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.
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.
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.