{
"$type": "site.standard.document",
"bskyPostRef": {
"cid": "bafyreib4pa4ve4osdihzjctkk5hmrjpddzdfetqtgm5qxisl65zjzwgswm",
"uri": "at://did:plc:3fychdutjjusoqeq24ljch6q/app.bsky.feed.post/3mof4fxkmzaj2"
},
"coverImage": {
"$type": "blob",
"ref": {
"$link": "bafkreiflo6xt7is6b2iafwghkjahlgggocme5jwjsbeuqqwcywuvjhmszm"
},
"mimeType": "image/png",
"size": 24783
},
"path": "/abs/2606.16139v1",
"publishedAt": "2026-06-16T00:00:00.000Z",
"site": "https://arxiv.org",
"tags": [
"Ioannis Anagnostides",
"Ioannis Panageas",
"Tuomas Sandholm",
"Jingming Yan"
],
"textContent": "**Authors:** Ioannis Anagnostides, Ioannis Panageas, Tuomas Sandholm, Jingming Yan\n\nA celebrated consequence of the minimax theorem is that two-player zero-sum games admit a tractable equilibrium characterization. In many central applications, however, each side comprises multiple independent agents who share a common objective but cannot perfectly coordinate their actions. Such settings can be modeled as \\emph{team zero-sum games}, a natural generalization of both two-player zero-sum games and potential games -- the two most well-studied classes of games in algorithmic game theory. In this paper, we settle the complexity of team zero-sum games by establishing that computing Nash equilibria is \\PPAD-complete. As a result, despite the global adversarial structure, team zero-sum games are as hard as general-sum games. Our hardness result holds even when i) the precision is inverse polynomial, thereby ruling out a fully polynomial-time approximation scheme (unless $ΒΆ= \\PPAD$); ii) each team consists of only two players; and iii) the underlying class of games is polymatrix. As a byproduct, we resolve the complexity of group-wise zero-sum polymatrix games, a class introduced and examined in the seminal work of Cai and Daskalakis (SODA '11), and more recently highlighted by Hollender, Maystre, and Nagarajan (ICLR '25). Moreover, we show that computing a first-order stationary point in min-max optimization is \\PPAD-complete even for quadratic (multilinear) objectives. From a technical standpoint, we develop a series of team zero-sum game gadgets that allow us to simulate the breakthrough reduction of Bernasconi and Castiglioni (STOC '26). Moreover, to obtain hardness results for quadratic objectives, we make use of a general technique based on linear local approximation, which is of independent interest.",
"title": "The Computational Complexity of Team Zero-Sum Games"
}