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Carlos Martin

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6 papers
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6

AAMAS Conference 2026 Conference Paper

Incremental Multiple Oracle

  • Carlos Martin
  • Tuomas Sandholm

Wepresentaframeworkforcomputingapproximatemixed-strategy Nash equilibria of continuous-action games. It is a modification of the traditional double oracle algorithm, extended to multiple players and continuous action spaces. Unlike prior methods, it maintains fixed-cardinality pure strategy sets for each player. Thus, unlike prior methods, only a constant amount of memory is necessary. Furthermore, it does not require exact metagame solving on each iteration, which can be computationally expensive for large metagames. Moreover, it does not require global best-response computationoneach iteration, whichcanbecomputationallyexpensive or even intractable for high-dimensional action spaces and general games. Our method incrementally reduces the exploitability of the strategy profile in the finite metagame, pushing it toward Nash equilibrium. Simultaneously, it incrementally improves the pure strategies that best respond to this strategy profile in the full game. We test our method on various continuous games. It obtains approximate mixed-strategy Nash equilibria with low exploitability.

AAMAS Conference 2025 Conference Paper

AlphaZeroES: Direct Score Maximization Outperforms Planning Loss Minimization

  • Carlos Martin
  • Tuomas Sandholm

Planning at execution time has been shown to dramatically improve performance for AI agents. A well-known family of approaches to planning at execution time in single-agent settings and twoplayer zero-sum games are AlphaZero and its variants, which use Monte Carlo Tree Search together with a neural network that guides the search by predicting state values and action probabilities. AlphaZero trains these networks by minimizing a planning loss that makes the value prediction match the episode return, and the policy prediction at the root of the search tree match the output of the full tree expansion. AlphaZero has been applied to various single-agent environments that require careful planning, with great success. In this paper, we explore an intriguing question: can we outperform it by directly maximizing the episode score instead of minimizing this planning loss, while leaving the MCTS algorithm and neural architecture unchanged? To directly maximize the episode score, we use evolution strategies, a family of algorithms for zeroth-order blackbox optimization. Our experiments indicate that, across all the tested single-agent environments, directly maximizing the episode score instead of minimizing the planning loss yields a dramatic improvement in performance.

AAMAS Conference 2025 Conference Paper

ApproxED: Approximate Exploitability Descent via Learned Best Responses

  • Carlos Martin
  • Tuomas Sandholm

There has been substantial progress on finding game-theoretic equilibria. Most of that work has focused on games with finite, discrete action spaces. However, many games involving space, time, money, and other fine-grained quantities have continuous action spaces (or are best modeled as having such). We study the problem of finding an approximate Nash equilibrium of games with continuous action sets. The standard measure of closeness to Nash equilibrium is exploitability, which measures how much players can benefit from unilaterally changing their strategy. We propose two new methods that minimize an approximation of exploitability with respect to the strategy profile. The first method uses a learned bestresponse function, which takes the current strategy profile as input and outputs candidate best responses for each player. The strategy profile and best-response functions are trained simultaneously, with the former trying to minimize exploitability while the latter tries to maximize it. The second method maintains an ensemble of candidate best responses for each player. In each iteration, the best-performing elements of each ensemble are used to update the current strategy profile. The strategy profile and ensembles are simultaneously trained to minimize and maximize the approximate exploitability, respectively. We evaluate our methods on various continuous games and GAN training, showing that they outperform prior methods.

IJCAI Conference 2025 Conference Paper

Joint-Perturbation Simultaneous Pseudo-Gradient

  • Carlos Martin
  • Tuomas Sandholm

We study the problem of computing an approximate Nash equilibrium of a game whose strategy space is continuous without access to gradients of the utility function. Lack of access to gradients is common in reinforcement learning settings, where the environment is treated as a black box, as well as equilibrium finding in mechanisms such as auctions, where the mechanism's payoffs are discontinuous in the players' actions. To tackle this problem, we turn to zeroth-order optimization techniques that combine pseudo-gradients with equilibrium-finding dynamics. Specifically, we introduce a new technique that requires a number of utility function evaluations per iteration that is constant rather than linear in the number of players. It achieves this by performing a single joint perturbation on all players' strategies, rather than perturbing each one individually. This is very important for many-player games, especially when the utility function is expensive to compute in terms of wall time, memory, money, or other resources. We evaluate our approach on various games, including auctions, which have important real-world applications. Our approach yields a dramatic improvement in performance in terms of the wall time required to reach an approximate Nash equilibrium.

IJCAI Conference 2024 Conference Paper

Model-Free Preference Elicitation

  • Carlos Martin
  • Craig Boutilier
  • Ofer Meshi
  • Tuomas Sandholm

In recommender systems, preference elicitation (PE) is an effective way to learn about a user's preferences to improve recommendation quality. Expected value of information (EVOI), a Bayesian technique that computes expected gain in user utility, has proven to be effective in selecting useful PE queries. Most EVOI methods use probabilistic models of user preferences and query responses to compute posterior utilities. By contrast, we develop model-free variants of EVOI that rely on function approximation to obviate the need for specific modeling assumptions. Specifically, we learn user response and utility models from existing data (often available in real-world recommender systems), which are used to estimate EVOI rather than relying on explicit probabilistic inference. We augment our approach by using online planning, specifically, Monte Carlo tree search, to further enhance our elicitation policies. We show that our approach offers significant improvement in recommendation quality over standard baselines on several PE tasks.

IJCAI Conference 2023 Conference Paper

Finding Mixed-Strategy Equilibria of Continuous-Action Games without Gradients Using Randomized Policy Networks

  • Carlos Martin
  • Tuomas Sandholm

We study the problem of computing an approximate Nash equilibrium of continuous-action game without access to gradients. Such game access is common in reinforcement learning settings, where the environment is typically treated as a black box. To tackle this problem, we apply zeroth-order optimization techniques that combine smoothed gradient estimators with equilibrium-finding dynamics. We model players' strategies using artificial neural networks. In particular, we use randomized policy networks to model mixed strategies. These take noise in addition to an observation as input and can flexibly represent arbitrary observation-dependent, continuous-action distributions. Being able to model such mixed strategies is crucial for tackling continuous-action games that lack pure-strategy equilibria. We evaluate the performance of our method using an approximation of the Nash convergence metric from game theory, which measures how much players can benefit from unilaterally changing their strategy. We apply our method to continuous Colonel Blotto games, single-item and multi-item auctions, and a visibility game. The experiments show that our method can quickly find a high-quality approximate equilibrium. Furthermore, they show that the dimensionality of the input noise is crucial for performance. To our knowledge, this paper is the first to solve general continuous-action games with unrestricted mixed strategies and without any gradient information.

v2026.09.13