Nash Equilibrium Computation
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12 papers in the last four weeks, against 2 the four weeks before. 0.1% of all new papers.
Latest papers 46
We study learning in continuous games when players receive only pairwise preference feedback, revealing which of two actions is preferred but neither payoff values nor preference magnitudes. We first show that standard external regret and coarse correlated equilibria (CCE) are not identifiable from this ordinal information: the same sequence of play can incur zero and linear regret in two ordinally equivalent games, while the distributions that remain CCE across all cardinal representations consistent with the same preferences are exactly those supported on pure Nash equilibria. Motivated by this gap, we develop a first-order ordinal theory based on normalized unilateral preference directions, introducing an ordinal directional regret benchmark and corresponding equilibrium notions. We show that block-normalized pseudogradient dynamics achieve sublinear ordinal regret and, under additional structure, Nash-convergence guarantees. We then use a single-comparison estimator to implement these dynamics from finite pairwise comparisons. With one comparison per player and round, the resulting algorithm achieves sublinear finite-resolution ordinal regret against arbitrary opponent behavior and, in ordinal potential games, almost-sure last-iterate convergence to the Nash set. Our results provide regret, dynamics, and equilibrium guarantees directly from preference feedback without reconstructing cardinal utilities.
Fully Online Decentralized Learning in Stochastic Games with Unknown Independent Chains
We consider stochastic games with independent controlled chains and unknown transition kernels, where players observe only their local states and realized payoffs. We develop a fully online, decentralized, and uncoordinated mirror-descent algorithm that operates in the dual space of occupancy measures for approximating stationary Nash equilibrium (NE) policies. The algorithm uses a single transition/reward sample at every primitive time step, relies only on local information, and requires neither coverage of the joint state space nor synchronized episodes. Under uniform-ergodicity and finite-coverage assumptions, we show that, with high probability, the time-averaged fixed-comparator regret decays at the canonical rate, up to logarithmic factors and polynomial dependence on the game parameters. In particular, the complexity depends on the cover times of the individual local state spaces rather than the product state space, avoiding exponential dependence on the number of players and the sizes of the joint state and action spaces. The resulting finite-time regret bound further yields an approximate coarse-correlated-equilibrium guarantee, which is natural for arbitrary reward functions since computing a stationary -NE is PPAD-hard in this setting. Under an additional global variational-stability condition, we show that the same fully online algorithm converges asymptotically in the last iterate to a stationary -NE. Our results provide a fully online and scalable learning framework for stochastic games with unknown independent chains. The algorithm can also be viewed as a primal-dual framework for Markov games that exploits the independence and local structure of the players' controlled transition chains.
Robust Nash Alignment under Preference Uncertainty
Preference-based alignment methods typically optimize against a single preference model, and can therefore be brittle when pairwise preferences are uncertain: noisy, heterogeneous, or shift after deployment. To address these issues, we propose Robust Nash Alignment, a game-theoretic framework for alignment to uncertain pairwise preferences. Our formulation has a major learner seeking a policy with a large worst-case win rate against both an adversarial competitor and any preference kernel lying in an ambiguity set around a nominal preference. When the ambiguity set captures the uncertainty in preferences, the resulting robust objective of the game directly yields a certified lower bound on worst-case performance. However, we note this problem is computationally challenging to optimize, and to address this, we introduce a four-player primal-dual proxy game involving the leader policy, follower policy, adversarial kernel, and dual variable, and develop a single-loop optimistic mirror descent-ascent algorithm for it. We show that the proxy always lower-bounds the truncated hard-constrained objective, quantify the proxy-to-hard gap, and characterize an exactness condition under which the proxy recovers the robust objective. We then prove an average-iteration convergence for the proxy-game duality gap, which implies a near-optimal robust policy for the original robust objective. Experiments on controlled tabular games and LLM alignment with uncertain preference further validate the convergence theory and show improved performance over nominal baselines.
Average-and Last-Iterate Lower Bounds for Optimistic Matrix Mirror-Prox in Quantum Zero-Sum Games
Optimistic matrix mirror-prox (OMMP) computes -approximate Nash equilibria in quantum zero-sum games with an average-iterate guarantee [arXiv:2311.10859]. We investigate whether this dependence on accuracy is tight and whether geometric last-iterate convergence can be guaranteed. We study these questions through explicit games with one qubit per player. First, we prove an lower bound for the uniform-average output that includes the maximally mixed initial state, independently of the regularizer and step size. Second, we construct a fixed game on which optimistic gradient descent-ascent (OGDA), initialized at the maximally mixed state, has last-iterate Frobenius distance to equilibrium and duality gap for every sufficiently small fixed step size. A separate fixed game exhibits arbitrarily long delays in reducing the initial error by a constant factor across a family of initial states. Finally, we give a fixed game with a unique, strictly complementary equilibrium on which optimistic matrix multiplicative weights updates (OMMWU) converge only polynomially from the maximally mixed state for every fixed positive step size. The last-iterate Frobenius distance and quantum relative entropy from the equilibrium to the iterates decay as , while the duality gap decays as .
Decentralized Decision-Making among Heterogeneous Autonomous Vehicles: An -Potential Game Framework
We study noncooperative multi-vehicle games among heterogeneous autonomous vehicles, where each vehicle adopts a decentralized closed-loop policy based on its own state, and optimizes an objective that depends on other vehicles through potentially asymmetric interaction weights. We develop an -potential game framework that reduces the computation of an approximate Nash equilibrium (NE) to the minimization of a single auxiliary -potential function. We explicitly construct this -potential, establish the existence of its minimizers, and characterize the equilibrium approximation error in terms of interaction asymmetry. We further introduce vehicle-specific scaling to reduce the effective interaction asymmetry, thereby tightening the equilibrium approximation and, in important cases, recovering an exact NE despite asymmetric interactions. We also derive social-efficiency guarantees for the potential-selected policies, revealing how the interaction structure shapes worst-case efficiency. Numerical experiments demonstrate the flexibility of the framework in capturing heterogeneous vehicle interactions, collision and obstacle avoidance, lane changing and overtaking under different traffic configurations, and priority-based intersection crossing.
Minimax Last-Iterate Convergence in Matrix Games with Observed Actions
We study last-iterate convergence in unknown two-player zero-sum matrix games with bandit payoff feedback and observed opponent actions. For games with actions per player, we develop an algorithm achieving a duality gap of with high probability, simultaneously at every round . This improves the dimension dependence of the best previously known guarantee by a factor of . The rate matches a standard bandit lower bound, establishing minimax optimality in both the number of actions and the number of rounds, up to logarithmic factors. The algorithm is computationally efficient, requiring only time and memory per round. Our technical contribution is a joint design of adaptive averaging and corrected exponential weights that absorbs estimation variance, together with a potential argument that bounds phase durations.
Dynamical low-rank equilibrium computation for stochastic games between advanced persistent threats and moving target defense
Moving target defense (MTD) against advanced persistent threats (APTs) in industrial control systems (ICS) has well-established game-theoretic formulations, but their practical value hinges on equilibrium computation, which faces two gaps: full-rank value iteration is prohibitively expensive at industrial scale, and the resulting defense strategies admit no certified robustness against adversarial perturbations. We first reveal that the attack and defense influence matrices of ICS dynamics are intrinsically low-rank: APTs infiltrate through a handful of entry points and MTD reconfigures only a few components per cycle. Our theory makes four contributions. First, an augmented gradient matrix certifies that the low-rank structure propagates through the non-smooth Bellman operator of the zero-sum stochastic game, so that every Bellman target lies near a low-dimensional subspace and low-rank truncation incurs an explicit error bound (Lemma 1, Theorem 1). Second, we propose the Dynamical Low-Rank Nash Equilibrium algorithm, named DLR-NE, which augments the rank-r search space each iteration, regularizes the core matrix spectrum, and retracts via truncated SVD, and prove that it converges geometrically to a neighborhood whose error decomposes into five physically interpretable sources (Theorem 2). Third, its per-step cost is O(nr^2), a Theta(n/r^2) speedup over full-rank value iteration (Theorem 3). Fourth, a single weight trades accuracy against a certified sensitivity bound of the induced defense strategy under core-matrix perturbations (Corollary 1). Six experiments on a nonlinear power-system testbed confirm each prediction, with 94% parameter compression at 2.3% utility loss. All experimental data and code are publicly available.
Efficient Nash Equilibrium Computation for Cybersecurity Games
Game-theoretic analyses of cyber defence often compute equilibria of games whose payoffs exist only as the output of a simulator. Iterative equilibrium-finding methods grow a set of attacker and defender policies and need the payoff of every attacker--defender pair, so they are bottlenecked by payoff estimation: each payoff costs many simulator runs. We introduce Regret-Weighted Payoff Sampling (RWPS), which spends a fixed simulation budget on the payoffs the equilibrium actually depends on and predicts the rest with a model trained on every payoff measured so far. Standard error bounds for estimated games are driven by the worst-estimated payoff, so they cannot credit an estimator that is inaccurate only where accuracy does not matter. We prove a bound that weights payoff errors by the opponent's equilibrium strategy, a certificate that can be computed from simulated payoffs alone, and a condition under which errors in the predicted payoffs cannot change either player's regret. On three synthetic general-sum games, one of them a Colonel Blotto game of military resource allocation, the new bounds are four to six times tighter than the standard one, and RWPS finds less exploitable equilibria than minimum-regret-first search, information-gain search and progressive sampling at the same budget. On two cyber-defence simulators, CyGym and a new game whose hosts are LLM agents exposed to prompt injection, it gives the least exploitable equilibria at the smallest budgets.
The fixed-point bundle method over product-of-simplex domains arising from game equilibria
This paper extends the fixed-point bundle framework for finite-dimensional variational inequalities (VIs) from the simplex domain to the product-of-simplex domain, which is directly applicable to solving Nash equilibria. The fixed-point bundle for VIs on the product-of-simplex domain reveals a composite fiber bundle structure. The key innovation is to construct an equivalent VI on the simplex domain and establish the equivalence between the two fixed-point bundle frameworks via a fiber bundle isomorphism. Exploiting this geometric equivalence, the predictor-corrector path-following algorithm for the VI on the product-of-simplex domain is shown to inherit the convergence guarantee of the simplex-domain framework, namely, global convergence with linear gap reduction near solutions. Numerical experiments on 5600 randomly generated instances with dimensions ranging from 2-player 128-action to 128-player 2-action demonstrate robust performance. The algorithm converges in every tested instance.
High-Probability Nash Regret for Decentralized Learning in Markov -Potential Games: Episodic and Fully Online Asynchronous Algorithms with Applications to Markov Congestion Games
We study decentralized learning of Nash equilibria (NE) in infinite-horizon discounted Markov games under bandit feedback, focusing on Markov -potential games. We develop KL-projected natural policy gradient (NPG) algorithms in two settings: an episodic setting with frozen policies during sampling and a fully online setting in which players receive a single realized cost sample per time step and update their policies asynchronously along a continuing trajectory. We establish finite-time high-probability NE regret bounds of order and for the episodic and fully online settings, respectively, up to fixed approximation terms. Crucially, our bounds eliminate the distribution-mismatch coefficient, which can scale prohibitively with the size of the state space, while accommodating potential approximation, estimation-oracle bias, and transition sensitivity. We further identify a state-wise potential structure that yields sharper guarantees with additive dependence on the potential approximation error . We specialize the framework to independent-resource Markov congestion games (IMCGs), establish their approximate-potential and transition-sensitivity properties, and construct decentralized estimation oracles from realized costs. As an application, we introduce strategic online job scheduling on stochastic machines and obtain a scalable decentralized algorithm for learning stable dispatching policies. Overall, our results provide the first finite-time high-probability NE regret guarantees for fully online asynchronous decentralized learning in Markov -potential games, remove distribution-mismatch coefficients from the regret bounds, accommodate fixed estimation-oracle bias, and provide scalable decentralized learning with finite-time guarantees for IMCGs.
Inference-Time Nash Alignment
Preference-based fine-tuning methods such as RLHF and DPO require substantial compute and large preference datasets. They also need direct access to the model parameters which are not provided by many state-of-the art models. Inference-time alignment offers a cost-effective alternative without updating model parameters. However, existing inference-time methods rely on a scalar reward model derived under a Bradley-Terry assumption, which cannot represent general preferences. Following recent work on fine-tuning with generalized preferences, in this work, we initiate the study of inference-time alignment under general preferences. We formulate the problem as obtaining a Nash equilibrium of a two-player zero-sum game between policies. We propose two algorithms: Best-of-Nash (BoN) and Nash Mirror Descent (NMD). We prove that both algorithms achieve a duality gap that matches the problem lower bound. Empirically, we implement the two methods on three datasets, which shows that our methods substantially outperform the base policy, converging to the performance of the fine-tuned models. Moreover, our results show that NMD remains robust across the regularization parameter.
Input-to-State Stability Framework for Fully Distributed Primal-Dual Dynamics for Quadratic GNEPs Without Multiplier Consensus
Generalized Nash Equilibrium Problems (GNEPs) often arise in multi-agent engineering applications that require distributed algorithms. Unlike traditional approaches that enforce consensus on multipliers, our method removes the need to share multipliers, reducing communication and improving privacy. As a result, different initializations can lead to different GNEs, including non-variational ones. We establish convergence under sufficient conditions using an input-to-state stability (ISS) framework.
Robust PAC Learning of Concurrent Stochastic Games
We introduce the first Probably Approximately Correct (PAC) learning framework for general-sum concurrent stochastic games (CSGs) with transition uncertainty, while addressing the challenge of Nash equilibrium (NE) existence. Our algorithm maintains data-driven confidence sets over transition kernels and solves a robust CSG to compute a social-welfare optimal -NE, using a robust MDP-based exploration mechanism to drive joint state-action coverage. Crucially, we introduce a Nash margin characterisation that enables principled reasoning about equilibrium existence: the framework either returns an -approximate NE whose social-welfare value is -close to optimal, or provides a sound certificate that no exact NE exists. Under a minimum reachability condition over relevant state-action pairs, the algorithm terminates after a polynomial number of trajectory samples, with sample complexity . Empirical results on benchmark CSGs demonstrate near-optimal performance, correct handling of equilibrium (non-)existence, and sample complexity consistent with theory.
PokaiTrainer: Scaling Equilibrium Search to Competitive Pokémon VGC
Decision-time equilibrium search carried poker to superhuman play, but it has so far relied on tractable subgames: a handful of actions per decision, chance confined to card deals, one player moving at a time. Competitive Pokémon in its official doubles format (VGC) breaks all three assumptions at once. Both players act simultaneously from joint menus in the hundreds, each joint action resolves to hundreds of stochastic outcomes, and the opponent's reserves and stat allocations are hidden. No prior Pokémon agent performs equilibrium search, and whether it scales to this regime was open; we show that it does, and report what it took. PokaiEngine, our Rust battle engine, enumerates a joint action's full weighted outcome distribution in one pass, at parity with Pokémon Showdown and a fraction of the cost of sampling it. PokaiTrainer adapts Student of Games to this scale and trains it by self-play over hundreds of human teams. Each decision is solved by counterfactual regret minimization as a Bayesian matrix game over public belief states, subgames grow under an explicit compute budget, and value targets are harvested from the interior of every solve and grounded by realized outcomes. The strength is in the search. The network's policy alone loses even to a shallow heuristic search. PokaiTrainer is, to our knowledge, the first VGC agent rated on the live Showdown ladder. Under open team sheets it wins 59% of 150 best-of-three sets against a human field averaging Elo, holds a 1350-1400 Elo band, and at its peak reached 1492 Elo, entering the format's top 500.
Algorithms for Equilibria in Concurrent Stopping Games
Concurrent games are a standard model for multi-agent systems, with Nash equilibrium as their central solution concept. The associated \emph{constrained existence problem}---does a game admit a Nash equilibrium whose expected payoff lies within a prescribed interval for every player?---is undecidable, and remains so even for 10-player \emph{stopping} games, in which a terminal state is reached almost surely under every strategy profile. We give two routes to tractability. We first relax exactness and consider the problem of approximate constrained existence problem, parametrised by -NE, which decides whether an -Nash equilibrium with the prescribed payoffs exists. The algorithm runs in exponential time, and only polynomially in the bit-size of . We complement it with a \PSPACE-hardness lower bound that holds already for turn-based games, and for pure equilibria as well. We then relax the solution concept, turning to \emph{extreme risk-sensitive equilibria} (XRSE), recently introduced for turn-based stochastic games. Here the players are partitioned into optimists and pessimists, who evaluate a strategy profile by the best, respectively the worst, payoff attainable with positive probability, instead of the expected payoff. We prove that the constrained existence problem for XRSE is \NP-complete on concurrent games, as for turn-based games.
Beyond Bayesian Nash: Learning Minimax-Regret Equilibria for Adversarial Team Games under Asymmetric Information
Adversarial team games (ATGs) with asymmetric information, such as adversarial path-finding, goal search, and reachability games on graphs, require strategies that are robust to hidden opponent types, such as a hidden goal flag, and to deception. Under asymmetric information, deception is seen as strategic shifts in the type distribution such that the omniscient opponent can collude with Nature and condition its play on the observed type. Existing risk-neutral solution concepts, such as Bayesian Nash equilibrium (BNE), are sensitive to distribution shifts, while distributionally robust approaches provide guarantees only within a prescribed ambiguity set. To address these limitations, we introduce Probabilistically Robust Minimax-Regret Equilibrium (PR-MRE), a novel equilibrium concept that combines the distribution-free robustness of minimax-regret reasoning with probabilistic information from a nominal type distribution. PR-MRE minimizes worst-case regret over a high-confidence subset of the type space, providing protection against strategic redistribution of probability mass while avoiding the conservatism of fully distribution-free approaches. We show that, for normal-form Bayesian games, PR-MRE can be formulated as a robust bilinear program and derive a tractable semidefinite relaxation. We then adapt this relaxation into a novel meta-solver within a robust double-oracle framework, PRMRE-PSRO, enabling population-based learning of approximate PR-MRE strategies via deep reinforcement learning best responses. Experiments on graph-structured adversarial team games demonstrate that PR-MRE discovers strategies with substantially improved worst-case performance across hidden types compared to risk-neutral equilibrium solutions, resulting in more robust behavior under strategic distribution shifts.
Offline Nash Solvers Meet Online Tree Search in Multi-Agent Games on Graphs
Computing Nash equilibrium policies in multi-agent Pursuit-Evasion games (PEG) is challenging due to the exponential growth of the joint state and action spaces with the number of agents. Existing approaches either rely on offline equilibrium approximations, which may lack adaptability during execution, or online planning methods, which suffer from large branching factors. In this work, we propose Primitive-Guided Tree Search (PGTS), a hybrid framework that integrates offline exact Nash equilibrium computation with online tree search: PGTS first solves a collection of smaller, tractable sub-games offline; at deployment, PGTS performs online tree search at each time step, using the optimal sub-game policies and value functions to guide tree expansion and estimate leaf-node values. Extensive experiments on varied graph topologies, including real-world networks, demonstrate that PGTS significantly outperforms state-of-the-art learning and heuristic baselines, while maintaining robust performance against adversaries.
Projected Exploitability Descent for Nash Equilibrium Computation in Multiplayer Imperfect-Information Games
Many important games have more than two players and imperfect information. Existing approaches for computing Nash equilibrium, the central game-theoretic solution concept, in such games either lack scalability or obtain poor performance. In this paper we introduce a new algorithm called projected exploitability descent (PED) for approximating Nash equilibria in multiplayer games of imperfect information. The algorithm works by running projected subgradient descent minimizing a proxy for the multiplayer generalized exploitability function. The objective is nonconvex and nonsmooth, but can be represented as the sum of the maxima of linear functions, for which a subgradient can easily be computed and projected to the polytope of feasible sequence-form strategies. We explore performance of PED on a generalized version of the well-studied benchmark game three-player Kuhn poker. No prior exact algorithms scale to the version of the game with deck size larger than 4, and we compare performance to the popular algorithms of fictitious play (FP) and counterfactual regret minimization (CFR). We find that PED obtains a consistent near-monotonic improvement throughout all runs, though both FP and CFR perform significantly better in the initial iterations. This inspires a hybrid algorithm FP-PED that runs FP for an initial burn-in period before switching to PED for stable long-run refinement. We can alternatively view this as a multi-step algorithm that runs FP as a pre-processing step to obtain a strong initialization for PED.
A Fast Convergent Algorithm for Solving Non-convex Partially-Decoupled Generalized Nash Equilibrium Problems
Solving multi-agent optimal control problems in aerospace such as pursuit-evasion and contested space operations can be modeled as non-convex differential games for which, there are limited algorithms. In this work, a relaxation of generalized Nash Equilibrium problems (GNEPs) to exclude inter-agent control coupling in dynamics, which is representative of many multi-agent systems is introduced. The main contribution is an algorithm for solving a broad class of differential games named FALCON: Fast Augmented Lagrangian Convexification for Open-loop Nash equilibria is presented. Methodologically, sequential convex programming (SCP) is utilized to create tractable convex sub-games which can then be solved via standard convex programming methods involving a potential game reformulation. FALCON is demonstrated to have global convergence guarantees to an open-loop Nash equilibrium for non-convex differential games under mild assumptions. This is numerically shown through both cooperative and competitive differential games.
Which Nash Equilibrium? Solver-Dependent Selection on Zero-Sum Nash Polytopes
Many two-player zero-sum games admit not a unique Nash equilibrium but a convex set of them: a polytope of profiles that all share the minimax value V* yet prescribe different behaviour. Standard solvers each converge to some equilibrium and are treated as interchangeable. We ask whether they instead select different members of the Nash set, systematically as a function of the algorithm rather than the seed. Using a tabular, exactly solvable testbed of six games with analytically known Nash sets -- including a two-dimensional Nash polytope and Kuhn poker -- we find that (i) selection is determined by the algorithm, not the seed, but families differ only on asymmetric Nash sets; (ii) regularized last-iterate methods (R-NaD, magnetic mirror descent) select the maximum-entropy member, the information projection of their uniform reference onto the Nash set -- exactly on the 2-D polytope and at 99.7% of maximum entropy in Kuhn -- while regret-averaging methods (CFR, CFR+, fictitious play) drift to a lower-entropy face; we confirm this on a randomized 180-game ensemble, where R-NaD attains the maximum-entropy member in 100% of converged games while CFR+ sits strictly below it in 94% (paired Wilcoxon p < 10^-27); (iii) the selected member has downstream consequences against sub-optimal opponents that scale with sequential/hidden-information structure but stay bounded -- in Kuhn the max-entropy member is a strictly better hedge, whereas on the matrix games the members differ without either dominating. We also report two negative results correcting common intuitions: removing CFR's positive-orthant (max(R,0)) projection does not eliminate boundary drift; and R-NaD's selection is anchor-following, not initialization-independent. We state the maximum-entropy / I-projection characterization as a strongly data-supported conjecture, checked throughout against analytic ground truth.
Variable Bound Tightening for Nash Equilibrium Computation in Multiplayer Imperfect-Information Games
There has been significant recent progress in algorithms for approximation of Nash equilibrium in large two-player zero-sum imperfect-information games and exact computation of Nash equilibrium in multiplayer strategic-form games. While counterfactual regret minimization and fictitious play are scalable to large games and have convergence guarantees in two-player zero-sum games, they do not guarantee convergence to Nash equilibrium in multiplayer games. Recently, an approach has been presented for exact computation of Nash equilibrium in multiplayer imperfect-information games that solves a quadratically constrained program based on a nonlinear complementarity problem formulation derived from the sequence-form game representation. This formulation was solved using Gurobi's nonconvex quadratic solver, which employs spatial branch-and-bound to iteratively refine variable bounds by solving convex relaxations of bilinear terms via McCormick envelopes. During presolve, Gurobi introduces auxiliary variables and, in some cases, binary variables, leading to an internal MIQCP reformulation. This approach was demonstrated to outperform prior algorithms from the Gambit software suite and quickly solve three-player Kuhn poker after removal of dominated actions; however, the algorithm was not able to solve the full version of the game within 24 hours. In this paper, we derive finite bounds on slack and multiplier variables in the nonlinear complementarity formulation. These bounds strengthen the convex relaxations used within spatial branch-and-bound and lead to substantial computational improvements. We demonstrate the impact of the proposed bounds on exact Nash equilibrium computation in three-player Kuhn poker.
GARIP: A Running-Average Moving Reference for Last-Iterate Self-Play in Two-Player Zero-Sum Games
Self-play with naive gradient ascent cycles in two-player zero-sum games: the last iterate orbits the equilibrium. Modern methods restore last-iterate convergence by regularizing toward a reference policy -- MMD a fixed one (reaching only the regularized equilibrium), R-NaD a periodic snapshot (the engine of DeepNash). We study GARIP, which anchors to the running average, and isolate what the choice of reference controls. Our central result is a mechanism: collapse tracks the peak lag of the reference, and among causal convex averages of a fixed mean lag the running average (flat profile, peak mean) uniquely minimizes that peak, while a snapshot's sawtooth has peak mean (a one-line theorem). Two consequences follow. Convergence: we prove local last-iterate convergence at constant anchor strength -- the anchor scales the base map's rotation by , crossing the stability boundary and turning a recurrent base into a contraction (global convergence is conjectured at small ; we characterize a large- consensus failure). Robustness: GARIP matches R-NaD's peak performance -- on matrix games, the Coin Game, and the board games Connect Four/Othello, both moving references are far more robust than fixed-magnet and magnet-free baselines -- but is the better hyperparameter default; we report it both ways: over the full grid collapse rates are statistically indistinguishable, yet at conventional parameterizations a matched-mean-lag setting collapses in 0/40 vs 10/40 seeds (a snapshot matches it only by knowing to shorten ). The boundaries: an anticipatory (negative-weight) reference does better still on the stale side, and the advantage appears only where naive self-play cycles (five deep self-play loops). All experiments are pure JAX and reproducible.
Intermittent Strategic Cooperation of Two Selfish Agents on Graphs
We study strategic space- and time-constrained cooperation between two self-interested agents through the Intermittent Strategic Cooperation-Based Two-Agent Path Planning (IC2PP) problem, a shortest-path game on graphs in which agents navigate toward individual targets while optionally cooperating at specific nodes to reduce their own travel times. Although such cooperation can strictly benefit both agents, it is strategically fragile: agents may deviate at any point along their paths. Modeled as a 2-player game, we characterize the structure of Pure Nash Equilibrium (PNE) joint strategies in IC2PP, and show that stable cooperation must follow a highly constrained form. We further prove that at least one PNE exists in every instance of IC2PP, and present a polynomial-time algorithm for enumerating all relevant PNEs. When multiple equilibria arise, we study coordination mechanisms based on bargaining-theoretic selection concepts and empirically compare equilibrium outcomes in terms of individual travel times and social welfare.
DNQ: Deep Nash Q-Network for Partially Observable n-Player Games
Many real-world competitive systems require multiple decision-makers to act simultaneously under shared constraints, limited information, and repeated interaction, as in auctions, resource allocation, and security competition. We study multi-turn simultaneous bidding as a controlled testbed for such problems and propose DNQ, a solver-in-the-loop equilibrium supervision framework for training bidding agents. DNQ alternates between trajectory collection, critic-based payoff estimation, equilibrium computation, and policy imitation. At each visited state, a shared critic predicts either pairwise payoff matrices or an exact N-player payoff tensor, an external solver computes equilibrium strategies, and the agents are trained by minimizing the KL divergence between their masked policies and the solver-derived equilibrium targets. We focus on a scalable pairwise formulation that greatly reduces equilibrium-solving cost and training time compared with the exact formulation, while the shared critic amortizes payoff learning across agents and states. Experiments compare the pairwise and exact variants using critic loss, policy entropy, bidding resource usage, and training cost, showing that the pairwise method scales to larger numbers of agents, whereas the exact method becomes computationally impractical as the joint game grows. These results illustrate the trade-off between strategic fidelity and scalability in repeated competitive environments.
Fairness in two-player zero-sum games with bandit feedback
We study two-player zero-sum games (TPZSGs) with bandit feedback under fairness constraints requiring every action to be played with probability at least . Existing instance-dependent results target Nash equilibria, while fairness generically produces equilibria, a harder learning target. Our key technical tool is a reparametrization: every fair strategy decomposes as with , and substituting into the payoff form yields for a fair payoff matrix , where is the column-mean vector. The fair game on is then equivalent to a standard zero-sum game on , so equilibrium existence, KKT structure, and LP basis stability reduce to classical results applied to . We derive the fair minimax value, fair Nash equilibrium, fair regret, and a clean dual representation showing the price of fairness is at most and vanishes whenever the unconstrained equilibrium already has full support. Our main result is an regret bound for an Explore-Then-Commit algorithm, , applicable to general mixed fair equilibria, together with a discussion of why naive action elimination does not readily improve it. When the fair equilibrium has a single dominant action, equivalently when is a vertex of , the bound sharpens to instance-dependent , where is the LP-margin gap.
On the Geometry of Games and their Solvers
A central challenge in game theory and learning systems such as GANs is understanding which algorithms can efficiently compute equilibria across the heterogeneous landscape of games. Equilibrium computation is typically studied solver by solver and game class by game class, yielding strong local guarantees but a fragmented view of solver behaviour. Existing discrete taxonomies often provide an incomplete account of where algorithms succeed. We study this problem through a solver-game map linking games to effective solver dynamics. Classical theory identifies isolated regions of this map but provides limited insight into intermediate or overlapping regimes, suggesting that solvability is governed by latent structural properties defining a continuous solver-aligned geometry of games. We formalise this perspective through structure-aware solver synthesis. A learned structure recogniser maps each game to a low-dimensional solver-aligned representation, and a policy maps this representation to effective primitive mechanisms, adapting solver behaviour across regimes. This reveals regions where particular solver dynamics are effective and where mixtures of primitives are required rather than a single dominant solver. A bounded residual acts as a local corrector and diagnostic signal for incomplete solver bases or representations. The framework yields both an adaptive solver and an analytical lens: games with similar optimisation dynamics cluster together, revealing continuous regions of algorithmic validity and overlapping solver behaviour. Empirically, we show that fixed primitives exhibit systematic regime mismatch, while the learned representation organises game space into a structured cartography aligned with solver behaviour. These results suggest viewing equilibrium computation as the joint problem of learning solver mechanisms and mapping the geometry of solvability.
Global Policy-Space Response Oracles for Two-Player Zero-Sum Games
The Policy-Space Response Oracles (PSRO) framework scales equilibrium computation to large zero-sum games by iteratively expanding a restricted strategy set using deep reinforcement learning (DRL). A central challenge is to construct, under limited computational budgets, a small strategy population whose induced game well approximates the full game. Existing PSRO variants typically expand the population using best responses to meta-strategies computed from restricted-game payoffs, which can lead to inefficient expansions that provide limited global improvement. We propose to guide population expansion by directly evaluating the post-expansion population quality. Specifically, we adopt Population Exploitability (PE) to measure how well a restricted strategy set represents the full game, and introduce a two-phase exploration--selection framework that explicitly minimizes PE during expansion. We instantiate this framework as Global PSRO, a practical DRL-based algorithm that efficiently generates candidate responses and estimates PE via parameter-sharing conditional neural networks. Experiments across multiple two-player zero-sum games show that Global PSRO achieves lower exploitability and approximates Nash equilibria with significantly fewer policy iterations than prior PSRO methods.
Real-Time Parallel Counterfactual Regret Minimization
Counterfactual Regret Minimization (CFR) is the dominant algorithmic family for solving large imperfect-information games, underpinning breakthroughs such as Libratus and Pluribus in No-Limit Texas Hold'em poker. In real-time game-playing systems, the solver must compute a near-equilibrium strategy within a strict time budget of only a few seconds per decision, and the number of CFR iterations completed in this window directly determines play strength. We present \textbf{Parallel CFR}, the first parallelization framework for real-time depth-limited CFR solving that seamlessly integrates pruning, abstraction, and advanced CFR variants. We decompose each CFR iteration into a pipeline of seven stages and identify two orthogonal dimensions of parallelism: \emph{by information set} and \emph{by tree node}. Leaf node evaluation is offloaded to GPUs via batched neural network inference, creating a heterogeneous CPU--GPU pipeline. Experiments on Heads-Up No-Limit Texas Hold'em demonstrate that Parallel CFR achieves -- speedup over the single-threaded baseline on postflop streets, with per-iteration time of --~ms on a depth-limited game tree with over billion histories. All experiments run on a single desktop-class device (NVIDIA DGX Spark), enabling hundreds of CFR iterations within a typical real-time decision budget without requiring datacenter-scale infrastructure.
Equilibrium Selection in Multi-Agent Policy Gradients via Opponent-Aware Basin Entry
Multi-agent policy-gradient methods have been shown to converge locally near stable Nash equilibria. Local convergence, however, does not determine which equilibrium is reached. We study this question through basin-entry probability with respect to a target set of equilibria selected by an external criterion, such as payoff dominance. For finite-unroll Meta-MAPG, we show that the update decomposes into ordinary policy gradient plus own-learning and peer-learning corrections, with controlled sampling noise and finite-unroll bias. We identify the peer-learning correction as the main equilibrium-selection mechanism: under a local alignment condition, the probability of entering the certified attraction region of the target stable-Nash set increases, relative to ordinary policy gradient. Because persistent correction may shift zero-update points of the original game, annealing the correction after entering the basin recovers ordinary policy-gradient dynamics and inherits local stable-Nash convergence guarantees. Experiments in Stag Hunt, iterated Prisoner's Dilemma, and preliminary neural-policy coordination environments support this basin-entry view, showing increased entry into cooperative basins under peer-aware updates.
Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games
Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In this paper, we propose a multi-agent starting-state sampling strategy designed to substantially accelerate online exploration in regularized policy-gradient game methods for two-player zero-sum (2p0s) games. Motivated by an assumption that offline demonstrations from skilled humans can provide good coverage of high-level strategies relevant to equilibrium play, we propose the initialization of reinforcement learning data collection at intermediate states sampled from offline data to facilitate exploration of strategically relevant subgames. Referring to this method as Data-Augmented Game Starts (DAGS), we perform experiments using synthetic datasets and analytically tractable, long-horizon control variants of two-player Kuhn Poker, Goofspiel, and a counterexample game designed to penalize biased beliefs over hidden information. Under fixed computational budgets, DAGS enables regularized policy gradient methods to achieve lower exploitability in games with significantly more challenging exploration. We show that augmenting starting state distributions when solving imperfect information games can lead to biased equilibria, and we provide a straightforward mitigation to this in the form of multi-task observation flags. Finally, we release a new set of benchmark environments that drastically increase exploration challenges and state counts in existing OpenSpiel games while keeping exploitability measurements analytically tractable.