In Game Theory, No Clear Path to Equilibrium
quantamagazine.org
quantamagazine.org
[1] Lawvere - Conceptual Mathematics
[2] https://en.wikipedia.org/wiki/Brouwer_fixed-point_theorem#A_...
[3] https://en.wikipedia.org/wiki/Arrow%E2%80%93Debreu_model
[4] http://coin.wne.uw.edu.pl/mbrzezinski/teaching/HE4/BlaugForm...
[5] Weintraub. Stabilizing Dynamics: Constructing Economic Knowledge
And I'm not an expert in either field, but the article seems go steer pretty close to P=?NP. The article seems to acknowledge that "brute force" communications is a generic, universal way to solve every game, which could “take longer than the age of the universe”, thus being “completely useless, of course.”
On the other hand, a lot of games have "additional structure that greatly reduces the amount of information each player must communicate", so you can apply simplifications to solve them. In other words, use heuristics.
https://cstheory.stackexchange.com/questions/25148/why-is-co...
A bit more detail: Most games make use of some form of utility function. A utility function generates numeric values for a given outcome. Utility functions are one of the sticky human aspects of games that are difficult to accurately model. This is often papered over by making assumptions that a players utility functions are linear, monotonic, or identical.
For example, where applicable, the monetary value of an outcome is often used in place of a players utility function. However, it is well documented that people's utility functions with respect to money are usually both non-linear, and non-monotonic.
If you don't know enough about the utility function of a player in a given game, there is very little you can infer about the structure of optimal strategies.
You can have 100% knowledge of the bounds of the game's rules and still have a tremendous amount of difficulty in ascertaining player preference. The article makes it clear that the process of iterative playing of computationally complex decision games does not assure very significant approximation of preference.
In other words, you need to do something more than just play in order to reliably reach a place close to equilibrium.
The key quote in the article is: "there’s no guaranteed method for players to find even an approximate Nash equilibrium unless they tell each other virtually everything about their respective preferences."
This is a layman's way of saying that "if you don't know the utility functions of the players, it's hard to make computational inferences". The example in the next paragraph with a game with 2^100 leaf nodes carries with it an implicit assumption that the utility function for each of the leaf nodes is arbitrary.
Compare this to the game of Go, a game which has in excess of 2^2000 leaf nodes. The success of AlphaGo indicates that sheer size is not a barrier, rather it is being able to parametrically express the utility function for arbitrary nodes which is important.
But maybe we can salvage equilibria as a functional tool. Can these systems arrive at 'almost equilibrium states?" Knowing this would still give us some predictive oomph. This article states that even approximations might be out of reach, but there are ways to speed the development of the metagame along.
On your other point, you've missed half of the article's content. It isn't saying "if you don't know the utility functions of the players it's hard to make computational inferences". It is saying that the amount of information required to obtain the utility function of the players for even trivial games is well beyond the scope of most systems we have, and accordingly the assumption that even approximate equilibrium will be reached requires a good independent rationale. This is a MUCH larger issue than the base computability of the problem and jumps into the epistemology of economics and policy.
This is expanded upon because those assumptions regarding reaching equilibrium are often used in justifying financial, policy and other decisions where billions of dollars are at stake. See the Cournot and Bertrand competition models and their successors for a view into how that faulty assumption can lead you to terrible policy decisions.
"Novelty search is a recent algorithm geared toward exploring search spaces without regard to objectives. When the presence of constraints divides a search space into feasible space and infeasible space, interesting implications arise regarding how novelty search explores such spaces. "