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DAG-Based Column Generation for Adversarial Team Games
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Proposes DCG, a column generation algorithm over the TB-DAG form that computes a pure coordinated best response in the original game tree and transforms it into TB-DAG form, achieving large speedups for computing TMECor in adversarial team games.
Problem
Computing a team-maxmin equilibrium with coordination device (TMECor) in sequential adversarial team games is hard because the team's coordinated strategy space is exponential in game size; existing CG and TB-DAG methods each scale poorly in large games.
Approach
Run column generation over the compact TB-DAG representation, but compute the best response in the original game tree using a new pure best-response oracle based on a correlation plan over relevant joint sequences (polynomial-size constraints), then transform that pure best response into TB-DAG form at each iteration.
Key results
- DCGpure is at least two orders of magnitude faster than state-of-the-art baselines in large games with deep and wide game trees (e.g., Leduc 3-3L1-13: 40s vs 485s for CGlinrelax_random; many baselines exceed 10h or run out of memory).
- DCG requires significantly fewer iterations than normal-form CG (e.g., 82 vs 1149 iterations for CGpure on Leduc 3-3L1-13 at 1e-6 precision).
- Theoretically, DCG converges in at most O*((b(p+1))^w) iterations, exponentially faster than normal-form CG in the worst case; the transformed TB-DAG for a pure best response has size O(|H∪Z|).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use DCGpure instead of normal-form CGpure | TMECor computation · 3-player Leduc 3^1L2_013 | runtime: >10h -> 119m | Helped |
| Use DCGpure instead of normal-form CGpure | TMECor computation · 3-player Kuhn 3K38 | runtime: 37m -> 203s | Helped |
| Use a pure BRO instead of a randomized BRO | DCG · 3-player Leduc 3^3L1_14 | runtime: 537s -> 381s | Helped |
| Solve the BRO linear relaxation first (ablation) | DCGpure · 3-player Leduc 3^3L1_14 | runtime: 381s -> 188s | Helped |
| Solve the BRO linear relaxation first (ablation) | DCGpure · 3-player Leduc 3^1L2_013 | runtime: 119m -> 238m | Hurt |
| Generate and solve the whole TB-DAG directly instead of using DCGpure | TMECor computation · 3-player Leduc 3^3L1_14 | runtime: 381s -> 9s | Helped |
Surprising findings
- Normal-form CG algorithms with a single oracle are fastest on shallow game trees, and the DAG-based linear program is fastest on very narrow trees, so DCG is not uniformly best.
- The randomized-strategy variants of DCG and relaxed-BRO variants perform worse than the pure-BRO DCG in wide games because the transformation of randomized best responses is costly.
Limitations
- Baseline runtimes differ from prior papers due to different settings; the authors re-implemented all baselines, and the baseline code is not publicly available.
- DCG may run out of memory or be slower than normal-form CG in games with shallow trees due to per-iteration transformation cost.
- Experiments are limited to Kuhn and Leduc poker variants; the approach has not been scaled to very large games.
Experimental setup
Datasets: Kuhn poker Leduc poker
Benchmarks: Kuhn poker (n-player variants) Leduc poker (n-player variants)
Metrics: runtime (s) number of iterations to convergence target precision of team value (1e-6)
Baselines: CGrandom CG2random CGpure DAG CGdag DCGrandom DCG2random
Builds on: TB-DAG sequence-form double oracle von Stengel-Forges polytope normal-form column generation (Zhang et al. 2021; Farina et al. 2021) policy-space response oracles
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