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Team-Fictitious Play for Reaching Team-Nash Equilibrium in Multi-team Games
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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
- Team-FP reaches near-TNE in ZSPTGs with the team-Nash gap bounded by tau log|A| asymptotically (almost surely).
- Explicit coordination (group size 4) converges fastest, followed by group size 2, then independent Team-FP; SFP and MWU fail to reach team coordination in simulations.
- Smaller temperature tau yields lower final team-Nash gap; larger delta speeds independent Team-FP convergence.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Team-FP instead of smooth fictitious play or multiplicative weights update | Two-team ZSPTG · Two-team ZSPTG | team-Nash gap | Helped |
| Use fully coordinated teams rather than groups of two or independent agents (ablation) | Team-FP · Two-team ZSPTG with four agents per team | convergence speed | Helped |
| Use groups of two rather than independent agents (ablation) | Team-FP · Two-team ZSPTG with four agents per team | convergence speed | Helped |
| Compete against stationary opponents rather than opponents also using Team-FP | Team-FP · Three-team ZSPTG | convergence speed | Helped |
| Decrease the temperature parameter \tau (ablation) | Team-FP · Three-team ZSPTG | team-Nash gap: 0.1, 0.15, 0.2 | Helped |
| Increase the independent action-update probability from 0.2 to 0.5 (ablation) | Independent Team-FP · Three-team ZSPTG | convergence speed: 0.2; 0.5 | Helped |
| Increase the independent action-update probability too much (ablation) | Independent Team-FP · Multi-team ZSPTG | team coordination | Hurt |
Surprising findings
- Standard smoothed FP and multiplicative weights fail to reach team-coordinated near-TNE, even though the average joint actions of teams can under Team-FP.
Limitations
- Asymptotic almost-sure convergence only; no convergence rate guarantees.
- Analysis restricted to zero-sum potential team games; beyond-ZSPTG and Markov game results are only numerical.
- Assumes homogeneous beliefs among opponents' agents.
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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