Finding Mixed-Strategy Equilibria of Continuous-Action Games without Gradients Using Randomized Policy Networks
Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence. Main Track. Pages 2844-2852.
https://doi.org/10.24963/ijcai.2023/317
Keywords
- Game Theory and Economic Paradigms: GTEP: Noncooperative games
Abstract
We study the problem of computing an approximate Nash equilibrium of continuous-action game without access to gradients. Such game access is common in reinforcement learning settings, where the environment is typically treated as a black box. To tackle this problem, we apply zeroth-order optimization techniques that combine smoothed gradient estimators with equilibrium-finding dynamics.
We model players' strategies using artificial neural networks. In particular, we use randomized policy networks to model mixed strategies. These take noise in addition to an observation as input and can flexibly represent arbitrary observation-dependent, continuous-action distributions. Being able to model such mixed strategies is crucial for tackling continuous-action games that lack pure-strategy equilibria.
We evaluate the performance of our method using an approximation of the Nash convergence metric from game theory, which measures how much players can benefit from unilaterally changing their strategy.
We apply our method to continuous Colonel Blotto games, single-item and multi-item auctions, and a visibility game.
The experiments show that our method can quickly find a high-quality approximate equilibrium.
Furthermore, they show that the dimensionality of the input noise is crucial for performance.
To our knowledge, this paper is the first to solve general continuous-action games with unrestricted mixed strategies and without any gradient information.
- [Adam et al., 2021] Lukáš Adam, Rostislav Horčík, Tomáš Kasl, and Tomáš Kroupa. Double oracle algorithm for computing equilibria in continuous games. AAAI, 2021.
- [Balduzzi et al., 2018] David Balduzzi, Sebastien Racaniere, James Martens, Jakob Foerster, Karl Tuyls, and Thore Graepel. The mechanics of n-player differentiable games. In ICML, 2018.
- [Baye et al., 1996] Michael R. Baye, Dan Kovenock, and Casper G. de Vries. The all-pay auction with complete information. Economic Theory, 1996.
- [Berahas et al., 2022] Albert S. Berahas, Liyuan Cao, Krzysztof Choromanski, and Katya Scheinberg. A theoret- ical and empirical comparison of gradient approximations in derivative-free optimization. Foundations of Computa- tional Mathematics, 2022.
- [Berner et al., 2019] Christopher Berner, Greg Brockman, Brooke Chan, Vicki Cheung, Przemysław Debiak, Christy Dennison, David Farhi, Quirin Fischer, Shariq Hashme, Chris Hesse, et al. Dota 2 with large scale deep reinforce- ment learning. arXiv preprint arXiv:1912.06680, 2019.
- [Bichler et al., 2021] Martin Bichler, Maximilian Fichtl, Ste- fan Heidekrüger, Nils Kohring, and Paul Sutterer. Learn- ing equilibria in symmetric auction games using artificial neural networks. Nature Machine Intelligence, 2021.
- [Bichler et al., 2023] Martin Bichler, Nils Kohring, and Ste- fan Heidekrüger. Learning equilibria in asymmetric auc- tion games. INFORMS Journal on Computing, 2023.
- [Borel, 1938] Émile Borel. Traité du calcul des probabilités et ses applications, volume IV of Applications aux jeux des hazard. Gauthier-Villars, Paris, 1938.
- [Borel, 1953] Émile Borel. The theory of play and integral equations with skew symmetric kernels. Econometrica, 1953.
- [Chen and Ankenman, 2006] Bill Chen and Jerrod Anken- man. The Mathematics of Poker. ConJelCo, 2006.
- [Clevert et al., 2016] Djork-Arné Clevert, Thomas Un- terthiner, and Sepp Hochreiter. Fast and accurate deep network learning by exponential linear units (ELUs). In ICLR, 2016.
- [Dasgupta and Maskin, 1986] P. Dasgupta and Eric Maskin. The existence of equilibrium in discontinuous economic games. Review of Economic Studies, 53:1-26, 1986.
- [Duchi et al., 2012] John C Duchi, Peter L Bartlett, and Mar- tin J Wainwright. Randomized smoothing for stochastic optimization. SIAM Journal on Optimization, 22(2):674- 701, 2012.
- [Duchi et al., 2015] John C. Duchi, Michael I. Jordan, Mar- tin J. Wainwright, and Andre Wibisono. Optimal rates for zero-order convex optimization: the power of two function evaluations. IEEE Transactions on Information Theory, 2015.
- [Efron, 1979] Bradley Efron. Bootstrap methods: another look at the jackknife. The Annals of Statistics, 1979.
- [Efron, 1987] Bradley Efron. Better bootstrap confidence in- tervals. Journal of the American Statistical Association, 1987.
- [Fichtl et al., 2022] Maximilian Fichtl, Matthias Oberlech- ner, and Martin Bichler. Computing Bayes Nash equilib- rium strategies in auction games via simultaneous online dual averaging. arXiv preprint arXiv:2208.02036, 2022.
- [Fudenberg and Tirole, 1991] Drew Fudenberg and Jean Ti- role. Game theory. MIT Press, Cambridge, MA, 1991.
- [Ganzfried and Sandholm, 2010] Sam Ganzfried and Tuo- mas Sandholm. Computing equilibria by incorporating qualitative models. Technical report, Carnegie Mellon University, 2010.
- [Ganzfried, 2021] Sam Ganzfried. Algorithm for computing approximate Nash equilibrium in continuous games with application to continuous Blotto. Games, 2021.
- [Ghosh and Kundu, 2019] Papiya Ghosh and Rajendra P. Kundu. Best-shot network games with continuous action space. Research in Economics, 2019.
- [Glicksberg, 1952] I. L. Glicksberg. A further generaliza- tion of the Kakutani fixed point theorem, with application to Nash equilibrium points. Proceedings of the American Mathematical Society, 3(1):170-174, 1952.
- [Grnarova et al., 2019] Paulina Grnarova, Kfir Y. Levy, Au- relien Lucchi, Nathanael Perraudin, Ian Goodfellow, Thomas Hofmann, and Andreas Krause. A domain ag- nostic measure for monitoring and evaluating GANs. In NeurIPS, 2019.
- [He et al., 2015] Kaiming He, Xiangyu Zhang, Shaoqing Ren, and Jian Sun. Delving deep into rectifiers: surpass- ing human-level performance on ImageNet classification. In ICCV, 2015.
- [Hsieh et al., 2021] Ya-Ping Hsieh, Panayotis Mertikopou- los, and Volkan Cevher. The limits of min-max optimiza- tion algorithms: convergence to spurious non-critical sets. In ICML, 2021.
- [Kamra et al., 2017] Nitin Kamra, Fei Fang, Debarun Kar, Yan Liu, and Milind Tambe. Handling continuous space security games with neural networks. In IJCAI, 2017.
- [Kamra et al., 2018] Nitin Kamra, Umang Gupta, Fei Fang, Yan Liu, and Milind Tambe. Policy learning for contin- uous space security games using neural networks. AAAI, 2018.
- [Kamra et al., 2019] Nitin Kamra, Umang Gupta, Kai Wang, Fei Fang, Yan Liu, and Milind Tambe. DeepFP for finding Nash equilibrium in continuous action spaces. In Decision and Game Theory for Security, 2019.
- [Krishna, 2002] Vijay Krishna. Auction theory. Academic Press, 2002.
- [Kroer and Sandholm, 2015] Christian Kroer and Tuomas Sandholm. Discretization of continuous action spaces in extensive-form games. In International Conference on Autonomous Agents and Multi-Agent Systems (AAMAS), 2015.
- [Kroupa and Votroubek, 2023] Tomáš Kroupa and Tomáš Votroubek. Multiple oracle algorithm to solve continuous games. In Decision and Game Theory for Security, pages 149-167, 2023.
- [Letcher et al., 2019] Alistair Letcher, David Balduzzi, Sébastien Racanière, James Martens, Jakob Foerster, Karl Tuyls, and Thore Graepel. Differentiable game mechanics. JMLR, 2019.
- [Li and Wellman, 2021] Zun Li and Michael P. Wellman. Evolution strategies for approximate solution of Bayesian games. AAAI, 2021.
- [Lotker et al., 2008] Zvi Lotker, Boaz Patt-Shamir, and Mark R. Tuttle. A game of timing and visibility. GEB, 2008.
- [Marchesi et al., 2020] Alberto Marchesi, Francesco Trovò, and Nicola Gatti. Learning probably approximately cor- rect maximin strategies in simulation-based games with infinite strategy spaces. In Autonomous Agents and Multi- Agent Systems, pages 834-842, 2020.
- [Mazumdar et al., 2019] Eric V. Mazumdar, Michael I. Jor- dan, and S. Shankar Sastry. On finding local Nash equi- libria (and only local Nash equilibria) in zero-sum games. arXiv preprint arXiv:1901.00838, 2019.
- [Mazumdar et al., 2020] Eric Mazumdar, Lillian J. Ratliff, and S. Shankar Sastry. On gradient-based learning in con- tinuous games. SIAM Journal on Mathematics of Data Science, 2020.
- [McMahan et al., 2003] H. Brendan McMahan, Geoffrey J. Gordon, and Avrim Blum. Planning in the presence of cost functions controlled by an adversary. In ICML, 2003.
- [Mertikopoulos and Zhou, 2019] Panayotis Mertikopoulos and Zhengyuan Zhou. Learning in games with continuous action sets and unknown payoff functions. Mathematical Programming, 2019.
- [Milgrom and Segal, 2014] Paul Milgrom and Ilya Segal. Deferred-acceptance auctions and radio spectrum reallo- cation. In Proceedings of the ACM Conference on Eco- nomics and Computation (EC), 2014.
- [Milgrom and Segal, 2020] Paul Milgrom and Ilya Segal. Clock auctions and radio spectrum reallocation. Journal of Political Economy, 2020.
- [Milgrom and Weber, 1985] Paul Milgrom and Robert We- ber. Distributional strategies for games with incomplete in- fromation. Mathematics of Operations Research, 10:619- 632, 1985.
- [Nesterov and Spokoiny, 2017] Yurii Nesterov and Vladimir Spokoiny. Random gradient-free minimization of convex functions. Foundations of Computational Mathematics, 2017.
- [Rechenberg and Eigen, 1973] Ingo Rechenberg and M Eigen. Evolutionsstrategie: optimierung technischer systeme nach prinzipien der biologischen evolution. Frommann-Holzboog Stuttgart, 1973.
- [Rechenberg, 1978] Ingo Rechenberg. Evolutionsstrategien. In Simulationsmethoden in der medizin und biologie. Springer, 1978.
- [Rosen, 1965] J. B. Rosen. Existence and uniqueness of equilibrium points for concave n-person games. Econo- metrica, 1965.
- [Salimans et al., 2017] Tim Salimans, Jonathan Ho, Xi Chen, Szymon Sidor, and Ilya Sutskever. Evolution strategies as a scalable alternative to reinforcement learning. arXiv preprint arXiv:1703.03864, 2017.
- [Sandholm, 2013] Tuomas Sandholm. Very-large-scale gen- eralized combinatorial multi-attribute auctions: Lessons from conducting $60 billion of sourcing. In Zvika Nee- man, Alvin Roth, and Nir Vulkan, editors, Handbook of Market Design. Oxford University Press, 2013.
- [Schwefel, 1977] Hans-Paul Schwefel. Numerische opti- mierung von computer-modellen mittels der evolution- sstrategie. Birkhäuser Basel, 1977.
- [Shamir, 2017] Ohad Shamir. An optimal algorithm for ban- dit and zero-order convex optimization with two-point feedback. JMLR, 2017.
- [Szentes and Rosenthal, 2003a] Balazs Szentes and Robert W. Rosenthal. Beyond chopsticks: symmet- ric equilibria in majority auction games. Games and Economic Behavior, 45(2):278-295, 2003.
- [Szentes and Rosenthal, 2003b] Balázs Szentes and Robert W. Rosenthal. Three-object two-bidder si- multaneous auctions: chopsticks and tetrahedra. Games and Economic Behavior, 2003.
- [Vinyals et al., 2019] Oriol Vinyals, Igor Babuschkin, Woj- ciech M Czarnecki, Michaël Mathieu, Andrew Dudzik, Junyoung Chung, David H Choi, Richard Powell, Timo Ewalds, Petko Georgiev, et al. Grandmaster level in Star- Craft II using multi-agent reinforcement learning. Nature, 575(7782):350-354, 2019.
- [Wierstra et al., 2008] Daan Wierstra, Tom Schaul, Jan Pe- ters, and Juergen Schmidhuber. Natural evolution strate- gies. In 2008 IEEE Congress on Evolutionary Computa- tion, 2008.
- [Wierstra et al., 2014] Daan Wierstra, Tom Schaul, Tobias Glasmachers, Yi Sun, Jan Peters, and Jürgen Schmidhuber. Natural evolution strategies. JMLR, 15:949-980, 2014.
- [Yi et al., 2009] Sun Yi, Daan Wierstra, Tom Schaul, and Jürgen Schmidhuber. Stochastic search using the natural gradient. In ICML, 2009.
References were extracted automatically from the PDF and may contain errors.
Full text extracted automatically from the PDF; figures, tables and equations may differ. The PDF is the version of record.
1 Introduction
Most work on computing equilibria of games has focused on settings with finite, discrete action spaces. Yet many games involving space, time, money, etc. actually have continuous action spaces. Examples include continuous resource allocation games [Ganzfried, 2021], security games in continuous spaces [Kamra et al., 2017; Kamra et al., 2018; Kamra et al., 2019], network games [Ghosh and Kundu, 2019], simulations of military scenarios and wargaming [Marchesi et al., 2020], and most video games [Berner et al., 2019;
Vinyals et al., 2019]. Furthermore, even if the action space is discrete, it may be fine-grained enough to treat as continuous for computational efficiency purposes [Borel, 1938; Chen and Ankenman, 2006; Ganzfried and Sandholm, 2010].
The typical approach to computing an equilibrium of a game with continuous action spaces involves discretizing the action space. That entails loss in solution quality [Kroer and Sandholm, 2015]. Also, it does not scale well; for one, in multidimensional action spaces it entails a combinatorial explosion of discretized points (exponential in the number of dimensions). Therefore, other approaches are called for. Furthermore, in many applications, explicit gradient information about the game is not available.
This paper is, to our knowledge, the first to solve general continuous-action games with unrestricted mixed strategies and without any gradient information. In §2, we introduce some background needed to formulate the problem. In §3, we describe related research that tackles the problem of computing an approximate equilibrium of such games. In §4, we describe our method and its components, including smoothed gradient estimators, equilibrium-finding dynamics, and representation of mixed strategies using randomized policy networks. (We use the terms policy and strategy interchangeably. The former is common in reinforcement learning, the latter in game theory.) In §5, we describe the various games that we use as benchmarks, and present our experimental results and discussion. In §6, we present our conclusions and suggest directions for future research.
2 ProblemDescription
First, we introduce some notation: △X is the set of probability measures on X, U(X) is the uniform probability measure on X, and [·] is an Iverson bracket, which is 1 if its argument is true and 0 otherwise. A strategic-form game is a tuple (I, S, u) where I is a set of players, Si a set of strategies for player i, and ui : ∏j:I Sj → R a utility function for player i. A strategy profile s : ∏i:I Si maps players to strategies and s-i denotes s excluding i's strategy. Player i's best response utility bi(s-i) = supsi:Si ui(s) is the highest utility they can attain given the other players' strategies. Their utility gap gi(s) = bi(s-i) - ui(s) is the highest utility they can gain from unilaterally changing their strategy, and s is an εequilibrium iff supi:I gi(s) ≤ ε. A 0-equilibrium is called a Nash equilibrium. A common measure of closeness to Nash equilibrium is NashConv, defined as ¯ g = ∫i∼µ gi, where µ is some measure on I. Typically, I is finite and µ is the counting measure, making ¯ g a finite sum of utility gaps. However, some games may have infinitely many players, such as mean field games. A game is called zero-sum if ∫i∼µ ui = 0, which makes ¯ g = ∫i∼µ bi. In a two-player zero-sum game, ¯ g reduces to the so-called "duality gap" [Grnarova et al., 2019]: ¯ g(s) = sups′1 u(s′1 , s2) - infs′2 u(s1, s′2 ).
In many games, the Si are infinite. The following theorems apply to such games. If for all i, Si is nonempty and compact, and ui is continuous in s, a mixed strategy Nash equilibrium exists [Glicksberg, 1952]. If for all i, Si is nonempty, compact, and convex, and ui is continuous in s and quasi-concave in si, a pure strategy Nash equilibrium exists [Fudenberg and Tirole, 1991, p. 34]. Other results include the existence of a mixed strategy Nash equilibrium for games with discontinuous utilities under some mild semicontinuity conditions on the utility functions [Dasgupta and Maskin, 1986], and the uniqueness of a pure Nash equilibrium for continuous games under diagonal strict concavity assumptions [Rosen, 1965].
A Bayesian game is a game of incomplete information, that is, a game in which players have only partial information about the game and other players. Formally, it is a tuple (I,Ω, µ,O, τ,A, r) where I is a set of players, Ω a set of states, µ : △Ω a distribution over states, Oi a set of observations for i, τi : Ω → Oi an observation function for i, Ai a set of actions for i, and ri : Ω× ∏j:I Aj →R a payoff function for i. A strategy for player i is a function si : Oi → △Ai. Given strategy profile s, player i's expected payoff is ui(s) = Eω∼µ Eaj∼sj(τj(ω)),∀j:I ri(ω, a) and their best response payoff is bi(s-i) = supsi ui(s) = supsi Eω Ea ri(ω, a) = Eoi supsi Eω|oi Ea ri(ω, a) = Eoi supai Eω|oi Ea-i ri(ω, a), where ω|oi conditions ω on player i's observation being oi.
3 Related Research
McMahan et al. [2003] introduced the double oracle algorithm for normal-form games and proved its convergence. Adam et al. [2021] extended it to two-player zero-sum continuous games. Kroupa et al. [2023] extend it to n-player continuous games. Their algorithm maintains finite strategy sets for each player and iteratively extends them with best responses to an equilibrium of the induced finite sub-game. It "converges fast when the dimension of strategy spaces is small, and the generated subgames are not large." For example, in the two-player zero-sum case: "The best responses were computed by selecting the best point of a uniform discretization for the one-dimensional problems and by using a mixed-integer linear programming reformulation for the Colonel Blotto games." This approach does not scale to highdimensional games with general payoffs where best-response computation is difficult. Moreover, if the game is stochastic, estimating the finite subgame can be difficult and require many samples. Furthermore, this approach does not learn observation-dependent strategies that generalize across observations.
Ganzfried et al. [2021] introduced an algorithm for approximating equilibria in continuous games called "redundant fictitious play" and apply it to a continuous Colonel Blotto game. Kamra et al. [2019] presented DeepFP, an approximate extension of fictitious play to continuous action spaces. They demonstrate stable convergence to equilibrium on several classic games and a large forest security domain. DeepFP represents players' approximate best responses via generative neural networks. The authors state that such models cannot be trained directly in the absence of gradients, and thus employ a game-model network that is a differentiable approximation of the game's payoff function, training these networks end-toend in a model-based learning regime. Our approach shows, however, that these generative models can be trained directly.
Li et al. [2021] extended the double oracle approach to nplayer general-sum continuous Bayesian games. They represent agents as neural networks and optimize them using natural evolution strategies (NES) [Wierstra et al., 2008; Wierstra et al., 2014]. To approximate a pure-strategy equilibrium, they formulate the problem as a bi-level optimization and employ NES to implement both inner-loop best response optimization and outer-loop regret minimization.
Bichler et al. [2021] represented strategies as neural networks and applied simultaneous gradients to provably learn local equilibria. They focus on symmetric auction models, assuming symmetric prior distributions and symmetric equilibrium bidding strategies. Bichler et al. [2023] extended this to asymmetric auctions, where one needs to train multiple neural networks. The previous two papers restrict their attention to pure strategies.
Fichtl et al. [2022] computed distributional strategies [Milgrom and Weber, 1985] (a form of mixed strategies for Bayesian game) on a discretized version of the game via online convex optimization, specifically simultaneous online dual averaging, and show that the equilibrium of the discretized game approximates an equilibrium in the continuous game. That is, they discretize the type and action spaces and implement gradient dynamics in the discretized version of the game without using neural networks. In contrast, our approach does not use discretization, which can work well for small games but does not scale to high-dimensional observation and action spaces. In the appendix, we discuss additional related research.
4 ProposedMethod
We now describe our game-solving technique.
4.1 Gradient Estimation
Consider the problem of maximizing f : Rd → R with access to its values but not derivatives. This setting is called zeroth-order optimization. One approach to this problem is to compute estimates of the gradient g(x) ≈ ∇f(x) and apply gradient-based optimization. The gradient could be estimated via finite differences as g(x)i = 1σ (f(x + σei) - f(x)) for all i ∈ [d], where ei is the ith standard basis vector and σ is a small number. However, the number of queries needed scales linearly with the number of dimensions d. Another approach is to evaluate the function at randomly-sampled points and estimate the gradient as a sum of estimates of directional derivatives along random directions [Duchi et al., 2015; Nesterov and Spokoiny, 2017; Shamir, 2017; Berahas et al., 2022]. These methods compute an unbiased estimator of the gradient of a smoothed version of f induced by stochastically perturbing the input under some distribution µ1 and taking the expectation [Duchi et al., 2012]. Specifically, for distributions µ1 and µ2, ∇x Eu∼µ1 f(x + σu) = 1σ Eu∼µ2 f(x + σu)u. Gaussian smoothing uses µ1 = µ2 = N(0, Id). Ball smoothing uses µ1 = U(√dBd), µ2 = U(√dSd), where Bd and Sd are the d-dimensional unit ball and sphere. These yield instances of a class of black box optimization algorithms called evolution strategies [Rechenberg and Eigen, 1973; Schwefel, 1977; Rechenberg, 1978], which maintain and evolve a population of parameter vectors. Specifically, they yield instances of natural evolution strategies [Wierstra et al., 2008; Wierstra et al., 2014; Yi et al., 2009], which represent the population as a distribution over parameters and maximize its average objective value using the score function estimator. For example, Gaussian smoothing has been applied to single-agent reinforcement learning and obtains competitive results on standard benchmarks [Salimans et al., 2017]. To estimate the smoothed gradient, various stencils can be used. These have the form 1 σN ∑Ni=1 aiui where ui ∼ µ2 independently and ai is f(x + σui), f(x + σui) - f(x), and 1 2 (f(x + σui) - f(x - σui)) for the single-point, forwarddifference, and central-difference stencils, respectively. The single-point stencil has a large variance that diverges to infinity as σ approaches 0, so the latter two are typically used in practice [Berahas et al., 2022].
4.2 Equilibrium-Finding Dynamics
Several gradient-based algorithms exist for finding equilibria in continuous games, as described in the appendix. Their convergence is analyzed in various works [Balduzzi et al., 2018; Letcher et al., 2019; Mertikopoulos and Zhou, 2019; Grnarova et al., 2019; Mazumdar et al., 2019; Hsieh et al., 2021]. In the games we tested, simultaneous gradient ascent was sufficient to obtain convergence to equilibrium and the other dynamics did not yield further improvements. Mertikopoulos et al. [2019] analyze the conditions under which simultaneous gradient ascent converges to Nash equilibria. They prove that, if the game admits a pseudoconcave potential or if it is monotone, the players' actions converge to Nash equilibrium, no matter the level of uncertainty affecting the players' feedback. Bichler et al. [2021] write that most auctions in the literature assume symmetric bidders and symmetric equilibrium bid functions [Krishna, 2002]. This symmetry creates a potential game, and simultaneous gradient dynamics provably converge to a pure local Nash equilibria in finite-dimensional continuous potential games [Mazumdar et al., 2020]. Thus in any symmetric and smooth auction game, symmetric gradient ascent with appropriate (squaresummable but not summable) step sizes almost surely converges to a local ex-ante approximate Bayes-Nash equilibrium [Bichler et al., 2021, Proposition 1]. These results apply to most of our experiments, except for the asymmetricinformation auction.
Algorithm 1 Distributed multiagent pseudogradient ascent
Input: I is the set of players, u is the utility function
4.3 Distributed Training Algorithm
Our algorithm for training strategy profiles can also be efficiently distributed, as we now describe. We present the pseudocode as Algorithm 1.
On any iteration, there is a set of available workers J . Each worker is assigned the task of computing a pseudogradient for a particular player. The vector {aj}j∈J contains the assignment of a player for each worker. Each worker's pseudorandom number generator (PRNG) is initialized with the same fixed seed. On any iteration, one of the workers is the coordinator. Initially, or when the current coordinator goes offline, the workers choose a coordinator by running a leader election algorithm. On each iteration, each worker evaluates the utility function (generally the most expensive operation and bottleneck for training) twice to compute the finite difference required for the pseudogradient. It then sends this computed finite difference (a single scalar) to the coordinator. The coordinator then sends the vector of these scalars to every worker, ensuring that all workers see each other's scalars (an "allgather" operation). Thus the information that needs to be passed between workers is minimal. This greatly reduces the required cross-worker bandwidth compared to schemes that pass parameters or gradients between workers, which can be prohibitively expensive for large models.
This massively parallelizes Algorithm 1 of Bichler et al. [2021] ("NPGA using ES gradients"). Simultaneously, it generalizes Algorithm 2 of Salimans et al. [2017] ("Parallelized Evolution Strategies"), which also uses shared seeds, to the multiplayer setting, with separate gradient evaluations and optimizers for each player. Furthermore, it allows for the possibility of setting the worker-player assignments aj and perturbation noise scales εj dynamically over time, provided that this is done consistently across workers (for example, based on their common state variables). Vanilla gradient descent, momentum gradient descent, optimistic gradient descent, or other optimization algorithms can be used. The appendix contains some examples of such algorithms.

The set of available workers can also change dynamically over time. If a worker leaves or joins the pool, the coordinator notifies all workers of its ID so they can remove it from, or add it to, their J sets. The new worker is brought up to speed by passing it the current PRNG state, strategy profile parameters, and optimizer states (what state information is needed depends on the algorithm used, for example, whether momentum is used).
4.4 Policy Representation
Another key design choice is how the players' strategies are modeled. Bichler et al. [2021] model strategies using neural networks. Each player's policy network takes as input a player's observation and outputs an action. These policy networks were then trained using neural pseudogradient ascent, which uses Gaussian smoothing and applies simultaneous gradient ascent. As the authors note, their policy networks can only model pure strategies, since the output action is deterministic with respect to the input observation.
We also model strategies using neural networks, with one crucial difference: our policy network fθ takes as input the player's observation o together with noise z from some fixed latent distribution, such as the standard multivariate Gaussian distribution. Thus the output a = fθ(o, z) of the network is random with respect to o. The network can then learn to transform this randomness into a desired action distribution. This lets us model mixed strategies, which is especially desirable in games that lack pure-strategy equilibria. Some approaches in the literature use the output of a policy network to parameterize some parametric distribution on the action space, such as a Gaussian mixture model. However, taking the randomness as input and letting the neural network reshape it as desired allows us to model arbitrary distributions more flexibly.
Figure 1 illustrates the high-level structure of a randomized policy network. It takes as input an observation and random noise, concatenates them, passes the result through a feedforward neural network, and outputs an action. The dimensionality of noise fed into a randomized policy network is an important hyperparameter. In the appendix, we review the literature that studies the relation between input noise dimension and representational power in neural network-based generative models.
5 Experiments
To initialize our networks, we use He initialization [He et al., 2015], which is widely used for feedforward networks with ReLU-like activation functions. It initializes bias vectors to zero and weight matrices with normally-distributed entries scaled by √2/n, where n is the layer's input dimension. We use the ELU activation function [Clevert et al., 2016] for hidden layers. Like Bichler et al. [2021], we use 2 hidden layers with 10 neurons each.
We illustrate the performance of our method by plotting the NashConv over 108 optimization steps. Each hyperparameter setting is labeled in the legend and shown in a different color. Each individual setting is run 20 times. Solid lines indicate means across trials. Bands indicate a confidence interval for this mean with a confidence level of 0.95. These confidence intervals are computed using bootstrapping [Efron, 1979], specifically the bias-corrected and accelerated (BCa) method [Efron, 1987].
For the gradient estimator, we use the Gaussian distribution with scale σ = 10-2 , N = 1 samples, and the centraldifference stencil (2 evaluations per step). For the optimizer, we use standard gradient descent with a learning rate of 10-6 . To estimate NashConv (see the end of §2), we use 100 observation samples and 300 state samples (given each observation). We use a 100-point discretization of the action space for the auctions and visibility game. For Colonel Blotto games, we use a 231-point discretization of the action space. It is obtained by enumerating all partitions of the integer 20 into 3 parts and renormalizing them to sum to 1.
We now describe our benchmark games and experimental results for each game. The appendix contains figures illustrating analytically-derived equilibria for these games, in cases where they are known.
5.1 Colonel Blotto Games
The original Colonel Blotto game was introduced by Borel et al. [1953]. It is a two-player zero-sum game in which two players distribute resources over several battlefields. A battlefield is won by whoever devotes the most resources to it. A player's payoff is the number of battlefields they win. This game models many real-world situations of conflict or competition that involve resource allocation, such as political campaigns, research and development, national security, and systems defense. Various variants have been studied in the literature. More information about these can be found in the appendix. We describe the general case with continuous allocations, heterogeneous budgets, heterogeneous battlefield values across both players and battlefields, and several players. Suppose there are J battlefields. Let bi be the budget of player i. Let vij be the value to player i of battlefield j. Player i's action space is the standard J-simplex dilated by their budget: Ai = {aij : R | aij ≥ 0, ∑j aij = bi}. Player i's reward function is ri(a) = ∑j vijwij(a) where wij is the probability that i wins j. Ties are broken uniformly at random.
Actions in the continuous Colonel Blotto game are points on the standard simplex. Thus we use a softmax activation function for the output layer of the randomized policy network. Figure 2 illustrates the performance of our method on the continuous Colonel Blotto game with 2 players and 3 battlefields. Since the game has no pure-strategy Nash equilibrium, deterministic strategies perform badly, as expected. 1dimensional noise results in slightly better performance, but does not let players randomize well enough to approximate the equilibrium. On the other hand, noise of dimension 2 and higher is sufficient for good performance. The very slight increase in exploitability after 1e8 steps is most likely due to fluctuations introduced by the many sources of stochasticity in the training process, including the game and gradient estimates, as well as the fact that we are training a multilayer neural network. Even in the supervised learning setting, loss does not always decrease monotonically. Figure 3 illustrates the strategies at different stages of training for one trial that uses 2-dimensional noise. Each scatter plot is made by sampling 105 actions from each player's strategy. Figure 4 also illustrates performances on the continuous Colonel Blotto game with 2 players and 3 battlefields. This time, however, the budgets for each player are sampled from the standard uniform distribution and revealed to both players. Thus each player must adjust their action distribution accordingly. To our knowledge, prior approaches [Adam et al., 2021; Kroupa and Votroubek, 2023; Ganzfried, 2021] do not learn strategies that can generalize across different parameters (like budgets and valuations), which requires the use of function approximators such as neural networks.



5.2 Single-ItemAuctions
An auction is a mechanism by which items are sold to bidders. Auctions play a central role in the study of markets and are used in a wide range of contexts. In a single-item sealed bid auction, bidders simultaneously submit bids and the highest bidder wins the item. Let wi(a) be the probability i wins given action profile a, where ties are broken uniformly at random. Let vi(ω) be the item's value for the ith player given state ω. In a kth-price winner-pay auction, the winner pays the kth highest bid: ri(ω, a) = wi(a)(vi(ω) - a(k)), where a(k) is the kth highest bid. In an all-pay auction, each player always pays their bid: ri(ω, a) = wi(a)vi(ω) - ai. This auction is widely used to model lobbying for rents in regulated and trade protected industries, technological competition and R&D races, political campaigns, job promotions, and other contests [Baye et al., 1996]. The all-pay completeinformation auction lacks pure-strategy equilibria [Baye et al., 1996]. The 2-player 1st-price winner-pay asymmetricinformation auction also lacks pure-strategy equilibria [Krishna, 2002, section 8.3]. In particular, the second player must randomize. More details about each type of auction can be found in the appendix.
Figure 4: Continuous Colonel Blotto game with random budgets.
To ensure the output is non-negative, we use a squaring function in the output layer, rather than a ReLU function like Bichler et al. [2021]. The reason is that, as we found in our experiments, ReLU can easily cause degenerate initializations: if the randomly-initialized neural network happens to map all of the unit interval (the observation space) to negative bids, no gradient signal can be received and the network is stuck. By default, auctions are 2-player, 1st-price, and winner-pay unless otherwise noted. Figure 5 illustrates performances for the asymmetric information auction. Figures 6 and 7 illustrate performances and strategies for the completeinformation all-pay auction. Recall that these auctions have no pure-strategy equilibria. Thus, as expected, deterministic strategies perform poorly. As with Colonel Blotto games, our experiments in these auction settings show that the ability to flexibly model mixed strategies is crucial for computing approximate Nash equilibria in certain auction settings.
5.3 Multi-ItemAuctions
Multi-item auctions are of great importance in practice, for example in strategic sourcing [Sandholm, 2013] and radio spectrum allocation [Milgrom and Segal, 2014; Milgrom and Segal, 2020]. However, deriving equilibrium bidding strategies for multi-item auctions is notoriously elusive. A rare notable instance where equilibrium strategies have been derived is the chopstick auction [Szentes and Rosenthal, 2003b; Szentes and Rosenthal, 2003a]. In this auction, 3 chopsticks are sold simultaneously in separate first-price sealed-bid auctions. There are 2 bidders, and it is common knowledge that a pair of chopsticks is worth $1, a single chopstick is worth nothing by itself, and 3 chopsticks are worth the same as 2. Here, pure strategies are triples of non-negative real numbers (bids). This game has an interesting equilibrium: let the tetrahedron T be defined as the convex hull of the four points ( 12 , 12 , 0), ( 12 , 0, 12 ), (0, 12 , 12 ), and (0, 0, 0). Then the uniform probability measure on the 2-dimensional surface of T generates a symmetric equilibrium. (Furthermore, all points inside the tetrahedron are pure best responses to this equilibrium mixture.) We benchmark on the chopstick auction since it is a rare case of a multi-item auction with a known analytic equilibrium, so we can compare our output to an exact equilibrium. It is also a canonical case of simultaneous separate auctions under combinatorial preferences.



Figures 8 and 9 illustrate performances and strategies for the chopstick auction. The latter figure shows that, with more epochs, the strategies better approximate a tetrahedron, which is the analytic equilibrium (as discussed in the appendix). Here we encounter an interesting phenomenon. Recall that this game has a symmetric equilibrium generated by the uniform measure on the surface of a tetrahedron. Although the tetrahedron itself is 3-dimensional, its surface is only 2dimensional. Thus one may wonder whether 2-dimensional noise is sufficient, that is, whether the network can learn to project this lower-dimensional manifold out into the third dimension while "folding" it in the way required to obtain the surface of the tetrahedron. Through our experiments, we observe that 2-dimensional noise suffices to (approximately) match the performance of higher-dimensional noise. Thus the intrinsic dimension of the equilibrium action distribution (as opposed to the extrinsic dimension of the ambient space in which it is embedded) seems to be the decisive factor.

Figure 8: The chopstick auction.
5.4 Visibility Game
Lotker et al. [2008] introduced the visibility game, a noncooperative, complete-information strategic game. In this game, each player i chooses a point xi ∈ [0, 1]. Their payoff is the distance to the next higher point, or to 1 if xi is the highest. This game models a situation where players seek to maximize their visibility time, and is a variant of the family of "timing games" [Fudenberg and Tirole, 1991]. Lotker et al. [2008] prove that the n-player visibility game has no pure equilibrium, but has a unique mixed equilibrium, which is symmetric. In the 2-player case, up to a set of measure zero, there is a unique equilibrium whose strategies have probability densities p(x) = 1/(1-x) when 0 ≤ x ≤ 1-1/e and 0 otherwise. Each player's expected payoff is 1/e.
Figures 10 illustrates performances on the 2-player visibility game. Figure 11 illustrates strategies during training for a trial with 1-dimensional noise. The players' distributions converge to the expected distribution (there is a distinctive cutoff at 1-1/e ≈ 0.632). As expected, 0-dimensional noise, which yields deterministic strategies, performs very poorly. More interestingly, there is a noticeable gap in performance between 1-dimensional noise, which matches the dimensionality of the action space, and higher-dimensional noise. That is, using noise of higher dimension than the action space accelerates convergence in this game.

6 Conclusions and Future Research
We presented, to our knowledge, the first paper to solve general continuous-action games with unrestricted mixed strategies and without any gradient information. We accomplished this using zeroth-order optimization techniques that combine smoothed gradient estimators with equilibrium-finding gradient dynamics. We modeled players' strategies using randomized policy networks that take noise as input and can flexibly represent arbitrary observation-dependent, continuous-action distributions. Being able to model such mixed strategies is crucial for tackling continuous-action games that can lack pure-strategy equilibria.
We evaluated our method on various games, including continuous Colonel Blotto games, single-item and multi-item auctions, and a visibility game. The experiments showed that our method can quickly compute a high-quality approximate equilibrium for these games. Furthermore, they showed that the dimensionality of the input noise is crucial for representing and converging to equilibrium. In particular, noise of too low dimension (or no noise, which yields a deterministic policy) results in failure to converge. Randomized policy networks flexibly model observation-dependent action distributions. Thus, in contrast to prior work, we can flexibly model mixed strategies and directly optimize them in a "black-box" game with access only to payoffs.


This work opens many directions for tackling even more complex multiagent environments. In multi-step environments, the current observation might not contain all information about past observations and actions that is relevant to choosing an action. To give agents memory, one can use recurrent networks. In that case, the policy network would receive as input an observation, source of randomness, and memory state and output an action and new memory state. One can also consider games with more complex observation and action spaces, including high-dimensional arrays like images. Convolutional networks can be used to process such inputs. Very complex environments, including real-time strategy games like StarCraft II, may require more sophisticated neural architectures.
Acknowledgements
This material is based on work supported by the National Science Foundation under grants IIS-1901403 and CCF1733556 and by the ARO under award W911NF2210266.
@inproceedings{ijcai2023p317,
title = {Finding Mixed-Strategy Equilibria of Continuous-Action Games without Gradients Using Randomized Policy Networks},
author = {Martin, Carlos and Sandholm, Tuomas},
booktitle = {Proceedings of the Thirty-Second International Joint Conference on
Artificial Intelligence, {IJCAI-23}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {Edith Elkind},
pages = {2844--2852},
year = {2023},
month = {8},
note = {Main Track},
doi = {10.24963/ijcai.2023/317},
url = {https://doi.org/10.24963/ijcai.2023/317},
}
TY - CPAPER TI - Finding Mixed-Strategy Equilibria of Continuous-Action Games without Gradients Using Randomized Policy Networks AU - Martin, Carlos AU - Sandholm, Tuomas T2 - Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence, IJCAI-23 PB - International Joint Conferences on Artificial Intelligence Organization PY - 2023 SP - 2844 EP - 2852 DO - 10.24963/ijcai.2023/317 UR - https://doi.org/10.24963/ijcai.2023/317 ER -Copied
Machine-readable versions of this paper, for tools and AI agents: