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Gabriele Farina

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

69 papers
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Possible papers

69

AIJ Journal 2026 Journal Article

Efficient representations for team and imperfect-recall equilibrium computation

  • Luca Carminati
  • Brian Hu Zhang
  • Federico Cacciamani
  • Junkang Li
  • Gabriele Farina
  • Nicola Gatti
  • Tuomas Sandholm

Equilibrium finding in two-player zero-sum games with perfect recall is a well-studied topic that has led to many breakthroughs in computational game theory. This paper aims to generalize such techniques to (timeable) two-player zero-sum games with imperfect recall, or equivalently to two-team zero-sum games. In this setting, the problem of computing a mixed-strategy Nash equilibrium (or, equivalently, a team maxmin equilibrium with correlation) is known to be NP-hard. We connect the imperfect-recall setting with its perfect-recall counterpart through a novel construction we call the belief game. This is a perfect-recall game equivalent to a given (timeable) two-player zero-sum game with imperfect recall. The belief game may be exponentially larger than the original game but can be solved using any standard method. We then show that the strategy spaces of the two players in the belief game can be directly represented as a DAG, leading to a possibly exponential speedup. We call this the team belief DAG (TB-DAG). The TB-DAG simultaneously enjoys essentially optimal parameterized complexity bounds and the advantages of efficient regret minimization techniques. Along the way, we show $Δ_2^P$-completeness and $Σ_2^P$-completeness of finding Nash equilibria in both mixed and behavioral strategies for the class of games we consider. Experimentally, we show that the TB-DAG, when paired with existing learning techniques, yields state-of-the-art performance on a wide variety of benchmark team games.

ICLR Conference 2025 Conference Paper

A Policy-Gradient Approach to Solving Imperfect-Information Games with Best-Iterate Convergence

  • Mingyang Liu
  • Gabriele Farina
  • Asuman E. Ozdaglar

Policy gradient methods have become a staple of any single-agent reinforcement learning toolbox, due to their combination of desirable properties: iterate convergence, efficient use of stochastic trajectory feedback, and theoretically-sound avoidance of importance sampling corrections. In multi-agent imperfect-information settings (extensive-form games), however, it is still unknown whether the same desiderata can be guaranteed while retaining theoretical guarantees. Instead, sound methods for extensive-form games rely on approximating \emph{counterfactual} values (as opposed to Q values), which are incompatible with policy gradient methodologies. In this paper, we investigate whether policy gradient can be safely used in two-player zero-sum imperfect-information extensive-form games (EFGs). We establish positive results, showing for the first time that a policy gradient method leads to provable best-iterate convergence to a regularized Nash equilibrium in self-play.

NeurIPS Conference 2025 Conference Paper

Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games

  • Andreas Kontogiannis
  • Vasilis Pollatos
  • Gabriele Farina
  • Panayotis Mertikopoulos
  • Ioannis Panageas

We examine the problem of efficiently learning coarse correlated equilibria (CCE) in polyhedral games, that is, normal-form games with an exponentially large number of actions per player and an underlying combinatorial structure—such as the classic Colonel Blotto game or congestion games. Achieving computational efficiency in this setting requires learning algorithms whose regret and per-iteration complexity scale at most polylogarithmically with the size of the players’ action sets. This challenge has recently been addressed in the full-information setting, primarily through the use of kernelization; however, in the more realistic partial information setting, the situation is much more challenging, and existing approaches result in suboptimal and impractical runtime complexity to learn CCE. We address this gap via a novel kernelization-based framework for payoff-based learning in polyhedral games, which we then apply to certain key classes of polyhedral games—namely Colonel Blotto, graphic matroid and network congestion games. In so doing, we obtain a range of computationally efficient payoff-based learning algorithms which significantly improve upon prior work in terms of the runtime for learning CCE.

ICML Conference 2025 Conference Paper

Expected Variational Inequalities

  • Brian Hu Zhang
  • Ioannis Anagnostides
  • Emanuel Tewolde
  • Ratip Emin Berker
  • Gabriele Farina
  • Vincent Conitzer
  • Tuomas Sandholm

Variational inequalities (VIs) encompass many fundamental problems in diverse areas ranging from engineering to economics and machine learning. However, their considerable expressivity comes at the cost of computational intractability. In this paper, we introduce and analyze a natural relaxation—which we refer to as expected variational inequalities (EVIs) —where the goal is to find a distribution that satisfies the VI constraint in expectation. By adapting recent techniques from game theory, we show that, unlike VIs, EVIs can be solved in polynomial time under general (nonmonotone) operators. EVIs capture the seminal notion of correlated equilibria, but enjoy a greater reach beyond games. We also employ our framework to capture and generalize several existing disparate results, including from settings such as smooth games, and games with coupled constraints or nonconcave utilities.

ICLR Conference 2025 Conference Paper

Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games

  • Yang Cai 0001
  • Gabriele Farina
  • Julien Grand-Clément
  • Christian Kroer
  • Chung-Wei Lee
  • Haipeng Luo
  • Weiqiang Zheng

We study last-iterate convergence properties of algorithms for solving two-player zero-sum games based on Regret Matching$^+$ (RM$^+$). Despite their widespread use for solving real games, virtually nothing is known about their last-iterate convergence. A major obstacle to analyzing RM-type dynamics is that their regret operators lack Lipschitzness and (pseudo)monotonicity. We start by showing numerically that several variants used in practice, such as RM$^+$, predictive RM$^+$ and alternating RM$^+$, all lack last-iterate convergence guarantees even on a simple $3\times 3$ matrix game. We then prove that recent variants of these algorithms based on a smoothing technique, extragradient RM$^{+}$ and smooth Predictive RM$^+$, enjoy asymptotic last-iterate convergence (without a rate), $1/\sqrt{t}$ best-iterate convergence, and when combined with restarting, linear-rate last-iterate convergence. Our analysis builds on a new characterization of the geometric structure of the limit points of our algorithms, marking a significant departure from most of the literature on last-iterate convergence. We believe that our analysis may be of independent interest and offers a fresh perspective for studying last-iterate convergence in algorithms based on non-monotone operators.

NeurIPS Conference 2025 Conference Paper

On the Universal Near Optimality of Hedge in Combinatorial Settings

  • Zhiyuan Fan
  • Arnab Maiti
  • Lillian Ratliff
  • Kevin Jamieson
  • Gabriele Farina

In this paper, we study the classical Hedge algorithm in combinatorial settings. In each round, the learner selects a vector $\mathbf{x}_t$ from a set $\mathcal{X} \subseteq$ {$0, 1$}$^d$, observes a full loss vector $\mathbf{y}_t \in \mathbb{R}^d$, and incurs a loss $\langle \mathbf{x}_t, \mathbf{y}_t \rangle \in [-1, 1]$. This setting captures several important problems, including extensive-form games, resource allocation, $m$-sets, online multitask learning, and shortest-path problems on directed acyclic graphs (DAGs). It is well known that Hedge achieves a regret of $\mathcal{O}\big(\sqrt{T \log |\mathcal{X}|}\big)$ after $T$ rounds of interaction. In this paper, we ask whether Hedge is optimal across all combinatorial settings. To that end, we show that for any $\mathcal{X} \subseteq$ {$0, 1$}$^d$, Hedge is near-optimal—specifically, up to a $\sqrt{\log d}$ factor—by establishing a lower bound of $\Omega\big(\sqrt{T \log(|\mathcal{X}|)/\log d}\big)$ that holds for any algorithm. We then identify a natural class of combinatorial sets—namely, $m$-sets with $\log d \leq m \leq \sqrt{d}$—for which this lower bound is tight, and for which Hedge is provably suboptimal by a factor of exactly $\sqrt{\log d}$. At the same time, we show that Hedge is optimal for online multitask learning, a generalization of the classical $K$-experts problem. Finally, we leverage the near-optimality of Hedge to establish the existence of a near-optimal regularizer for online shortest-path problems in DAGs—a setting that subsumes a broad range of combinatorial domains. Specifically, we show that the classical Online Mirror Descent (OMD) algorithm, when instantiated with the dilated entropy regularizer, is iterate-equivalent to Hedge, and therefore inherits its near-optimal regret guarantees for DAGs.

NeurIPS Conference 2025 Conference Paper

Policy Gradient Methods Converge Globally in Imperfect-Information Extensive-Form Games

  • Fivos Kalogiannis
  • Gabriele Farina

Multi-agent reinforcement learning (MARL) has long been seen as inseparable from Markov games (Littman 1994). Yet, the most remarkable achievements of practical MARL have arguably been in extensive-form games (EFGs)---spanning games like Poker, Stratego, and Hanabi. At the same time, little is known about provable equilibrium convergence for MARL algorithms applied to EFGs as they stumble upon the inherent nonconvexity of the optimization landscape and the failure of the value-iteration subroutine in EFGs. To this goal, we utilize contemporary advances in nonconvex optimization theory to prove that regularized alternating policy gradient with (i) *direct policy parametrization*, (ii) *softmax policy parametrization*, and (iii) *softmax policy parametrization with natural policy gradient* updates converge to an approximate Nash equilibrium (NE) in the *last-iterate* in imperfect-information perfect-recall zero-sum EFGs. Namely, we observe that since the individual utilities are concave with respect to the sequence-form strategy, they satisfy gradient dominance w. r. t. the behavioral strategy---or, \textit{policy}, in reinforcement learning terms. We exploit this structure to further prove that the regularized utility satisfies the much stronger proximal Polyak- Łojasiewicz condition. In turn, we show that the different flavors of alternating policy gradient methods converge to an $\epsilon$-approximate NE with a number of iterations and trajectory samples that are polynomial in $1/\epsilon$ and the natural parameters of the game. Our work is a preliminary---yet principled---attempt in bridging the conceptual gap between the theory of Markov and imperfect-information EFGs while it aspires to stimulate a deeper dialogue between them.

NeurIPS Conference 2025 Conference Paper

The Complexity of Correlated Equilibria in Generalized Games

  • Martino Bernasconi
  • Matteo Castiglioni
  • Andrea Celli
  • Gabriele Farina

Correlated equilibria —and their generalization $\Phi$-equilibria— are a fundamental object of study in game theory, offering a more tractable alternative to Nash equilibria in multi-player settings. While computational aspects of equilibrium computation are well-understood in some settings, fundamental questions are still open in _generalized games_, that is, games in which the set of strategies allowed to each player depends on the other players' strategies. These classes of games model fundamental settings in economics and have been a cornerstone of economics research since the seminal paper of Arrow and Debreu [1954]. Recently, there has been growing interest, both in economics and in computer science, in studying correlated equilibria in generalized games. It is known that finding a social welfare maximizing correlated equilibrium in generalized games is NP-hard. However, the existence of efficient algorithms to find _any_ equilibrium remains an important open question. In this paper, we answer this question negatively, showing that this problem is PPAD-complete.

NeurIPS Conference 2025 Conference Paper

UFT: Unifying Supervised and Reinforcement Fine-Tuning

  • Mingyang Liu
  • Gabriele Farina
  • Asuman Ozdaglar

Post-training has demonstrated its importance in enhancing the reasoning capabilities of large language models (LLMs). The primary post-training methods can be categorized into supervised fine-tuning (SFT) and reinforcement fine-tuning (RFT). SFT is efficient and well-suited for small language models, but it may lead to overfitting and limit the reasoning abilities of larger models. In contrast, RFT generally yields better generalization but depends heavily on the strength of the base model. To address the limitations of SFT and RFT, we propose Unified Fine-Tuning (UFT), a novel post-training paradigm that unifies SFT and RFT into a single, integrated process. UFT enables the model to effectively explore solutions while incorporating informative supervision signals, bridging the gap between memorizing and thinking underlying existing methods. Notably, UFT outperforms both SFT and RFT in general, regardless of model sizes. Furthermore, we theoretically prove that UFT breaks RFT's inherent exponential sample complexity bottleneck, showing for the first time that unified training can exponentially accelerate convergence on long-horizon reasoning tasks.

NeurIPS Conference 2024 Conference Paper

Efficient $\Phi$-Regret Minimization with Low-Degree Swap Deviations in Extensive-Form Games

  • Brian H. Zhang
  • Ioannis Anagnostides
  • Gabriele Farina
  • Tuomas Sandholm

Recent breakthrough results by Dagan, Daskalakis, Fishelson and Golowich [2023] and Peng and Rubinstein [2023] established an efficient algorithm attaining at most $\epsilon$ swap regret over extensive-form strategy spaces of dimension $N$ in $N^{\tilde O(1/\epsilon)}$ rounds. On the other extreme, Farina and Pipis [2023] developed an efficient algorithm for minimizing the weaker notion of linear-swap regret in $\mathsf{poly}(N)/\epsilon^2$ rounds. In this paper, we develop efficient parameterized algorithms for regimes between these two extremes. We introduce the set of $k$-mediator deviations, which generalize the untimed communication deviations recently introduced by Zhang, Farina and Sandholm [2024] to the case of having multiple mediators, and we develop algorithms for minimizing the regret with respect to this set of deviations in $N^{O(k)}/\epsilon^2$ rounds. Moreover, by relating $k$-mediator deviations to low-degree polynomials, we show that regret minimization against degree-$k$ polynomial swap deviations is achievable in $N^{O(kd)^3}/\epsilon^2$ rounds, where $d$ is the depth of the game, assuming a constant branching factor. For a fixed degree $k$, this is polynomial for Bayesian games and quasipolynomial more broadly when $d = \mathsf{polylog} N$---the usual balancedness assumption on the game tree. The first key ingredient in our approach is a relaxation of the usual notion of a fixed point required in the framework of Gordon, Greenwald and Marks [2008]. Namely, for a given deviation $\phi$, we show that it suffices to compute what we refer to as a fixed point in expectation; that is, a distribution $\pi$ such that $\mathbb{E}_{x \sim \pi} [\phi(x) - x] \approx 0$. Unlike the problem of computing an actual (approximate) fixed point $x \approx \phi(x)$, which we show is \PPAD-hard, there is a simple and efficient algorithm for finding a solution that satisfies our relaxed notion. As a byproduct, we provide, to our knowledge, the fastest algorithm for computing $\epsilon$-correlated equilibria in normal-form games in the medium-precision regime, obviating the need to solve a linear system in every round. Our second main contribution is a characterization of the set of low-degree deviations, made possible through a connection to low-depth decisions trees from Boolean analysis.

AAAI Conference 2024 Conference Paper

Efficient Learning in Polyhedral Games via Best-Response Oracles

  • Darshan Chakrabarti
  • Gabriele Farina
  • Christian Kroer

We study online learning and equilibrium computation in games with polyhedral decision sets, a property shared by normal-form games (NFGs) and extensive-form games (EFGs), when the learning agent is restricted to utilizing a best-response oracle. We show how to achieve constant regret in zero-sum games and O(T^0.25) regret in general-sum games while using only O(log t) best-response queries at a given iteration t, thus improving over the best prior result, which required O(T) queries per iteration. Moreover, our framework yields the first last-iterate convergence guarantees for self-play with best-response oracles in zero-sum games. This convergence occurs at a linear rate, though with a condition-number dependence. We go on to show a O(T^(-0.5)) best-iterate convergence rate without such a dependence. Our results build on linear-rate convergence results for variants of the Frank-Wolfe (FW) algorithm for strongly convex and smooth minimization problems over polyhedral domains. These FW results depend on a condition number of the polytope, known as facial distance. In order to enable application to settings such as EFGs, we show two broad new results: 1) the facial distance for polytopes in standard form is at least γ/k where γ is the minimum value of a nonzero coordinate of a vertex of the polytope and k≤n is the number of tight inequality constraints in the optimal face, and 2) the facial distance for polytopes of the form Ax=b, Cx≤d, x≥0 where x∈R^n, C≥0 is a nonzero integral matrix, and d≥0, is at least 1/(c√n), where c is the infinity norm of C. This yields the first such results for several problems such as sequence-form polytopes, flow polytopes, and matching polytopes.

NeurIPS Conference 2024 Conference Paper

Fast Last-Iterate Convergence of Learning in Games Requires Forgetful Algorithms

  • Yang Cai
  • Gabriele Farina
  • Julien Grand-Clément
  • Christian Kroer
  • Chung-Wei Lee
  • Haipeng Luo
  • Weiqiang Zheng

Self play via online learning is one of the premier ways to solve large-scale zero-sum games, both in theory and practice. Particularly popular algorithms include optimistic multiplicative weights update (OMWU) and optimistic gradient-descent-ascent (OGDA). While both algorithms enjoy $O(1/T)$ ergodic convergence to Nash equilibrium in two-player zero-sum games, OMWU offers several advantages, including logarithmic dependence on the size of the payoff matrix and $\tilde{O}(1/T)$ convergence to coarse correlated equilibria even in general-sum games. However, in terms of last-iterate convergence in two-player zero-sum games, an increasingly popular topic in this area, OGDA guarantees that the duality gap shrinks at a rate of $(1/\sqrt{T})$, while the best existing last-iterate convergence for OMWU depends on some game-dependent constant that could be arbitrarily large. This begs the question: is this potentially slow last-iterate convergence an inherent disadvantage of OMWU, or is the current analysis too loose? Somewhat surprisingly, we show that the former is true. More generally, we prove that a broad class of algorithms that do not forget the past quickly all suffer the same issue: for any arbitrarily small $\delta>0$, there exists a $2\times 2$ matrix game such that the algorithm admits a constant duality gap even after $1/\delta$ rounds. This class of algorithms includes OMWU and other standard optimistic follow-the-regularized-leader algorithms.

ICLR Conference 2024 Conference Paper

Mediator Interpretation and Faster Learning Algorithms for Linear Correlated Equilibria in General Sequential Games

  • Brian Hu Zhang
  • Gabriele Farina
  • Tuomas Sandholm

A recent paper by Farina and Pipis (2023) established the existence of uncoupled no-linear-swap regret dynamics with polynomial-time iterations in extensive-form games. The equilibrium points reached by these dynamics, known as linear correlated equilibria, are currently the tightest known relaxation of correlated equilibrium that can be learned in polynomial time in any finite extensive-form game. However, their properties remain vastly unexplored, and their computation is onerous. In this paper, we provide several contributions shedding light on the fundamental nature of linear-swap regret. First, we show a connection between linear deviations and a generalization of communication deviations in which the player can make queries to a ``mediator'' who replies with action recommendations, and, critically, the player is not constrained to match the timing of the game as would be the case for communication deviations. We coin this latter set the untimed communication (UTC) deviations. We show that the UTC deviations coincide precisely with the linear deviations, and therefore that any player minimizing UTC regret also minimizes linear-swap regret. We then leverage this connection to develop state-of-the-art no-regret algorithms for computing linear correlated equilibria, both in theory and in practice. In theory, our algorithms achieve polynomially better per-iteration runtimes; in practice, our algorithms represent the state of the art by several orders of magnitude.

NeurIPS Conference 2024 Conference Paper

On the Optimality of Dilated Entropy and Lower Bounds for Online Learning in Extensive-Form Games

  • Zhiyuan Fan
  • Christian Kroer
  • Gabriele Farina

First-order methods (FOMs) are arguably the most scalable algorithms for equilibrium computation in large extensive-form games. To operationalize these methods, a distance-generating function, acting as a regularizer for the strategy space, must be chosen. The ratio between the strong convexity modulus and the diameter of the regularizer is a key parameter in the analysis of FOMs. A natural question is then: what is the optimal distance-generating function for extensive-form decision spaces? In this paper, we make a number of contributions, ultimately establishing that the weight-one dilated entropy (DilEnt) distance-generating function is optimal up to logarithmic factors. The DilEnt regularizer is notable due to its iterate-equivalence with Kernelized OMWU (KOMWU)---the algorithm with state-of-the-art dependence on the game tree size in extensive-form games---when used in conjunction with the online mirror descent (OMD) algorithm. However, the standard analysis for OMD is unable to establish such a result; the only current analysis is by appealing to the iterate equivalence to KOMWU. We close this gap by introducing a pair of primal-dual treeplex norms, which we contend form the natural analytic viewpoint for studying the strong convexity of DilEnt. Using these norm pairs, we recover the diameter-to-strong-convexity ratio that predicts the same performance as KOMWU. Along with a new regret lower bound for online learning in sequence-form strategy spaces, we show that this ratio is nearly optimal. Finally, we showcase our analytic techniques by refining the analysis of Clairvoyant OMD when paired with DilEnt, establishing an $\mathcal{O}(n \log |\mathcal{V}| \log T/T)$ approximation rate to coarse correlated equilibrium in $n$-player games, where $|\mathcal{V}|$ is the number of reduced normal-form strategies of the players, establishing the new state of the art.

AAAI Conference 2024 Conference Paper

Optimistic Policy Gradient in Multi-Player Markov Games with a Single Controller: Convergence beyond the Minty Property

  • Ioannis Anagnostides
  • Ioannis Panageas
  • Gabriele Farina
  • Tuomas Sandholm

Policy gradient methods enjoy strong practical performance in numerous tasks in reinforcement learning. Their theoretical understanding in multiagent settings, however, remains limited, especially beyond two-player competitive and potential Markov games. In this paper, we develop a new framework to characterize optimistic policy gradient methods in multi-player Markov games with a single controller. Specifically, under the further assumption that the game exhibits an equilibrium collapse, in that the marginals of coarse correlated equilibria (CCE) induce Nash equilibria (NE), we show convergence to stationary epsilon-NE in O(1/epsilon^2) iterations, where O suppresses polynomial factors in the natural parameters of the game. Such an equilibrium collapse is well-known to manifest itself in two-player zero-sum Markov games, but also occurs even in a class of multi-player Markov games with separable interactions, as established by recent work. As a result, we bypass known complexity barriers for computing stationary NE when either of our assumptions fails. Our approach relies on a natural generalization of the classical Minty property that we introduce, which we anticipate to have further applications beyond Markov games.

NeurIPS Conference 2024 Conference Paper

Polynomial-Time Computation of Exact $\Phi$-Equilibria in Polyhedral Games

  • Gabriele Farina
  • Charilaos Pipis

It is a well-known fact that correlated equilibria can be computed in polynomial time in a large class of concisely represented games using the celebrated Ellipsoid Against Hope algorithm \citep{Papadimitriou2008: Computing, Jiang2015: Polynomial}. However, the landscape of efficiently computable equilibria in sequential (extensive-form) games remains unknown. The Ellipsoid Against Hope does not apply directly to these games, because they do not have the required ``polynomial type'' property. Despite this barrier, \citet{Huang2008: Computing} altered the algorithm to compute exact extensive-form correlated equilibria. In this paper, we generalize the Ellipsoid Against Hope and develop a simple algorithmic framework for efficiently computing saddle-points in bilinear zero-sum games, even when one of the dimensions is exponentially large. Moreover, the framework only requires a ``good-enough-response'' oracle, which is a weakened notion of a best-response oracle. Using this machinery, we develop a general algorithmic framework for computing exact linear $\Phi$-equilibria in any polyhedral game (under mild assumptions), including correlated equilibria in normal-form games, and extensive-form correlated equilibria in extensive-form games. This enables us to give the first polynomial-time algorithm for computing exact linear-deviation correlated equilibria in extensive-form games, thus resolving an open question by \citet{Farina2023: Polynomial}. Furthermore, even for the cases for which a polynomial time algorithm for exact equilibria was already known, our framework provides a conceptually simpler solution.

ICLR Conference 2024 Conference Paper

The Consensus Game: Language Model Generation via Equilibrium Search

  • Athul Paul Jacob
  • Yikang Shen
  • Gabriele Farina
  • Jacob Andreas

When applied to question answering and other text generation tasks, language models (LMs) may be queried generatively (by sampling answers from their output distribution) or discriminatively (by using them to score or rank a set of candidate answers). These procedures sometimes yield very different predictions. How do we reconcile mutually incompatible scoring procedures to obtain coherent LM predictions? We introduce a new, a training-free, game-theoretic procedure for language model decoding. Our approach casts language model decoding as a regularized imperfect-information sequential signaling game—which we term the concensus game—in which a generator seeks to communicate an abstract correctness parameter using natural language sentences to a discriminator. We develop computational procedures for finding approximate equilibria of this game, resulting in a decoding algorithm we call equilibrium-ranking. Applied to a large number of tasks (including reading comprehension, commonsense reasoning, mathematical problem-solving, and assistive dialog), equilibrium-ranking consistently improves performance over existing LM decoding procedures. These improvements are sometimes substantial—on multiple benchmarks, we observe that applying equilibrium-ranking to LLaMA-7B outperforms the much larger LLaMA-65B and PaLM-540B models.

ICLR Conference 2024 Conference Paper

The Update-Equivalence Framework for Decision-Time Planning

  • Samuel Sokota
  • Gabriele Farina
  • David J. Wu 0002
  • Hengyuan Hu
  • Kevin A. Wang
  • J. Zico Kolter
  • Noam Brown

The process of revising (or constructing) a policy at execution time---known as decision-time planning---has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large. Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.

NeurIPS Conference 2023 Conference Paper

Computing Optimal Equilibria and Mechanisms via Learning in Zero-Sum Extensive-Form Games

  • Brian Zhang
  • Gabriele Farina
  • Ioannis Anagnostides
  • Federico Cacciamani
  • Stephen McAleer
  • Andreas Haupt
  • Andrea Celli
  • Nicola Gatti

We introduce a new approach for computing optimal equilibria via learning in games. It applies to extensive-form settings with any number of players, including mechanism design, information design, and solution concepts such as correlated, communication, and certification equilibria. We observe that optimal equilibria are minimax equilibrium strategies of a player in an extensive-form zero-sum game. This reformulation allows to apply techniques for learning in zero-sum games, yielding the first learning dynamics that converge to optimal equilibria, not only in empirical averages, but also in iterates. We demonstrate the practical scalability and flexibility of our approach by attaining state-of-the-art performance in benchmark tabular games, and by computing an optimal mechanism for a sequential auction design problem using deep reinforcement learning.

ICLR Conference 2023 Conference Paper

ESCHER: Eschewing Importance Sampling in Games by Computing a History Value Function to Estimate Regret

  • Stephen Marcus McAleer
  • Gabriele Farina
  • Marc Lanctot
  • Tuomas Sandholm

Recent techniques for approximating Nash equilibria in very large games leverage neural networks to learn approximately optimal policies (strategies). One promis- ing line of research uses neural networks to approximate counterfactual regret minimization (CFR) or its modern variants. DREAM, the only current CFR-based neural method that is model free and therefore scalable to very large games, trains a neural network on an estimated regret target that can have extremely high variance due to an importance sampling term inherited from Monte Carlo CFR (MCCFR). In this paper we propose an unbiased model-free method that does not require any importance sampling. Our method, ESCHER, is principled and is guaranteed to converge to an approximate Nash equilibrium with high probability. We show that the variance of the estimated regret of ESCHER is orders of magnitude lower than DREAM and other baselines. We then show that ESCHER outperforms the prior state of the art—DREAM and neural fictitious self play (NFSP)—on a number of games and the difference becomes dramatic as game size increases. In the very large game of dark chess, ESCHER is able to beat DREAM and NFSP in a head-to-head competition over 90% of the time.

ICLR Conference 2023 Conference Paper

Mastering the Game of No-Press Diplomacy via Human-Regularized Reinforcement Learning and Planning

  • Anton Bakhtin
  • David J. Wu 0002
  • Adam Lerer
  • Jonathan Gray
  • Athul Paul Jacob
  • Gabriele Farina
  • Alexander H. Miller
  • Noam Brown

No-press Diplomacy is a complex strategy game involving both cooperation and competition that has served as a benchmark for multi-agent AI research. While self-play reinforcement learning has resulted in numerous successes in purely adversarial games like chess, Go, and poker, self-play alone is insufficient for achieving optimal performance in domains involving cooperation with humans. We address this shortcoming by first introducing a planning algorithm we call DiL-piKL that regularizes a reward-maximizing policy toward a human imitation-learned policy. We prove that this is a no-regret learning algorithm under a modified utility function. We then show that DiL-piKL can be extended into a self-play reinforcement learning algorithm we call RL-DiL-piKL that provides a model of human play while simultaneously training an agent that responds well to this human model. We used RL-DiL-piKL to train an agent we name Diplodocus. In a 200-game no-press Diplomacy tournament involving 62 human participants spanning skill levels from beginner to expert, two Diplodocus agents both achieved a higher average score than all other participants who played more than two games, and ranked first and third according to an Elo ratings model.

ICLR Conference 2023 Conference Paper

Meta-Learning in Games

  • Keegan Harris
  • Ioannis Anagnostides
  • Gabriele Farina
  • Mikhail Khodak
  • Zhiwei Steven Wu
  • Tuomas Sandholm

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 dynamically, thereby leading to many similar games to be solved. To address this gap, we introduce meta-learning for equilibrium finding and learning to play games. We establish the first meta-learning guarantees for a variety of fundamental and well-studied games, including two-player zero-sum games, general-sum games, Stackelberg games, and multiple extensions thereof. In particular, we obtain rates of convergence to different game-theoretic equilibria that depend on natural notions of similarity between the sequence of games encountered, while at the same time recovering the known single-game guarantees when the sequence of games is arbitrary. Along the way, we prove a number of new results in the single-game regime through a simple and unified framework, which may be of independent interest. Finally, we evaluate our meta-learning algorithms on endgames faced by the poker agent Libratus against top human professionals. The experiments show that games with varying stack sizes can be solved significantly faster using our meta-learning techniques than by solving them separately, often by an order of magnitude.

ICML Conference 2023 Conference Paper

Near-Optimal Φ-Regret Learning in Extensive-Form Games

  • Ioannis Anagnostides
  • Gabriele Farina
  • Tuomas Sandholm

In this paper, we establish efficient and uncoupled learning dynamics so that, when employed by all players in multiplayer perfect-recall imperfect-information extensive-form games, the trigger regret of each player grows as $O(\log T)$ after $T$ repetitions of play. This improves exponentially over the prior best known trigger-regret bound of $O(T^{1/4})$, and settles a recent open question by Bai et al. (2022). As an immediate consequence, we guarantee convergence to the set of extensive-form correlated equilibria and coarse correlated equilibria at a near-optimal rate of $\frac{\log T}{T}$. Building on prior work, at the heart of our construction lies a more general result regarding fixed points deriving from rational functions with polynomial degree, a property that we establish for the fixed points of (coarse) trigger deviation functions. Moreover, our construction leverages a refined regret circuit for the convex hull, which—unlike prior guarantees—preserves the RVU property introduced by Syrgkanis et al. (NIPS, 2015); this observation has an independent interest in establishing near-optimal regret under learning dynamics based on a CFR-type decomposition of the regret.

NeurIPS Conference 2023 Conference Paper

On the Convergence of No-Regret Learning Dynamics in Time-Varying Games

  • Ioannis Anagnostides
  • Ioannis Panageas
  • Gabriele Farina
  • Tuomas Sandholm

Most of the literature on learning in games has focused on the restrictive setting where the underlying repeated game does not change over time. Much less is known about the convergence of no-regret learning algorithms in dynamic multiagent settings. In this paper, we characterize the convergence of optimistic gradient descent (OGD) in time-varying games. Our framework yields sharp convergence bounds for the equilibrium gap of OGD in zero-sum games parameterized on natural variation measures of the sequence of games, subsuming known results for static games. Furthermore, we establish improved second-order variation bounds under strong convexity-concavity, as long as each game is repeated multiple times. Our results also apply to time-varying general-sum multi-player games via a bilinear formulation of correlated equilibria, which has novel implications for meta-learning and for obtaining refined variation-dependent regret bounds, addressing questions left open in prior papers. Finally, we leverage our framework to also provide new insights on dynamic regret guarantees in static games.

NeurIPS Conference 2023 Conference Paper

Polynomial-Time Linear-Swap Regret Minimization in Imperfect-Information Sequential Games

  • Gabriele Farina
  • Charilaos Pipis

No-regret learners seek to minimize the difference between the loss they cumulated through the actions they played, and the loss they would have cumulated in hindsight had they consistently modified their behavior according to some strategy transformation function. The size of the set of transformations considered by the learner determines a natural notion of rationality. As the set of transformations each learner considers grows, the strategies played by the learners recover more complex game-theoretic equilibria, including correlated equilibria in normal-form games and extensive-form correlated equilibria in extensive-form games. At the extreme, a no-swap-regret agent is one that minimizes regret against the set of all functions from the set of strategies to itself. While it is known that the no-swap-regret condition can be attained efficiently in nonsequential (normal-form) games, understanding what is the strongest notion of rationality that can be attained efficiently in the worst case in sequential (extensive-form) games is a longstanding open problem. In this paper we provide a positive result, by showing that it is possible, in any sequential game, to retain polynomial-time (in the game tree size) iterations while achieving sublinear regret with respect to all linear transformations of the mixed strategy space, a notion called no-linear-swap regret. This notion of hindsight rationality is as strong as no-swap-regret in nonsequential games, and stronger than no-trigger-regret in sequential games—thereby proving the existence of a subset of extensive-form correlated equilibria robust to linear deviations, which we call linear-deviation correlated equilibria, that can be approached efficiently.

NeurIPS Conference 2023 Conference Paper

Regret Matching+: (In)Stability and Fast Convergence in Games

  • Gabriele Farina
  • Julien Grand-Clément
  • Christian Kroer
  • Chung-Wei Lee
  • Haipeng Luo

Regret Matching$^+$ (RM$^+$) and its variants are important algorithms for solving large-scale games. However, a theoretical understanding of their success in practice is still a mystery. Moreover, recent advances on fast convergence in games are limited to no-regret algorithms such as online mirror descent, which satisfy stability. In this paper, we first give counterexamples showing that RM+ and its predictive version can be unstable, which might cause other players to suffer large regret. We then provide two fixes: restarting and chopping off the positive orthant that RM$^+$ works in. We show that these fixes are sufficient to get $O(T^{1/4})$ individual regret and $O(1)$ social regret in normal-form games via RM$^+$ with predictions. We also apply our stabilizing techniques to clairvoyant updates in the uncoupled learning setting for RM$^+$ and prove desirable results akin to recent works for Clairvoyant online mirror descent. Our experiments show the advantages of our algorithms over vanilla RM$^+$-based algorithms in matrix and extensive-form games.

ICML Conference 2023 Conference Paper

Team Belief DAG: Generalizing the Sequence Form to Team Games for Fast Computation of Correlated Team Max-Min Equilibria via Regret Minimization

  • Brian Hu Zhang
  • Gabriele Farina
  • Tuomas Sandholm

A classic result in the theory of extensive-form games asserts that the set of strategies available to any perfect-recall player is strategically equivalent to a low-dimensional convex polytope, called the sequence-form polytope. Online convex optimization tools operating on this polytope are the current state-of-the-art for computing several notions of equilibria in games, and have been crucial in landmark applications of computational game theory. However, when optimizing over the joint strategy space of a team of players, one cannot use the sequence form to obtain a strategically-equivalent convex description of the strategy set of the team. In this paper, we provide new complexity results on the computation of optimal strategies for teams, and propose a new representation, coined team belief DAG (TB-DAG), that describes team strategies as a convex set. The TB-DAG enjoys state-of-the-art parameterized complexity bounds, while at the same time enjoying the advantages of efficient regret minimization techniques. We show that TB-DAG can be exponentially smaller and can be computed exponentially faster than all other known representations, and that the converse is never true. Experimentally, we show that the TB-DAG, when paired with learning techniques, yields state of the art on a wide variety of benchmark team games.

NeurIPS Conference 2023 Conference Paper

Team-PSRO for Learning Approximate TMECor in Large Team Games via Cooperative Reinforcement Learning

  • Stephen McAleer
  • Gabriele Farina
  • Gaoyue Zhou
  • Mingzhi Wang
  • Yaodong Yang
  • Tuomas Sandholm

Recent algorithms have achieved superhuman performance at a number of two-player zero-sum games such as poker and go. However, many real-world situations are multi-player games. Zero-sum two-team games, such as bridge and football, involve two teams where each member of the team shares the same reward with every other member of that team, and each team has the negative of the reward of the other team. A popular solution concept in this setting, called TMECor, assumes that teams can jointly correlate their strategies before play, but are not able to communicate during play. This setting is harder than two-player zero-sum games because each player on a team has different information and must use their public actions to signal to other members of the team. Prior works either have game-theoretic guarantees but only work in very small games, or are able to scale to large games but do not have game-theoretic guarantees. In this paper we introduce two algorithms: Team-PSRO, an extension of PSRO from two-player games to team games, and Team-PSRO Mix-and-Match which improves upon Team PSRO by better using population policies. In Team-PSRO, in every iteration both teams learn a joint best response to the opponent's meta-strategy via reinforcement learning. As the reinforcement learning joint best response approaches the optimal best response, Team-PSRO is guaranteed to converge to a TMECor. In experiments on Kuhn poker and Liar's Dice, we show that a tabular version of Team-PSRO converges to TMECor, and a version of Team PSRO using deep cooperative reinforcement learning beats self-play reinforcement learning in the large game of Google Research Football.

AAAI Conference 2022 Conference Paper

Fast Payoff Matrix Sparsification Techniques for Structured Extensive-Form Games

  • Gabriele Farina
  • Tuomas Sandholm

The practical scalability of many optimization algorithms for large extensive-form games is often limited by the games’ huge payoff matrices. To ameliorate the issue, Zhang and Sandholm recently proposed a sparsification technique that factorizes the payoff matrix A into a sparser object A = Â + UV >, where the total combined number of nonzeros of Â, U, and V is significantly smaller. Such a factorization can be used in place of the original payoff matrix in many optimization algorithm, such as interior-point and second-order methods, thus increasing the size of games that can be handled. Their technique significantly sparsifies poker (end)games, standard benchmarks used in computational game theory, AI, and more broadly. We show that the existence of extremely sparse factorizations in poker games can be tied to their particular Kronecker-product structure. We clarify how such structure arises and introduce the connection between that structure and sparsification. By leveraging such structure, we give two ways of computing strong sparsifications of poker games (as well as any other game with a similar structure) that are i) orders of magnitude faster to compute, ii) more numerically stable, and iii) produce a dramatically smaller number of nonzeros than the prior technique. Our techniques enable—for the first time—effective computation of high-precision Nash equilibria and strategies subject to constraints on the amount of allowed randomization. Furthermore, they significantly speed up parallel first-order game-solving algorithms; we show state-of-the-art speed on a GPU.

ICML Conference 2022 Conference Paper

Kernelized Multiplicative Weights for 0/1-Polyhedral Games: Bridging the Gap Between Learning in Extensive-Form and Normal-Form Games

  • Gabriele Farina
  • Chung-Wei Lee
  • Haipeng Luo
  • Christian Kroer

While extensive-form games (EFGs) can be converted into normal-form games (NFGs), doing so comes at the cost of an exponential blowup of the strategy space. So, progress on NFGs and EFGs has historically followed separate tracks, with the EFG community often having to catch up with advances (\eg last-iterate convergence and predictive regret bounds) from the larger NFG community. In this paper we show that the Optimistic Multiplicative Weights Update (OMWU) algorithm—the premier learning algorithm for NFGs—can be simulated on the normal-form equivalent of an EFG in linear time per iteration in the game tree size using a kernel trick. The resulting algorithm, Kernelized OMWU (KOMWU), applies more broadly to all convex games whose strategy space is a polytope with 0/1 integral vertices, as long as the kernel can be evaluated efficiently. In the particular case of EFGs, KOMWU closes several standing gaps between NFG and EFG learning, by enabling direct, black-box transfer to EFGs of desirable properties of learning dynamics that were so far known to be achievable only in NFGs. Specifically, KOMWU gives the first algorithm that guarantees at the same time last-iterate convergence, lower dependence on the size of the game tree than all prior algorithms, and $\tilde{\bigOh}(1)$ regret when followed by all players.

ICML Conference 2022 Conference Paper

Modeling Strong and Human-Like Gameplay with KL-Regularized Search

  • Athul Paul Jacob
  • David J. Wu 0002
  • Gabriele Farina
  • Adam Lerer
  • Hengyuan Hu
  • Anton Bakhtin
  • Jacob Andreas
  • Noam Brown

We consider the task of accurately modeling strong human policies in multi-agent decision-making problems, given examples of human behavior. Imitation learning is effective at predicting human actions but may not match the strength of expert humans (e. g. , by sometimes committing blunders), while self-play learning and search techniques such as AlphaZero lead to strong performance but may produce policies that differ markedly from human behavior. In chess and Go, we show that regularized search algorithms that penalize KL divergence from an imitation-learned policy yield higher prediction accuracy of strong humans and better performance than imitation learning alone. We then introduce a novel regret minimization algorithm that is regularized based on the KL divergence from an imitation-learned policy, and show that using this algorithm for search in no-press Diplomacy yields a policy that matches the human prediction accuracy of imitation learning while being substantially stronger.

NeurIPS Conference 2022 Conference Paper

Near-Optimal No-Regret Learning Dynamics for General Convex Games

  • Gabriele Farina
  • Ioannis Anagnostides
  • Haipeng Luo
  • Chung-Wei Lee
  • Christian Kroer
  • Tuomas Sandholm

A recent line of work has established uncoupled learning dynamics such that, when employed by all players in a game, each player's regret after $T$ repetitions grows polylogarithmically in $T$, an exponential improvement over the traditional guarantees within the no-regret framework. However, so far these results have only been limited to certain classes of games with structured strategy spaces---such as normal-form and extensive-form games. The question as to whether $O(\mathrm{polylog} T)$ regret bounds can be obtained for general convex and compact strategy sets---as is the case in many fundamental models in economics and multiagent systems---while retaining efficient strategy updates is an important question. In this paper, we answer this in the positive by establishing the first uncoupled learning algorithm with $O(\log T)$ per-player regret in general convex games, that is, games with concave utility functions supported on arbitrary convex and compact strategy sets. Our learning dynamics are based on an instantiation of optimistic follow-the-regularized-leader over an appropriately lifted space using a self-concordant regularizer that is peculiarly not a barrier for the feasible region. Our learning dynamics are efficiently implementable given access to a proximal oracle for the convex strategy set, leading to $O(\log\log T)$ per-iteration complexity; we also give extensions when access to only a linear optimization oracle is assumed. Finally, we adapt our dynamics to guarantee $O(\sqrt{T})$ regret in the adversarial regime. Even in those special cases where prior results apply, our algorithm improves over the state-of-the-art regret bounds either in terms of the dependence on the number of iterations or on the dimension of the strategy sets.

ICML Conference 2022 Conference Paper

On Last-Iterate Convergence Beyond Zero-Sum Games

  • Ioannis Anagnostides
  • Ioannis Panageas
  • Gabriele Farina
  • Tuomas Sandholm

Most existing results about last-iterate convergence of learning dynamics are limited to two-player zero-sum games, and only apply under rigid assumptions about what dynamics the players follow. In this paper we provide new results and techniques that apply to broader families of games and learning dynamics. First, we show that in a class of games that includes constant-sum polymatrix and strategically zero-sum games, the trajectories of dynamics such as optimistic mirror descent (OMD) exhibit a boundedness property, which holds even when players employ different algorithms and prediction mechanisms. This property enables us to obtain $O(1/\sqrt{T})$ rates and optimal $O(1)$ regret bounds. Our analysis also reveals a surprising property: OMD either reaches arbitrarily close to a Nash equilibrium or it outperforms the robust price of anarchy in efficiency. Moreover, for potential games we establish convergence to an $\epsilon$-equilibrium after $O(1/\epsilon^2)$ iterations for mirror descent under a broad class of regularizers, as well as optimal $O(1)$ regret bounds for OMD variants. Our framework also extends to near-potential games, and unifies known analyses for distributed learning in Fisher’s market model. Finally, we analyze the convergence, efficiency, and robustness of optimistic gradient descent (OGD) in general-sum continuous games.

NeurIPS Conference 2022 Conference Paper

Optimistic Mirror Descent Either Converges to Nash or to Strong Coarse Correlated Equilibria in Bimatrix Games

  • Ioannis Anagnostides
  • Gabriele Farina
  • Ioannis Panageas
  • Tuomas Sandholm

We show that, for any sufficiently small fixed $\epsilon > 0$, when both players in a general-sum two-player (bimatrix) game employ optimistic mirror descent (OMD) with smooth regularization, learning rate $\eta = O(\epsilon^2)$ and $T = \Omega(poly(1/\epsilon))$ repetitions, either the dynamics reach an $\epsilon$-approximate Nash equilibrium (NE), or the average correlated distribution of play is an $\Omega(poly(\epsilon))$-strong coarse correlated equilibrium (CCE): any possible unilateral deviation does not only leave the player worse, but will decrease its utility by $\Omega(poly(\epsilon))$. As an immediate consequence, when the iterates of OMD are bounded away from being Nash equilibria in a bimatrix game, we guarantee convergence to an \emph{exact} CCE after only $O(1)$ iterations. Our results reveal that uncoupled no-regret learning algorithms can converge to CCE in general-sum games remarkably faster than to NE in, for example, zero-sum games. To establish this, we show that when OMD does not reach arbitrarily close to a NE, the (cumulative) regret of both players is not only negative, but decays linearly with time. Given that regret is the canonical measure of performance in online learning, our results suggest that cycling behavior of no-regret learning algorithms in games can be justified in terms of efficiency.

NeurIPS Conference 2022 Conference Paper

Subgame Solving in Adversarial Team Games

  • Brian Zhang
  • Luca Carminati
  • Federico Cacciamani
  • Gabriele Farina
  • Pierriccardo Olivieri
  • Nicola Gatti
  • Tuomas Sandholm

In adversarial team games, a team of players sequentially faces a team of adversaries. These games are the simplest setting with multiple players where cooperation and competition coexist, and it is known that the information asymmetry among the team members makes equilibrium approximation computationally hard. Although much effort has been spent designing scalable algorithms, the problem of solving large game instances is open. In this paper, we extend the successful approach of solving huge two- player zero-sum games, where a blueprint strategy is computed offline by using an abstract version of the game and then it is refined online, that is, during a playthrough. In particular, to the best of our knowledge, our paper provides the first method for online strategy refinement via subgame solving in adversarial team games. Our method, based on the team belief DAG, generates a gadget game and then refine the blueprint strategy by using column-generation approaches in anytime fashion. If the blueprint is sparse, then our whole algorithm runs end-to-end in polynomial time given a best-response oracle; in particular, it avoids expanding the whole team belief DAG, which has exponential worst-case size. We apply our method to a standard test suite, and we empirically show the performance improvement of the strategies thanks to subgame solving.

NeurIPS Conference 2022 Conference Paper

Uncoupled Learning Dynamics with $O(\log T)$ Swap Regret in Multiplayer Games

  • Ioannis Anagnostides
  • Gabriele Farina
  • Christian Kroer
  • Chung-Wei Lee
  • Haipeng Luo
  • Tuomas Sandholm

In this paper we establish efficient and \emph{uncoupled} learning dynamics so that, when employed by all players in a general-sum multiplayer game, the \emph{swap regret} of each player after $T$ repetitions of the game is bounded by $O(\log T)$, improving over the prior best bounds of $O(\log^4 (T))$. At the same time, we guarantee optimal $O(\sqrt{T})$ swap regret in the adversarial regime as well. To obtain these results, our primary contribution is to show that when all players follow our dynamics with a \emph{time-invariant} learning rate, the \emph{second-order path lengths} of the dynamics up to time $T$ are bounded by $O(\log T)$, a fundamental property which could have further implications beyond near-optimally bounding the (swap) regret. Our proposed learning dynamics combine in a novel way \emph{optimistic} regularized learning with the use of \emph{self-concordant barriers}. Further, our analysis is remarkably simple, bypassing the cumbersome framework of higher-order smoothness recently developed by Daskalakis, Fishelson, and Golowich (NeurIPS'21).

AAAI Conference 2021 Conference Paper

Bandit Linear Optimization for Sequential Decision Making and Extensive-Form Games

  • Gabriele Farina
  • Robin Schmucker
  • Tuomas Sandholm

Tree-form sequential decision making (TFSDM) extends classical one-shot decision making by modeling tree-form interactions between an agent and a potentially adversarial environment. It captures the online decision-making problems that each player faces in an extensive-form game, as well as Markov decision processes and partially-observable Markov decision processes where the agent conditions on observed history. Over the past decade, there has been considerable effort into designing online optimization methods for TFSDM. Virtually all of that work has been in the full-feedback setting, where the agent has access to counterfactuals, that is, information on what would have happened had the agent chosen a different action at any decision node. Little is known about the bandit setting, where that assumption is reversed (no counterfactual information is available), despite this latter setting being well understood for almost 20 years in one-shot decision making. In this paper, we give the first algorithm for the bandit linear optimization problem for TFSDM that offers both (i) linear-time iterations (in the size of the decision tree) and (ii) O( √ T) cumulative regret in expectation compared to any fixed strategy, at all times T. This is made possible by new results that we derive, which may have independent uses as well: 1) geometry of the dilated entropy regularizer, 2) autocorrelation matrix of the natural sampling scheme for sequence-form strategies, 3) construction of an unbiased estimator for linear losses for sequence-form strategies, and 4) a refined regret analysis for mirror descent when using the dilated entropy regularizer.

ICML Conference 2021 Conference Paper

Connecting Optimal Ex-Ante Collusion in Teams to Extensive-Form Correlation: Faster Algorithms and Positive Complexity Results

  • Gabriele Farina
  • Andrea Celli
  • Nicola Gatti 0001
  • Tuomas Sandholm

We focus on the problem of finding an optimal strategy for a team of players that faces an opponent in an imperfect-information zero-sum extensive-form game. Team members are not allowed to communicate during play but can coordinate before the game. In this setting, it is known that the best the team can do is sample a profile of potentially randomized strategies (one per player) from a joint (a. k. a. correlated) probability distribution at the beginning of the game. In this paper, we first provide new modeling results about computing such an optimal distribution by drawing a connection to a different literature on extensive-form correlation. Second, we provide an algorithm that allows one for capping the number of profiles employed in the solution. This begets an anytime algorithm by increasing the cap. We find that often a handful of well-chosen such profiles suffices to reach optimal utility for the team. This enables team members to reach coordination through a simple and understandable plan. Finally, inspired by this observation and leveraging theoretical concepts that we introduce, we develop an efficient column-generation algorithm for finding an optimal distribution for the team. We evaluate it on a suite of common benchmark games. It is three orders of magnitude faster than the prior state of the art on games that the latter can solve and it can also solve several games that were previously unsolvable.

IJCAI Conference 2021 Conference Paper

Decentralized No-regret Learning Algorithms for Extensive-form Correlated Equilibria (Extended Abstract)

  • Andrea Celli
  • Alberto Marchesi
  • Gabriele Farina
  • Nicola Gatti

The existence of uncoupled no-regret learning dynamics converging to correlated equilibria in normal-form games is a celebrated result in the theory of multi-agent systems. Specifically, it has been known for more than 20 years that when all players seek to minimize their internal regret in a repeated normal-form game, the empirical frequency of play converges to a normal-form correlated equilibrium. Extensive-form games generalize normal-form games by modeling both sequential and simultaneous moves, as well as imperfect information. Because of the sequential nature and the presence of private information, correlation in extensive-form games possesses significantly different properties than in normal-form games. The extensive-form correlated equilibrium (EFCE) is the natural extensive-form counterpart to the classical notion of correlated equilibrium in normal-form games. Compared to the latter, the constraints that define the set of EFCEs are significantly more complex, as the correlation device ({\em a. k. a. } mediator) must take into account the evolution of beliefs of each player as they make observations throughout the game. Due to this additional complexity, the existence of uncoupled learning dynamics leading to an EFCE has remained a challenging open research question for a long time. In this article, we settle that question by giving the first uncoupled no-regret dynamics which provably converge to the set of EFCEs in n-player general-sum extensive-form games with perfect recall. We show that each iterate can be computed in time polynomial in the size of the game tree, and that, when all players play repeatedly according to our learning dynamics, the empirical frequency of play after T game repetitions is guaranteed to be a O(T^-1/2)-approximate EFCE with high probability, and an EFCE almost surely in the limit.

NeurIPS Conference 2021 Conference Paper

Equilibrium Refinement for the Age of Machines: The One-Sided Quasi-Perfect Equilibrium

  • Gabriele Farina
  • Tuomas Sandholm

In two-player zero-sum extensive-form games, Nash equilibrium prescribes optimal strategies against perfectly rational opponents. However, it does not guarantee rational play in parts of the game tree that can only be reached by the players making mistakes. This can be problematic when operationalizing equilibria in the real world among imperfect players. Trembling-hand refinements are a sound remedy to this issue, and are subsets of Nash equilibria that are designed to handle the possibility that any of the players may make mistakes. In this paper, we initiate the study of equilibrium refinements for settings where one of the players is perfectly rational (the ``machine'') and the other may make mistakes. As we show, this endeavor has many pitfalls: many intuitively appealing approaches to refinement fail in various ways. On the positive side, we introduce a modification of the classical quasi-perfect equilibrium (QPE) refinement, which we call the one-sided quasi-perfect equilibrium. Unlike QPE, one-sided QPE only accounts for mistakes from one player and assumes that no mistakes will be made by the machine. We present experiments on standard benchmark games and an endgame from the famous man-machine match where the AI Libratus was the first to beat top human specialist professionals in heads-up no-limit Texas hold'em poker. We show that one-sided QPE can be computed more efficiently than all known prior refinements, paving the way to wider adoption of Nash equilibrium refinements in settings with perfectly rational machines (or humans perfectly actuating machine-generated strategies) that interact with players prone to mistakes. We also show that one-sided QPE tends to play better than a Nash equilibrium strategy against imperfect opponents.

AAAI Conference 2021 Conference Paper

Faster Game Solving via Predictive Blackwell Approachability: Connecting Regret Matching and Mirror Descent

  • Gabriele Farina
  • Christian Kroer
  • Tuomas Sandholm

Blackwell approachability is a framework for reasoning about repeated games with vector-valued payoffs. We introduce predictive Blackwell approachability, where an estimate of the next payoff vector is given, and the decision maker tries to achieve better performance based on the accuracy of that estimator. In order to derive algorithms that achieve predictive Blackwell approachability, we start by showing a powerful connection between four well-known algorithms. Follow-theregularized-leader (FTRL) and online mirror descent (OMD) are the most prevalent regret minimizers in online convex optimization. In spite of this prevalence, the regret matching (RM) and regret matching+ (RM+ ) algorithms have been preferred in the practice of solving large-scale games (as the local regret minimizers within the counterfactual regret minimization framework). We show that RM and RM+ are the algorithms that result from running FTRL and OMD, respectively, to select the halfspace to force at all times in the underlying Blackwell approachability game. By applying the predictive variants of FTRL or OMD to this connection, we obtain predictive Blackwell approachability algorithms, as well as predictive variants of RM and RM+. In experiments across 18 common zero-sum extensive-form benchmark games, we show that predictive RM+ coupled with counterfactual regret minimization converges vastly faster than the fastest prior algorithms (CFR+, DCFR, LCFR) across all games but two of the poker games, sometimes by two or more orders of magnitude.

AAAI Conference 2021 Conference Paper

Model-Free Online Learning in Unknown Sequential Decision Making Problems and Games

  • Gabriele Farina
  • Tuomas Sandholm

Regret minimization has proved to be a versatile tool for treeform sequential decision making and extensive-form games. In large two-player zero-sum imperfect-information games, modern extensions of counterfactual regret minimization (CFR) are currently the practical state of the art for computing a Nash equilibrium. Most regret-minimization algorithms for tree-form sequential decision making, including CFR, require (i) an exact model of the player’s decision nodes, observation nodes, and how they are linked, and (ii) full knowledge, at all times t, about the payoffs—even in parts of the decision space that are not encountered at time t. Recently, there has been growing interest towards relaxing some of those restrictions and making regret minimization applicable to settings for which reinforcement learning methods have traditionally been used—for example, those in which only black-box access to the environment is available. We give the first, to our knowledge, regret-minimization algorithm that guarantees sublinear regret with high probability even when requirement (i)—and thus also (ii)—is dropped. We formalize an online learning setting in which the strategy space is not known to the agent and gets revealed incrementally whenever the agent encounters new decision points. We give an efficient algorithm that achieves O(T3/4 ) regret with high probability for that setting, even when the agent faces an adversarial environment. Our experiments show it significantly outperforms the prior algorithms for the problem, which do not have such guarantees. It can be used in any application for which regret minimization is useful: approximating Nash equilibrium or quantal response equilibrium, approximating coarse correlated equilibrium in multi-player games, learning a best response, learning safe opponent exploitation, and online play against an unknown opponent/environment.

AAAI Conference 2020 Conference Paper

Coarse Correlation in Extensive-Form Games

  • Gabriele Farina
  • Tommaso Bianchi
  • Tuomas Sandholm

Coarse correlation models strategic interactions of rational agents complemented by a correlation device which is a mediator that can recommend behavior but not enforce it. Despite being a classical concept in the theory of normal-form games since 1978, not much is known about the merits of coarse correlation in extensive-form settings. In this paper, we consider two instantiations of the idea of coarse correlation in extensive-form games: normal-form coarse-correlated equilibrium (NFCCE), already defined in the literature, and extensive-form coarse-correlated equilibrium (EFCCE), a new solution concept that we introduce. We show that EFC- CEs are a subset of NFCCEs and a superset of the related extensive-form correlated equilibria. We also show that, in n-player extensive-form games, social-welfare-maximizing EFCCEs and NFCCEs are bilinear saddle points, and give new efficient algorithms for the special case of two-player games with no chance moves. Experimentally, our proposed algorithm for NFCCE is two to four orders of magnitude faster than the prior state of the art.

NeurIPS Conference 2020 Conference Paper

No-Regret Learning Dynamics for Extensive-Form Correlated Equilibrium

  • Andrea Celli
  • Alberto Marchesi
  • Gabriele Farina
  • Nicola Gatti

The existence of simple, uncoupled no-regret dynamics that converge to correlated equilibria in normal-form games is a celebrated result in the theory of multi-agent systems. Specifically, it has been known for more than 20 years that when all players seek to minimize their internal regret in a repeated normal-form game, the empirical frequency of play converges to a normal-form correlated equilibrium. Extensive-form (that is, tree-form) games generalize normal-form games by modeling both sequential and simultaneous moves, as well as private information. Because of the sequential nature and presence of partial information in the game, extensive-form correlation has significantly different properties than the normal-form counterpart, many of which are still open research directions. Extensive-form correlated equilibrium (EFCE) has been proposed as the natural extensive-form counterpart to normal-form correlated equilibrium. However, it was currently unknown whether EFCE emerges as the result of uncoupled agent dynamics. In this paper, we give the first uncoupled no-regret dynamics that converge to the set of EFCEs in n-player general-sum extensive-form games with perfect recall. First, we introduce a notion of trigger regret in extensive-form games, which extends that of internal regret in normal-form games. When each player has low trigger regret, the empirical frequency of play is a close to an EFCE. Then, we give an efficient no-trigger-regret algorithm. Our algorithm decomposes trigger regret into local subproblems at each decision point for the player, and constructs a global strategy of the player from the local solutions at each decision point.

NeurIPS Conference 2020 Conference Paper

Polynomial-Time Computation of Optimal Correlated Equilibria in Two-Player Extensive-Form Games with Public Chance Moves and Beyond

  • Gabriele Farina
  • Tuomas Sandholm

Unlike normal-form games, where correlated equilibria have been studied for more than 45 years, extensive-form correlation is still generally not well understood. Part of the reason for this gap is that the sequential nature of extensive-form games allows for a richness of behaviors and incentives that are not possible in normal-form settings. This richness translates to a significantly different complexity landscape surrounding extensive-form correlated equilibria. As of today, it is known that finding an optimal extensive-form correlated equilibrium (EFCE), extensive-form coarse correlated equilibrium (EFCCE), or normal-form coarse correlated equilibrium (NFCCE) in a two-player extensive-form game is computationally tractable when the game does not include chance moves, and intractable when the game involves chance moves. In this paper we significantly refine this complexity threshold by showing that, in two-player games, an optimal correlated equilibrium can be computed in polynomial time, provided that a certain condition is satisfied. We show that the condition holds, for example, when all chance moves are public, that is, both players observe all chance moves. This implies that an optimal EFCE, EFCCE and NFCCE can be computed in polynomial time in the game size in two-player games with public chance moves.

ICML Conference 2020 Conference Paper

Stochastic Regret Minimization in Extensive-Form Games

  • Gabriele Farina
  • Christian Kroer
  • Tuomas Sandholm

Monte-Carlo counterfactual regret minimization (MCCFR) is the state-of-the-art algorithm for solving sequential games that are too large for full tree traversals. It works by using gradient estimates that can be computed via sampling. However, stochastic methods for sequential games have not been investigated extensively beyond MCCFR. In this paper we develop a new framework for developing stochastic regret minimization methods. This framework allows us to use any regret-minimization algorithm, coupled with any gradient estimator. The MCCFR algorithm can be analyzed as a special case of our framework, and this analysis leads to significantly stronger theoretical guarantees on convergence, while simultaneously yielding a simplified proof. Our framework allows us to instantiate several new stochastic methods for solving sequential games. We show extensive experiments on five games, where some variants of our methods outperform MCCFR.

ICAPS Conference 2019 Conference Paper

A Theoretical and Algorithmic Analysis of Configurable MDPs

  • Rui Silva
  • Gabriele Farina
  • Francisco S. Melo
  • Manuela Veloso

This paper analyzes, from theoretical and algorithmic perspectives, a class of problems recently introduced in the literature of Markov decision processes—configurable Markov decision processes. In this new class of problems we jointly optimize the probability transition function and associated optimal policy, in order to improve the performance of a decision-making agent. We contribute a complexity analysis on the problem from a computational perspective, where we show that, in general, solving a configurable MDP is NP-Hard. We also discuss practical challenges often faced in solving this class of problems. Additionally, we formally derive a gradient-based approach that sheds some light on the correctness and limitations of existing methods. We conclude by demonstrating the application of different parameterizations of configurable MDPs in two scenarios, offering a discussion on advantages and drawbacks from modeling and algorithmic perspectives. Our contributions set the foundation for a better understanding of this recent problem, and the wider applicability of the underlying ideas to different planning problems.

NeurIPS Conference 2019 Conference Paper

Correlation in Extensive-Form Games: Saddle-Point Formulation and Benchmarks

  • Gabriele Farina
  • Chun Kai Ling
  • Fei Fang
  • Tuomas Sandholm

While Nash equilibrium in extensive-form games is well understood, very little is known about the properties of extensive-form correlated equilibrium (EFCE), both from a behavioral and from a computational point of view. In this setting, the strategic behavior of players is complemented by an external device that privately recommends moves to agents as the game progresses; players are free to deviate at any time, but will then not receive future recommendations. Our contributions are threefold. First, we show that an EFCE can be formulated as the solution to a bilinear saddle-point problem. To showcase how this novel formulation can inspire new algorithms to compute EFCEs, we propose a simple subgradient descent method which exploits this formulation and structural properties of EFCEs. Our method has better scalability than the prior approach based on linear programming. Second, we propose two benchmark games, which we hope will serve as the basis for future evaluation of EFCE solvers. These games were chosen so as to cover two natural application domains for EFCE: conflict resolution via a mediator, and bargaining and negotiation. Third, we document the qualitative behavior of EFCE in our proposed games. We show that the social-welfare-maximizing equilibria in these games are highly nontrivial and exhibit surprisingly subtle sequential behavior that so far has not received attention in the literature.

NeurIPS Conference 2019 Conference Paper

Efficient Regret Minimization Algorithm for Extensive-Form Correlated Equilibrium

  • Gabriele Farina
  • Chun Kai Ling
  • Fei Fang
  • Tuomas Sandholm

Self-play methods based on regret minimization have become the state of the art for computing Nash equilibria in large two-players zero-sum extensive-form games. These methods fundamentally rely on the hierarchical structure of the players' sequential strategy spaces to construct a regret minimizer that recursively minimizes regret at each decision point in the game tree. In this paper, we introduce the first efficient regret minimization algorithm for computing extensive-form correlated equilibria in large two-player general-sum games with no chance moves. Designing such an algorithm is significantly more challenging than designing one for the Nash equilibrium counterpart, as the constraints that define the space of correlation plans lack the hierarchical structure and might even form cycles. We show that some of the constraints are redundant and can be excluded from consideration, and present an efficient algorithm that generates the space of extensive-form correlation plans incrementally from the remaining constraints. This structural decomposition is achieved via a special convexity-preserving operation that we coin scaled extension. We show that a regret minimizer can be designed for a scaled extension of any two convex sets, and that from the decomposition we then obtain a global regret minimizer. Our algorithm produces feasible iterates. Experiments show that it significantly outperforms prior approaches and for larger problems it is the only viable option.

AAAI Conference 2019 Conference Paper

Online Convex Optimization for Sequential Decision Processes and Extensive-Form Games

  • Gabriele Farina
  • Christian Kroer
  • Tuomas Sandholm

Regret minimization is a powerful tool for solving large-scale extensive-form games. State-of-the-art methods rely on minimizing regret locally at each decision point. In this work we derive a new framework for regret minimization on sequential decision problems and extensive-form games with general compact convex sets at each decision point and general convex losses, as opposed to prior work which has been for simplex decision points and linear losses. We call our framework laminar regret decomposition. It generalizes the CFR algorithm to this more general setting. Furthermore, our framework enables a new proof of CFR even in the known setting, which is derived from a perspective of decomposing polytope regret, thereby leading to an arguably simpler interpretation of the algorithm. Our generalization to convex compact sets and convex losses allows us to develop new algorithms for several problems: regularized sequential decision making, regularized Nash equilibria in zero-sum extensive-form games, and computing approximate extensive-form perfect equilibria. Our generalization also leads to the first regret-minimization algorithm for computing reduced-normal-form quantal response equilibria based on minimizing local regrets. Experiments show that our framework leads to algorithms that scale at a rate comparable to the fastest variants of counterfactual regret minimization for computing Nash equilibrium, and therefore our approach leads to the first algorithm for computing quantal response equilibria in extremely large games. Our algorithms for (quadratically) regularized equilibrium finding are orders of magnitude faster than the fastest algorithms for Nash equilibrium finding; this suggests regret-minimization algorithms based on decreasing regularization for Nash equilibrium finding as future work. Finally we show that our framework enables a new kind of scalable opponent exploitation approach.

NeurIPS Conference 2019 Conference Paper

Optimistic Regret Minimization for Extensive-Form Games via Dilated Distance-Generating Functions

  • Gabriele Farina
  • Christian Kroer
  • Tuomas Sandholm

We study the performance of optimistic regret-minimization algorithms for both minimizing regret in, and computing Nash equilibria of, zero-sum extensive-form games. In order to apply these algorithms to extensive-form games, a distance-generating function is needed. We study the use of the dilated entropy and dilated Euclidean distance functions. For the dilated Euclidean distance function we prove the first explicit bounds on the strong-convexity parameter for general treeplexes. Furthermore, we show that the use of dilated distance-generating functions enable us to decompose the mirror descent algorithm, and its optimistic variant, into local mirror descent algorithms at each information set. This decomposition mirrors the structure of the counterfactual regret minimization framework, and enables important techniques in practice, such as distributed updates and pruning of cold parts of the game tree. Our algorithms provably converge at a rate of $T^{-1}$, which is superior to prior counterfactual regret minimization algorithms. We experimentally compare to the popular algorithm CFR+, which has a theoretical convergence rate of $T^{-0. 5}$ in theory, but is known to often converge at a rate of $T^{-1}$, or better, in practice. We give an example matrix game where CFR+ experimentally converges at a relatively slow rate of $T^{-0. 74}$, whereas our optimistic methods converge faster than $T^{-1}$. We go on to show that our fast rate also holds in the Kuhn poker game, which is an extensive-form game. For games with deeper game trees however, we find that CFR+ is still faster. Finally we show that when the goal is minimizing regret, rather than computing a Nash equilibrium, our optimistic methods can outperform CFR+, even in deep game trees.

AAAI Conference 2019 Conference Paper

Quasi-Perfect Stackelberg Equilibrium

  • Alberto Marchesi
  • Gabriele Farina
  • Christian Kroer
  • Nicola Gatti
  • Tuomas Sandholm

Equilibrium refinements are important in extensive-form (i. e. , tree-form) games, where they amend weaknesses of the Nash equilibrium concept by requiring sequential rationality and other beneficial properties. One of the most attractive refinement concepts is quasi-perfect equilibrium. While quasiperfection has been studied in extensive-form games, it is poorly understood in Stackelberg settings—that is, settings where a leader can commit to a strategy—which are important for modeling, for example, security games. In this paper, we introduce the axiomatic definition of quasi-perfect Stackelberg equilibrium. We develop a broad class of game perturbation schemes that lead to them in the limit. Our class of perturbation schemes strictly generalizes prior perturbation schemes introduced for the computation of (non- Stackelberg) quasi-perfect equilibria. Based on our perturbation schemes, we develop a branch-and-bound algorithm for computing a quasi-perfect Stackelberg equilibrium. It leverages a perturbed variant of the linear program for computing a Stackelberg extensive-form correlated equilibrium. Experiments show that our algorithm can be used to find an approximate quasi-perfect Stackelberg equilibrium in games with thousands of nodes.

ICML Conference 2019 Conference Paper

Regret Circuits: Composability of Regret Minimizers

  • Gabriele Farina
  • Christian Kroer
  • Tuomas Sandholm

Regret minimization is a powerful tool for solving large-scale problems; it was recently used in breakthrough results for large-scale extensive-form game solving. This was achieved by composing simplex regret minimizers into an overall regret-minimization framework for extensive-form game strategy spaces. In this paper we study the general composability of regret minimizers. We derive a calculus for constructing regret minimizers for composite convex sets that are obtained from convexity-preserving operations on simpler convex sets. We show that local regret minimizers for the simpler sets can be combined with additional regret minimizers into an aggregate regret minimizer for the composite set. As one application, we show that the CFR framework can be constructed easily from our framework. We also show ways to include curtailing (constraining) operations into our framework. For one, they enable the construction of CFR generalization for extensive-form games with general convex strategy constraints that can cut across decision points.

ICML Conference 2019 Conference Paper

Stable-Predictive Optimistic Counterfactual Regret Minimization

  • Gabriele Farina
  • Christian Kroer
  • Noam Brown
  • Tuomas Sandholm

The CFR framework has been a powerful tool for solving large-scale extensive-form games in practice. However, the theoretical rate at which past CFR-based algorithms converge to the Nash equilibrium is on the order of $O(T^{-1/2})$, where $T$ is the number of iterations. In contrast, first-order methods can be used to achieve a $O(T^{-1})$ dependence on iterations, yet these methods have been less successful in practice. In this work we present the first CFR variant that breaks the square-root dependence on iterations. By combining and extending recent advances on predictive and stable regret minimizers for the matrix-game setting we show that it is possible to leverage “optimistic” regret minimizers to achieve a $O(T^{-3/4})$ convergence rate within CFR. This is achieved by introducing a new notion of stable-predictivity, and by setting the stability of each counterfactual regret minimizer relative to its location in the decision tree. Experiments show that this method is faster than the original CFR algorithm, although not as fast as newer variants, in spite of their worst-case $O(T^{-1/2})$ dependence on iterations.

NeurIPS Conference 2018 Conference Paper

Ex ante coordination and collusion in zero-sum multi-player extensive-form games

  • Gabriele Farina
  • Andrea Celli
  • Nicola Gatti
  • Tuomas Sandholm

Recent milestones in equilibrium computation, such as the success of Libratus, show that it is possible to compute strong solutions to two-player zero-sum games in theory and practice. This is not the case for games with more than two players, which remain one of the main open challenges in computational game theory. This paper focuses on zero-sum games where a team of players faces an opponent, as is the case, for example, in Bridge, collusion in poker, and many non-recreational applications such as war, where the colluders do not have time or means of communicating during battle, collusion in bidding, where communication during the auction is illegal, and coordinated swindling in public. The possibility for the team members to communicate before game play—that is, coordinate their strategies ex ante—makes the use of behavioral strategies unsatisfactory. The reasons for this are closely related to the fact that the team can be represented as a single player with imperfect recall. We propose a new game representation, the realization form, that generalizes the sequence form but can also be applied to imperfect-recall games. Then, we use it to derive an auxiliary game that is equivalent to the original one. It provides a sound way to map the problem of finding an optimal ex-ante-correlated strategy for the team to the well-understood Nash equilibrium-finding problem in a (larger) two-player zero-sum perfect-recall game. By reasoning over the auxiliary game, we devise an anytime algorithm, fictitious team-play, that is guaranteed to converge to an optimal coordinated strategy for the team against an optimal opponent, and that is dramatically faster than the prior state-of-the-art algorithm for this problem.

NeurIPS Conference 2018 Conference Paper

Practical exact algorithm for trembling-hand equilibrium refinements in games

  • Gabriele Farina
  • Nicola Gatti
  • Tuomas Sandholm

Nash equilibrium strategies have the known weakness that they do not prescribe rational play in situations that are reached with zero probability according to the strategies themselves, for example, if players have made mistakes. Trembling-hand refinements---such as extensive-form perfect equilibria and quasi-perfect equilibria---remedy this problem in sound ways. Despite their appeal, they have not received attention in practice since no known algorithm for computing them scales beyond toy instances. In this paper, we design an exact polynomial-time algorithm for finding trembling-hand equilibria in zero-sum extensive-form games. It is several orders of magnitude faster than the best prior ones, numerically stable, and quickly solves game instances with tens of thousands of nodes in the game tree. It enables, for the first time, the use of trembling-hand refinements in practice.

AAAI Conference 2018 Conference Paper

Robust Stackelberg Equilibria in Extensive-Form Games and Extension to Limited Lookahead

  • Christian Kroer
  • Gabriele Farina
  • Tuomas Sandholm

Stackelberg equilibria have become increasingly important as a solution concept in computational game theory, largely inspired by practical problems such as security settings. In practice, however, there is typically uncertainty regarding the model about the opponent. This paper is, to our knowledge, the first to investigate Stackelberg equilibria under uncertainty in extensive-form games, one of the broadest classes of game. We introduce robust Stackelberg equilibria, where the uncertainty is about the opponent’s payoffs, as well as ones where the opponent has limited lookahead and the uncertainty is about the opponent’s node evaluation function. We develop a new mixed-integer program for the deterministic limited-lookahead setting. We then extend the program to the robust setting for Stackelberg equilibrium under unlimited and under limited lookahead by the opponent. We show that for the specific case of interval uncertainty about the opponent’s payoffs (or about the opponent’s node evaluations in the case of limited lookahead), robust Stackelberg equilibria can be computed with a mixed-integer program that is of the same asymptotic size as that for the deterministic setting.

NeurIPS Conference 2018 Conference Paper

Solving Large Sequential Games with the Excessive Gap Technique

  • Christian Kroer
  • Gabriele Farina
  • Tuomas Sandholm

There has been tremendous recent progress on equilibrium-finding algorithms for zero-sum imperfect-information extensive-form games, but there has been a puzzling gap between theory and practice. First-order methods have significantly better theoretical convergence rates than any counterfactual-regret minimization (CFR) variant. Despite this, CFR variants have been favored in practice. Experiments with first-order methods have only been conducted on small- and medium-sized games because those methods are complicated to implement in this setting, and because CFR variants have been enhanced extensively for over a decade they perform well in practice. In this paper we show that a particular first-order method, a state-of-the-art variant of the excessive gap technique---instantiated with the dilated entropy distance function---can efficiently solve large real-world problems competitively with CFR and its variants. We show this on large endgames encountered by the Libratus poker AI, which recently beat top human poker specialist professionals at no-limit Texas hold'em. We show experimental results on our variant of the excessive gap technique as well as a prior version. We introduce a numerically friendly implementation of the smoothed best response computation associated with first-order methods for extensive-form game solving. We present, to our knowledge, the first GPU implementation of a first-order method for extensive-form games. We present comparisons of several excessive gap technique and CFR variants.

IJCAI Conference 2018 Conference Paper

Trembling-Hand Perfection in Extensive-Form Games with Commitment

  • Gabriele Farina
  • Alberto Marchesi
  • Christian Kroer
  • Nicola Gatti
  • Tuomas Sandholm

We initiate the study of equilibrium refinements based on trembling-hand perfection in extensive-form games with commitment strategies, that is, where one player commits to a strategy first. We show that the standard strong (and weak) Stackelberg equilibria are not suitable for trembling-hand perfection, because the limit of a sequence of such strong (weak) Stackelberg commitment strategies of a perturbed game may not be a strong (weak) Stackelberg equilibrium itself. However, we show that the universal set of all Stackelberg equilibria (i. e. , those that are optimal for at least some follower response function) is natural for trembling- hand perfection: it does not suffer from the problem above. We also prove that determining the existence of a Stackelberg equilibrium--refined or not--that gives the leader expected value at least v is NP-hard. This significantly extends prior complexity results that were specific to strong Stackelberg equilibrium.

JAIR Journal 2017 Journal Article

Adopting the Cascade Model in Ad Auctions: Efficiency Bounds and Truthful Algorithmic Mechanisms

  • Gabriele Farina
  • Nicola Gatti

Sponsored Search Auctions (SSAs) are one of the most successful applications of microeconomic mechanisms, with a revenue of about $72 billion in the US alone in 2016. However, the problem of designing the best economic mechanism for sponsored search auctions is far from being solved, and, given the amount at stake, it is no surprise that it has received growing attention over the past few years. The most common auction mechanism for SSAs is the Generalized Second Price (GSP). However, the GSP is known not to be truthful: the agents participating in the auction might have an incentive to report false values, generating economic inefficiency and suboptimal revenues in turn. Superior, efficient truthful mechanisms, such as the Vickrey-Clarke-Groves (VCG) auction, are well known in the literature. However, while the VCG auction is currently adopted for the strictly related scenario of contextual advertising, e.g., by Google and Facebook, companies are reluctant to extend it to SSAs, fearing prohibitive switching costs. Other than truthfulness, two issues are of paramount importance in designing effective SSAs. First, the choice of the user model; not only does an accurate user model better target ads to users, it also is a critical factor in reducing the inefficiency of the mechanism. Often an antagonist to this, the second issue is the running time of the mechanism, given the performance pressure these mechanisms undertake in real-world applications. In our work, we argue in favor of adopting the VCG mechanism based on the cascade model with ad/position externalities (APDC-VCG). Our study includes both the derivation of inefficiency bounds and the design and the experimental evaluation of exact and approximate algorithms.

AAAI Conference 2017 Conference Paper

Extensive-Form Perfect Equilibrium Computation in Two-Player Games

  • Gabriele Farina
  • Nicola Gatti

We study the problem of computing an Extensive-Form Perfect Equilibrium (EFPE) in 2-player games. This equilibrium concept refines the Nash equilibrium requiring resilience with respect to a specific vanishing perturbation, representing mistakes of the players at each decision node. The scientific challenge is intrinsic to the EFPE definition: it requires a perturbation over the agent form, but the agent form is computationally inefficient due to the presence of highly nonlinear constraints. We show that the sequence form can be exploited in a non-trivial way and that, for generalsum games, finding an EFPE is equivalent to solving a suitably perturbed linear complementarity problem. We prove that Lemke’s algorithm can be applied, showing that computing an EFPE is PPAD-complete. In the notable case of zero-sum games, the problem is in FP and can be solved by linear programming. Our algorithms also allow one to find a Nash equilibrium when players cannot perfectly control their moves, being subject to a given execution uncertainty, as is the case in most realistic physical settings.

IJCAI Conference 2017 Conference Paper

Operation Frames and Clubs in Kidney Exchange

  • Gabriele Farina
  • John P. Dickerson
  • Tuomas Sandholm

A kidney exchange is a centrally-administered barter market where patients swap their willing yet incompatible donors. Modern kidney exchanges use 2-cycles, 3-cycles, and chains initiated by non-directed donors (altruists who are willing to give a kidney to anyone) as the means for swapping. We propose significant generalizations to kidney exchange. We allow more than one donor to donate in exchange for their desired patient receiving a kidney. We also allow for the possibility of a donor willing to donate if any of a number of patients receive kidneys. Furthermore, we combine these notions and generalize them. The generalization is to exchange among organ clubs, where a club is willing to donate organs outside the club if and only if the club receives organs from outside the club according to given specifications. We prove that unlike in the standard model, the uncapped clearing problem is NP-complete. We also present the notion of operation frames that can be used to sequence the operations across batches, and present integer programming formulations for the market clearing problems for these new types of organ exchanges. Experiments show that in the single-donation setting, operation frames improve planning by 34% - 51%. Allowing up to two donors to donate in exchange for one kidney donated to their designated patient yields a further increase in social welfare.

ICML Conference 2017 Conference Paper

Regret Minimization in Behaviorally-Constrained Zero-Sum Games

  • Gabriele Farina
  • Christian Kroer
  • Tuomas Sandholm

No-regret learning has emerged as a powerful tool for solving extensive-form games. This was facilitated by the counterfactual-regret minimization (CFR) framework, which relies on the instantiation of regret minimizers for simplexes at each information set of the game. We use an instantiation of the CFR framework to develop algorithms for solving behaviorally-constrained (and, as a special case, perturbed in the Selten sense) extensive-form games, which allows us to compute approximate Nash equilibrium refinements. Nash equilibrium refinements are motivated by a major deficiency in Nash equilibrium: it provides virtually no guarantees on how it will play in parts of the game tree that are reached with zero probability. Refinements can mend this issue, but have not been adopted in practice, mostly due to a lack of scalable algorithms. We show that, compared to standard algorithms, our method finds solutions that have substantially better refinement properties, while enjoying a convergence rate that is comparable to that of state-of-the-art algorithms for Nash equilibrium computation both in theory and practice.

IJCAI Conference 2017 Conference Paper

Smoothing Method for Approximate Extensive-Form Perfect Equilibrium

  • Christian Kroer
  • Gabriele Farina
  • Tuomas Sandholm

Nash equilibrium is a popular solution concept for solving imperfect-information games in practice. However, it has a major drawback: it does not preclude suboptimal play in branches of the game tree that are not reached in equilibrium. Equilibrium refinements can mend this issue, but have experienced little practical adoption. This is largely due to a lack of scalable algorithms. Sparse iterative methods, in particular first-order methods, are known to be among the most effective algorithms for computing Nash equilibria in large-scale two-player zero-sum extensive-form games. In this paper, we provide, to our knowledge, the first extension of these methods to equilibrium refinements. We develop a smoothing approach for behavioral perturbations of the convex polytope that encompasses the strategy spaces of players in an extensive-form game. This enables one to compute an approximate variant of extensive-form perfect equilibria. Experiments show that our smoothing approach leads to solutions with dramatically stronger strategies at information sets that are reached with low probability in approximate Nash equilibria, while retaining the overall convergence rate associated with fast algorithms for Nash equilibrium. This has benefits both in approximate equilibrium finding (such approximation is necessary in practice in large games) where some probabilities are low while possibly heading toward zero in the limit, and exact equilibrium computation where the low probabilities are actually zero.

AAAI Conference 2016 Conference Paper

Ad Auctions and Cascade Model: GSP Inefficiency and Algorithms

  • Gabriele Farina
  • Nicola Gatti

The design of the best economic mechanism for Sponsored Search Auctions (SSAs) is a central task in computational mechanism design/game theory. Two open questions concern (i) the adoption of user models more accurate than the currently used one and (ii) the choice between Generalized Second Price auction (GSP) and Vickrey–Clark–Groves mechanism (VCG). In this paper, we provide some contributions to answer these questions. We study Price of Anarchy (PoA) and Price of Stability (PoS) over social welfare and auctioneer’s revenue of GSP w. r. t. the VCG when the users follow the famous cascade model. Furthermore, we provide exact, randomized, and approximate algorithms, showing that in real–world settings (Yahoo! Webscope A3 dataset, 10 available slots) optimal allocations can be found in less than 1s with up to 1, 000 ads, and can be approximated in less than 20ms even with more than 1, 000 ads with an average accuracy greater than 99%.

AAAI Conference 2016 Conference Paper

Decoding Hidden Markov Models Faster Than Viterbi Via Online Matrix-Vector (max, +)-Multiplication

  • Massimo Cairo
  • Gabriele Farina
  • Romeo Rizzi

In this paper, we present a novel algorithm for the maximum a posteriori decoding (MAPD) of timehomogeneous Hidden Markov Models (HMM), improving the worst-case running time of the classical Viterbi algorithm by a logarithmic factor. In our approach, we interpret the Viterbi algorithm as a repeated computation of matrix-vector (max, +)multiplications. On time-homogeneous HMMs, this computation is online: a matrix, known in advance, has to be multiplied with several vectors revealed one at a time. Our main contribution is an algorithm solving this version of matrix-vector (max, +)-multiplication in subquadratic time, by performing a polynomial preprocessing of the matrix. Employing this fast multiplication algorithm, we solve the MAPD problem in O(mn2 / log n) time for any time-homogeneous HMM of size n and observation sequence of length m, with an extra polynomial preprocessing cost negligible for m > n. To the best of our knowledge, this is the first algorithm for the MAPD problem requiring subquadratic time per observation, under the assumption – usually verified in practice – that the transition probability matrix does not change with time.

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