mlsanityData to 7 Oct 2026

Public Information Representation for Adversarial Team Games

arXiv 2201.10377 ↗First posted 25 Jan 2022cs.GT cs.AI cs.MAcited by 4

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Abstract (arXiv)

The peculiarity of adversarial team games resides in the asymmetric information available to the team members during the play, which makes the equilibrium computation problem hard even with zero-sum payoffs. The algorithms available in the literature work with implicit representations of the strategy space and mainly resort to Linear Programming and column generation techniques to enlarge incrementally the strategy space. Such representations prevent the adoption of standard tools such as abstraction generation, game solving, and subgame solving, which demonstrated to be crucial when solving huge, real-world two-player zero-sum games. Differently from these works, we answer the question of whether there is any suitable game representation enabling the adoption of those tools. In particular, our algorithms convert a sequential team game with adversaries to a classical two-player zero-sum game. In this converted game, the team is transformed into a single coordinator player who only knows information common to the whole team and prescribes to the players an action for any possible private state. Interestingly, we show that our game is more expressive than the original extensive-form game as any state/action abstraction of the extensive-form game can be captured by our representation, while the reverse does not hold. Due to the NP-hard nature of the problem, the resulting Public Team game may be exponentially larger than the original one. To limit this explosion, we provide three algorithms, each returning an information-lossless abstraction that dramatically reduces the size of the tree. These abstractions can be produced without generating the original game tree. Finally, we show the effectiveness of the proposed approach by presenting experimental results on Kuhn and Leduc Poker games, obtained by applying state-of-art algorithms for two-player zero-sum games on the converted games

Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). Builds on 12 of its 28 references that are in the map. First posted on arXiv 25 Jan 2022.

Builds on

12 of 28 references.

References · 12

  1. 2017DeepStack: Expert-Level Artificial Intelligence in No-Limit Pokercited by 228
  2. 2019OpenSpiel: A Framework for Reinforcement Learning in Gamescited by 180
  3. 2020Combining Deep Reinforcement Learning and Search for Imperfect-Information Gamescited by 110
  4. 2018Deep Counterfactual Regret Minimizationcited by 102
  5. 2014Solving Large Imperfect Information Games Using CFR+cited by 78
  6. 2018Solving Imperfect-Information Games via Discounted Regret Minimizationcited by 68
  7. 2018Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learningcited by 67
  8. 2017Computational Results for Extensive-Form Adversarial Team Gamescited by 18
  9. 2021Solving Common-Payoff Games with Approximate Policy Iterationcited by 15
  10. 2016Team-maxmin equilibrium: efficiency bounds and algorithmscited by 9
  11. 2019Coordination in Adversarial Sequential Team Games via Multi-Agent Deep Reinforcement Learningcited by 5
  12. 2021Multi-Agent Coordination in Adversarial Environments through Signal Mediated Strategiescited by 3

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Citing papers per year: 2022: 2; 2023: 2.

4 papers.