Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model
–Neural Information Processing Systems
All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called Q-FTRL and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an \varepsilon -approximate CCE in a general-sum Markov game using \widetilde{O}\bigg( \frac{H 4 S \sum_{i 1} m A_i}{\varepsilon 2} \bigg) samples, where m is the number of players, S indicates the number of states, H is the horizon, and A_i denotes the number of actions for the i -th player. This is minimax-optimal (up to log factor) when m is fixed.
Neural Information Processing Systems
Oct-11-2024, 07:57:47 GMT
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