arXiv:2509. 25618v2 Announce Type: replace-cross Abstract: There has been significant recent progress in algorithms for approximation of Nash equilibrium in large two-player zero-sum imperfect-information games and exact computation of Nash equilibrium in multiplayer strategic-form games.
By Sam Ganzfried
There has been significant recent progress in algorithms for approximation of Nash equilibrium in large two-player zero-sum imperfect-information games and exact computation of Nash equilibrium in multiplayer strategic-form games. While counterfactual regret minimization and fictitious play are scalable to large games and have convergence guarantees in two-player zero-sum games, they do not guarantee convergence to Nash equilibrium in multiplayer games.
arXiv:2606. 25997v2 Announce Type: replace-cross Abstract: There has been significant recent progress in algorithms for approximation of Nash equilibrium in large two-player zero-sum imperfect-information games and exact computation of Nash equilibrium in multiplayer strategic-form games.
By Sam Ganzfried
arXiv:2606. 28308v1 Announce Type: cross Abstract: Many two-player zero-sum games admit not a unique Nash equilibrium but a convex set of them: a polytope of profiles that all share the minimax value V* yet prescribe different behaviour.
By Luis Leal
arXiv:2606. 06486v1 Announce Type: new Abstract: In this paper, we study regret minimization in repeated games with \emph{adaptive} opponents who can respond based on histories of play.
By Mingyang Liu, Asuman Ozdaglar, Tiancheng Yu, Kaiqing Zhang
The paper introduces Regret-Weighted Payoff Sampling (RWPS), a budgeted estimator that selectively simulates only payoff-matrix cells relevant to a Nash equilibrium and uses a surrogate model for the remaining entries. RWPS provides an instance-dependent error bound weighted by the opponent’s equilibrium mixture and a coverage result guaranteeing that, once the deviation-relevant set is simulated, surrogate error does not affect either player’s regret. Experiments on three 21×21 general-sum games, including an asymmetric Colonel Blotto, show that RWPS achieves four to six times tighter bounds than previous methods and outperforms other sampling strategies on the CyGym and ANSG cyber simulators at low budgets.
By Michael Lanier, David Farmer, Yevgeniy Vorobeychik