, at least---the call-and-response format
of an ascending single-item auction, where an auctioneer asks for
takers at successively higher prices.  Such an auction ends when
there's only one person left accepting the currently proposed price
(who then wins, at this price).
Conceptually, SAAs are like a bunch of
single-item English auctions being run in parallel in the same room,
with one auctioneer per item.

The primary reason that SAAs work better than sequential or sealed-bid
auctions is {\em price discovery}.  As a bidder acquires better
information about the likely selling prices of licenses, she can
implement mid-course corrections---abandoning licenses for which
competition is fiercer than anticipated, snapping up unexpected
bargains, and rethinking which packages of licenses to assemble.  The
format typically resolves the miscoordination problems that plague
simultaneous sealed-bid auctions.



\subsection{Inefficiency in SAAs}\label{ss:exposure}

SAAs have two big vulnerabilities.  The first problem is {\em demand
  reduction}, and this is relevant even when items are substitutes.\footnote{Items are substitutes if they provide diminishing returns---having one item only makes others less valuable.  For two
items~$A$ and $B$, for example, the substitutes condition means that
a bidder's value for the bundle of $A$ and $B$ is at most the sum of
her values for $A$ and $B$ individually.
In a spectrum auction context, two licenses
for the same area with equal-sized frequency ranges are usually
substitute items.}
Demand reduction occurs when a bidder asks for fewer items
than she really wants, to lower competition and therefore the prices
paid for the items that it gets.

To illustrate, suppose there are two identical items and two bidders.
By the {\em valuation} of a bidder for a given bundle of items, we
mean her maximum willingness to pay for that bundle.
Suppose the first bidder has valuation 10
for one of the items and valuation 20 for both.  The second bidder has
valuation 8 for one of the items and does not want both (i.e., her
valuation remains 8 for both).  The socially optimal outcome is to
give both licenses to the first bidder.
Now consider how things play out in an SAA.
The second bidder would be happy
to have either item at any price less than 8.  Thus, the second bidder
drops out only when the prices of both items exceed~8.  If the first bidder
stubbornly insists on winning both items, her utility is
$20-16=4$.
An alternative strategy for the first bidder is to simply concede the
second item and never bid on it.  The second bidder takes the
second item and (because she only wants one license) withdraws interest in
the first, leaving it for the first bidder.  Both bidders get their
item essentially for free, and the utility of the first bidder has
jumped to~10.


The second big problem with SAAs is relevant when items can be
complements, and is called the {\em exposure problem}.\footnote{Items
  are complements if there are synergies between them,
  so that possessing one makes others more valuable.  With two items
  $A$ and $B$, this translates to a bidder's valuation for the bundle of $A$ and
  $B$ exceeding the sum of her valuations for $A$ and $B$ individually.
  Complements arise naturally in wireless spectrum auctions, as some
  bidders want a collection of licenses that are adjacent, either in
  their geographic areas or in their frequency ranges.}
As an example, consider two bidders and two
nonidentical items.  The first bidder only wants both items---they are
complementary items for the bidder---and her valuation is 100 for
them (and 0 for anything else).
The second bidder is willing to pay 75 for either
item but only wants one item.
The socially optimal outcome is to give both items to the first bidder.
But in an SAA, the second bidder will not drop out until the price of
both items reaches 75.  The first bidder is in a no-win situation: to
get both items she would have to pay 150, more than her value.  The
scenario of winning only one item for a nontrivial price could be even
worse.
Thus the exposure problem leads to economically inefficient
allocations for two reasons.  First, an overly aggressive bidder might
acquire unwanted items.  Second, an overly tentative bidder might fail
to acquire items for which she has the highest valuation.









\subsection{When Do SAAs Work Well?}\label{ss:when}

If you ask experts who design or consult for bidders in
real-world SAAs, a rough consensus emerges about when they are likely
to work well.

\begin{folklore} Without strong complements, {\em SAAs work pretty
  well.  Demand reduction does happen, but it is not a deal-breaker because
  the loss of efficiency appears to be small.}
\end{folklore}

\begin{folklore}
  With strong complements, {\em simple auctions like SAAs are not good
    enough.  The exposure problem is a deal-breaker because it can
    lead to very poor outcomes (in terms of both economic efficiency
    and revenue).}
\end{folklore}

There are a number of beautiful and useful theoretical results about
spectrum auctions in the economics literature, but none map cleanly to
these two folklore beliefs.  A possible explanation: translating these
beliefs into theorems seems to fundamentally involve approximate
optimality guarantees, a topic that is largely avoided by
economists but right in the wheelhouse of theoretical
computer science.

In the standard model of {\em combinatorial auctions},
there are $n$ bidders (e.g., telecoms) and $m$ items (e.g.,
licenses).\footnote{This model is treated more thoroughly in the next
  lecture (see Section~\ref{s:camodel}).}
Bidder $i$ has a nonnegative valuation $v_i(S)$ for each subset
$S$ of items she might receive.  Note that, in general,
describing a bidder's valuation function requires $2^m$
parameters.  Each bidder wants to maximize her utility, which is the
value of the items received minus the total price paid for them.
From a social perspective, we'd like to award bundles of items
$T_1,\ldots,T_n$ to the bidders to maximize the {\em social welfare}
$\sum_{i=1}^n v_i(T_i)$.

To make the first folklore belief precise, we need to commit to a
definition of ``without strong complements'' and to a specific auction
format.  We'll focus on simultaneous first-price auctions (S1As),
where each bidder submits a separate bid for each item, for each item
the winner is the highest bidder (on that item), and winning bidders
pay their bid on each item won.\footnote{Similar results hold for
  other auction formats, like simultaneous second-price auctions.
  Directly analyzing what happens in iterative auctions like SAAs when
  there are multiple items appears difficult.}  One relatively
permissive definition of ``complement-free'' is to restrict bidders to
have {\em subadditive valuations}.  This means what it sounds like: if
$A$ and $B$ are two bundles of items, then bidder $i$'s valuation
$v_i(A \cup B)$ for their union should be at most the sum
$v_i(A)+v_i(B)$ of her valuations for each bundle separately.  Observe
that subadditivity is violated in the exposure problem example in Section~\ref{ss:exposure}.

We also need to define what we mean by ``the outcome of an auction''
like S1As.  Remember that bidders are strategic, and will bid to
maximize their utility (value of items won minus the price paid).
Thus we should prove approximation guarantees for the {\em equilibria}
of auctions.  Happily, computer scientists have been working hard
since 1999 to prove approximation guarantees for game-theoretic
equilibria, also known as bounds on {\em the price of
  anarchy}~\cite{KP99,book,RT00}.\footnote{See Section~\ref{ss:poa} of
  the next lecture for a formal definition.}
In the early days, price-of-anarchy
bounds appeared somewhat ad hoc and problem-specific.  Fast forwarding
to the present, we now have a powerful and user-friendly theory for
proving price-of-anarchy bounds, which combine ``extension theorems''
and ``composition theorems'' to build up bounds for complex settings
(including S1As) from bounds for simple settings.\footnote{We will say
  more about this theory in Lunar Lecture~5.  See also \citet{RST17}
  for a recent survey.}  In particular, \citet{FFGL13} proved the
following translation of Folklore Belief \#1.\footnote{To better
  appreciate this result, we note that multi-item auctions like S1As
  are so strategically complex that they have historically been seen
  as unanalyzable.  For example, we have no idea what their equilibria
  look like in general.  Nevertheless, we can prove good approximation
  guarantees for them!}

\begin{theorem}[\citet{FFGL13}]\label{t:ffgl}
When every bidder has a subadditive valuation, every equilibrium of an
S1A has social welfare at least 50\% of the maximum possible.
\end{theorem}

One version of Theorem~\ref{t:ffgl} concerns (mixed) Nash equilibria
in the full-information model (in which bidders' valuations are common knowledge),
as studied in the Solar Lectures.  Even here, the bound in
Theorem~\ref{t:ffgl} is tight in the worst case~\cite{CKST16}.
The approximation guarantee in Theorem~\ref{t:ffgl}
holds more generally for {\em Bayes-Nash
  equilibria}, the standard equilibrium notion for games of incomplete
information.\footnote{In more detail, in this model there is a commonly known prior
  distribution over bidders' valuations.  In a Bayes-Nash equilibrium,
  every bidder bids to maximize her expected utility given her
  information at the time: her own valuation, her posterior belief
  about other bidders' valuations, and the bidding strategies (mapping
  valuations to bids) used by the other bidders.  Theorem~\ref{t:ffgl}
  continues to hold for every Bayes-Nash equilibrium of an S1A, as
  long as bidders' valuations are independently (and not necessarily
  identically) distributed.\label{foot:bn}}







Moving on to the second folklore belief, let's now drop the
subadditivity restriction.  S1As no longer work well.

\begin{theorem}[\citet{HKMN11}]\label{t:hkmn}
When bidders have arbitrary valuations, an S1A can have a mixed Nash
equilibrium with social welfare arbitrarily smaller than the maximum
possible.
\end{theorem}

Thus for S1As, the perspective of worst-case approximation confirms
the dichotomy between the cases of substitutes and complements.  But
the lower bound in Theorem~\ref{t:hkmn} applies only to one specific
auction
format.  Could we do better with a different natural
auction format?
Folklore Belief \#2 asserts the stronger statement that
{\em no} ``simple'' auction works well with general valuations.  This
stronger statement can also be translated into a theorem (using
nondeterministic communication complexity), and this
will be the main subject of Lunar Lecture~2.


\begin{theorem}[\citet{R14}]\label{t:condpoa}
With general valuations, \emph{every} simple auction can have
an equilibrium with social welfare arbitrarily smaller than the
maximum possible.
\end{theorem}
The definition of ``simple'' used in Theorem~\ref{t:condpoa} is quite
generous: it requires only that the number of strategies available to
each player is {\em sub-doubly-exponential} in the number of
items~$m$.  For example, running separate single-item auctions
provides each player with only an exponential (in~$m$) number of strategies
(assuming a bounded number of possible bid values for each item).  Thus
Theorem~\ref{t:condpoa} makes use of the theoretical computer science
toolbox to provide solid footing for Folklore Belief \#2.





  \chapter{Communication Barriers to
  Near-Optimal Equilibria}
\titlerule


\vspace{1cm}


This lecture is about the
communication complexity of the welfare-maximization problem in
combinatorial auctions and its implications for the price of anarchy
of simple auctions.
Section~\ref{s:camodel} defines the model, Section~\ref{s:cclb} proves lower bounds for
nondeterministic communication protocols, and
Section~\ref{s:condpoa} gives a black-box translation of these lower
bounds to equilibria of simple auctions.  In particular,
Section~\ref{s:condpoa} provides the proof of Theorem~\ref{t:condpoa}
from last lecture.
Section~\ref{s:open} concludes with
a juicy open problem on the topic.\footnote{Much of this lecture is drawn
  from~\cite[Lecture 7]{w15}.}

\section{Welfare Maximization in Combinatorial Auctions}\label{s:camodel}

Recall from Section~\ref{ss:when} the basic setup in the study of
combinatorial auctions.
\begin{enumerate}

\item There are $k$ players.  (In a spectrum auction, these are the telecoms.)

\item There is a set $M$ of $m$ items.  (In a spectrum auction, these
  are the licenses.)

\item Each player~$i$ has a {\em valuation} $v_i:2^M \rightarrow
  {\mathbb R}_+$.  The number $v_i(T)$ indicates $i$'s value, or willingness
  to pay, for the items~$T \subseteq M$.
The valuation is the private input of player $i$, meaning that $i$ knows
  $v_i$ but none of the other $v_j$'s.  (I.e., this is a
  number-in-hand model.)
We assume that $v_i(\emptyset) = 0$ and that the valuations are
{\em monotone}, meaning $v_i(S) \le v_i(T)$ whenever $S \subseteq T$.  (The
more items, the better.)
To avoid bit complexity issues, we'll also assume that all of the
$v_i(T)$'s are integers with description length polynomial in $k$ and
$m$.
We sometimes impose additional restrictions on the valuations to study
special cases of the general problem.

\end{enumerate}
Note that we may have more than two players---more than just Alice
and Bob.  (For example, you might want to think of $k$ as $\approx m^{1/3}$.)
Also note that the description length of a player's valuation is
exponential in the number of items $m$.


In the {\em welfare-maximization problem}, the goal is to partition
the items $M$ into sets $T_1,\ldots,T_k$ to maximize, at least
approximately, the social welfare
\begin{equation}\label{eq:welfare}
\sum_{i=1}^k v_i(T_i),
\end{equation}
using communication polynomial in $k$ and $m$.  Note this amount of
communication is logarithmic in the sizes of the private inputs.
Maximizing social welfare~\eqref{eq:welfare} is the most commonly studied
objective in combinatorial auctions, and it is the one we
will focus on in this lecture.



\section{Communication Lower Bounds for Approximate Welfare Maximization}\label{s:cclb}

This section studies the communication complexity of computing an
approximately welfare-maximizing allocation in a combinatorial
auction.  For reasons that will become clear in
Section~\ref{s:condpoa}, we are particularly interested in the
problem's nondeterministic communication complexity.\footnote{For
  basic background on nondeterministic multi-party communication
  protocols, see~\citet{KN96} or~\citet{w15}.}

\subsection{Lower Bound for General Valuations}

We begin with a result of Nisan \cite{Nis02} showing that, alas,
computing even a very weak approximation of the welfare-maximizing
allocation requires exponential communication.
To make this precise, it is convenient to turn the
optimization problem of welfare maximization into a decision problem.
In the \textsc{Welfare-Maximization}($k$) problem,
the goal is to correctly identify inputs that
fall into one of the following two cases:
\begin{itemize}

\item [(1)] Every partition $(T_1,\ldots,T_k)$ of the items has
  welfare at most~1.

\item [(0)] There exists a partition $(T_1,\ldots,T_k)$ of the items
  with welfare at least $k$.

\end{itemize}
Arbitrary behavior is permitted on inputs that fail to satisfy
either~(1) or~(0).
Clearly, communication lower bounds for \textsc{Welfare-Maximization}($k$) apply
to the more general
problem of obtaining a better-than-$k$-approximation of the
maximum welfare.\footnote{Achieving a $k$-approximation is trivial:
  every player communicates her value~$v_i(M)$ for the whole set of
  items, and the entire set of items is awarded to the bidder with the
  highest value for them.}

\begin{theorem}[\cite{Nis02}] \label{thm_nisan}
The nondeterministic communication complexity of \textsc{Welfare-Maximization}($k$) is\\ $\exp \{
\Omega(m/k^2) \}$, where $k$ is the number of players and $m$ is the number of items.
\end{theorem}
This lower bound is exponential in~$m$, provided that $m =
\Omega(k^{2+\epsilon})$ for some $\epsilon > 0$.  Since communication
complexity lower bounds apply even to players who cooperate perfectly,
this impossibility result holds even when all of the (tricky)
incentive issues are ignored.

\subsection{The \textsc{Multi-Disjointness}\xspace Problem}

The plan for the proof of Theorem~\ref{thm_nisan} is to reduce a
multi-party version of the {\sc Disjointness}\xspace problem to the \textsc{Welfare-Maximization}($k$) problem.
There is some ambiguity about how to define a version of {\sc Disjointness}\xspace for three or
more players.  For example, suppose there are three players, and
among the three possible pairings of them, two have disjoint sets
while the third have intersecting sets.  Should this count as a
``yes'' or ``no'' instance?  We'll skirt this issue by worrying only
about unambiguous inputs, that are either ``totally disjoint'' or
``totally intersecting.''

Formally, in the \textsc{Multi-Disjointness}\xspace problem, each of the $k$ players $i$ holds an
input $\mathbf{x}_i \in \{0,1\}^n$.  (Equivalently, a set $S_i \subseteq
\{1,2,\ldots,n\}$.)  The task is to correctly identify inputs that
fall into one of the following two cases:
\begin{itemize}

\item [(1)] ``Totally disjoint,'' with $S_i \cap S_{i'} = \emptyset$ for
every $i \neq i'$.

\item [(0)] ``Totally intersecting,'' with $\cap_{i=1}^k S_i \neq
  \emptyset$.

\end{itemize}
When $k=2$, this is the standard {\sc Disjointness}\xspace problem.  When $k > 2$, there
are inputs that are neither 1-inputs nor 0-inputs.  We let protocols
off the hook on such ambiguous inputs---they can answer ``1'' or
``0'' with impunity.

The following communication complexity lower bound for \textsc{Multi-Disjointness}\xspace is
credited to Jaikumar Radhakrishnan and Venkatesh Srinivasan
in~\cite{Nis02}.  (The proof is elementary, and for completeness is
given in Section~\ref{s:mdisj}.)
\begin{theorem}\label{t:mdisj}
The nondeterministic communication complexity of \textsc{Multi-Disjointness}\xspace, with $k$
players with $n$-bit inputs, is $\Omega(n/k)$.
\end{theorem}
This nondeterministic lower bound is for verifying a 1-input.  (It is
easy to verify a 0-input---the prover just suggests the index of an
element $r$ in $\cap_{i=1}^k S_i$.)
\footnote{In proving
  Theorem~\ref{thm_nisan},
we'll be interested in the
case where $k$ is much smaller than $n$, such as $k = \Theta(\log
n)$.  Intuition might suggest that the lower bound should be
$\Omega(n)$ rather than $\Omega(n/k)$, but this is incorrect---a
slightly non-trivial argument shows that Theorem~\ref{t:mdisj} is
tight for nondeterministic protocols
(for all small enough $k$, like $k = O(\sqrt{n})$).
This factor-$k$ difference won't matter for our applications, however.}



\subsection{Proof of Theorem~\ref{thm_nisan}}

The proof of Theorem~\ref{thm_nisan} relies on Theorem~\ref{t:mdisj} and a
combinatorial gadget.  We construct this gadget using the
probabilistic method.  Consider $t$ random
partitions $P^1,\ldots,P^t$ of $M$, where $t$ is a parameter to be
defined later.  By a random partition $P^j = (P^j_1,\ldots,P^j_k)$, we
mean that each of the $m$ items is assigned
to exactly one of the
$k$ players, independently and uniformly at random.

We are interested in the probability that two classes of different
partitions intersect: for all $i \neq i'$ and $j \neq \ell$,
because the probability that a given item is assigned to $i$ in
$P^j$ and also to $i'$ in $P^{\ell}$ is $\tfrac{1}{k^2}$, we
have
\[
\mathbf{Pr}\ifthenelse{\not\equal{}{}}{_{}}{}\!\left[P^j_i \cap P^{\ell}_{i'} = \emptyset\right] =
\left( 1 - \frac{1}{k^2} \right)^m \le e^{-m/k^2}.
\]
Taking a Union Bound over the $k$ choices for $i$ and $i'$ and the $t$
choices for $j$ and $\ell$, we have
\begin{equation}\label{eq:int}
\mathbf{Pr}\ifthenelse{\not\equal{}{}}{_{}}{}\!\left[\exists i \neq i', j \neq \ell \text{ s.t.\ } P^j_i \cap
  P^{\ell}_{i'} = \emptyset\right] \le k^2t^2e^{-m/k^2}.
\end{equation}
Call $P^1,\ldots,P^t$ an {\em intersecting family} if $P^j_i \cap
P^{\ell}_{i'} \neq \emptyset$ whenever $i \neq i'$, $j \neq \ell$.
By~\eqref{eq:int}, the probability that our random experiment fails to
produce an intersecting family is less than~1 provided $t <
\tfrac{1}{k}e^{m/2k^2}$.  The following lemma is immediate.
\begin{lemma}\label{l:int}
For every $m,k \ge 1$,
there exists an intersecting family of partitions $P^1,\ldots,P^t$
with $t = \exp \{ \Omega(m/k^2) \}$.
\end{lemma}

A simple combination of Theorem~\ref{t:mdisj} and Lemma~\ref{l:int}
now proves Theorem~\ref{thm_nisan}.

\noindent
\begin{proof}
(of Theorem~\ref{thm_nisan})
The proof is a reduction from \textsc{Multi-Disjointness}\xspace.
Fix $k$ and $m$.  (To be interesting,~$m$ should be significantly
bigger than $k^2$.)
Let $(S_1,\ldots,S_k)$ denote an input to \textsc{Multi-Disjointness}\xspace
with $t$-bit inputs, where $t = \exp \{ \Omega(m/k^2) \}$ is the same
value as in Lemma~\ref{l:int}.  We can assume that the players have
coordinated in advance on an intersecting family of $t$ partitions of a
set~$M$ of $m$ items.  Each player~$i$ uses this family and her input
$S_i$ to form the following valuation:
\[
v_i(T) =
\left \{
\begin{array}{cl}
1 & \text{if $T \supseteq P^j_i$ for some $j \in S_i$}\\
0 & \text{otherwise.}
\end{array}
\right.
\]
That is, player~$i$ is either happy (value~1) or unhappy (value~0),
and is happy if and only if she receives all of the items in the
corresponding class $P^j_i$ of some partition $P^j$ with index~$j$
belonging to its input to \textsc{Multi-Disjointness}\xspace.
The valuations $v_1,\ldots,v_k$ define an input to \textsc{Welfare-Maximization}($k$).
Forming this input requires no communication between the players.

Consider the case where the input to \textsc{Multi-Disjointness}\xspace is a 1-input, with $S_i
\cap S_{i'} = \emptyset$ for every $i \neq i'$.  We claim that the
induced input to \textsc{Welfare-Maximization}($k$) is a 1-input, with maximum welfare at most~1.
To see this, consider a partition $(T_1,\ldots,T_k)$ in which some
player~$i$ is happy (with $v_i(T_i) = 1$).  For some $j \in S_i$,
player $i$ receives all the items in $P^j_i$.  Since $j \not\in S_{i'}$
for every $i' \neq i$, the only way to make a second player~$i'$ happy
is to give her all the items in $P^{\ell}_{i'}$ in some other partition
$P^{\ell}$ with $\ell \in S_{i'}$ (and hence $\ell \neq j$).  Since
$P^1,\ldots,P^t$ is an intersecting family, this is impossible ---
$P^j_i$ and $P^{\ell}_{i'}$ overlap for every $\ell \neq j$.

When the input to \textsc{Multi-Disjointness}\xspace is a 0-input, with an element $r$ in the
mutual intersection $\cap_{i=1}^k S_i$, we claim that the induced
input to \textsc{Welfare-Maximization}($k$) is a 0-input, with maximum welfare at least~$k$.  This
is easy to see: for $i=1,2,\ldots,k$, assign the items of $P^r_i$ to
player~$i$.  Since $r \in S_i$ for every $i$, this makes all $k$
players happy.

This reduction shows that a (deterministic, nondeterministic, or
randomized) protocol for \textsc{Welfare-Maximization}($k$) yields one for \textsc{Multi-Disjointness}\xspace (with $t$-bit
inputs) with the same communication.  We conclude that the
nondeterministic communication complexity of \textsc{Welfare-Maximization}($k$) is
$\Omega(t/k) = \exp \{ \Omega(m/k^2) \}$.
\end{proof}






\subsection{Subadditive Valuations}

To an algorithms person, Theorem~\ref{thm_nisan} is depressing,
as it rules out any non-trivial positive results.
A natural idea is to seek positive results by imposing additional
structure on players' valuations.  Many such restrictions have been
studied.  We consider here the case of {\em subadditive} valuations
(see also Section~\ref{ss:when} of the preceding lecture),
where each $v_i$ satisfies $v_i(S \cup T) \le v_i(S) + v_i(T)$ for every
pair $S,T \subseteq M$.

Our reduction in Theorem~\ref{thm_nisan} easily implies a weaker
inapproximability result for welfare maximization with subadditive
valuations.  Formally,
define the \textsc{Welfare-Maximization}($2$) problem as that of
identifying inputs that
fall into one of the following two cases:
\begin{itemize}

\item [(1)] Every partition $(T_1,\ldots,T_k)$ of the items has
  welfare at most~$k+1$.

\item [(0)] There exists a partition $(T_1,\ldots,T_k)$ of the items
  with welfare at least $2k$.

\end{itemize}
Communication lower bounds for \textsc{Welfare-Maximization}($2$) apply also to the more general
problem of obtaining a better-than-$2$-approximation of the maximum
social welfare.

\begin{theorem}[\citet{DNS05}]\label{t:wm2}
The nondeterministic communication complexity of \textsc{Welfare-Maximization}($2$) is $\exp \{
\Omega(m/k^2) \}$, even when all players have subadditive valuations.
\end{theorem}

This theorem follows from a modification of the proof of
Theorem~\ref{thm_nisan}.  The 0-1 valuations used in that proof are
not subadditive, but they can be made subadditive by adding~1 to each
bidder's valuation~$v_i(T)$ of each non-empty set~$T$.  The social
welfare obtained in inputs corresponding to 1- and 0-inputs of \textsc{Multi-Disjointness}\xspace
become $k+1$ and $2k$, respectively, and this completes the proof of
Theorem~\ref{t:wm2}.


There is also a quite non-trivial
deterministic and polynomial-communication protocol
that guarantees a 2-approximation of the social welfare when bidders
have subadditive valuations~\citep{F06}.




\section{Lower Bounds on the Price of Anarchy of Simple Auctions}\label{s:condpoa}

The lower bounds of the previous section show that every protocol for
the welfare-maximization problem that interacts with the players and
then explicitly computes an allocation has either a bad approximation
ratio or high communication cost.  Over the past decade, many
researchers have considered shifting the work from the protocol to the
players, by analyzing the equilibria of simple auctions.  Can such
equilibria bypass the communication complexity lower bounds proved in
Section~\ref{s:cclb}?  The answer is not obvious, because equilibria
are defined non-constructively, and not through a low-cost
communication protocol.

\subsection{Auctions as Games}

What do we mean by a ``simple'' auction?  For example, recall the {\em
  simultaneous first-price auctions (S1As)} introduced in
Section~\ref{ss:when} of the preceding lecture.  Each player~$i$
chooses a strategy $b_{i1},\ldots,b_{im}$, with one bid per
item.\footnote{To keep the game finite, let's agree that each bid has
  to be an integer between 0 and some known upper bound $B$.}  Each
item is sold separately in parallel using a ``first-price
auction''---the item is awarded to the highest bidder on that item,
with the selling price equal to that bidder's bid.\footnote{In the
  preceding lecture we mentioned
 the {\em Vickrey} or {\em second-price} auction,
  where the winner does not pay their own bid, but rather the highest
  bid by someone else (the second-highest overall).  We'll stick with
  S1As for simplicity, but similar results are known for simultaneous
  second-price auctions, as well.}  The payoff of a player~$i$ in a given
outcome (i.e., given a choice of strategy for each player) is then her
utility:
\[
\underbrace{v_i(T_i)}_{\text{value of items won}} -
\underbrace{\sum_{j \in T_i} b_{ij}}_{\text{price paid for them}},
\]
where $T_i$ denotes the items on which $i$ is the highest bidder
(given the bids of the others).

Bidders strategize already in a first-price auction for a single
item---a bidder certainly doesn't want to bid her actual valuation
(this would guarantee utility~0), and instead will ``shade'' her bid
down to a lower value.  (How much to shade is a tricky question, and
depends on what the other bidders are doing.)  Thus it makes sense to
assess the performance of an auction by its equilibria.  As usual, a
Nash equilibrium comprises a (randomized) strategy for each player, so
that no player can unilaterally increase her expected payoff through a
unilateral deviation to some other strategy (given how the other
players are bidding).




\subsection{The Price of Anarchy}\label{ss:poa}

So how good are the equilibria of various auction games, such as S1As?  To
answer this question, we use an analog of the approximation ratio,
adapted for equilibria.  Given a game~$G$ (like an S1A) and a nonnegative
maximization objective function~$f$ on the outcomes (like the social
welfare), \citet{KP99} defined
the {\em price of anarchy (POA)} of~$G$
as the ratio between the
objective function value of an optimal solution, and that of the worst
equilibrium:
\[
\mathsf{PoA}(G):= \frac{f(OPT(G))}{\min_{\text{$\rho$ is an
      equilibrium of $G$}} f(\rho)},
\]
where $OPT(G)$ denotes the optimal outcome of~$G$ (with respect
to~$f$).\footnote{If~$\rho$ is a probability distribution over outcomes, as in
a mixed Nash equilibrium, then
$f(\rho)$ denotes the expected value of~$f$ w.r.t.~$\rho$.}
Thus the price of anarchy of a game quantifies the inefficiency of
selfish behavior.\footnote{Games generally have multiple
  equilibria.  Ideally, we'd like an approximation guarantee that
  applies to {\em all} equilibria, so that we don't need to worry
  about which one is reached---this is the point of the POA.}
The POA of a game and a maximization objective function is always at
least~1.  We can identify ``good performance'' of a system
with strategic participants as having a POA close to~1.\footnote{One
  caveat is that it's not
  always clear that a system will reach an equilibrium in a
  reasonable amount of time.  A natural way to resolve this issue
is to relax
  the notion of equilibrium enough so that it become relatively
  easy to reach an equilibrium.  See Lunar Lecture~5 for more on
  this point.}

The POA depends on the choice of
equilibrium concept.  For example, the POA  with respect
to approximate Nash equilibria can only be worse (i.e., bigger) than for
exact Nash equilibria (since there are only more of the
former).




\subsection{The Price of Anarchy of S1As}

As we saw in Theorem~\ref{t:ffgl} of the preceding lecture, the
equilibria of simple auctions like S1As can be surprisingly
good.\footnote{The first result of this type, for simultaneous
  second-price auctions and bidders with submodular valuations, is due
  to \citet{CKS16}.}
We restate that result here.\footnote{For a proof, see the original
  paper~\cite{FFGL13} or course notes by the author~\cite[Lecture
  17.5]{w14}.}
\begin{theorem}[\citet{FFGL13}]\label{t:ffgl2}
In every S1A with subadditive bidder valuations, the POA is at most~2.
\end{theorem}
This result is particularly impressive because achieving an
approximation factor of~2 for the welfare-maximization problem with
subadditive bidder valuations by any means (other than brute-force
search) is not easy (see~\cite{F06}).

As mentioned last lecture,
a recent result shows that the analysis of~\cite{FFGL13} is tight.
\begin{theorem}[\citet{CKST16}]\label{t:ckst14}
The worst-case POA of S1As with subadditive bidder valuations is at
least~2.
\end{theorem}
The proof of Theorem~\ref{t:ckst14} is an ingenious explicit
construction---the authors exhibit a choice of subadditive bidder
valuations and a Nash equilibrium of the corresponding S1A so that the
welfare of this equilibrium is only half of the maximum possible.
One reason that proving results like Theorem~\ref{t:ckst14} is
challenging is that it can be difficult to solve for a (bad) equilibrium
of a complex game like a S1A.







\subsection{Price-of-Anarchy Lower Bounds from Communication Complexity}

Theorem~\ref{t:ffgl2} motivates an obvious question: can we do better?
Theorem~\ref{t:ckst14} implies that the analysis in~\cite{FFGL13}
cannot be improved, but can we reduce the POA by considering a
different auction?  Ideally, the auction would still be ``reasonably
simple'' in some sense.  Alternatively, perhaps no ``simple'' auction
could be better than S1As?  If this is the case, it's not clear how to
prove it directly---proving lower bounds via explicit constructions
auction-by-auction does not seem feasible.

Perhaps it's a clue that the POA upper bound of~2 for S1As
(Theorem~\ref{t:ffgl2}) gets stuck at the same threshold for which
there is a lower bound for protocols that use polynomial communication
(Theorem~\ref{t:wm2}).  It's not clear, however, that a lower bound
for low-communication protocols has anything to do with equilibria.
Can we extract a low-communication protocol from an equilibrium?

\begin{theorem}[\citet{R14}]\label{t:condpoa2}
  Fix a class $\mathcal{V}$ of possible bidder valuations.  Suppose that, for
  some $\alpha \ge 1$, there is no nondeterministic protocol with
  subexponential (in $m$) communication for the 1-inputs of the
  following promise version of the welfare-maximization problem with
  bidder valuations in~$\mathcal{V}$:
\begin{itemize}

\item [(1)] Every allocation has welfare at most $W^*/\alpha$.

\item [(0)] There exists an allocation with welfare at least $W^*$.

\end{itemize}
Let $\epsilon$ be bounded below by some inverse polynomial function of $k$
and $m$.
Then, for every auction with sub-doubly-exponential (in $m$) strategies
per player, the worst-case POA of $\epsilon$-approximate Nash equilibria with bidder valuations in $\mathcal{V}$
is at least $\alpha$.
\end{theorem}
Theorem~\ref{t:condpoa2} says that lower bounds for nondeterministic
protocols carry over to all ``sufficiently simple'' auctions, where
``simplicity'' is measured by the number of strategies available
to each player.  These POA lower bounds follow automatically from
communication complexity lower bounds, and do not require any new
explicit constructions.

To get a feel for the simplicity constraint, note that
S1As with integral bids between 0 and~$B$ have $(B+1)^m$ strategies per
player---singly exponential in~$m$.  On the other hand, in a
``direct-revelation'' auction, where each bidder is allowed to
submit a bid on each bundle $S \subseteq M$ of items, each player has a
doubly-exponential (in $m$) number of strategies.\footnote{Equilibria can
  achieve the optimal welfare in a direct-revelation auction, so some
  bound on the number of strategies is
  necessary in Theorem~\ref{t:condpoa2}.}

The POA lower bound promised by Theorem~\ref{t:condpoa2} is only for
approximate Nash equilibria; since the POA is a worst-case measure and
the set of $\epsilon\text{-}\mathsf{NE}$ is nondecreasing with $\epsilon$, this is weaker than a
lower bound for exact Nash equilibria.  It is an open question whether
or not Theorem~\ref{t:condpoa2} holds also for the POA of exact Nash
equilibria.\footnote{Arguably, Theorem~\ref{t:condpoa2} is good enough
  for all practical purposes---a POA upper bound that holds for exact
  Nash equilibria and does not hold (at least approximately) for
  approximate Nash equilibria with very small $\epsilon$ is too brittle to
  be meaningful.}

Theorem~\ref{t:condpoa2} has a number of interesting corollaries.
First, consider the case where $\mathcal{V}$ is the set of subadditive
valuations.
Since S1As have only a singly-exponential (in $m$)
number of strategies per
player, Theorem~\ref{t:condpoa2} applies to them.  Thus,
combining it with Theorem~\ref{t:wm2} recovers the POA lower bound of
Theorem~\ref{t:ckst14}---modulo the exact vs.\ approximate Nash equilibria
issue---and shows the optimality of the upper bound in
Theorem~\ref{t:ffgl2} without an explicit construction.
Even more interestingly, this POA lower bound of~2
applies not only to S1As, but more generally to all
auctions in which each player has a sub-doubly-exponential number of
strategies.
Thus, S1As are in fact {\em optimal} among the class of
all such auctions when bidders have subadditive valuations
(w.r.t.\ the worst-case POA of $\epsilon$-approximate Nash equilibria).

We can also take $\mathcal{V}$ to be the set of all (monotone) valuations, and
then combine Theorem~\ref{t:condpoa2} with Theorem~\ref{thm_nisan} to
deduce that no ``simple'' auction gives a non-trivial (i.e.,
better-than-$k$) approximation for general bidder valuations.  We
conclude that with general valuations, complexity is essential to any
auction format that offers good equilibrium guarantees.  This
completes the proof of Theorem~\ref{t:condpoa} from the preceding
lecture and formalizes the second folklore belief in
Section~\ref{ss:when}; we restate that result here.
\begin{theorem}[\cite{R14}]
With general valuations, \emph{every} simple auction can have
equilibria with social welfare arbitrarily worse than the maximum
possible.
\end{theorem}


\subsection{Proof of Theorem~\ref{t:condpoa2}}

Presumably, the proof of Theorem~\ref{t:condpoa2} extracts a
low-communication protocol from a good POA bound.  The hypothesis of
Theorem~\ref{t:condpoa2} offers the clue that we should be looking to
construct a nondeterministic protocol.  So what could we use an
all-powerful prover for?  We'll see that a good role for the prover is
to suggest a Nash equilibrium to the players.

Unfortunately, it can be too expensive for the prover to write down
the description of a Nash equilibrium, even in S1As.  Recall that a mixed strategy is a
distribution over pure strategies, and that each player has an exponential (in
$m$) number of pure strategies available in a S1A.  Specifying a Nash equilibrium thus
requires an exponential number of probabilities.  To circumvent this
issue, we resort to approximate Nash equilibria, which are guaranteed
to exist even if we
restrict ourselves to distributions with small descriptions.  We proved
this for two-player games in Solar Lecture~1 (Theorem~\ref{t:lmm});
the same argument works for games with any number of players.
\begin{lemma}[\citet{LMM03}]\label{l:lmm}
For every $\epsilon > 0$ and every game with $k$ players with strategy sets
$A_1,\ldots,A_k$, there exists an $\epsilon$-approximate Nash equilibrium with description length
polynomial in $k$, $\log (\max_{i=1}^k |A_i|)$, and~$\tfrac{1}{\epsilon}$.
\end{lemma}
In particular, every game with a sub-doubly-exponential number of
strategies admits an approximate Nash equilibrium with subexponential
description length.

We now proceed to the proof of Theorem~\ref{t:condpoa2}.

\begin{proof}
  (of Theorem~\ref{t:condpoa2}) Fix an auction with at most $A$
  strategies per player, and a value for
  $\epsilon = \Omega(1/\mathrm{poly}(k,m))$.  Assume that, no matter what the
  bidder valuations $v_1,\ldots,v_k \in \mathcal{V}$ are, the POA of
  $\epsilon$-approximate Nash equilibria of the auction is at most
  $\rho < \alpha$.  We will show that $A$ must be doubly-exponential
  in $m$.

Consider the following nondeterministic protocol for verifying a
1-input of the welfare-maximization problem---for convincing the $k$
players that every allocation has welfare at most $W^*/\alpha$.  See
also Figure~\ref{f:condpoa}.  The
prover writes on a publicly visible blackboard an $\epsilon$-approximate
Nash equilibrium
$(\sigma_1,\ldots,\sigma_k)$ of the auction,
with description length polynomial in $k$, $\log A$, and
$\tfrac{1}{\epsilon} = O(\mathrm{poly}(k,m))$ as guaranteed by Lemma~\ref{l:lmm}.
The prover also writes down the expected welfare contribution
$\mathbf{E}\ifthenelse{\not\equal{}{}}{_{}}{}\!\left[v_i(S)\right]$ of each bidder~$i$ in this equilibrium.

\begin{figure}
\centering
\includegraphics[width=.6\textwidth]{condpoa.pdf}
\caption[Proof of Theorem~\ref{t:condpoa2}]{Proof of Theorem~\ref{t:condpoa2}.  How to extract a
  low-communication nondeterministic protocol from a good
  price-of-anarchy bound.}\label{f:condpoa}
\end{figure}

Given this advice, each player~$i$ verifies that $\sigma_i$ is indeed
an $\epsilon$-approximate best response to the other $\sigma_j$'s and that her
expected welfare is as claimed when all players play the mixed strategies
$\sigma_1,\ldots,\sigma_k$.  Crucially, player~$i$ is fully equipped
to perform both of these checks without any communication---she knows
her valuation $v_i$ (and hence her utility in each outcome of the
game) and the mixed strategies used by all players, and this is all
that is needed to verify her $\epsilon$-approximate Nash equilibrium
conditions and
compute her expected contribution to the social welfare.\footnote{These
  computations may take a super-polynomial amount of time, but they
  do not contribute to the protocol's cost.}  Player~$i$
accepts if and only if the prover's advice passes these two tests, and
if the expected welfare of the equilibrium is at most~$W^*/\alpha$.

For the protocol correctness, consider first the case of a 1-input,
where every allocation has welfare at most $W^*/\alpha$.  If the prover
writes down the description of an arbitrary $\epsilon$-approximate Nash equilibrium and the appropriate
expected contributions to the social welfare, then all of the players
will accept (the expected welfare is obviously at most $W^*/\alpha$).
We also need to argue that, for the case of a 0-input---where
some allocation has welfare at least $W^*$---there is no proof that causes
all of the players to accept.  We can assume that the prover writes
down an $\epsilon$-approximate Nash equilibrium and its correct expected welfare~$W$, as otherwise at
least one player will reject.  Because the maximum-possible welfare is
at least $W^*$ and (by assumption) the POA of $\epsilon$-approximate Nash equilibria is at most $\rho <
\alpha$, the expected welfare of the given $\epsilon$-approximate Nash equilibrium must satisfy $W \ge
W^*/\rho > W^*/\alpha$.  The players will reject such a proof, so we
can conclude that the protocol is correct.
Our assumption then implies that the protocol has communication cost
exponential in~$m$.
Since the cost of the protocol is polynomial in $k$, $m$, and $\log A$,
$A$ must be doubly exponential in $m$.
\end{proof}
Conceptually, the proof of Theorem~\ref{t:condpoa2} argues
that, when the POA of $\epsilon$-approximate Nash equilibria is small,
every $\epsilon$-approximate Nash equilibrium  provides a
privately verifiable proof of a good upper bound
on the maximum-possible welfare.  When such upper bounds require large
communication, the equilibrium description length (and hence the
number of available strategies) must be large.











\section{An Open Question}\label{s:open}



While Theorems~\ref{t:wm2}, \ref{t:ffgl2}, and~\ref{t:condpoa2}
pin down the best-possible POA achievable by simple auctions with
subadditive bidder valuations, open questions remain for
other valuation classes.  For example, a valuation~$v_i$ is {\em
  submodular} if it satisfies
\[
v_i(T \cup \{j\}) - v_i(T) \le v_i(S \cup \{j\}) - v_i(S)
\]
for every $S \subseteq T \subset M$ and $j \notin T$.  This is a
``diminishing returns'' condition for set functions.  Every monotone
submodular function is also subadditive, so welfare-maximization with
the former valuations is only easier than with the latter.

The worst-case POA of S1As is exactly $\tfrac{e}{e-1} \approx 1.58$
when bidders have submodular valuations.  The upper bound was proved
by~\citet{ST13}, the lower bound by~\citet{CKST16}.  It is an open
question whether or not there is a simple auction with a smaller
worst-case POA.  The best lower bound known---for nondeterministic
protocols and hence, by Theorem~\ref{t:condpoa2}, for the POA of
$\epsilon$-approximate Nash equilibria of simple auctions---is
$\tfrac{2e}{2e-1} \approx 1.23$~\cite{DV13}.  Intriguingly, there is an upper
bound (very slightly) better than $\tfrac{e}{e-1}$ for
polynomial-communication protocols~\citep{FV06}---can this better
upper bound also be realized as the POA of a simple auction?  What is
the best-possible approximation guarantee, either for
polynomial-communication protocols or for the POA of simple auctions?
Resolving this question would require either a novel auction format
(better than S1As), a novel lower bound technique (better than
Theorem~\ref{t:condpoa2}), or both.