We consider the problem of computing stationary points in min-max optimization, with a particular focus on the special case of computing Nash equilibria in (two-)team zero-sum games. We first show that computing -Nash equilibria in -player \emph{adversarial} team games – wherein a team of players competes against a \emph{single} adversary – is -complete, resolving the complexity of Nash equilibria in such settings. Our proof proceeds by reducing from \emph{symmetric} -Nash equilibria in \emph{symmetric}, identical-payoff, two-player games, by suitably leveraging the adversarial player so as to enforce symmetry – without disturbing the structure of the game. In particular, the class of instances we construct comprises solely polymatrix games, thereby also settling a question left open by Hollender, Maystre, and Nagarajan (2024). We also provide some further results concerning equilibrium computation in adversarial team games. Moreover, we establish that computing \emph{symmetric} (first-order) equilibria in \emph{symmetric} min-max optimization is -complete, even for quadratic functions. Building on this reduction, we further show that computing symmetric -Nash equilibria in symmetric, -player ( vs. ) team zero-sum games is also -complete, even for . As an immediate corollary, this precludes the existence of symmetric dynamics – which includes many of the algorithms considered in the literature – converging to stationary points. Finally, we prove that computing a \emph{non-symmetric} -equilibrium in symmetric min-max optimization is -hard.

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