The Complexity of Two-Team Polymatrix Games with Independent Adversaries

Alexandros Hollender, Gilbert Maystre, Sai Ganesh Nagarajan
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Abstract

Adversarial multiplayer games are an important object of study in multiagent learning. In particular, polymatrix zero-sum games are a multiplayer setting where Nash equilibria are known to be efficiently computable. Towards understanding the limits of tractability in polymatrix games, we study the computation of Nash equilibria in such games where each pair of players plays either a zero-sum or a coordination game. We are particularly interested in the setting where players can be grouped into a small number of teams of identical interest. While the three-team version of the problem is known to be PPAD-complete, the complexity for two teams has remained open. Our main contribution is to prove that the two-team version remains hard, namely it is CLS-hard. Furthermore, we show that this lower bound is tight for the setting where one of the teams consists of multiple independent adversaries. On the way to obtaining our main result, we prove hardness of finding any stationary point in the simplest type of non-convex-concave min-max constrained optimization problem, namely for a class of bilinear polynomial objective functions.
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有独立对手的两队多矩阵游戏的复杂性
对抗性多人博弈是多元学习的一个重要研究对象。特别是,多矩阵零和博弈是已知可高效计算纳什均衡的多人博弈环境。为了了解多矩阵博弈中可计算性的极限,我们研究了这种博弈中纳什均衡的计算,在这种博弈中,每对博弈者要么玩零和博弈,要么玩协调博弈。我们尤其感兴趣的是,在这种博弈中,博弈者可以被分成少数利益相同的团队。众所周知,该问题的三队版本是 PPAD-完备的,但两队版本的复杂性问题却一直悬而未决。我们的主要贡献在于证明了两队版问题仍然很难,即它是CLS 难的。此外,我们还证明,在其中一个团队由多个独立对手组成的情况下,这个下界很窄。在获得主要结果的过程中,我们证明了在最简单的非凸-凹 min-max 约束优化问题(即一类双线性多项式目标函数)中找到任何静止点的难度。
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