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Anytime-Constrained Equilibria in Polynomial Time

ICML 2025 · Learning theory and algorithms › Submodular and game algorithms · approach: Zero-sum game learning dynamics

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Extends anytime constraints to Markov games, showing ACE feasibility is NP-hard for zero-sum games and giving an FPT exact algorithm (via AND/OR feasibility tree and action-constrained MG reduction) plus a polynomial-time approximation with additive/relative budget violation.

Problem

Computing anytime-constrained equilibria (feasible joint policies where every player's cumulative cost stays within budget at all times, and no feasible deviation is profitable) in constrained Markov games is hard; the paper asks for which classes it is tractable.

Approach

Characterize feasibly realizable (state, cumulative cost) pairs with an AND/OR feasibility tree, reduce the anytime-constrained game to an action-constrained Markov game with state-dependent action sets, solve stage games with a modified CCE/CE linear program, and obtain approximate ACE via cost rounding and truncation.

Key results

Surprising findings

Limitations

Experimental setup

Builds on: constrained Markov decision processes correlated equilibrium linear program

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