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We study the application of iterative first-order methods to the problem of computing equilibria of large-scale two-player extensive-form games. First-order methods must typically be instantiated with a regularizer that serves as a distance-generating function for the decision sets of the players. For the case of two-player zero-sum games, the state-of-the-art theoretical convergence rate for Nash equilibrium is achieved by using the dilated entropy function. In this paper, we introduce a new entropy-based distance-generating function for two-player zero-sum games, and show that this function achieves significantly better strong convexity properties than the dilated entropy, while maintaining the same easily-implemented closed-form proximal mapping. Extensive numerical simulations show that these superior theoretical properties translate into better numerical performance as well. We then generalize our new entropy distance function, as well as general dilated distance functions, to the scaled extension operator. The scaled extension operator is a way to recursively construct convex sets, which generalizes the decision polytope of extensive-form games, as well as the convex polytopes corresponding to correlated and team equilibria. By instantiating first-order methods with our regularizers, we develop the first accelerated first-order methods for computing correlated equilibra and ex-ante coordinated team equilibria. Our methods have a guaranteed $1/T$ rate of convergence, along with linear-time proximal updates.
We investigate the computation of equilibria in extensive-form games where ex ante correlation is possible, focusing on correlated equilibria requiring the least amount of communication between the players and the mediator. Motivated by the hardness
Our paper concerns the computation of Nash equilibria of first-price auctions with correlated values. While there exist several equilibrium computation methods for auctions with independent values, the correlation of the bidders values introduces sig
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 f
Graphical games are a useful framework for modeling the interactions of (selfish) agents who are connected via an underlying topology and whose behaviors influence each other. They have wide applications ranging from computer science to economics and
Driven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less effective at pro