SearcharxivSearch

arXiv · 2509.20919

Efficient Kernelized Learning in Polyhedral Games Beyond Full-Information: From Colonel Blotto to Congestion Games

Abstract

We examine the problem of efficiently learning coarse correlated equilibria (CCE) in polyhedral games, that is, normal-form games with an exponentially large number of actions per player and an underlying combinatorial structure. Prominent examples of such games are the classical Colonel Blotto and congestion games. To achieve computational efficiency, the learning algorithms must exhibit regret and per-iteration complexity that scale polylogarithmically in the size of the players' action sets. This challenge has recently been addressed in the full-information setting, primarily through the use of kernelization. However, in the case of the realistic, but mathematically challenging, partial-information setting, existing approaches result in suboptimal and impractical runtime complexity to learn CCE. We tackle this limitation by building a framework based on the kernelization paradigm. We apply this framework to prominent examples of polyhedral games -- namely the Colonel Blotto, graphic matroid and network congestion games -- and provide computationally efficient payoff-based learning algorithms, which significantly improve upon prior works in terms of the runtime for learning CCE in these settings.

Explore related subjects

Keep this discovery

BibTeXRIS

Andreas Kontogiannis, Vasilis Pollatos, Gabriele Farina, Panayotis Mertikopoulos, Ioannis Panageas. 2025-09-25. Efficient Kernelized Learning in Polyhedral Games Beyond Full-Information: From Colonel Blotto to Congestion Games. https://arxiv.org/abs/2509.20919

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

MMS Allocation for Chores with Online Agent Arrivals

We study the fair allocation of $m$ indivisible chores to $n$ agents with subadditive cost functions arriving online in an arbitrary order. Upon an agent's arrival, we are informed of her cost function and must irrevocably assign her a set of chores. We focus on the Maximin Share (MMS) fairness notion and aim to compute an allocation in which all items are assigned, and no agent incurs a cost more than $\alpha$ times her MMS. Without any prior information about the instance (other than $n$ and $m$), we design an algorithm with a competitive ratio of $O(\min\{n, k\log^{1+\epsilon}k, \log m\})$ for any constant $\epsilon > 0$, where $k$ denotes the number of cost function types. Our bound matches the best known offline approximation guarantees for MMS under subadditive costs and is nearly optimal with respect to all three parameters: we show that even for binary additive cost functions, no online algorithm can achieve a competitive ratio of $o(\min\{n, k\log k, \log m\})$. We then consider the setting in which the $k$ cost function types are known in advance (though the realized types of arriving agents are not). For additive cost functions, we provide an algorithm with a competitive ratio of $O(\min\{\log k, \log(kn)/\log\log(kn)\})$, and show that constant-competitive algorithms do not exist for general $k$, even for the binary additive setting. For binary additive functions when $k \le n$, we propose a $3$-competitive algorithm and establish a lower bound of $2$.

cs.GT

Truncated Noisy Best-Response Algorithms: Toward Game Theoretic Learning with Safety Guarantees

We consider a game theoretic approach to solve multi-agent coordination problems with submodular maximization objectives. It is known for such problems that the Nash equilibria for the corresponding game are always within 50% of the optimal, but that the equilibria which achieve this worst-case bound are not stable. To exploit this instability, we propose a family of algorithms which we call Truncated Noisy Best-Response (TNBR) Algorithms. These algorithms are flexibly characterized by agents asynchronously and stochastically selecting actions from a neighbourhood of their best response payoffs. We compute bounds on the recurrent classes of TNBR algorithms' associated Markov chains. Our bounds fall into two categories: first, "Performance" bounds ensure that TNBR algorithms always have a high-value recurrent state; second, "Safety" bounds ensure that TNBR algorithms never have arbitrarily-bad recurrent states. Furthermore, these two types of bounds are linked by a waterbed-like effect: every game with a poor Safety guarantee necessarily has a favorable Performance guarantee.

cs.GT

Existence of the Core in Approval-Based Committee Elections

We settle the main open question in the theory of approval-based multi-winner elections: we show that there always exists a committee in the core. The core is a stability and group fairness concept. The proof introduces a new voting rule that optimizes an entropy-like objective function over committees and payment systems. All local optima of this objective function lie in the core, which implies that a core committee can be found in polynomial time.

cs.GT