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Normal-form proper equilibrium, introduced by Myerson as a refinement of normal-form perfect equilibrium, occupies a distinctive position in the equilibrium analysis of extensive-form games because its more stringent perturbation structure…
There have been extensive studies on learning in zero-sum games, focusing on the analysis of the existence and algorithmic convergence of Nash equilibrium (NE). Existing studies mainly focus on symmetric games where the strategy spaces of…
We describe a new complete algorithm for computing Nash equilibrium in multiplayer general-sum games, based on a quadratically-constrained feasibility program formulation. We demonstrate that the algorithm runs significantly faster than the…
We study the problem of computing optimal correlated equilibria (CEs) in infinite-horizon multi-player stochastic games, where correlation signals are provided over time. In this setting, optimal CEs require history-dependent policies; this…
In repeated games, cooperation is possible in equilibrium only if players are sufficiently patient, and long-term gains from cooperation outweigh short-term gains from deviation. What happens if the players have incomplete information…
We investigate optimal decision making under imperfect recall, that is, when an agent forgets information it once held before. An example is the absentminded driver game, as well as team games in which the members have limited communication…
The field of collective intelligence studies how teams can achieve better results than any of the team members alone. The special case of human-machine teams carries unique challenges in this regard. For example, human teams often achieve…
Computing approximate Nash equilibria in multi-player general-sum Markov games is a computationally intractable task. However, multi-player Markov games with certain cooperative or competitive structures might circumvent this…
Dynamic zero-sum games are an important class of problems with applications ranging from evasion-pursuit and heads-up poker to certain adversarial versions of control problems such as multi-armed bandit and multiclass queuing problems.…
Two-player, constant-sum games are well studied in the literature, but there has been limited progress outside of this setting. We propose Joint Policy-Space Response Oracles (JPSRO), an algorithm for training agents in n-player,…
Multiple Tensor-Times-Matrix (Multi-TTM) is a key computation in algorithms for computing and operating with the Tucker tensor decomposition, which is frequently used in multidimensional data analysis. We establish communication lower…
In the literature on game-theoretic equilibrium finding, focus has mainly been on solving a single game in isolation. In practice, however, strategic interactions -- ranging from routing problems to online advertising auctions -- evolve…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
Self-play (SP) is a popular multi-agent reinforcement learning (MARL) framework for solving competitive games, where each agent optimizes policy by treating others as part of the environment. Despite the empirical successes, the theoretical…
We consider correlated equilibria in strategic games in an adversarial environment, where an adversary can compromise the public signal used by the players for choosing their strategies, while players aim at detecting a potential attack as…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
We describe an asynchronous algorithm to solve secure multiparty computation (MPC) over n players, when strictly less than a 1/8 fraction of the players are controlled by a static adversary. For any function f over a field that can be…
In a landmark paper, Papadimitriou and Roughgarden described a polynomial-time algorithm ("Ellipsoid Against Hope") for computing sample correlated equilibria of concisely-represented games. Recently, Stein, Parrilo and Ozdaglar showed that…
We study reinforcement learning for two-player zero-sum Markov games with simultaneous moves in the finite-horizon setting, where the transition kernel of the underlying Markov games can be parameterized by a linear function over the…
Game theory's prescriptive power typically relies on full rationality and/or self-play interactions. In contrast, this work sets aside these fundamental premises and focuses instead on heterogeneous autonomous interactions between two or…