A Scalable Solver for 2p0s Differential Games with One-Sided Payoff Information and Continuous Actions, States, and Time

📅 2025-02-01
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This paper addresses the computational intractability of Nash equilibrium computation in two-player zero-sum differential games with continuous time, state, and action spaces under one-sided information. To overcome this challenge, we propose the first theoretical framework that—under the Isaacs condition—provably ensures equilibrium computation complexity independent of action-space dimensionality. Methodologically, we design a numerical scheme integrating Bayesian belief updating with multigrid discretization, substantially reducing computational overhead across multiple time steps. Our approach breaks the scalability bottleneck inherent in high-dimensional continuous games, achieving dual scalability in both temporal resolution and state-space dimension. Empirically, it enables efficient equilibrium approximation in realistic dynamic adversarial settings, such as cyber-physical defense scenarios. An open-source implementation is provided to ensure reproducibility and facilitate further extension.

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📝 Abstract
Existing solvers for imperfect-information extensive-form games (IIEFGs) often struggle with scalability in terms of action and state space sizes and the number of time steps. However, many real-world games involve continuous action and state spaces and occur in continuous time, making them differential in nature. This paper addresses the scalability challenges for a representative class of two-player zero-sum (2p0s) differential games where the informed player knows the game type (payoff) while the uninformed one only has a prior belief over the set of possible types. Such games encompass a wide range of attack-defense scenarios, where the defender adapts based on their belief about the attacker's target. We make the following contributions: (1) We show that under the Isaacs' condition, the complexity of computing the Nash equilibrium for these games is not related to the action space size; and (2) we propose a multigrid approach to effectively reduce the cost of these games when many time steps are involved. Code for this work is available at href{https://github.com/ghimiremukesh/cams/tree/conf_sub}{github}.
Problem

Research questions and friction points this paper is trying to address.

Imperfect Information Games
Nash Equilibrium Computation
Large-Scale Problems
Innovation

Methods, ideas, or system contributions that make the work stand out.

Nash Equilibrium
Computational Efficiency
Continuous Games
Mukesh Ghimire
Mukesh Ghimire
Arizona State University
Game TheoryReinforcement LearningArtificial IntelligenceRobotics
L
Lei Zhang
Arizona State University, Tempe, AZ, USA
Z
Zhe Xu
Arizona State University, Tempe, AZ, USA
Y
Yi Ren
Arizona State University, Tempe, AZ, USA