Lecture 16
High-dimensional games
Extensive-form games belong to a larger class of games that we will call combinatorial games. Two properties characterize the representation we use:
- For each player \(i\), the deterministic strategies form a nonempty set \(V_{i} \subseteq \{0,1\}^{d_{i}}\) of bit strings.
- Each player’s utility is a multilinear function of these strategy vectors.
Write \(X_{i} = \text{conv}(V_{i})\). A distribution \(\boldsymbol{\lambda }_{i} \in \Delta (V_{i})\) induces a mean strategy \(\boldsymbol{x}_{i} = \sum_{\boldsymbol{v} \in V_{i}} \lambda_{i}(\boldsymbol{v}) \boldsymbol{v} \in X_{i}\). By multilinearity, when the players randomize independently, their expected utilities depend only on these means. Thus we can work in dimension \(d_{i}\), even when the number of deterministic strategies \(|V_{i}|\) is exponentially larger.
The central question of this lecture is whether multiplicative weights (Section L5.1.4) can also exploit this compact representation. We follow the kernelization approach of [FLLK22[FLLK22] Farina, G., Lee, C.-W., Luo, H., & Kroer, C. (2022). Kernelized Multiplicative Weights for 0/1-Polyhedral Games: Bridging the Gap Between Learning in Extensive-Form and Normal-Form Games. International Conference on Machine Learning, 162, 6337–6357. link].
L16.1 Examples of combinatorial games
Normal-form and extensive-form games are both examples. Resource allocation, paths, and fixed-size subsets provide other useful strategy spaces.
L16.1.1 Normal-form games
If Player \(i\) has \(d_{i}\) actions, represent action \(k\) by the unit vector \(\boldsymbol{e}_{k} \in \{0,1\}^{d_{i}}\). Then
The mean of a distribution over these vectors is exactly the usual mixed strategy. Expected utility is multilinear in the players’ mixed strategies, so this is a combinatorial-game representation. Here \(|V_{i}|=d_{i}\): the number of strategies and their encoding dimension coincide.
L16.1.2 Extensive-form games
In a finite perfect-recall extensive-form game, utility is multilinear in the players’ sequence-form strategies (Section L7.3.3). The vertices of a player’s sequence-form polytope have entries in \(\{0,1\}\). They describe reduced pure realization plans: choices below an unselected own action have realization weight zero. Different full contingency plans can therefore represent the same vertex.
Example L16.1 (Sequence-form vertices) .
In the game below, black nodes belong to Player 1 and white nodes to Player 2. Player 1 observes the move at \(P\), but not the move at \(Q\): the two nodes in information set \(D\) require the same action. The nine numbered actions give the coordinates of Player 1′s realization plan.
Remark L16.2 (Number of strategies versus dimension) .
If \(I_{i}\) is the set of Player \(i\)‘s information sets and \(A_{i}\) is the largest number of actions at one of them, then
L16.1.3 Resource allocation games
In resource allocation games such as Colonel Blotto, a player distributes an integer budget \(R\) among \(B\) activities or battlefields. Use a table with one row per battlefield and columns indexed by \(s=0,\dots ,R\). Set \(v_{j,s}=1\) exactly when battlefield \(j\) receives \(s\) units. The valid bit strings satisfy
Thus \(d=B(R+1)\). There are \(\binom{R+B-1}{B-1}\) possible allocations, which can be much larger than \(d\).
For the usual additive battlefield utilities, each battlefield’s payoff depends on the allocations to that battlefield. Its expectation is multilinear in the players’ one-hot vectors, and summing over battlefields preserves multilinearity. The representation is polynomial in the budget value \(R\); it need not be polynomial in the length of a binary encoding of \(R\).
L16.1.4 Games on graphs
A path in a directed acyclic graph can be represented by its edge-indicator vector: \(v_{e}=1\) exactly when the path uses edge \(e\). Fix a source and destination with at least one connecting path. The dimension is the number of edges, although there may be exponentially many paths.
Edge-additive interaction payoffs can be multilinear in these indicators. For example, the weighted overlap of two players’ paths is \(\sum_{e} c_{e} v_{1,e} v_{2,e}\). We will use the acyclic structure to evaluate the corresponding kernel efficiently.
L16.1.5 Games on fixed-size subsets
If a player selects exactly \(m\) of \(d\) objects, use the set
These strategies are often called \(m\)-sets. There are \(\binom{d}{m}\) of them. Their indicator vectors again give a compact representation for games with multilinear selection payoffs. If the cardinality restriction is removed, the strategy set is the entire hypercube \(\{0,1\}^{d}\).
L16.2 Learning in combinatorial games and kernelization
One way to learn over \(X_{i}\) is projected gradient descent, provided projections onto \(X_{i}\) can be computed efficiently. But the choice of learning algorithm also affects regret. For normal-form games with coordinate payoffs in \([-1,1]\), the standard Euclidean analysis gives an \(O(\sqrt{d_{i} T})\) bound, whereas MWU gives \(O(\sqrt{T \operatorname{log} d_{i}})\). The geometry used by MWU yields a substantially better dependence on the number of actions.
Optimistic MWU (Section S4.1.1) provides another motivation. In suitable self-play settings, optimism improves the dependence on the number of rounds; those guarantees require their own payoff and learning-rate hypotheses. An exact implementation on combinatorial strategies transfers the corresponding normal-form guarantees under the same hypotheses. Here we concentrate on how to obtain that implementation.
L16.2.1 Multiplicative weights on deterministic strategies
Fix one player and drop the player index. Against fixed opponents, write the utility as \(u(\boldsymbol{x})=\left\langle \boldsymbol{g},\boldsymbol{x} \right\rangle\), where \(\boldsymbol{g} \in \mathbb{R}^{d}\) is its gradient. We assume this gradient can be computed efficiently from the opponents’ mean strategies. This is an assumption on the payoff representation, separate from having a compact strategy space.
We can run MWU on the simplex \(\Delta (V)\) by maintaining a weight for each deterministic strategy. The vector we play is the expectation of that distribution. We call this algorithm vertex MWU; replacing the observed gradient by an optimistic correction gives vertex OMWU.
NextStrategy():ObserveUtility\((\boldsymbol{g}_{t})\):The regret of the played means is exactly the regret of these distributions over vertices, since \(\left\langle \boldsymbol{g}_{t},\boldsymbol{x}_{t} \right\rangle =\sum_{\boldsymbol{v}} \lambda_{t}(\boldsymbol{v}) \left\langle \boldsymbol{g}_{t},\boldsymbol{v} \right\rangle\). The comparator can be any point of \(X\): a linear function attains its maximum at a vertex.
For ordinary MWU with fixed \(η>0\) and \(|\left\langle \boldsymbol{g}_{t},\boldsymbol{v} \right\rangle |\le M\) for every \(t,\boldsymbol{v}\), where \(M>0\), the usual exponential-weights analysis gives
For \(|V|>1\), choosing \(η=\sqrt{\frac{2 \operatorname{log} |V|}{M^{2} T}}\) gives \(\text{Reg}_{T} \le M \sqrt{2T \operatorname{log} |V|}\). If \(|V|=1\), regret is zero. This is the ordinary MWU bound; the optimistic update has a separate analysis.
Proof Sketch.
Let \(W_{t}=\sum_{\boldsymbol{v}} \operatorname{exp}(η \sum_{τ<t} \left\langle \boldsymbol{g}_{τ},\boldsymbol{v} \right\rangle )\). The log moment-generating-function bound for a variable in \([-M,M]\) gives
L16.2.2 Main result
An explicit implementation of Algorithm L16.1 uses time and storage proportional to \(|V|\). The main result replaces this dependence by evaluations of a function determined by the combinatorial structure of \(V\).
Theorem L16.3 (Kernelization) .
We call the implementation kernelized MWU (KMWU) or kernelized OMWU (KOMWU). The theorem does not assert that every binary strategy set has an efficient kernel. Instead, it reduces efficient learning to a concrete computational question about \(V\).
Corollary L16.4 .
The next three subsections prove Theorem L16.3: first define the kernel, then encode the entire weight vector implicitly, and finally recover its expectation.
L16.2.3 The 0/1-polyhedral kernel
Definition L16.5 (0/1-polyhedral feature map) .
For \(\boldsymbol{z} \in \mathbb{R}^{d}\), define the vector \(\phi_{V}(\boldsymbol{z}) \in \mathbb{R}^{V}\) by
The feature map may have exponentially many coordinates. We introduce it to describe the computation, without constructing it explicitly.
Definition L16.6 (0/1-polyhedral kernel) .
The kernel is the inner product of two feature maps:
For the hypercube, for instance, this sum includes one monomial for each subset of coordinates. Its apparent exponential size will disappear when we factor it in the final section.
L16.2.4 Keeping track of the distribution over vertices
The update in Algorithm L16.1 adds a linear score to the exponent of each vertex’s weight. Those scores can be stored in just \(d\) coordinates.
Theorem L16.7 (Implicit weights) .
Let \(\boldsymbol{h}_{t}=\boldsymbol{g}_{t}\) for MWU and \(\boldsymbol{h}_{t}=2\boldsymbol{g}_{t}-\boldsymbol{g}_{t-1}\) for OMWU. Define, coordinatewise,
Proof.
We induct on \(t\). Initially \(\boldsymbol{b}_{1}=\mathbf{1}\), so every coordinate of \(\phi_{V}(\boldsymbol{b}_{1})\) equals one, giving the uniform distribution.
For the inductive step, the binary entries of \(\boldsymbol{v}\) imply
Substituting the inductive hypothesis in the vertex update yields
This proves the claim for both choices of \(\boldsymbol{h}_{t}\). □
In particular, we can update the implicit weights using only
There is no need to sum the entire gradient history at each round.
Corollary L16.8 (Normalization) .
The exact distribution over vertices is
Proof.
Since \(\phi_{V}(\mathbf{1})_{\boldsymbol{v}}=1\) for every vertex, the sum of the unnormalized weights is
L16.2.5 Reconstructing the expectation
Encoding the distribution is only half the task. NextStrategy() must also recover its mean without enumerating the vertices. The following identity supplies that step, extending the path-kernel idea of [TW03[TW03] Takimoto, E., & Warmuth, M. K. (2003). Path kernels and multiplicative updates. Journal of Machine Learning Research, 4, 773–818.].
Theorem L16.9 (Recovering the mean) .
For each \(k\), let \(\overline{\boldsymbol{e}}_{k}=\mathbf{1}-\boldsymbol{e}_{k}\), the vector with a zero in coordinate \(k\) and ones elsewhere. Then
Proof.
A monomial survives the zero in coordinate \(k\) exactly when its vertex has \(v_{k}=0\). Thus
It follows that
Together, Theorem L16.7 and Theorem L16.9 prove Theorem L16.3. Maintain \(\boldsymbol{b}_{t}\), evaluate one common normalizer and \(d\) coordinate-exclusion kernels, return the resulting mean, and update \(\boldsymbol{b}_{t}\) after observing the gradient. No explicit vector indexed by \(V\) is needed.
L16.3 Examples of efficiently computable kernels
We now turn the abstract reduction into algorithms for the strategy sets introduced above. It is convenient to write \(q_{k}=z_{k} w_{k}\) and
The recurrences below evaluate the kernel for arbitrary real inputs. When \(\boldsymbol{q}=\boldsymbol{b}_{t}>0\), \(Z(\boldsymbol{q})\) is also the normalizing partition function of the learning distribution.
L16.3.1 Hypercube
For \(V=\{0,1\}^{d}\), each coordinate is either absent from a monomial or contributes \(q_{k}\). Distributing the product gives
The kernel takes \(O(d)\) arithmetic operations to evaluate. For positive weights, the mean has the particularly simple form \(x_{k}=\frac{b_{k}}{1+b_{k}}\).
L16.3.2 Multiple choices: m-sets
For subsets of size \(m\), the kernel is the coefficient of \(\gamma^{m}\) in
Each choice of \(m\) factors contributes exactly the monomial for that subset. Let \(E_{j,r}\) be the coefficient of \(\gamma^{r}\) after the first \(j\) factors. Then
Initialize \(E_{0,0}=1\) and all invalid entries to zero. Only degrees through \(m\) are needed, so this dynamic program evaluates \(K_{V}(\boldsymbol{z},\boldsymbol{w})=E_{d,m}\) in \(O(d(m+1))\) operations. The recurrence separates subsets that omit object \(j\) from those that include it.
L16.3.3 Paths in a directed acyclic graph
For a directed acyclic graph \(G=(N,E)\), let \(Z_{u}\) be the sum of products of edge weights over all paths from node \(u\) to the destination. In reverse topological order, compute
The kernel is \(Z_{\text{source}}\). The empty path at the destination contributes one; outgoing edges of the destination are ignored. A node with no route to the destination contributes zero.
Every source-to-destination path has a unique first edge, which proves the recurrence. Evaluating it takes \(O(|N|+|E|)\) operations. This is the path-kernel setting studied by [TW03] acyclicity is what makes this single backward pass sufficient.
L16.3.4 Resource allocations
For the one-hot allocation representation, let \(F_{j}(r)\) be the total weight of allocations of \(r\) units to the first \(j\) battlefields. With \(q_{j,s}=z_{j,s}w_{j,s}\), the recurrence is
The last battlefield receives \(s\) units and contributes \(q_{j,s}\); the preceding battlefields receive the remaining \(r-s\) units. Consequently \(K_{V}(\boldsymbol{z},\boldsymbol{w})=F_{B}(R)\). The computation uses \(O(B(R+1)^{2})\) operations, polynomial in the size of the one-hot representation.
L16.3.5 Extensive-form games
We finish with the sequence-form polytope. Besides evaluating one kernel in linear time, we will share computation across the \(d+1\) evaluations to implement an entire learning round in linear time.
Fix a player in a finite perfect-recall game. Let \(I\) range over this player’s information sets, with action set \(A(I)\). Coordinate \(I a\) is the sequence ending in action \(a\) at \(I\). Perfect recall gives \(I\) a unique preceding own sequence \(p(I)\).
Let \(C(I,a)\) contain the information sets whose preceding sequence is \(I a\), and let \(R\) contain the information sets whose preceding sequence is empty. Different members of \(C(I,a)\) correspond to different observations; a pure realization plan specifies a continuation in all of them. The sequence-form constraints are
We omit the fixed empty-sequence coordinate from the kernel. For a subtree rooted at \(I\), let \(V_{I}\) be its reduced pure continuation plans conditional on the preceding sequence being selected. Each plan chooses one action at \(I\), specifies continuations below that action, and puts zero on branches below unselected actions.
One kernel evaluation. Define the partial kernel
Conditional continuation plans are essential here: an unconditional projection of all full-game vertices could also contain the all-zero vector from plans that never reach \(I\).
Theorem L16.10 (Sequence-form kernel recurrence) .
For any \(\boldsymbol{z},\boldsymbol{w} \in \mathbb{R}^{d}\), the partial kernels satisfy
and the full kernel is
Proof.
A continuation plan at \(I\) selects exactly one action \(a\). Conditional on that choice, the continuation plans at the information sets in \(C(I,a)\) can be chosen independently. Their monomial weights multiply, along with the selected coordinate \(z_{I a}w_{I a}\). Summing over actions gives \(K_{I}\). The plans at distinct roots can also be chosen independently, yielding the product for \(K_{V}\).
Evaluate information sets from descendants to ancestors. Each action and parent-child incidence is processed a constant number of times, so the total arithmetic cost is linear. □
Remark L16.11 .
Using this linear-time evaluator independently for each of the \(d+1\) kernels already gives a polynomial-time implementation of vertex MWU/OMWU. It would, however, cost \(O(d^{2})\) per round. The special relationship among the required evaluations allows a faster implementation.
A whole iteration in linear time. Set \(\boldsymbol{z}=\boldsymbol{b}_{t}\) and \(\boldsymbol{w}=\mathbf{1}\). A backward pass computes and stores
Here \(Z_{I}=K_{I}(\boldsymbol{b}_{t},\mathbf{1})\) and the total normalizer is \(\prod_{I \in R}Z_{I}\). All these weights are positive. The conditional probability of selecting action \(a\), given the preceding sequence, is \(\frac{B_{I a}}{Z_{I}}\).
A forward pass starts with \(x_{t,\emptyset}=1\) and visits information sets from ancestors to descendants, setting
Every child information set in \(C(I,a)\) inherits the same preceding-sequence realization weight \(x_{t,I a}\). We do not divide that weight among observations. The product decomposition used in Theorem L16.10 proves that these are exactly the coordinate marginals of \(\boldsymbol{\lambda }_{t}\). In particular, \(\sum_{a \in A(I)} x_{t,I a}=x_{t,p(I)}\).
The backward and forward passes each take linear time. After observing the gradient, update the \(d\) coordinates of \(\boldsymbol{b}_{t}\) as before. This computes all the expectations required by Algorithm L16.1 without repeating a separate traversal for each coordinate.
Example L16.12 (A branch with a continuation) .
At \(I\), action \(a\) ends the player’s decisions, while action \(b\) leads to an information set \(J\) with actions \(c,d\). In coordinates \((a,b,c,d)\), the vertices are
For weights \((2,3,5,7)\), the backward pass gives \(Z_{J}=5+7=12\) and \(Z_{I}=2+3(5+7)=38\). The forward pass gives
Corollary L16.13 (Linear-time vertex learning in extensive-form games) .
This recovers learning over the reduced normal-form strategies without explicitly constructing that normal-form game. It is a different update from CFR, which combines local regret minimizers. The advantage here is that results about the vertex learning dynamics can be used directly.
The exact identities above use real arithmetic. In an implementation, logarithms and log-sum-exp prevent overflow in the positive weights; a finite-precision guarantee must also account for rounding error.
Bibliography for this lecture
| [FLLK22] | Farina, G., Lee, C.-W., Luo, H., & Kroer, C. (2022). Kernelized Multiplicative Weights for 0/1-Polyhedral Games: Bridging the Gap Between Learning in Extensive-Form and Normal-Form Games. International Conference on Machine Learning, 162, 6337–6357. link |
| [TW03] | Takimoto, E., & Warmuth, M. K. (2003). Path kernels and multiplicative updates. Journal of Machine Learning Research, 4, 773–818. |