Despite the many recent practical and theoretical breakthroughs in computational game theory, equilibrium finding in extensive-form team games remains a significant challenge. While NP-hard in the worst case, there are provably efficient algorithms for certain families of team game. In particular, if the game has common external information, also known as A-loss recall -- informally, actions played by non-team members (i.e., the opposing team or nature) are either unknown to the entire team, or common knowledge within the team -- then polynomial-time algorithms exist (Kaneko & Kline 1995). In this paper, we devise a completely new algorithm for solving team games. It uses a tree decomposition of the constraint system representing each team's strategy to reduce the number and degree of constraints required for correctness (tightness of the mathematical program). Our approach has the bags of the tree decomposition correspond to team-public states. Our algorithm reduces the problem of solving team games to a linear program with at most $O(NW^{w+1})$ nonzero entries in the constraint matrix, where $N$ is the size of the game tree, $w$ is a parameter that depends on the amount of uncommon external information, and $W$ is the treewidth of the tree decomposition. In public-action games, our program size is bounded by the tighter $2^{O(nt)}N$ for teams of $n$ players with $t$ types each. Our algorithm is based on a new way to write a custom, concise tree decomposition, and its fast run time does not assume that the decomposition has small treewidth. Since our algorithm describes the polytope of correlated strategies directly, we get equilibrium finding in correlated strategies for free -- instead of, say, having to run a double oracle algorithm. We show via experiments on a standard suite of games that our algorithm achieves state-of-the-art performance on all benchmark game classes except one.
翻译:尽管在计算游戏理论方面最近取得了许多实际和理论上的突破,但广泛组合团队游戏的平衡发现仍是一个重大挑战。虽然在最坏的情况下,NP-hard 是最差的游戏,但对于团队游戏的某些家族来说,有非常有效的算法。特别是,如果游戏有共同的外部信息,也称为A损失回顾 -- 非正式地,非团队成员(即对立团队或自然)的行动要么整个团队都不了解,要么团队内部有共同的知识 -- 然后存在多式时间算法(Kaneko & Kline 1995)。在本文中,我们设计了一个全新的解决团队游戏游戏游戏游戏游戏游戏游戏游戏的算法。它使用树形的制约系统,代表每个团队的策略减少为正确性能所需的数量和程度(数学程序的紧缩) -- -- 我们的树形变数包相当于团队的双倍值。我们的游戏算法将解决团队游戏到一个直线式程序, 最多是美元(NWNW+1), 在硬性游戏矩阵中, $ 直线式游戏的算法将显示我们的一个硬性游戏程数, 直径直线式游戏的游戏的算数是一美元。