Computational Game Solving

Fall 2026

Focus

The course will focus on multi-step imperfect-information games because most real-world strategic settings are such games. Such games beget additional issues beyond perfect-information games like chess and Go, such as signaling, deception, and understanding deception by others. There has been tremendous progress in the AI community on solving such games since around 2003. This course covers the fundamentals and the state of the art of solving such games.

Course logistics

Instructors

Office

Email

Prof. Tuomas Sandholm

GHC 9205

sandholm AT cs

Ioannis Anagnostides

GHC 6213

ianagnos AT cs

 

Course structure and evaluation

The course will be lecture based. At the end of the course there will be a few lectures of project presentations by students.

Readings will consist of a mixture of papers and course notes.

Students will complete a final project. It may be done individually or in groups of 2-3 students. It can be theoretical or experimental, or a combination. The students can pick their course project topic subject to instructor approval of the project proposal. The project can be related to the student’s normal research, but it cannot be the student’s normal research itself. We encourage creativity in the course projects.

The deadline for the project proposal is October 9.

Grading will be as follows:

·       50% final project

·       20% final exam

·       20% homework sets (there will be 2 homework sets that may include both paper-and-pen questions and programming assignments)

·       10% completion of readings, attendance, and participation in class discussions

Homework sets

Released

Due

Files

Homework 1

September 30

October 9

HW1.pdf | HW1.zip

Homework 2

TBD

TBD

 

AI policy

For course projects, students may use any AI tool, provided that they explicitly declare their use of AI.

Any submitted homework will receive full credit. Students who declare that they did not use AI on a homework will also receive feedback.

Schedule (subject to change)

Lecture

Date

Topic

Reading(s)

Lecture slides

1

M 8/24

Introduction

Course organization. Introduction to game theory. Game representations. Normal form, extensive form. Solution concepts. Properties of 2-player zero-sum games.

Slides

2

W 8/26

Perfect-information games 1

Tree search methods for two-player perfect-information games: minimax search, alpha-beta pruning, iterative deepening, quiescence search, singular extension, evaluation function learning, endgame databases, horizon problem, search depth pathology, chess.

Slides

3

M 8/31

Perfect-information games 2

Monte Carlo Tree Search (MCTS). AlphaGo and AlphaGo Zero.

[Silver et al., Nature 2017]

Slides

4

W 9/2

Equilibrium finding in normal-form games

LP formulation of zero-sum normal-form equilibrium computation. Fictitious play and follow the regularized leader (FTRL). Online learning and regret minimization. Mirror descent (MD). Multiplicative weights (MWU). Regret matching (RM) and RM+. Self-play and connection to game-theoretic equilibria.

[Section 4.1 and 4.6 of MAS]

[Section 4.2-3 of AGT]

Lecture notes

Slides

5

W 9/9

Extensive-form games 1

Extensive-form games. Behavioral representation of a strategy. Kuhn's theorem. Sequence-form representation and sequence-form LP. Construction of counterfactual regret minimization (CFR) and proof of correctness using regret circuits.

[Section 5.2 of MAS]

[Section 3.10-11 of AGT]

[Zinkevich et al., NIPS 2007]

[Farina et al., ICML 2019]

Lecture notes

Slides

6

M 9/14

Learning in general-sum games: correlated equilibria and Phi-regret

Correlated and coarse correlated equilibrium. Phi-regret and its connections to types of correlated equilibrium. The GGM framework, and Blum-Mansour as a special case.

[Blum & Mansour, JMLR 2007]

[Gordon, Greenwald, and Marks, ICML 2008]

Lecture notes

Slides

7

W 9/16

Algorithms for minimizing Phi-regret: nonlinear deviations and ellipsoid

Achieving swap regret among low-degree deviations. Linear-swap correlated equilibria as a special case. Nonlinear deviations. Expected fixed points. Ellipsoid against hope.

[Zhang et al., NeurIPS 2024]

[Farina and Pipis, NeurIPS 2024]

[Daskalakis et al., STOC 2025]

Lecture notes

Slides

8

M 9/21

Faster no-regret learning dynamics and last-iterate convergence

Near-optimal regret using optimism. Connections to last-iterate convergence. Scale-invariant near-optimal RM+ variants.

[Anagnostides et al., ICML 2022]

[Anagnostides et al., NeurIPS 2022]

[Zhang, Anagnostides, and Sandholm, EC 2026]

Lecture notes

Slides

9

W 9/23

Extensive-form games 2: CFR speedups

Alternation. Reweighted updates of regrets and strategies, LCFR, DCFR. Dynamic pruning in imperfect-information games. Warm starting from given strategies. Optimistic regret minimization algorithms. Hyperparameter schedules.

[Brown & Sandholm, ICML 2017]

[Brown & Sandholm, AAAI 2019]

[Farina, Kroer, and Sandholm, AAAI 2021]

[Zhang, McAleer, and Sandholm, AAAI 2026]

Slides

10

M 9/28

Team games. Guest lecture by Brian Zhang.

Team maxmin equilibrium and TMECor; why the latter is often significantly better. Realization polytope: low dimensional but hard to represent; ways around that in practice. Team DAG and Team PSRO.

[Farina et al., NeurIPS 2018]

[Zhang, Farina, and Sandholm, ICML 2023]

[McAleer et al., NeurIPS 2023]

[Zhang et al., EC 2024]

Slides

11

W 9/30

General automated mechanism and information design. Guest lecture by Brian Zhang.

Stackelberg equilibria, correlated equilibria, mechanism design, and information design. Optimal (revenue-maximizing) auctions.

[Zhang et al., NeurIPS 2023]

[Kamenica and Gentzkow, AER 2011]

Slides

12

M 10/5

Provably convergent reinforcement learning techniques for imperfect-information games. Guest lecture by Gabriele Farina.

Superhuman Stratego.

[Sokota et al., 2025]

[Rudolph et al., ICLR 2026]

[Kalogiannis & Farina, NeurIPS 2025]

13

W 10/7

Double oracle-based methods

Double oracle (DO), policy space response oracles (PSRO), extensive-form double oracle (XDO), anytime PSRO, self-play PSRO, diversity in PSRO. AlphaStar and OpenAI Five.

[Heinrich and Silver, 2016]

[Lanctot et al., NeurIPS 2017]

[McAleer et al., NeurIPS 2021]

[McAleer et al., ICLR 2024]

14

M 10/19

Game abstraction 1

Practical state of the art. Lossless abstraction: GameShrink. Lossy state abstraction. Potential-aware, earth-mover-distance abstraction.

[Brown et al., AAMAS 2015]

15

W 10/21

Game abstraction 2

Abstraction algorithm for distributed equilibrium finding. Action-abstraction algorithms. Reverse mapping. Abstraction pathology. Lossy abstraction with solution-quality bounds. Application of the theory to game modeling.

[Kroer & Sandholm, NeurIPS 2018]

16

M 10/26

Deep learning in tree-based game solving

Monte Carlo CFR (MCCFR) and sampling approaches. Deep CFR as an alternative to abstraction. DREAM, ESCHER.

[Lanctot et al., NeurIPS 2009]

[Brown et al., ICML 2019]

[McAleer et al., ICLR 2023]

17

W 10/28

Real-time reasoning in imperfect-information games 1: State of the art for two-player no-limit Texas hold'em — Libratus (I)

History of game theory and AI for poker, rules of Texas hold'em, man-machine match setup.

[Brown & Sandholm, Science 2018]

18

M 11/2

Real-time reasoning in imperfect-information games 2: State of the art for two-player no-limit Texas hold'em — Libratus (II)

Subgame solving in imperfect-information games.

[Brown & Sandholm, Science 2018]

19

W 11/4

Real-time reasoning in imperfect-information games 3: Libratus (III) and newer techniques

Solving multiple subgames, self-improver, transforming poker knowledge. Sound real-time reinforcement learning for imperfect-information games. Equilibrium refinement in real-time reasoning.

[Brown & Sandholm, Science 2018]

[Kubíček, Lisý, and Sandholm, ICLR Workshop 2026]

[Kubíček, Lisý, and Sandholm, 2026]

20

M 11/9

Real-time reasoning in imperfect-information games 4: Knowledge-limited subgame solving (KLSS)

Limits of subgame solving with common knowledge. Subgame solving without common knowledge. Superhuman Fog-of-War chess. Safe KLSS.

[Zhang and Sandholm, NeurIPS 2021]

[Liu et al., ICML 2023]

21

W 11/11

Real-time reasoning in imperfect-information games 5

Depth-limited subgame solving. State of the art for multi-player no-limit Texas hold'em: Pluribus.

[Brown & Sandholm, Science 2019]

22

M 11/16

Final exam

23

W 11/18

Course project presentations

24

M 11/23

Course project presentations

25

M 11/30

Course project presentations

26

W 12/2

Course project presentations

No class: Monday, September 7 (Labor Day); Monday, October 12 and Wednesday, October 14 (Fall Break); Wednesday, November 25 (Thanksgiving Break).

 

Related courses

Professor

Title

Year

University

Shankar Sastry and Pan-Yang Su

Learning Enabled Multi-Agent Systems

2026

UC Berkeley

Tuomas Sandholm and Ioannis Anagnostides

Computational Game Solving

2025

CMU

Eva Tardos

Algorithmic Game Theory

2025

Cornell

Nika Haghtalab

Foundations of Learning, Decisions, and Games

2025

UC Berkeley

Tuomas Sandholm and Brian Hu Zhang

Computational Game Solving

2024

CMU

Vince Conitzer

Foundations of Cooperative AI

2024

CMU

Tuomas Sandholm and Stephen McAleer

Computational Game Solving

2023

CMU

Gabriele Farina and Constantinos Daskalakis

Topics in Multiagent Learning

2023

MIT

Vince Conitzer, Caspar Oesterhald, Tuomas Sandholm

Foundations of Cooperative AI

2022

CMU

Tuomas Sandholm and Gabriele Farina

Computational Game Solving

2021

CMU

Christian Kroer

Economics, AI, and Optimization

2020

Columbia

John P. Dickerson

Applied Mechanism Design for Social Good

2018

UMD

Fei Fang

Artificial Intelligence Methods for Social Good

2018

CMU

Yiling Chen

Topics at the Interface between Computer Science and Economics

2016

Harvard

Vincent Conitzer

Computational Microeconomics: Game Theory, Social Choice, and Mechanism Design

2016

Duke

Ariel Procaccia

Truth, Justice, and Algorithms

2016

CMU

Tuomas Sandholm

Foundations of Electronic Marketplaces

2015

CMU

Tim Roughgarden

Algorithmic Game Theory

2013

Stanford