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Junkang Li

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.

6 papers
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6

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.

AAAI Conference 2026 Conference Paper

Nested Depth Search

  • Junkang Li
  • Tristan Cazenave
  • Swann Legras
  • Arthur Queffelec
  • Veronique Ventos

Nested Monte Carlo Search (NMCS) has numerous applications, ranging from chemical retrosynthesis to quantum circuit design. We propose a generalization of NMCS that we named Nested Depth Search (NDS), in which a fixed depth search is used during a higher-level playout to generate the states sent to lower-level exploration. We establish the runtime of NDS and provide algorithms to compute the exact probability distribution of sequences generated by NDS. Experiments with the Set Cover problem and the Multiple Sequence Alignment problem show that NDS outperforms NMCS with the same time budget.

JAIR Journal 2025 Journal Article

The Complexity of Pure Maxmin Strategies in Two-Player Extensive-Form Games

  • Junkang Li
  • Bruno Zanuttini
  • Véronique Ventos

Extensive-form games model strategic interaction between players, with an emphasis on the sequential aspect of decision-making: players take turns to move until an ending is reached, and receive a reward according to which ending is reached. We study the complexity of computing the pure maxmin value for such games, i.e. the maximum reward that a player can guarantee by playing a pure strategy, whatever their opponents play. We focus on two-player and two-team games and perform a systematic study depending on the degree of imperfect information of each player or team: perfect information, perfect recall, or perfect recall for each agent in a team (which we call multi-agent perfect recall). For each combination, we settle the complexity of deciding whether the maxmin value is at least as high as a given threshold. We give a complete complexity picture for three orthogonal settings: games represented explicitly by their game tree; games represented compactly by game rules, for which we propose two new formalisms; games in which the set of strategies of the opponents is restricted to a known set of opponent models.

IJCAI Conference 2024 Conference Paper

Combinatorial Games with Incomplete Information

  • Junkang Li
  • Bruno Zanuttini
  • Véronique Ventos

Games with incomplete information model multi-agent interaction in which players do not have common knowledge of the game they play. We propose a minimal generalisation of combinatorial games to incorporate incomplete information, called combinatorial game with incomplete information (CGII). The most important feature of CGIIs is that all actions are public, which allows better visualisation of each player's knowledge and incomplete information. To further motivate the study of this new formalism, we show that computing optimal strategies for CGIIs has the same computational complexity as for general extensive-form games.

AAAI Conference 2024 Conference Paper

Opponent-Model Search in Games with Incomplete Information

  • Junkang Li
  • Bruno Zanuttini
  • Véronique Ventos

Games with incomplete information are games that model situations where players do not have common knowledge about the game they play, e.g. card games such as poker or bridge. Opponent models can be of crucial importance for decision-making in such games. We propose algorithms for computing optimal and/or robust strategies in games with incomplete information, given various types of knowledge about opponent models. As an application, we describe a framework for reasoning about an opponent's reasoning in such games, where opponent models arise naturally.

IJCAI Conference 2022 Conference Paper

Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values

  • Junkang Li
  • Bruno Zanuttini
  • Tristan Cazenave
  • Véronique Ventos

We define a new setting related to the evaluation of AND-OR directed acyclic graphs with partially ordered values. Such graphs arise naturally when solving games with incomplete information (e. g. most card games such as Bridge) or games with multiple criteria. In particular, this setting generalises standard AND-OR graph evaluation and computation of optimal strategies in games with complete information. Under this setting, we propose a new algorithm which uses both alpha-beta pruning and cached values. In this paper, we present our algorithm, prove its correctness, and give experimental results on a card game with incomplete information.

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