Adversarial team games model multiplayer strategic interactions in which a team of identically-interested players is competing against an adversarial player in a zero-sum game. Such games capture many well-studied settings in game theory, such as congestion games, but go well-beyond to environments wherein the cooperation of one team -- in the absence of explicit communication -- is obstructed by competing entities; the latter setting remains poorly understood despite its numerous applications. Since the seminal work of Von Stengel and Koller (GEB `97), different solution concepts have received attention from an algorithmic standpoint. Yet, the complexity of the standard Nash equilibrium has remained open. In this paper, we settle this question by showing that computing a Nash equilibrium in adversarial team games belongs to the class continuous local search (CLS), thereby establishing CLS-completeness by virtue of the recent CLS-hardness result of Rubinstein and Babichenko (STOC `21) in potential games. To do so, we leverage linear programming duality to prove that any $\epsilon$-approximate stationary strategy for the team can be extended in polynomial time to an $O(\epsilon)$-approximate Nash equilibrium, where the $O(\cdot)$ notation suppresses polynomial factors in the description of the game. As a consequence, we show that the Moreau envelop of a suitable best response function acts as a potential under certain natural gradient-based dynamics.
翻译:Aversarial 团队游戏模式多玩者战略互动,在这个游戏中,一队同样感兴趣的球员在零和游戏中与敌对球员竞争。这种游戏在游戏理论(如拥堵游戏)中捕捉了许多受广泛研究的场景,但在没有明确沟通的情况下,一个球队的合作受到竞争实体的阻挠;尽管有许多应用,但后一种场景仍然不太为人所知。自从Von Stengel和Koller的开创性工作(GEB '97)以来,不同的解决方案概念从算法的角度得到了关注。然而,标准纳什平衡的复杂性仍然开放。在本文中,我们通过显示在对抗球队游戏中计算纳什平衡属于等级连续的本地搜索(CLS)来解决这个问题,从而通过最近CLS和Babichenko(STOC'21)在潜在游戏中造成的困难来确立CLS的完整性。为了做到这一点,我们利用线性编程双重性编程来证明,任何美元-接近固定的纳什均衡的复杂性策略在游戏中,可以将一个固定性游戏的固定性游戏的固定性功能扩展为Oloval-alalimalalalalalationalalalalalal 。