Partially Observable Stochastic Games

Latest papers

14 papers4 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.

Oct 19, 2026

Reward Objectives for Robust (PO)MDPs: A Law-Preserving Equivalence with (Partially Observable) Games

Robust partially observable Markov decision processes model agents that act under partial observability while adversarial environment resolves uncertainty in the transition probabilities. Reward objectives such as discounted-sum, long-run average and cumulative reward under finite and infinite horizons allow quantifying the utility of an agent. We consider the problem of solving RPOMDPs under all four reward objectives, where the goal is to decide whether the value of a risk measure with respect to a reward objective exceeds a given threshold. We consider different risk measures, such as (1)~expected value, (2)~mean-variance (MV), (3)~conditional value-at-risk (CVaR), and (4)~entropic risk (ERisk). Our results can be summarized as follows. First, we formalize the class of law-invariant risk measures, that subsume all four risk measures above. Second, we propose a unified framework for solving RPOMDPs with discounted-sum, long-run average and cumulative reward objectives under any law-invariant risk measure, by reducing the problem to solving partially observable stochastic games (POSGs). Our unified framework applies to (s,a)-rectangular RPOMDPs with polytopic uncertainty sets, which we show to be {\em equivalent} to POSGs, for each of the four reward objectives and any law-invariant risk measure. We prove equivalence by designing logspace reductions between the RPOMDP and POSG models, that map strategies to strategies and preserve the distribution of the reward objective, up to a constant rescaling factor. Third, as a corollary, we derive new computational complexity results for R(PO)MDPs and POSGs. In particular, we show that solving (s,a)-rectangular RMDPs is as hard as solving simple stochastic games.
Oct 13, 2026

On Symmetry for Characterizing Agent Heterogeneity in Multi-Agent Systems

Understanding agent heterogeneity can inform the design of shared and agent-specific policy representations, however existing criteria provide no unified structural test. We study finite-horizon POSGs and define a type-compatible transformation as a policy-evaluation symmetry when complete policy evaluation commutes with it for every decentralized behavioral policy. Policy-evaluation symmetries form a group for which agent orbits define structural agent types. This classification does not depend on the particular policy chosen or the distribution of initial states. We prove that every componentwise environment automorphism is a policy-evaluation symmetry, but that the converse does not hold. Applying the framework to cooperative Dec-POMDPs shows that agents can belong to different structural types even when they share a common reward. For prescribed weighted reward aggregation, we derive an exact value identity and sufficient conditions for the resulting Dec-POMDP to inherit the policy-evaluation symmetries of the source POSG. Finally, we give sufficient conditions under which repeated model factorizations induce policy-evaluation symmetry, and show that preserving an optimal Boltzmann policy set neither implies nor follows from this symmetry in general.
Oct 13, 2026

When Does Opponent Modeling Pay Off? Spatial Inference Stabilises Reinforcement Learning under Partial Observability

Deep reinforcement learning agents in partially observable competitive games must act on beliefs about an unseen opponent's intent. We study a spatial opponent model: a transformer trained with hindsight-relabelled opponent goals that outputs a subgoal heatmap from the opponent's observed trajectory, fused early into a dueling double DQN. In symmetric constant-sum foraging games with partial observability, the module stabilises training. Plain TD(0) DQN suffers degenerate seeds in three of four one-step configurations, whereas the opponent-model agent never collapses and, wherever training succeeds, recovers the majority of the symmetric game value. Transfers zero-shot to a foraging opponent unseen by the learner, with a positive goal advantage over the baseline, and loses this edge exactly where an information argument predicts: against a full-information tracking adversary whose intent is the learner itself, and on resource-dense maps where both agents saturate. A blindfold ablation, zeroing the heatmap at deployment, decomposes the advantage into two mechanisms: training-time stabilisation, which dominates where the credit assignment is hard and survives blinding on the dense map, and deployment-time inference, whose reliance shrinks as fog thins on the sparse map. We conclude that opponent-goal inference is a stability-and-transfer mechanism whose value is governed by measurable boundary conditions: visibility (fog thickness), opponent intent, and resource density.
Oct 4, 2026

Orchestrating Level-KK Policies Against Unknown Opponents in Partially-Observable Dynamic Games

Level-KK reasoning generates a hierarchy of policies specialized to opponents with different reasoning levels. When an opponent's level is unknown, a common deployment rule estimates that level and selects the corresponding response. In a dynamic, partially-observed game, this selection is repeated, with each choice shaping subsequent states and observations. The response associated with the most likely opponent level need not maximize expected return from the current history. We formulate this deployment problem as dynamic orchestration of a fixed, pretrained policy library in a partially observable Markov game. We compare classification-based orchestrators (CBOs) trained using offline data or on-policy data aggregation with a reinforcement-learning-based orchestrator (RLBO) trained to maximize expected discounted return. In pursuit-evasion experiments, on-policy training improves classification and return, yet RLBO achieves higher return than the on-policy and offline CBOs. Given a pretrained library, RLBO also reaches performance comparable to a policy trained directly over the pursuers' action space with fewer training timesteps. These findings support treating a hierarchy of level-KK policies as a resource for orchestration, not a prescription for deployment.
Aug 25, 2026

Solving Robust POMDPs with Omega-regular Objectives via Partially Observable Stochastic Games

Robust POMDPs (RPOMDPs) generalize classical POMDPs to the setting where exact transition probabilities are not known -- rather, they are only known to belong to some uncertainty set of values. In this work, we study the problem of solving RPOMDPs with general omega-regular objectives, which subsume a broad class of objectives such as reachability, safety, and linear temporal logic (LTL) objectives. We show that, for (s,a)-rectangular RPOMDPs with polytopic uncertainty sets, the problem of solving RPOMDPs under omega-regular objectives can be reduced to solving partially observable stochastic games (POSGs) under omega-regular objectives. Moreover, we show for the first time that reductions can be constructed in both directions, establishing the semantic equivalence between (s,a)-rectangular RPOMDPs with polytopic uncertainty sets and POSGs. This allows us to derive a range of new computational complexity results, including both upper and lower complexity bounds, on solving RPOMDPs with different omega-regular objectives. As a corollary, we also derive new computational complexity results for RMDPs.
Jun 18, 2026

Mobile Target Search with Imperfect Perception: A Partially Observable Stochastic Game Theoretical Approach

This paper investigates mobile target search under imperfect perceptions caused by sensor limitations, malicious jamming, or communication noise. Searchers and targets operate in a grid-shaped area with bounded mobility, leading to a dynamic interplay between search and evasion. To capture this adversarial interaction under imperfect perceptions, we adopt the partially observable stochastic game (POSG) approach, which generalizes partially observable Markov decision processes (POMDPs) by incorporating target intelligence. To handle false alarms and missed detections caused by perceptual uncertainties, we propose a novel detectability concept to determine whether a search strategy guarantees eventual detection, and provide sufficient detectability criteria based on stochastic recurrence analysis. We further develop a server-assisted distributed algorithm that utilizes the aggregative potential game structure for searchers and a KL-divergence-based reduction for target prediction. Numerical simulations validate the effectiveness of the proposed algorithm and support the detectability analysis.
Jun 4, 2026

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.
Jun 1, 2026

Minimax-Optimal Policy Regret in Partially Observable Markov Games

We study sequential decision-making in partially observable environments against strategic, adaptive opponents, modeled as partially observable Markov games (POMGs). The central challenge is to learn latent dynamics from partial observations while facing an adversary whose behavior depends on the learner's strategy, making standard regret notions inadequate. We prove that an epoch-based optimistic maximum-likelihood algorithm achieves O~(T)\tilde{O}(\sqrt{T}) policy regret for fixed problem parameters, with explicit dependence on the horizon, adversary memory, confidence radius, and the aggregate Eluder dimension of the observable-operator class. The algorithm selects one policy per geometrically growing epoch using confidence sets built cumulatively from past data, which keeps the cost of comparing adversary responses across policies logarithmic in TT. We also prove a lower bound matching the T\sqrt{T} and aggregate-Eluder-dimension dependence, up to problem-dependent and logarithmic factors. Finally, we extend the framework to horizon-adaptive guarantees and adversaries with geometric fading memory.
May 7, 2026

Independent Learning of Nash Equilibria in Partially Observable Markov Potential Games with Decoupled Dynamics

We study Nash equilibrium learning in partially observable Markov games (POMGs), a multi-agent reinforcement learning framework in which agents cannot fully observe the underlying state. Prior work in this setting relies on centralization or information sharing, and suffers from sample and computational complexity that scales exponentially in the number of players. We focus on a subclass of POMGs with independent state transitions, where agents remain coupled through their rewards, and assume that the underlying fully observed Markov game is a Markov potential game. For this class, we present an independent learning algorithm in which players, observing only their own actions and observations and without communication, jointly converge to an approximate Nash equilibrium. Due to partial observability, optimal policies may in general depend on the full action-observation history. Under a filter stability assumption, we show that policies based on finite history windows provide sufficient approximation guarantees. This enables us to approximate the POMG by a surrogate Markov game that is near-potential, leading to quasi-polynomial sample and computational complexity for independent Nash equilibrium learning in the underlying POMG.
Apr 6, 2026

Nash Approximation Gap in Truncated Infinite-horizon Partially Observable Markov Games

Partially Observable Markov Games (POMGs) provide a general framework for modeling multi-agent sequential decision-making under asymmetric information. A common approach is to reformulate a POMG as a fully observable Markov game over belief states, where the state is the conditional distribution of the system state and agents' private information given common information, and actions correspond to mappings (prescriptions) from private information to actions. However, this reformulation is intractable in infinite-horizon settings, as both the belief state and action spaces grow with the accumulation of information over time. We propose a finite-memory truncation framework that approximates infinite-horizon POMGs by a finite-state, finite-action Markov game, where agents condition decisions only on finite windows of common and private information. Under suitable filter stability (forgetting) conditions, we show that any Nash equilibrium of the truncated game is an ε\varepsilon-Nash equilibrium of the original POMG, where ε→0\varepsilon \to 0 as the truncation length increases.
Apr 1, 2026

Internal State-Based Policy Gradient Methods for Partially Observable Markov Potential Games

This letter studies multi-agent reinforcement learning in partially observable Markov potential games. Solving this problem is challenging due to partial observability, decentralized information, and the curse of dimensionality. First, to address the first two challenges, we leverage the common information framework, which allows agents to act based on both shared and local information. Second, to ensure tractability, we study an internal state that compresses accumulated information, preventing it from growing unboundedly over time. We then implement an internal state-based natural policy gradient method to find Nash equilibria of the Markov potential game. Our main contribution is to establish a non-asymptotic convergence bound for this method. Our theoretical bound decomposes into two interpretable components: a statistical error term that also arises in standard Markov potential games, and an approximation error capturing the use of finite-state controllers. Finally, simulations across multiple partially observable environments demonstrate that the proposed method using finite-state controllers achieves consistent improvements in performance compared to the setting where only the current observation is used.
Mar 29, 2026

SkyNet: Belief-Aware Planning for Partially-Observable Stochastic Games

In 2019, Google DeepMind released MuZero, a model-based reinforcement learning method that achieves strong results in perfect-information games by combining learned dynamics models with Monte Carlo Tree Search (MCTS). However, comparatively little work has extended MuZero to partially observable, stochastic, multi-player environments, where agents must act under uncertainty about hidden state. Such settings arise not only in card games but in domains such as autonomous negotiation, financial trading, and multi-agent robotics. In the absence of explicit belief modeling, MuZero's latent encoding has no dedicated mechanism for representing uncertainty over unobserved variables. To address this, we introduce SkyNet (Belief-Aware MuZero), which adds ego-conditioned auxiliary heads for winner prediction and rank estimation to the standard MuZero architecture. These objectives encourage the latent state to retain information predictive of outcomes under partial observability, without requiring explicit belief-state tracking or changes to the search algorithm. We evaluate SkyNet on Skyjo, a partially observable, non-zero-sum, stochastic card game, using a decision-granularity environment, transformer-based encoding, and a curriculum of heuristic opponents with self-play. In 1000-game head-to-head evaluations at matched checkpoints, SkyNet achieves a 75.3% peak win rate against the baseline (+194 Elo, p<10−50p < 10^{-50}). SkyNet also outperforms the baseline against heuristic opponents (0.720 vs.\ 0.466 win rate). Critically, the belief-aware model initially underperforms the baseline but decisively surpasses it once training throughput is sufficient, suggesting that belief-aware auxiliary supervision improves learned representations under partial observability, but only given adequate data flow.
Mar 1, 2026

Opponent State Inference Under Partial Observability: An HMM-POMDP Framework for 2026 Formula 1 Energy Strategy

The 2026 Formula 1 technical regulations introduce a fundamental change to energy strategy: under a 50/50 internal combustion engine / battery power split with unlimited regeneration and a driver-controlled Override Mode, the optimal energy deployment policy depends not only on a driver's own state but on the hidden state of rival cars. This creates a Partially Observable Stochastic Game that cannot be solved by single-agent optimisation methods. We present a tractable two-layer inference and decision framework. The first layer is a 40-state Hidden Markov Model (HMM) that infers a probability distribution over each rival's ERS charge level (four modes: H, M, L_harvest, L_derate), Override Mode status, and tyre degradation state from six publicly observable telemetry signals. The second layer is a Deep Q-Network (DQN) policy that takes the HMM belief state as input and selects between energy deployment strategies. We formally characterise the counter-harvest trap, a deceptive strategy in which a car deliberately suppresses observable deployment signals to induce a rival into a failed attack, and show that detecting it requires belief-state inference over both ERS level and the harvest/derate sub-mode. On synthetic races, the HMM achieves 96.8% ERS-level accuracy (random baseline 25%), classifies L_harvest vs. L_derate with 89.4% accuracy, and detects counter-harvest trap conditions with 96.3% recall. Pre-season analysis indicates circuit-dependent recharge availability (1.0x to 2.2x per lap) as the primary confound; Melbourne is the hardest-case validation environment. Baum-Welch calibration on 2026 race telemetry begins with the Australian Grand Prix (8 March 2026).
Feb 19, 2026

AIDG: A Formal Decomposition of Information Extraction and Containment Asymmetries in Multi-Turn LLM Dialogue

Multi-turn LLM evaluation is typically reported as a single win-rate scalar, conflating distinct capabilities. We introduce AIDG (Adversarial Information Deduction Game), formalizing multi-turn adversarial dialogue as a two-player partially observable stochastic game (POSG) and decomposing performance along Seeker (extraction) and Holder (containment) roles. The decomposition isolates three failure modes: cooperative-prior leakage, constraint-reasoning interference, and inefficient hypothesis-space traversal. Across 439 games over six frontier LLMs, defensive performance is tightly clustered (sigma = 1.9 ELO) while offensive performance varies substantially (sigma = 53.3 ELO); confirmation framing increases extraction odds 7.75x over uninformed deduction (p < 0.00001); and constraint violations account for 41.3% of deductive failures, uncorrelated with scale (rho = 0.0). We position the containment-over-extraction gap not as a surprising finding but as a measurable consequence of locally resolvable defensive decisions versus globally coupled offensive planning, and use the decomposition to attribute the gap per model. All design choices, including turn-decay weighting and the Bradley-Terry rating model, are derived from explicit assumptions.