Solving Football by Exploiting Equilibrium Structure of 2p0s Differential Games with One-Sided Information
Mukesh Ghimire, Lei Zhang, Zhe Xu, Yi Ren

TL;DR
This paper introduces a structural property of certain two-player differential games with asymmetric information, enabling scalable solution methods and demonstrating effectiveness on a complex football scenario with continuous actions.
Contribution
It proves that equilibrium strategies in these games concentrate on a limited set of prototypes, reducing complexity and improving learning efficiency in multiagent reinforcement learning.
Findings
Equilibrium strategies focus on at most I action prototypes.
Game tree complexity reduces from U^{2K} to I^K or (I+1)^K.
Successfully applied to a 22-player football game with continuous actions.
Abstract
For a two-player imperfect-information extensive-form game (IIEFG) with time steps and a player action space of size , the game tree complexity is , causing existing IIEFG solvers to struggle with large or infinite , e.g., differential games with continuous action spaces. To partially address this scalability challenge, we focus on an important class of 2p0s games where the informed player (P1) knows the payoff while the uninformed player (P2) only has a belief over the set of possible payoffs. Such games encompass a wide range of scenarios in sports, defense, cybersecurity, and finance. We prove that under mild conditions, P1's (resp. P2's) equilibrium strategy at any infostate concentrates on at most (resp. ) action prototypes. When , this equilibrium structure causes the game tree complexity to collapse to for P1 when P2 plays best…
Peer Reviews
Decision·ICLR 2026 Poster
- The paper is well written with concepts presented clearly. - The proofs of $I$ and $(I+1)$-atomicity are useful and relevant to solving large 2p0s games with asymmetric information. - The authors show empirical gains by leveraging this problem structure across a range of algorithmic approaches. - OpenSpiel-compatible implementations are provided.
1) PPO/MMD hyperparameters and any relevant sweeps are not listed in the paper. It's possible that not enough hyperparameter tuning was done (for both the proposed method and baselines). Rudolph et al. (2025) describe that (well-regularized) PPO and MMD are quite sensitive to the entropy coefficient. While they generally recommend quite high coefficients like 0.1 or 0.05, if PPO and MMD have issues converging to non-interior solutions, perhaps there are lower entropy coefficients (or differe
- The paper is generally well organized. - The paper identifies an atomic Nash structure that theoretically reduces the exponential complexity of imperfect-information differential games. The atomic-NE theorem is clean, leverages convexification geometry, and directly leads to algorithmic simplifications exploited throughout the paper. - It provides a unifying primal–dual reformulation, which bridges classical differential-game theory and RL/Control. - The paper validates using realistic case s
- Assumption A5 is kind of strong. It requires full knowledge of dynamics and perfect recall, but many interesting real-world problems might violate these. The atomic results assumes the ability of P1 to precisely control the public belief, and the paper notes the stochastic case only yields lower bounds. These limitations should be emphasized when claiming broad applicability. - The CAMS value-approximation procedure requires solving many small minimax problems and training value networks. -
- I generally enjoyed reading the paper. Most papers regarding game solving suffer from an overwhelming complexity in notation, and this paper is no exception; however, the authors partially alleviated this by having text that explains most of the detail well. - Experiments are generally well done, with a reasonably objective explanation of the results involved (e.g., Sec 6.2). - The literature on solving continuous time, continuous action games with imperfect information is relatively limited;
- There are several terms which I felt were not well defined, and a simple search did not did yield satisfactory definitions, e.g., I-"atomic". - There are some technical questions I have/comparisons that I felt were unfair (see below) - I found the introduction on the multigrid speedup difficult to understand and perhaps difficult to follow for the average reader. Given that it is an important component of getting good performance, perhaps a figure or summary would be more effective, at least i
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Taxonomy
TopicsArtificial Intelligence in Games · Game Theory and Applications · Computability, Logic, AI Algorithms
