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Free, publicly-accessible full text available July 11, 2025
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In this paper, we study the class of games known as hidden-role games in which players are assigned privately to teams and are faced with the challenge of recognizing and cooperating with teammates. This model includes both popular recreational games such as the Mafia/Werewolf family and The Resistance (Avalon) and many real-world settings, such as distributed systems where nodes need to work together to accomplish a goal in the face of possible corruptions. There has been little to no formal mathematical grounding of such settings in the literature, and it was previously not even clear what the right solution concepts (notions of equilibria) should be. A suitable notion of equilibrium should take into account the communication channels available to the players (e.g., can they communicate? Can they communicate in private?). Defining such suitable notions turns out to be a nontrivial task with several surprising conse- quences. In this paper, we provide the first rigorous definition of equilibrium for hidden-role games, which overcomes serious limitations of other solution concepts not designed for hidden-role games. We then show that in certain cases, including the above recreational games, optimal equilibria can be computed efficiently. In most other cases, we show that computing an optimal equilibrium is at least NP-hard or coNP-hard. Lastly, we experimentally validate our approach by computing exact equilibria for complete 5- and 6-player Avalon instances whose size in terms of number of information sets is larger than 1056.more » « lessFree, publicly-accessible full text available July 8, 2025
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Free, publicly-accessible full text available May 11, 2025
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A recent paper by Farina & Pipis (2023) established the existence of uncoupled no-linear-swap regret dynamics with polynomial-time iterations in extensive-form games. The equilibrium points reached by these dynamics, known as linear correlated equilibria, are currently the tightest known relaxation of correlated equilibrium that can be learned in polynomial time in any finite extensive-form game. However, their properties remain vastly unexplored, and their computation is onerous. In this paper, we provide several contributions shedding light on the fundamental nature of linear-swap regret. First, we show a connection between linear deviations and a generalization of communication deviations in which the player can make queries to a “mediator” who replies with action recommendations, and, critically, the player is not constrained to match the timing of the game as would be the case for communication deviations. We coin this latter set the untimed communication (UTC) deviations. We show that the UTC deviations coincide precisely with the linear deviations, and therefore that any player minimizing UTC regret also minimizes linear-swap regret. We then leverage this connection to develop state-of-the-art no-regret algorithms for computing linear correlated equilibria, both in theory and in practice. In theory, our algorithms achieve polynomially better per-iteration runtimes; in practice, our algorithms represent the state of the art by several orders of magnitude.more » « lessFree, publicly-accessible full text available May 7, 2025
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The double oracle algorithm is a popular method of solving games, because it is able to reduce computing equilibria to computing a series of best responses. However, its theoretical properties are not well understood. In this paper, we provide exponential lower bounds on the performance of the double oracle algorithm in both partiallyobservable stochastic games (POSGs) and extensiveform games (EFGs). Our results depend on what is assumed about the tiebreaking scheme—that is, which meta-Nash equilibrium or best response is chosen, in the event that there are multiple to pick from. In particular, for EFGs, our lower bounds require adversarial tiebreaking, whereas for POSGs, our lower bounds apply regardless of how ties are broken.more » « less
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Free, publicly-accessible full text available May 10, 2025
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Free, publicly-accessible full text available May 10, 2025
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Coalition structure generation (CSG) is a critical problem in multiagent systems, involving the optimal partitioning of agents into disjoint coalitions to maximize social welfare. This paper introduces SALDAE, a novel multiagent path finding algorithm for CSG on a coalition structure graph. SALDAE employs various heuristics and strategies for efficient search, making it an anytime algorithm suitable for handling large-scale problemsmore » « lessFree, publicly-accessible full text available May 6, 2025
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Coalition Structure Generation (CSG) involves dividing agents into coalitions in such a way as to coordinate them into solving problems together efficiently. In this paper, we revisit the CSG problem and propose a new search method that introduces an offline phase to speed up the search process, where the best coalition sets to search are preprocessed. These sets are calculated only once regardless of the coalition values and can be reused each time a CSG instance is to be solved. Then our search in the online phase combines dynamic programming with integer partition-based search in a novel way.more » « lessFree, publicly-accessible full text available May 6, 2025
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We investigate two notions of correlated equilibrium for extensive-form games: extensive-form correlated equilibrium (EFCE) and behavioral correlated equilibrium (BCE). We show that the two are outcome-equivalent, in the sense that every outcome distribution achievable under one notion is achievable under the other. Our result implies, to our knowledge, the first polynomial-time algorithm for computing a BCE.more » « less