2010
DOI: 10.1287/moor.1100.0452
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Smoothing Techniques for Computing Nash Equilibria of Sequential Games

Abstract: We develop first-order smoothing techniques for saddle-point problems that arise in finding a Nash equilibrium of sequential games. The crux of our work is a construction of suitable prox-functions for a certain class of polytopes that encode the sequential nature of the game. We also introduce heuristics that significantly speed up the algorithm, and decomposed game representations that reduce the memory requirements, enabling the application of the techniques to drastically larger games. An implementation ba… Show more

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Cited by 100 publications
(159 citation statements)
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“…In the case of zero-sum extensive-form games with perfect recall, there are efficient techniques for finding an equilibrium, such as linear programming [Koller et al 1994]. An -equilibrium can be found in even larger games via algorithms such as generalizations of the excessive gap technique [Hoda et al 2010] and counterfactual regret minimization ]. The latter two algorithms scale to games with approximately 10 12 game tree states, while the most scalable current general-purpose linear programming technique (CPLEX's barrier method) scales to games with around 10 7 or 10 8 states.…”
Section: Nash Equilibriamentioning
confidence: 99%
“…In the case of zero-sum extensive-form games with perfect recall, there are efficient techniques for finding an equilibrium, such as linear programming [Koller et al 1994]. An -equilibrium can be found in even larger games via algorithms such as generalizations of the excessive gap technique [Hoda et al 2010] and counterfactual regret minimization ]. The latter two algorithms scale to games with approximately 10 12 game tree states, while the most scalable current general-purpose linear programming technique (CPLEX's barrier method) scales to games with around 10 7 or 10 8 states.…”
Section: Nash Equilibriamentioning
confidence: 99%
“…(Nesterov 2005a(Nesterov , 2005b If the prox-function's conjugate and the conjugate's gradient are computable quickly (and the prox-function is continuous, strongly convex, and differentiable), we say that the prox-function is nice (Hoda et al 2010). With nice prox-functions the overall algorithm is fast.…”
Section: Winter 2010 23mentioning
confidence: 99%
“…This has motivated the design of iterative algorithms that converge to a Nash equilibrium in the limit. Such algorithms are mainly categorized as first-order meth-ods (FOMs) [Hoda et al 2010] and regret-based [Zinkevich et al 2007] approaches. The current state-of-the-art for practical game solving is a regret-based stochastic algorithm [Lanctot et al 2009], with an O( 1 2 ) convergence rate.…”
Section: Introductionmentioning
confidence: 99%
“…The current state-of-the-art for practical game solving is a regret-based stochastic algorithm [Lanctot et al 2009], with an O( 1 2 ) convergence rate. Hoda et al [2010] have studied first-order methods (FOMs) with an O( 1 ) rate of convergence. While such approaches have more desireable theoretical guarantees, they have yet to become the norm in practice.…”
Section: Introductionmentioning
confidence: 99%
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