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Supplementary Materials for " Model-Based Multi-Agent RL in Zero-Sum Markov Games with Near-Optimal Sample Complexity " A Proofs of the Main Results

Neural Information Processing Systems

We first introduce some additional notations for convenience. Our proof mainly consists of the following steps: 1. Helper lemmas and a crude bound. See A.2, and more precisely, Lemmas A.9 and A.10. 3. Final bound for null -approximate NE value. See A.3. 4. Final bounds for null -NE policy. See A.5. 14 A.1 Important Lemmas We start with the component-wise error bounds.



We will improve the broader impact section by emphasizing the implications of our theoretical

Neural Information Processing Systems

We sincerely thank all the reviewers, and feel really honored to receive such positive and constructive comments. We will mention total variation distance in the appendix, and correct the typo on "Corollary Note that the smooth planning oracle is not needed throughout the paper, and is thus not the "primary It is only used in Sec. We have discussed R-MAX in lines 82-83. By saying "especially model-free ones..." this sentence, we simply meant The works on Q-learning in games you mentioned exactly conquered this issue, with non-trivial efforts. We will address all the grammatical comments/typos in the final version.


Supplementary Materials for " Model-Based Multi-Agent RL in Zero-Sum Markov Games with Near-Optimal Sample Complexity " A Proofs of the Main Results

Neural Information Processing Systems

We first introduce some additional notations for convenience. Our proof mainly consists of the following steps: 1. Helper lemmas and a crude bound. See A.2, and more precisely, Lemmas A.9 and A.10. 3. Final bound for null -approximate NE value. See A.3. 4. Final bounds for null -NE policy. See A.5. 14 A.1 Important Lemmas We start with the component-wise error bounds.



Model-Based Multi-Agent RL in Zero-Sum Markov Games with Near-Optimal Sample Complexity

arXiv.org Machine Learning

Model-based reinforcement learning (RL), which finds an optimal policy using an empirical model, has long been recognized as one of the corner stones of RL. It is especially suitable for multi-agent RL (MARL), as it naturally decouples the learning and the planning phases, and avoids the non-stationarity problem when all agents are improving their policies simultaneously using samples. Though intuitive and widely-used, the sample complexity of model-based MARL algorithms has not been fully investigated. In this paper, our goal is to address the fundamental question about its sample complexity. We study arguably the most basic MARL setting: two-player discounted zero-sum Markov games, given only access to a generative model. We show that model-based MARL achieves a sample complexity of $\tilde O(|S||A||B|(1-\gamma)^{-3}\epsilon^{-2})$ for finding the Nash equilibrium (NE) value up to some $\epsilon$ error, and the $\epsilon$-NE policies with a smooth planning oracle, where $\gamma$ is the discount factor, and $S,A,B$ denote the state space, and the action spaces for the two agents. We further show that such a sample bound is minimax-optimal (up to logarithmic factors) if the algorithm is reward-agnostic, where the algorithm queries state transition samples without reward knowledge, by establishing a matching lower bound. This is in contrast to the usual reward-aware setting, with a $\tilde\Omega(|S|(|A|+|B|)(1-\gamma)^{-3}\epsilon^{-2})$ lower bound, where this model-based approach is near-optimal with only a gap on the $|A|,|B|$ dependence. Our results not only demonstrate the sample-efficiency of this basic model-based approach in MARL, but also elaborate on the fundamental tradeoff between its power (easily handling the more challenging reward-agnostic case) and limitation (less adaptive and suboptimal in $|A|,|B|$), particularly arises in the multi-agent context.


Efficient Model-free Reinforcement Learning in Metric Spaces

arXiv.org Machine Learning

Model-free Reinforcement Learning (RL) algorithms such as Q-learning [Watkins, Dayan 92] have been widely used in practice and can achieve human level performance in applications such as video games [Mnih et al. 15]. Recently, equipped with the idea of optimism in the face of uncertainty, Q-learning algorithms [Jin, Allen-Zhu, Bubeck, Jordan 18] can be proven to be sample efficient for discrete tabular Markov Decision Processes (MDPs) which have finite number of states and actions. In this work, we present an efficient model-free Q-learning based algorithm in MDPs with a natural metric on the state-action space--hence extending efficient model-free Q-learning algorithms to continuous state-action space. Compared to previous model-based RL algorithms for metric spaces [Kakade, Kearns, Langford 03], our algorithm does not require access to a black-box planning oracle.