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

Imperfect Information Games
Nash Equilibrium Computation
Large-Scale Problems
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Methods, ideas, or system contributions that make the work stand out.

Nash Equilibrium
Computational Efficiency
Continuous Games
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