Papers for

multiagent system engineers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Alternating updates speed up regret matching convergence in game solving

On the Convergence of Alternating Regret Matching Algorithms

Abstract: Alternating updates, that is, where each player is updated in turn, tend to typically perform better in regret matching algorithms than simultaneous updates. Alternation within the regret matching family has long been a central ingredient of practical solvers for zero-sum games. Yet our theoretical understanding is lagging behind. In this paper, we address this gap by developing a systematic way of analyzing such algorithms. Our framework centers on an alternating analog of the RVU property that we introduce, which we use to obtain the optimal $T^{-1}$ average-iterate convergence within this family. In particular, we establish this for two simple variants of predictive regret matching$^+$: i) increasing-regret predictive regret matching$^+$ and ii) half-prediction regret matching$^+$. Interestingly, we find that half prediction is the unique prediction multiplier that satisfies our alternating RVU property, giving it a strong theoretical justification. Going beyond average-iterate convergence, we refine our framework to obtain $T^{-1/2}$ best-iterate convergence and further establish convergence of their strategy profiles to a single Nash equilibrium, without assuming equilibrium uniqueness. We go on to establish separations between alternating and simultaneous updates, including a game in which half-prediction regret matching$^+$ converges under alternating updates but fails to converge in terms of the last iterate under simultaneous updates. This provides theoretical support for the empirical observation that alternation can stabilize learning dynamics. Finally, experiments on 15 game benchmarks demonstrate that the strong theoretical properties of the half-prediction mechanism translate to strong practical performance, being on par with state-of-the-art solvers.

Mon 2 NovComputer Science and Game TheoryMachine Learning
The gist
In algorithms that help players learn the best moves in zero-sum games, updating one player at a time usually works better than updating both at once. The authors develop a new way to analyze these alternating updates, showing they get closer to a perfect strategy twice as fast on average compared to previous methods. They introduce a new predictive rule called half-prediction, which they prove is uniquely effective for these alternating methods. Their results also show these updates lead to stable final strategies, even when the best response isn't unique. Tests on various games show their approach performs as well as current top solvers.
Open → 2611.02521v1

Fig system automates triggering social behaviors in multiagent games

Fig: Automated Multiagent Behavior Elicitor

Abstract: Many social evaluations for multiagent systems study behaviors as they emerge from environments instead of systematically intervening in the environment to elicit such behaviors. We introduce Fig (Finding Interactions in Games), an agentic system that performs targeted elicitation interventions on game environments. It takes a natural language behavior description, decomposes it into sub-behaviors, generates new social games or selects existing ones, and executes single or combined interventions to the games' engine, opponents, instructions, and context. To evaluate model behavior, it combines built-in mechanical checks and synthetic rubric judgments. We validate the interventions, generated games, and evaluation mechanisms via human review. Models attempt the target behavior in 45.2% of episodes on average for valid scenarios generated by Fig for six test behaviors -- cooperation, exploitation, deception, covert coordination, betrayal, and sabotage. For game-behavior pairs with available controls, Fig's interventions increase attempt rates by 10.9% on average compared to matched control games. Fig shows that multiagent environments can serve as programmable test beds for intentional, controllable, and reproducible behavior evaluation. Code is available at https://github.com/fleet-ai/fig.

Tue 20 OctArtificial IntelligenceMultiagent Systems
The gist
Testing how groups of computer agents behave is often done by just watching what they do naturally. The authors created Fig, a system that actively changes game environments to make agents show specific social behaviors like cooperation or deception. Fig breaks down behavior descriptions and adjusts games or opponent settings to encourage these actions, then checks how well the agents try them. This approach helps researchers test agent behaviors in a controlled and repeatable way.
Open → 2610.28891v1

Learning equilibrium strategies for games with unknown changing states

Equilibrium Learning in Unbounded Stochastic Games with Gaussian Transitions

Abstract: Learning equilibria from data is difficult when several decision makers interact indefinitely and the system state has no prescribed bounds. We examine discounted general-sum stochastic games with compact action sets and an unknown nonlinear drift observed through Gaussian transition noise. The proposed procedure uses a single uninterrupted trajectory to update Gaussian-process models of the drift and to solve successively refined finite games. We prove a perturbation result showing that stability of equilibrium selection, together with uniform KL accuracy of Gaussian transition models, is sufficient for regional uniform convergence of the induced values and approximate Nash behavior in the original game. The region specifies where the guarantees are evaluated; strategies and dynamics continue to act on the entire Euclidean state space. For GP estimators, simultaneous confidence bounds yield a rate controlled by posterior uncertainty, kernel information gain, and joint-state dimension. Numerical studies illustrate how kernel choice and dimension appear in the predicted convergence behavior.

Mon 12 OctMachine Learning
The gist
When multiple decision makers interact over time in a system where states can change in complicated, unbounded ways, it is hard to learn stable strategies. The authors study games where transitions between states involve random noise and unknown effects, and propose a method that learns from a single long sequence of observations. Their method uses a statistical model called a Gaussian process to estimate the unknown system behavior and then solves simpler versions of the game to approximate equilibrium strategies. They prove that, under certain conditions, the strategies learned converge to approximate Nash equilibria within a region of interest, and they show in experiments how their approach depends on problem complexity.
Open → 2610.16149v1