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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>On a Local Search for Hexamatrix Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrei Orlov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexander Strekalovsky</string-name>
          <email>strekal@icc.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Matrosov Institute for System Dynamics and Control Theory of Siberian Branch of RAS</institution>
          ,
          <addr-line>Irkutsk</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <fpage>477</fpage>
      <lpage>488</lpage>
      <abstract>
        <p>The problem of nding a Nash equilibrium in polymatrix game of three players (hexamatrix game) is considered. For the equivalent nonconvex optimization problem an issue of local search is investigated. First, we study the special local search method (SLSM), based on the linearization of the original problem with respect to basic nonconvexity. Then the new local search procedure is elaborated. This procedure uses the bilinear structure of the objective function and is based on the consecutive solving of auxiliary linear programs. At the end of the paper the results of comparative computational simulation for two local search methods are presented and analyzed.</p>
      </abstract>
      <kwd-group>
        <kwd>Polymatrix games</kwd>
        <kwd>hexamatrix games</kwd>
        <kwd>global search theory</kwd>
        <kwd>local search</kwd>
        <kwd>computational simulation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        As known, the e cient numerical methods for solving problems of Game Theory is
the important issue of the contemporary mathematical optimization [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. One of the
conventional concept of a solution in Game Theory is a Nash equilibrium. In such a
point for none of the players it is not pro table to change own strategy alone.
Unfortunately, there are no e cient algorithms for nding Nash equilibria in the games of a
general form with a large number of proper players' strategies. From the optimization
viewpoint even classical bimatrix game has a nonconvex structure [
        <xref ref-type="bibr" rid="ref16 ref7">7, 16</xref>
        ], because a
problem of nding a Nash equilibrium in such a game is equivalent to some
nonconvex bilinear programming problem. Therefore classical optimization methods are not
directly applicable for solving bimatrix games.
      </p>
      <p>
        The new nonconvex optimization approach to numerical nding of Nash equilibria
in bimatrix games, based on Mills theorem [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and Global Search Theory (GST) [
        <xref ref-type="bibr" rid="ref10 ref12">10,
12</xref>
        ], demonstrated e ciency for large-scale problems [
        <xref ref-type="bibr" rid="ref16 ref19 ref7">7, 16, 19</xref>
        ]. Recently, the
theoretical foundation for nding Nash equilibrium in polymatrix games [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] (generalization
of Mills theorem) was developed [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In particular, polymatrix game of three
players (hexamatrix game) can be reduced to the nonconvex mathematical optimization
problem with triple bilinear structure in the objective function [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>Copyright c by the paper's authors. Copying permitted for private and academic purposes.
In: A. Kononov et al. (eds.): DOOR 2016, Vladivostok, Russia, published at http://ceur-ws.org</p>
      <p>
        The reduced problem belongs to the class of nonconvex optimization problems with
functions of A.D. Alexandrov, since it is easy to show that a bilinear function can be
represented as the di erence of two convex functions [
        <xref ref-type="bibr" rid="ref16 ref7">7, 16</xref>
        ]. Such functions are called
d.c. functions [
        <xref ref-type="bibr" rid="ref1 ref10 ref12">1, 10, 12</xref>
        ]. Therefore, in order to solve this problem the Global Search
Theory for d.c. minimization (maximization) problems [
        <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
        ] can be applied. The rst
results of its application to hexamatrix games can be found in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        According to GST, one of the key elements of global search algorithms in the reduced
problems is specialized local search methods, taking into account the structure of the
problem under investigation [
        <xref ref-type="bibr" rid="ref11 ref13 ref15 ref17">11, 13, 15, 17</xref>
        ]. Our experience shows that the e ciency of
the whole Global Search Algorithm depends heavily on the e ciency of Local Search.
      </p>
      <p>
        In this paper two local search methods for hexamatrix games are studied. The
rst method employs the d.c. structure of the problem in question and applies the
linearization of the problem with respect to the basic nonconvexity [
        <xref ref-type="bibr" rid="ref10 ref13 ref18">10, 13, 18</xref>
        ]. The
second method is based on the consecutive solving of auxiliary linear programs and
employs the bilinearity of the objective function [
        <xref ref-type="bibr" rid="ref16 ref17 ref7">7, 16, 17</xref>
        ]. The results of comparative
computational simulation for these methods are presented and analyzed.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Problem Formulation</title>
      <p>Consider the following hexamatrix game with mixed strategies</p>
      <p>F1(x; y; z) , hx; A1y + A2zi " max; x 2 Sm ; 9</p>
      <p>x &gt;&gt;
F2(x; y; z) , hy; B1x + B2zi " max; y 2 Sn ; =</p>
      <p>y
F3(x; y; z) , hz; C1x + C2yi " max; z 2 Sl ; &gt;;&gt;
z
where Sp = fu = (u1; : : : ; up)T 2 IRp
ui
0;
p = m; n; l:
De nition 1. a) The triple (x ; y ; z ) 2 Sm</p>
      <p>Sl satisfying the inequalities
p
X ui = 1g;
i=1</p>
      <p>Sn
v1 = v1(x ; y ; z ) , F1(x ; y ; z )
v2 = v2(x ; y ; z ) , F2(x ; y ; z )
v3 = v3(x ; y ; z ) , F3(x ; y ; z )</p>
      <p>F1(x; y ; z ) 8x 2 Sm ; 9</p>
      <p>=
F2(x ; y; z ) 8y 2 Sn ;
F3(x ; y ; z) 8z 2 Sl ;
will be henceforth called a Nash equilibrium point in the game
3 = (A; B; C) (A = (A1; A2), B = (B1; B2), C = (C1; C2)). Herewith, the strategies
x , y , and z will be called the equilibrium strategies.</p>
      <p>b) The numbers v1 , v2 , and v3 will be called the payo s of players 1, 2, and 3,
respectively, at the equilibrium point (x ; y ; z ).</p>
      <p>c) Denote the set of all Nash equilibrium points of the game
3 = (A; B; C) by N E = N E( 3) = N E( (A; B; C)).</p>
      <p>
        It is well known that in the case of the game 3 = (A; B; C) due to Nash's
Theorem [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], there exists a Nash equilibrium point in mixed strategies.
      </p>
      <p>From the viewpoint of a real numerical search the following de nition of
approximate Nash equilibrium point is appropriated.
De nition 2. The triple (x0; y0; z0) 2 Sm
Sn</p>
      <p>Sl =: S satisfying the inequalities
will be called an "-Nash equilibrium point for the game 3 ((x0; y0; z0) 2 N E( 3; ")).</p>
      <p>
        Further consider the following optimization problem (
, (x; y; z; ; ; )):
( ) , hx; A1y + A2zi + hy; B1x + B2zi+
+hz; C1x + C2yi " max ;
2 D , f(x; y; z; ; ; ) 2 IRm+n+l+3 j x 2 Sm; y 2 Sn; z 2 Sl ; &gt;
A1y + A2z em; B1x + B2z en; C1x + C2y elg ; &gt;;
9
&gt;
&gt;
=
(P)
where ep = (1; 1; :::; 1) 2 IRp; p = m; n; l:
Lemma 1. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] The objective function of Problem (P) is nonpositive at each feasible
point:
( ) =
(x; y; z; ; ; )
Proposition 1. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] Suppose, the point (x0; y0; z0; 0; 0; 0) is an "-solution to
Problem (P). Then the triple (x0; y0; z0) is the "-Nash equilibrium point for the game
3 = (A; B; C): (x0; y0; z0) 2 N E( 3; ").
      </p>
      <p>
        Thus, the seeking for a Nash equilibrium can be carried out by approximate solving
Problem (P). To this end, we propose to use the Global Search Theory mentioned
above [
        <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
        ]. According to this Theory the global search consists of two principal
stages: 1) a local search, which takes into account the structure of the problem under
scrutiny; 2) the procedures based on Global Optimality Conditions (GOC) [
        <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
        ],
allow improving the point provided the local search method, in other words, to escape
a local pit.
      </p>
      <p>The reminder of the paper will be devoted to the rst stage of the approach.</p>
      <p>Local Search Method for D.C. Formulation of Problem (P )
It can be readily seen that the objective function of Problem (P) (which is the special
kind of quadratic functions with bilinear structure) is a d.c. function, since it can be
represented as a di erence of two convex functions, for example, in the following way:
(x; y; z; ; ; ) = h0(x; y; z) g0(x; y; z; ; ; ) ;</p>
      <p>1
h0(x; y; z) = 4 kx + A1yk2 + kx + A2zk2+
+kB1x + yk2 + ky + B2zk2 + kC1x + zk2 + kC2y + zk2 ;</p>
      <p>1
g0( ) = 4 kx A1yk2 + kx A2zk2 + ky B1xk2 + ky
+kC1x
zk2 + kC2y
zk2 +
+
+ :</p>
      <p>B2zk2+ &gt;&gt;
&gt;
&gt;
&gt;
&gt;
;
9
&gt;
&gt;
&gt;
&gt;
&gt;
&gt;
=
(1)
(2)
Besides, one can show that these functions are convex on (x; y; z) and , respectively.</p>
      <p>
        Thus, the rst method of local search, which can be suggested here, is the Special
Local Search Method (SLSM) for d.c. programming [
        <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
        ]. This method, well known
as the DCA [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], is based on a solving the sequence of problems linearized with respect
to basic nonconvexity and exploits the d.c. structure of Problem (P).
      </p>
      <p>In terms of Problem (P) the scheme of the SLSM can be written in the following
way. Let 0 = (x0; y0; z0; 0; 0; 0) 2 D be a starting point. Further if one has the
point s 2 D (at a current iteration), then the next point s+1 2 D is an approximate
solution of the linearized (at the point s 2 D) problem:
s( ) , g0( ) + has; xi + hbs; yi + hcs; zi # min;
2 D ;
(PL( s))
where
where
as ,
bs ,
cs ,
[2xs + A1ys + (B1xs + ys)B1 + A2zs + (C1xs + zs)C1] ;
[2ys + B1xs + (xs + A1ys)A1 + B2zs + (C1ys + zs)C2] ;
[2zs + C1xs + (xs + A2zs)A2 + C2ys + (ys + B2zs)B2] :</p>
      <p>1
s &gt; 0; s = 0; 1; 2; :::; X
s</p>
      <p>+1 ;
s=0
be given. Then the next iteration s+1 2 D is constructed to satisfy the following
inequality:</p>
      <p>
        The convergence theorem will be presented here in terms of Problem (P). Note that
the objective function of Problem (P) is bounded below due to Theorem 1 and Nash's
Theorem.
Theorem 2. [
        <xref ref-type="bibr" rid="ref10 ref12 ref16">10, 12, 16</xref>
        ] The sequence f sg generated by the rule (3) satis es the
following conditions:
a) lim [V(PL( s)) s( s+1)] = 0, where V(PL( s)) is the optimal value of
Probs!1
lem (PL( s)).
      </p>
      <p>b) If the function h0( ) is strongly convex, then we have lim k s s+1k = 0.
s!1
c) Any limit point ^ of the sequence f sg generated by the SLSM is a solution of
the linearized problem (PL(^)).</p>
      <p>
        The point ^ be called a critical (with respect to the SLSM) point to Problem (P).
The resulting critical point will also satisfy classical rst order stationarity condition
[
        <xref ref-type="bibr" rid="ref10 ref12 ref16">10, 12, 16</xref>
        ].
      </p>
      <p>
        In the implementation of the SLSM the following inequality can be used as a
stopping criterion:
s( s)
where &gt; 0 is the given accuracy. If s =2 then point s will be -critical point to
Problem (P) with respect to the SLSM [
        <xref ref-type="bibr" rid="ref10 ref12 ref16">10, 12, 16</xref>
        ].
4
      </p>
      <p>
        "Mountain Climbing" Procedure
The second idea of a local search in Problem (P) nds its roots in the "mountain
climbing" procedure, which is proposed by H. Konno [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] for the bilinear programming
problems. To implement this idea for Problem (P), rst, let us split variables in several
groups, and, after that, solve a sequence of specially constructed linear programming
(LP) problems with respect to these groups of variables. Wherein, in contrast to results
of H. Konno, and analogous early publications, the auxiliary linear programs can be
solved approximately.
      </p>
      <p>
        Similar idea of a local search have previously demonstrated its e ciency in bimatrix
games [
        <xref ref-type="bibr" rid="ref16 ref19 ref7">7, 16, 19</xref>
        ], bilinear programming problems [
        <xref ref-type="bibr" rid="ref16 ref6">6, 16</xref>
        ], and bilevel problems [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>In order to describe the method, consider the following LP problems:
f (v;w)(x; ) , hx; (A1 + B1T )v + (A2 + C1T )wi
1</p>
      <p>(x; ) 2 X(v; w; ) , f(x; ) j x 2 Sm;</p>
      <p>B1x en B2w; C1x el C2vg ;
f (u;w)(y; ) , hy; (B1 + A1T )u + (B2 + C2T )wi
2</p>
      <p>(y; ) 2 Y (u; w; ) , f(y; ) j y 2 Sn;</p>
      <p>A1y em A2w; C2y el C1ug ;
f (u;v)(z; ) , hz; (C1 + A2T )u + (C2 + B2T )vi
3</p>
      <p>(z; ) 2 Z(u; v; ) , f(z; ) j z 2 Sl;
A2z em A1v; B2z en B1ug :
" m(x;ax) ; 9&gt;=
" m(y;ax) ; 9&gt;=
" m(z;ax) ; 9&gt;=
&gt;
;
&gt;
;
&gt;
;
Here (u; v; w; ; ; ) 2 D is a feasible solution to Problem (P).
(LPx(v; w; ))
(LPy(u; w; ))
(LPz(u; v; ))</p>
      <p>It is easy to see that these problems will be feasible and bounded due to the
boundedness from above of the function ( ) on the set D by Lemma 1.</p>
      <p>Let (x0; y0; z0; 0; 0; 0) 2 D be a starting point. For example, one can use the
barycenters of standard simplexes as follows:
xi0 =
1 1</p>
      <p>; i = 1; :::; m; yj0 = ; j = 1; :::; n;
m n
0 = max(A1y0 + A2z0)i;
i</p>
      <p>1
zt0 = ; t = 1; :::; l ;</p>
      <p>l
0 = max(B1x0 + B2z0)j ;</p>
      <p>j
0 = max(C1x0 + C2y0)t :</p>
      <p>t
Y Z -procedure
(4)
Step 0. Set s := 1, ys := y0, zs := z0, s := 0.</p>
      <p>Step 1. Using an LP technique, nd a s=3-solution (xs+1; s+1) to Problem
(LPx(ys; zs; s)), so that the following inequality holds:
f1s(xs+1; s+1) + s=3 := f (ys;zs)(xs+1; s+1) + s=3 ,</p>
      <p>1
= hxs+1; (A1 + B1T )ys + (A2 + C1T )zsi s+1 + s=3
sup ff1s(x; ) j (x; ) 2 X(ys; zs; s)g :
(x; )</p>
      <p>Step 2. Find a s=3-solution (ys+1; s+1) to Problem (LPy(xs+1; zs; s)), so that
the following inequality takes place:
f2s(ys+1; s+1) + s=3 := f (xs+1;zs)(ys+1; s+1) + s=3 ,</p>
      <p>2
= hys+1; (B1 + A1T )xs+1 + (B2 + C2T )zsi s+1 + s=3
sup ff2s(y; ) j (y; ) 2 Y (xs+1; zs; s)g :
(y; )</p>
      <p>Step 3. Find a s=3-solution (zs+1; s+1)
(LPz(xs+1; ys+1; s+1)), so that the following inequality holds:
to</p>
      <p>Problem
f3s(zs+1; s+1) + s=3 := f (xs+1;ys+1)(zs+1; s+1) + s=3 ,</p>
      <p>3
= hzs+1; (C1 + A2T )xs+1 + (C2 + B2T )ys+1i s+1 + s=3
sup ff3s(z; ) j (z; ) 2 Z(xs+1; ys+1; s+1)g :
(z; )
Step 4. Set s := s + 1, and loop to Step 1.</p>
      <p>Note that the whole point (x0; y0; z0; 0; 0; 0) is not required to start the Y Z
procedure, only the part (y0; z0; 0) is su cient.</p>
      <p>The following convergence result of the local search method described above takes
place.
1
Theorem 3. Suppose, s &gt; 0; s = 0; 1; 2; : : : ; P s &lt; +1. Then the sequence of
s=0
vectors s , (xs; ys; zs; s; s; s), produced by the Y Z -procedure, converges to the
point ^ , (x^; y^; z^; ^; ^; ^), which satis es the following inequalities:
(^)
(x; y^; z^; ^; ; ^) 8(x; ) 2 X(y^; z^; ^) ;
(^)
(^)
(x^; y; z^; ^; ^; ) 8(y; ) 2 Y (x^; z^; ^) ;
(x^; y^; z; ; ^; ^) 8(z; ) 2 Z(x^; y^; ^) :</p>
      <p>
        Note, here we present the convergence result for sequence f sg, in contrast to the
theorem from [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], where the convergence of numerical sequence f sg was studied only.
De nition 3. Any 6-tuple ^, satisfying the inequalities (5), (6), and (7), will
henceforth be called a critical point to Problem (P). If the inequalities (5), (6), and (7) are
satis ed with certain accuracy at some point, then this point is called the approximate
critical point.
      </p>
      <p>It can be readily seen, that this concept of a critical point to Problem (P) is due
to the structure of the proposed local search method. Moreover, the structure of the
Y Z -procedure suggests using the following inequalities as the stopping criterion:
f1s(xs+1; s+1)</p>
      <p>f1s(xs; s)
f2s(ys+1; s+1)
f3s(zs+1; s+1)
f2s(ys; s)
f3s(zs; s)
3
3
3
;
;
;
where &gt; 0 is the given accuracy.</p>
      <p>Note that summing three inequalities (8){(10), the conventional for classical
numerical methods criterion s+1 s is obtained. Wherein usage of the system
(8){(10) instead of this inequality agrees with the goal of the local search ( nding a
critical point which is a partial global solution to Problem (P) with respect to three
pairs of variables).</p>
      <p>It can be shown that when at the iteration s of the Y Z -procedure the system (8){
(10) is ful lled, we obtain an approximate critical point to Problem (P) in the sense
of De nition 3.</p>
      <p>Now let us move on to a description of a numerical experiment.
5</p>
    </sec>
    <sec id="sec-3">
      <title>Computational Simulations</title>
      <p>
        The both local search methods have been implemented with the help of MATLAB 7.11
R2010b [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Auxiliary LP problems and convex quadratic problems have been solved by
IBM ILOG CPLEX 12.6.2 subroutines "cplexlp" and
"cplexqp" [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], respectively, with settings on default. This package shows the
considerable advantages with respect to standard MATLAB subroutines "linprog" and
"quadprog". The computer with Intel Core i5-2400 CPU (3.1 GHz), 4 Gb RAM has been
used.
      </p>
      <p>Test hexamatrix games were randomly generated by the relevant subroutines of
MATLAB by the following rules. Pseudorandom elements of matrices A1, A2, B1,
B2, C1, and C2 have an uniform distribution and were choosing with the accuracy
10 3 from the interval ] 10; 10[, when minfm; n; lg 10, and from the interval
] minfm; n; lg; minfm; n; lg[, when minfm; n; lg &gt; 10.
(6)
(7)
(8)
(9)
(10)</p>
      <p>The starting point for both methods was chosen according to the formula (4). The
accuracy of the stopping criteria was = 10 3.</p>
      <p>Firstly, let us present the results of the SLSM testing on the problem series of
dimension (m + n + l) from (5 + 5 + 5) up to (50 + 50 + 50), that speci ed in Table
1. There was 1000, 100, and 10 problems in each series depending on the dimension of
the problems (see Table 1).</p>
      <p>In addition, the following notations have been used in Table 1: QP is the total
number of convex quadratic problems solved in course of the SLSM, T stands for the
total CPU time for all problems of series (in seconds); 0avg is the average value of the
objective function of Problem (P) at the starting point; ^avg is the average value of the
function at the obtained approximately critical point; ^avg is the worst value of the
function at critical points; F ailed is the number of problems where an approximate
critical point has not been obtained.</p>
      <p>Note that in several problems an approximate critical point has not been obtained
because the maximum number of iterations 100(m+n+l) has been attained. As a whole,
this variant of the SLSM shows itself very slow and ine cient. It can be explained by
the bad properties of the Hessian of Problem (PL( s)) at each iteration of the method.
In particular, function h0( ) is not strongly convex (see Theorem 2). In order to improve
these properties let us consider another regularized d.c. representation of the function
:
( ) = h1( )
g1( ) ;
where
h1( ) = h0(x; y; z) +
k k2;
g1( ) = g0( ) +
k k
2
with a regularizing parameter &gt; 0 and Euclidean norm.</p>
      <p>Thus, the functions h1( ) and g1( ) are strongly convex with respect to variable
, and in accordance with convex optimization theory, the convergence of numerical
methods for solving Problem (PL( s)) is going to be faster.</p>
      <p>The results of the regularized SLSM testing, where = 10(m + n + l) are presented
in Table 2 with the same notations.</p>
      <p>It can be readily seen that the second variant of the SLSM nds a critical point
much faster than the SLSM with d.c. representation (1){(2). Especially it appears for
problems of high dimensions. For example, for problems with (40 + 40 + 40)
dimension the time rate is more than 150 times less. Moreover, only for one problem an
approximate point has not been obtained because the threshold number of iterations
10(m + n + l) was overcome.</p>
      <p>
        On the other hand, the values ^avg and ^worst obtained by regularized SLSM are
farther from the global value 0 than for the rst variant of the method. At the same
time, the main goal of the local search stage according to the Global Search Theory
is the obtaining a critical point (point with "good" properties, see (5){(7)) as fast as
possible, because in course of a global search it is necessary to carry out a local search
many times [
        <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
        ]. Therefore the regularized SLSM is more suitable to apply within a
global search. We hope to overcome the remaining gap to the global value by a global
search procedure.
      </p>
      <p>Now let us pass to the testing of the Y Z -procedure and its comparison with the
SLSM. The Y Z -procedure shows promising e ciency during the preliminary
computational simulation, therefore the series of test problems were increased for each
dimension. In Table 3 the results of applying the Y Z -procedure to the problem series
from (5 + 5 + 5) up to (200 + 200 + 200) dimension are presented. There was 10000,
1000, 100 and 10 problems in each series. In Table 3 the notation LP instead of the
notation QP has been used, because the auxiliary problems within the Y Z -procedure
are linear programs. All the other notations are the same as before.</p>
      <p>Further, in Table 4 the results of testing the regularized SLSM with = maxfm; n; lg(m+
n + l) is presented. Such a value of regularizing parameter was chosen for ensuring
the diagonal predominance in the matrix of quadratic problem (PL( s)), which was
built by the random matrices A1, A2, B1, B2, C1, and C2.</p>
      <p>First of all, it is worth to emphasize the advantage of the Y Z -procedure
concerning the speed of nding a critical points in random generated hexamatrix games.
This advantage increases from 1.8 times for the problems of (5+5+5) dimension up
to approximately 20 times for the problems of (125+125+125) and (200+200+200)
dimension. Therefore, the Y Z -procedure is much more faster than the regularized
SLSM especially for problems of high dimension.</p>
      <p>As for ^avg and ^worst values for the Y Z -procedure they are considerably closer to
0 than for the regularized SLSM and even they are comparable with the corresponding
values for the SLSM with the d.c. representation (1){(2) (see Table 1). In particular,
note that the average values of the objective function at critical points provided the
Y Z -procedure are not far from its global value.</p>
      <p>So one can see that the reliability of the Y Z -procedure is superior than this one
for the regularized SLSM (only 1 failed problem for all series versus 4 problems,
respectively).</p>
      <p>To sum up, based on the results of computational simulation, we can conclude that
for the purpose of a local search, within global search algorithms, the using of the
Y Z -procedure is more preferable.
6</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>In the paper the problem of nding a Nash equilibrium in hexamatrix games was
considered. For the equivalent nonconvex optimization problem an issue of a local
search was investigated. We studied two local search methods which are based on
di erent ideas. First, we describe the special local search method (SLSM), based on
the linearization of the original problem in d.c. form with respect to basic nonconvexity.
Then the new local search procedure (so called the Y Z -procedure) was elaborated.
This procedure is based on the consecutive solving of auxiliary linear programs and
uses the bilinear structure of the objective function.</p>
      <p>The results of comparative computational simulation for two local search methods
certi ed the advantage of the Y Z -procedure with respect to the SLSM from the
perspective of using them within the global search procedures, intended for a seeking a
Nash equilibria in hexamatrix games.</p>
      <p>Acknowledgments. This work is carried out under nancial support of Russian
Science Foundation (project no. 15-11-20015).</p>
    </sec>
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