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Team-Fictitious Play for Reaching Team-Nash Equilibrium in Multi-team Games

NeurIPS 2024 · Multi-agent systems and games › Games and equilibria · approach: Cooperation and social dilemmas · 0 citations (OpenAlex)

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Introduces Team-FP, a fictitious-play variant with inertia and last-action responses for team members, and proves it reaches epsilon-near Team-Nash equilibrium in zero-sum potential team games, extended to multi-team Markov games.

Problem

Whether teams of self-interested agents can reach Team-Nash equilibrium (TNE) in multi-team games, where team members coordinate a joint best response against other teams without communication.

Approach

Modifies fictitious play so each agent responds to the last actions of its team members and to beliefs about opponent teams, with inertia in action updates (log-linear-style), enabling implicit team coordination; convergence is analysed via a frozen-belief reference scenario, optimal coupling, and stochastic differential inclusions.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use Team-FP instead of smooth fictitious play or multiplicative weights updateTwo-team ZSPTG · Two-team ZSPTGteam-Nash gapHelped
Use fully coordinated teams rather than groups of two or independent agents (ablation)Team-FP · Two-team ZSPTG with four agents per teamconvergence speedHelped
Use groups of two rather than independent agents (ablation)Team-FP · Two-team ZSPTG with four agents per teamconvergence speedHelped
Compete against stationary opponents rather than opponents also using Team-FPTeam-FP · Three-team ZSPTGconvergence speedHelped
Decrease the temperature parameter \tau (ablation)Team-FP · Three-team ZSPTGteam-Nash gap: 0.1, 0.15, 0.2Helped
Increase the independent action-update probability from 0.2 to 0.5 (ablation)Independent Team-FP · Three-team ZSPTGconvergence speed: 0.2; 0.5Helped
Increase the independent action-update probability too much (ablation)Independent Team-FP · Multi-team ZSPTGteam coordinationHurt

Surprising findings

Limitations

Experimental setup

Benchmarks: randomly generated ZSPTG simulations airport security game

Metrics: team-Nash gap

Baselines: smoothed fictitious play multiplicative weights update explicit team coordination (group size 2 and 4) stationary opponent

Builds on: fictitious play log-linear learning smoothed fictitious play multiplicative weights update

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