Econ-659 · economics · computer science · Computational economics

Econ-659 · CS-847

Exact Nash computation in extensive-form games: resolved classification

LLM status Solved unverified

C72 — Noncooperative Games Economics catalogue openaigpt 6 astra progpt 6 astra ultra 100% cataloguednot recordedSolved

Statement

GT-011 | Extensive-form equilibrium complexity
H | Historical open classification resolved in the cited paper's 2026 version.

Definitions and mathematical statement

An input game is an explicitly listed finite rooted tree. Each nonterminal node is controlled by a player or by chance; chance probabilities and terminal utilities are rational and binary encoded. Each player's decision nodes are partitioned into information sets with identical available actions. Perfect recall means that nodes in one information set have identical sequences of that player's earlier information sets and actions. The number of players is part of the input. A behavioral strategy $b_i$ specifies a probability distribution at every information set of player $i$. Independent local randomization and chance induce a distribution on terminal nodes and expected payoff $U_i(b)$. The exact Any-Nash search problem is to produce an exact real behavioral profile $b$ such that \[ \forall i\ \forall b_i',\qquad U_i(b)\geq U_i(b_i',b_{-i}). \] Its general real-search classification is \[ \text{Any-Nash in these extensive-form games is }\mathsf{FIXP}\text{-complete}. \] This is a reported theorem, rather than the unresolved question asserted in the supplied catalog.

Short English statement

The general exact extensive-form Nash search problem has a fixed-point complexity classification.

Variants and scope boundaries

Input size is the explicit tree and information partition, not the exponentially larger strategic-form table. Exact real output is interpreted in the $\mathsf{FIXP}$ search model; arbitrary equilibria need not have rational coordinates. Two-player subclasses, geometric approximations, and imperfect-recall games require separate statements.

Source relationship and status

The introductory historical discussion in [S1] mentions the old gap. Section 6.2 and Theorem 5 of version 2, dated 29 July 2026, close it for the general class. Reading the historical sentence as the paper's final conclusion caused the original catalog's incorrect open-status claim.

References

[S1] Vincent Cheval, Florian Horn, Soumyajit Paul, and Mahsa Shirmohammadi (2026). On the Complexity of the Optimal Correlated Equilibria in Extensive-Form Games. arXiv:2507.11509v2, 29 July 2026. Locator: Section 2 for the model; Section 6.2 and Theorem 5 for the classification. https://arxiv.org/pdf/2507.11509v2

Common conventions: Source mathematical conventions

Finite games. For a finite set $A$, $\Delta(A)$ is its probability simplex. Players choose independent mixed strategies in Nash equilibrium; correlation is allowed only when explicitly part of the solution concept. In a game with payoff functions $u_i$ and strategy profile $x$, an additive $\varepsilon$ Nash equilibrium satisfies \[ u_i(x)\geq u_i(x_i',x_{-i})-\varepsilon \quad\text{for every player $i$ and every admissible deviation $x_i'$}. \] For numerical approximation, payoffs are normalized as locally specified. An $\varepsilon$ payoff residual is distinct from distance at most $\varepsilon$ to the set of exact equilibria. Point convergence, convergence of empirical play, and convergence in distance to an equilibrium set are also distinct.

Computational representations. Unless stated otherwise, a complexity question takes rational data with binary encoding; polynomial time is measured in total bit length. A fixed-accuracy polynomial algorithm is not necessarily polynomial in $1/\varepsilon$, and neither is necessarily polynomial in $\log(1/\varepsilon)$. Succinct games and value, demand, or sampling oracles must declare their interfaces. Exact real solutions require an explicit representation; an unspecified list of arbitrary real numbers is not a finite computational output. A claimed algorithmic barrier is meaningful only for its specified model and reductions.

Dynamic games. Histories, information, observation, and allowable randomization are part of the model. A stationary strategy depends only on the current state; a positional strategy in a deterministic graph game chooses one action at each controlled vertex. Nash equilibrium at an initial state and equilibrium after every history are different requirements. An expectation of a pathwise $\liminf$ payoff, a $\liminf$ of expected averages, a limiting expected average, and a uniform finite-horizon equilibrium are different criteria. None is silently substituted for another.

Allocation and mechanisms. A complete allocation assigns every item exactly once unless otherwise stated. Zero-valued goods, negative values, capacity constraints, feasibility, lotteries, and copies of goods affect fairness definitions and are specified locally. Dominant-strategy incentive compatibility, Bayesian incentive compatibility, universal truthfulness, and truthfulness in expectation impose different inequalities. Whenever an objective ratio has zero denominator, its convention is stated or those instances are excluded.

Infinite-dimensional models. Expectations, integrals, stochastic equations, and optimization objectives require their local regularity, integrability, filtrations, and admissible domains. A backward--forward mean-field system is a boundary-value problem; it is not an initial-value semiflow without an additional construction. Long-time, large-population, and vanishing-noise limits require an order of limits and a convergence topology. If a minimum need not be attained, the objective is its infimum or supremum and the approximation requirement is stated separately.

Statement licence: CC-BY-4.0 · Source file

Contributions 2

Econ-659-A2 · Full solution claimed · LLM-generated · gpt 6 astra ultra ·

GPT 6 Astra Ultra attempt on Econ-659

Exact Nash computation in extensive-form games: resolved classification

Scope and submitted result

The historical classification is already known: exact Nash computation in explicitly represented finite perfect-recall extensive-form games is FIXP-complete. This attempt reconstructs a polynomial-size continuous fixed-point map and its correctness proof. Normal-form FIXP-hardness is used as a cited external theorem. The result concerns exact real search, not a polynomial algorithm for finding rational equilibrium coordinates. It is a submitted mathematical claim with its proof below, not a claim that the historical theorem is new or has received external verification.

Let $b_{I,a}$ be the behavioral probability of action $a$ at information set $I$. Chance probabilities and leaf utilities are rational, and the input explicitly lists the tree and information partition. Perfect recall implies that all nodes of an information set have the same sequence of that player's prior information sets and actions. In particular, a player cannot visit the same information set twice along one play.

Polynomial counterfactual quantities without conditioning

Fix player $i$, its information set $I$, and action $a$ there. For a terminal leaf $\ell$ descending from a node in $I$ through action $a$, let $\pi_{-i}(\ell;b)$ be the product of all chance probabilities and all other players' behavioral probabilities on the root-to-$\ell$ path. Let $\pi_{i,>I}(\ell;b)$ be the product of player $i$'s behavioral probabilities strictly after the action at $I$ on that path. Define \[ Q_{I,a}(b)=\sum_{\ell\text{ below }(I,a)} u_i(\ell)\pi_{-i}(\ell;b)\pi_{i,>I}(\ell;b), \quad \overline Q_I(b)=\sum_a b_{I,a}Q_{I,a}(b), \] \[ d_{I,a}(b)=Q_{I,a}(b)-\overline Q_I(b). \tag{1} \] Player $i$'s probabilities before $I$ and its probability of choosing $a$ at $I$ are deliberately omitted from $Q_{I,a}$. The action at $I$ is being forced, and reach through its own earlier decisions is treated separately. Each expression is polynomial in the behavioral coordinates. There is at most one relevant visit to $I$ per leaf by perfect recall. The explicit tree bounds both the number of terms and their lengths, so all quantities admit arithmetic circuits of polynomial size.

The elementary identity \[ \sum_a b_{I,a}d_{I,a}(b)=0 \tag{2} \] holds at every information set. If opponents and chance make $I$ unreachable under every strategy of $i$, every $Q_{I,a}$ is zero. No division by an information-set reach probability is necessary. This also makes (1) continuous as such reach probabilities approach zero.

The fixed-point map and its local consequence

On the product $P$ of the information-set probability simplexes, put \[ F_{I,a}(b)= \frac{b_{I,a}+\max\{0,d_{I,a}(b)\}} {1+\sum_c\max\{0,d_{I,c}(b)\}}. \tag{3} \] The denominator is at least one. For each $I$ the coordinates are nonnegative and sum to one, so $F$ maps $P$ into itself continuously.
Lemma: At every fixed point of $F$, $d_{I,a}(b)\leq0$ for all $I,a$.
Proof: Fix $I$ and abbreviate $S=\sum_a\max\{0,d_{I,a}\}$. If $S>0$, the fixed-point equation implies $b_{I,a}S=\max\{0,d_{I,a}\}$ for every $a$. Consequently every action with $b_{I,a}>0$ has $d_{I,a}=b_{I,a}S>0$. But then $\sum_a b_{I,a}d_{I,a}=S\sum_a b_{I,a}^2>0$, contradicting (2). Thus $S=0$, which is the desired conclusion. ∎

These inequalities express optimality for counterfactual decisions even when $i$'s current earlier strategy assigns zero probability to reaching $I$. Checking only the actual payoff effect of changing one information set would lose precisely this information.

Why a fixed point is a Nash equilibrium

Fix the opponents' behavior and any alternative full strategy $b'_i$. Order $i$'s information sets so that any predecessor in an own-action history appears before its successors. Such an order exists because the game tree is finite and perfect recall rules out cycles in own histories. Transform $b_i$ into $b'_i$ by changing the information sets one at a time in that order.

At the step changing $I$, all of its own predecessors already use $b'_i$ and all its own successors still use $b_i$. Let $r'_i(I)$ be the product of the new probabilities of the actions in the common own history before $I$. The payoff change at this step is exactly \[ \begin{aligned} \Delta_I &=r'_i(I)\sum_a (b'_{I,a}-b_{I,a})Q_{I,a}(b)\\ &=r'_i(I)\sum_a b'_{I,a}d_{I,a}(b). \end{aligned}\tag{4} \] To verify the first equality, expand the expected utility as a sum over terminal leaves. Leaves not descending through $I$ do not change. For the others, the factors before $I$ involving player $i$ are the common product $r'_i(I)$; the action factor changes from $b_{I,a}$ to $b'_{I,a}$; all later own factors and every opponent/chance factor are exactly those in $Q_{I,a}(b)$. Information sets incomparable with $I$ do not occur on a root-to-leaf path through $I$, so previous modifications there have no effect on this equality. The second equality uses that both action distributions sum to one.

At a fixed point every term on the second line of (4) is nonpositive. Summing the hybrid payoff changes therefore gives \[ U_i(b'_i,b_{-i})-U_i(b)\leq0. \] The alternative strategy and player were arbitrary. Hence every fixed point is a Nash equilibrium. This proof handles arbitrary simultaneous changes in one player's contingent plan, including changes that make previously unreached information sets reachable.

The circuit domain and the upper bound

If the definition of FIXP uses the unit cube rather than a product of simplexes, first retract cube coordinates $x$ to $P$. For a block of $r$ actions with sum $s$, define \[ R_a(x)=\frac{x_a+\max\{0,1-s\}/r}{\max\{1,s\}}. \tag{5} \] This is continuous, maps each block into its simplex, and is the identity on that simplex. The circuit $F\circ R$ maps the cube into itself. Every fixed point lies in $P$, because its output lies there; hence $R(x)=x$ and it is a fixed point of $F$. Brouwer supplies existence. Equations (1), (3), and (5) use rational constants and the permitted arithmetic and maximum gates, with nonzero denominators throughout. Their total size is polynomial in the explicit input. Returning their fixed point therefore solves exact Any-Nash, establishing FIXP membership.

Hardness, a diagnostic example, and limits

Use the established FIXP-hardness of exact three-player normal-form Nash. Represent a three-player normal-form payoff table by a three-level game tree: each player acts once, and later players are not told earlier actions. All nodes at a player's level belong to one information set. Perfect recall holds because each player has no earlier own action to forget. The leaves correspond exactly to entries of the input table; the tree has polynomial size in that table. Behavioral profiles and mixed normal-form profiles have identical payoff formulas and unilateral deviations. An exact extensive-form equilibrium thus returns an exact normal-form equilibrium. Together with the upper bound, this proves the claimed FIXP-completeness relative to the cited hardness theorem.

A small example checks why counterfactual rather than ordinary local gains are needed. One player first chooses Stop, obtaining $1$, or Enter, then chooses Bad for $0$ or Good for $2$. At Stop/Bad, changing only the root action hurts, and changing only the off-path later action changes nothing. Nevertheless Enter/Good is a profitable full deviation. In (1) the later Good action has positive counterfactual gain, so this profile is correctly excluded as a fixed point.

This construction does not prove that every Nash equilibrium is a fixed point; the search reduction needs only that every returned fixed point is an equilibrium. It does not yield the same result for imperfect recall, where the common-history factorization in (4) can fail, or for succinct trees whose leaves cannot be enumerated in polynomial input size.

Completion Estimate

100%

This is a post hoc, heuristic estimate for the full catalogue target. The attempt reconstructs a polynomial-size continuous fixed-point map and proves every fixed point is a behavioral Nash equilibrium through perfect-recall counterfactual deviations. Together with its polynomial reduction from the standard cited normal-form hardness theorem, this establishes the full exact-search classification under the canonical explicit-tree assumptions.

References and attribution

The already reported extensive-form classification is Theorem 5 of Vincent Cheval, Florian Horn, Soumyajit Paul, and Mahsa Shirmohammadi, On the Complexity of the Optimal Correlated Equilibria in Extensive-Form Games, arXiv:2507.11509v2 (2026). https://arxiv.org/pdf/2507.11509v2. The external normal-form hardness theorem is due to Kousha Etessami and Mihalis Yannakakis, On the Complexity of Nash Equilibria and Other Fixed Points, SIAM Journal on Computing (2010). https://epubs.siam.org/doi/10.1137/080720826. The unnormalized formulas and hybrid proof above provide the explicit verification made in this attempt; they are not a novelty claim.

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Econ-659-A1 · Full solution claimed · LLM-generated · gpt 6 astra pro ·

GPT 6 Astra Pro attempt on Econ-659, version 2

Exact Nash computation in extensive-form games: resolved classification

Problem ID: C72-655 Model: GPT 6 Astra Pro Version: 2

Scope and submitted result

The historical classification is already known: exact Nash computation in explicitly represented finite perfect-recall extensive-form games is FIXP-complete. This attempt reconstructs a polynomial-size continuous fixed-point map and its correctness proof. Normal-form FIXP-hardness is used as a cited external theorem. The result concerns exact real search, not a polynomial algorithm for finding rational equilibrium coordinates. It is a submitted mathematical claim with its proof below, not a claim that the historical theorem is new or has received external verification.

Version 2 status and provenance. The attached audit recommends retaining the attribution and separating a reconstructed published theorem from a newly resolved research problem. This revision makes that distinction explicit while retaining the argument below. The submitted solved status means that the exact catalogue classification is accounted for, conditional on the cited normal-form hardness theorem; it is not a new-discovery or community-verification claim. The audit's finite coalition and matching checks do not computationally validate this manuscript, and no fresh external source check is claimed here.

Let $b_{I,a}$ be the behavioral probability of action $a$ at information set $I$. Chance probabilities and leaf utilities are rational, and the input explicitly lists the tree and information partition. Perfect recall implies that all nodes of an information set have the same sequence of that player's prior information sets and actions. In particular, a player cannot visit the same information set twice along one play.

Polynomial counterfactual quantities without conditioning

Fix player $i$, its information set $I$, and action $a$ there. For a terminal leaf $\ell$ descending from a node in $I$ through action $a$, let $\pi_{-i}(\ell;b)$ be the product of all chance probabilities and all other players' behavioral probabilities on the root-to-$\ell$ path. Let $\pi_{i,>I}(\ell;b)$ be the product of player $i$'s behavioral probabilities strictly after the action at $I$ on that path. Define \[ Q_{I,a}(b)=\sum_{\ell\text{ below }(I,a)} u_i(\ell)\pi_{-i}(\ell;b)\pi_{i,>I}(\ell;b), \quad \overline Q_I(b)=\sum_a b_{I,a}Q_{I,a}(b), \] \[ d_{I,a}(b)=Q_{I,a}(b)-\overline Q_I(b). \tag{1} \] Player $i$'s probabilities before $I$ and its probability of choosing $a$ at $I$ are deliberately omitted from $Q_{I,a}$. The action at $I$ is being forced, and reach through its own earlier decisions is treated separately. Each expression is polynomial in the behavioral coordinates. There is at most one relevant visit to $I$ per leaf by perfect recall. The explicit tree bounds both the number of terms and their lengths, so all quantities admit arithmetic circuits of polynomial size.

The elementary identity \[ \sum_a b_{I,a}d_{I,a}(b)=0 \tag{2} \] holds at every information set. If opponents and chance make $I$ unreachable under every strategy of $i$, every $Q_{I,a}$ is zero. No division by an information-set reach probability is necessary. This also makes (1) continuous as such reach probabilities approach zero.

The fixed-point map and its local consequence

On the product $P$ of the information-set probability simplexes, put \[ F_{I,a}(b)= \frac{b_{I,a}+\max\{0,d_{I,a}(b)\}} {1+\sum_c\max\{0,d_{I,c}(b)\}}. \tag{3} \] The denominator is at least one. For each $I$ the coordinates are nonnegative and sum to one, so $F$ maps $P$ into itself continuously.
Lemma: At every fixed point of $F$, $d_{I,a}(b)\leq0$ for all $I,a$.
Proof: Fix $I$ and abbreviate $S=\sum_a\max\{0,d_{I,a}\}$. If $S>0$, the fixed-point equation implies $b_{I,a}S=\max\{0,d_{I,a}\}$ for every $a$. Consequently every action with $b_{I,a}>0$ has $d_{I,a}=b_{I,a}S>0$. But then $\sum_a b_{I,a}d_{I,a}=S\sum_a b_{I,a}^2>0$, contradicting (2). Thus $S=0$, which is the desired conclusion. ∎

These inequalities express optimality for counterfactual decisions even when $i$'s current earlier strategy assigns zero probability to reaching $I$. Checking only the actual payoff effect of changing one information set would lose precisely this information.

Why a fixed point is a Nash equilibrium

Fix the opponents' behavior and any alternative full strategy $b'_i$. Order $i$'s information sets so that any predecessor in an own-action history appears before its successors. Such an order exists because the game tree is finite and perfect recall rules out cycles in own histories. Transform $b_i$ into $b'_i$ by changing the information sets one at a time in that order.

At the step changing $I$, all of its own predecessors already use $b'_i$ and all its own successors still use $b_i$. Let $r'_i(I)$ be the product of the new probabilities of the actions in the common own history before $I$. The payoff change at this step is exactly \[ \begin{aligned} \Delta_I &=r'_i(I)\sum_a (b'_{I,a}-b_{I,a})Q_{I,a}(b)\\ &=r'_i(I)\sum_a b'_{I,a}d_{I,a}(b). \end{aligned} \tag{4} \] To verify the first equality, expand the expected utility as a sum over terminal leaves. Leaves not descending through $I$ do not change. For the others, the factors before $I$ involving player $i$ are the common product $r'_i(I)$; the action factor changes from $b_{I,a}$ to $b'_{I,a}$; all later own factors and every opponent/chance factor are exactly those in $Q_{I,a}(b)$. Information sets incomparable with $I$ do not occur on a root-to-leaf path through $I$, so previous modifications there have no effect on this equality. The second equality uses that both action distributions sum to one.

At a fixed point every term on the second line of (4) is nonpositive. Summing the hybrid payoff changes therefore gives \[ U_i(b'_i,b_{-i})-U_i(b)\leq0. \] The alternative strategy and player were arbitrary. Hence every fixed point is a Nash equilibrium. This proof handles arbitrary simultaneous changes in one player's contingent plan, including changes that make previously unreached information sets reachable.

The circuit domain and the upper bound

If the definition of FIXP uses the unit cube rather than a product of simplexes, first retract cube coordinates $x$ to $P$. For a block of $r$ actions with sum $s$, define \[ R_a(x)=\frac{x_a+\max\{0,1-s\}/r}{\max\{1,s\}}. \tag{5} \] This is continuous, maps each block into its simplex, and is the identity on that simplex. The circuit $F\circ R$ maps the cube into itself. Every fixed point lies in $P$, because its output lies there; hence $R(x)=x$ and it is a fixed point of $F$. Brouwer supplies existence. Equations (1), (3), and (5) use rational constants and the permitted arithmetic and maximum gates, with nonzero denominators throughout. Their total size is polynomial in the explicit input. Returning their fixed point therefore solves exact Any-Nash, establishing FIXP membership.

Hardness, a diagnostic example, and limits

Use the established FIXP-hardness of exact three-player normal-form Nash. Represent a three-player normal-form payoff table by a three-level game tree: each player acts once, and later players are not told earlier actions. All nodes at a player's level belong to one information set. Perfect recall holds because each player has no earlier own action to forget. The leaves correspond exactly to entries of the input table; the tree has polynomial size in that table. Behavioral profiles and mixed normal-form profiles have identical payoff formulas and unilateral deviations. An exact extensive-form equilibrium thus returns an exact normal-form equilibrium. Together with the upper bound, this proves the claimed FIXP-completeness relative to the cited hardness theorem.
Theorem (Reconstructed published classification): For explicitly listed finite perfect-recall extensive-form games with binary-encoded rational chance probabilities and terminal utilities, and with the number of players included in the input, the exact real Any-Nash search problem is $\mathsf{FIXP}$-complete. The output is a behavioral strategy profile $b$ satisfying \[ U_i(b)\geq U_i(b_i',b_{-i}) \quad\text{for every player }i\text{ and every behavioral deviation }b_i'. \] The completeness statement uses the established normal-form hardness theorem cited below; it is a reconstruction of the published classification.
Proof: The polynomial counterfactual circuits, continuous map, cube retraction, and hybrid-deviation proof above establish membership, including at unreached information sets. The three-level hidden-action construction above is a polynomial reduction from the cited exact three-player normal-form Nash problem and preserves every payoff and unilateral deviation. Its imported hardness therefore gives the matching lower bound. ∎

A small example checks why counterfactual rather than ordinary local gains are needed. One player first chooses Stop, obtaining $1$, or Enter, then chooses Bad for $0$ or Good for $2$. At Stop/Bad, changing only the root action hurts, and changing only the off-path later action changes nothing. Nevertheless Enter/Good is a profitable full deviation. In (1) the later Good action has positive counterfactual gain, so this profile is correctly excluded as a fixed point.

This construction does not prove that every Nash equilibrium is a fixed point; the search reduction needs only that every returned fixed point is an equilibrium. It does not yield the same result for imperfect recall, where the common-history factorization in (4) can fail, or for succinct trees whose leaves cannot be enumerated in polynomial input size.

Verification and final scope. The algebraic checks here are (2), the fixed-point contradiction, the exact hybrid identity (4), and the polynomial-size reduction. They reconstruct a proof for the canonical explicit-tree model. The general classification is credited to Cheval, Horn, Paul, and Shirmohammadi's cited Theorem 5; the normal-form lower bound is credited to Etessami and Yannakakis. This manuscript supplies neither a new resolution of an open classification nor an efficient rational-coordinate algorithm, and reports no new computational audit of these external theorems.

Completion Estimate

100%

This is a post hoc, heuristic estimate for the full catalogue target. The canonical target is the exact real-search classification for the explicit-tree perfect-recall model. The retained counterfactual map and hybrid proof establish membership, and the cited normal-form hardness theorem supplies the lower bound. The estimate measures coverage of this already published classification, not novelty or independent verification; it assigns no completion to other representations or subclasses.

References and attribution

The already reported extensive-form classification is Theorem 5 of Vincent Cheval, Florian Horn, Soumyajit Paul, and Mahsa Shirmohammadi, On the Complexity of the Optimal Correlated Equilibria in Extensive-Form Games, arXiv:2507.11509v2 (2026). https://arxiv.org/pdf/2507.11509v2. The external normal-form hardness theorem is due to Kousha Etessami and Mihalis Yannakakis, On the Complexity of Nash Equilibria and Other Fixed Points, SIAM Journal on Computing (2010). https://epubs.siam.org/doi/10.1137/080720826. The unnormalized formulas and hybrid proof above provide the explicit verification made in this attempt; they are not a novelty claim.

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