two-player game
The Complexity of Symmetric Equilibria in Min-Max Optimization and Team Zero-Sum Games
We consider the problem of computing stationary points in min-max optimization, with a focus on the special case of Nash equilibria in (two-)team zero-sum games. We first show that computing ϵ-Nash equilibria in 3-player adversarial team games--wherein a team of 2players competes against a single adversary-- is CLS-complete, resolving the complexity of Nash equilibria in such settings. Our proof proceeds by reducing from symmetric ϵ-Nash equilibria in symmetric, identical-payoff, two-player games, by suitably leveraging the adversarial player so as to enforce symmetry--without disturbing the structure of the game. In particular, the class of instances we construct comprises solely polymatrix games, thereby also settling a question left open by Hollender, Maystre, and Nagarajan (2024). Moreover, we establish that computing symmetric (first-order) equilibria in symmetric min-max optimization is PPAD-complete, even for quadratic functions. Building on this reduction, we show that computing symmetric ϵ-Nash equilibria in symmetric, 6-player (3 vs. 3) team zero-sum games is also PPAD-complete, even for ϵ = poly(1/n). As a corollary, this precludes the existence of symmetric dynamics--which includes many of the algorithms considered in the literature-- converging to stationary points. Finally, we prove that computing a non-symmetric poly(1/n)-equilibrium in symmetric min-max optimization is FNP-hard.
Adversarial Game-Theoretic Algorithm for Dexterous Grasp Synthesis
Chen, Yu, He, Botao, Mao, Yuemin, Jakobsson, Arthur, Ke, Jeffrey, Aloimonos, Yiannis, Shi, Guanya, Choset, Howie, Mao, Jiayuan, Ichnowski, Jeffrey
For many complex tasks, multi-finger robot hands are poised to revolutionize how we interact with the world, but reliably grasping objects remains a significant challenge. We focus on the problem of synthesizing grasps for multi-finger robot hands that, given a target object's geometry and pose, computes a hand configuration. Existing approaches often struggle to produce reliable grasps that sufficiently constrain object motion, leading to instability under disturbances and failed grasps. A key reason is that during grasp generation, they typically focus on resisting a single wrench, while ignoring the object's potential for adversarial movements, such as escaping. We propose a new grasp-synthesis approach that explicitly captures and leverages the adversarial object motion in grasp generation by formulating the problem as a two-player game. One player controls the robot to generate feasible grasp configurations, while the other adversarially controls the object to seek motions that attempt to escape from the grasp. Simulation experiments on various robot platforms and target objects show that our approach achieves a success rate of 75.78%, up to 19.61% higher than the state-of-the-art baseline. The two-player game mechanism improves the grasping success rate by 27.40% over the method without the game formulation. Our approach requires only 0.28-1.04 seconds on average to generate a grasp configuration, depending on the robot platform, making it suitable for real-world deployment. In real-world experiments, our approach achieves an average success rate of 85.0% on ShadowHand and 87.5% on LeapHand, which confirms its feasibility and effectiveness in real robot setups.
Sample-Efficient Omniprediction for Proper Losses
Gibbs, Isaac, Tibshirani, Ryan J.
We consider the problem of constructing probabilistic predictions that lead to accurate decisions when employed by downstream users to inform actions. For a single decision maker, designing an optimal predictor is equivalent to minimizing a proper loss function corresponding to the negative utility of that individual. For multiple decision makers, our problem can be viewed as a variant of omniprediction in which the goal is to design a single predictor that simultaneously minimizes multiple losses. Existing algorithms for achieving omniprediction broadly fall into two categories: 1) boosting methods that optimize other auxiliary targets such as multicalibration and obtain omniprediction as a corollary, and 2) adversarial two-player game based approaches that estimate and respond to the ``worst-case" loss in an online fashion. We give lower bounds demonstrating that multicalibration is a strictly more difficult problem than omniprediction and thus the former approach must incur suboptimal sample complexity. For the latter approach, we discuss how these ideas can be used to obtain a sample-efficient algorithm through an online-to-batch conversion. This conversion has the downside of returning a complex, randomized predictor. We improve on this method by designing a more direct, unrandomized algorithm that exploits structural elements of the set of proper losses.