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Sample-Efficient Reinforcement Learning of Partially Observable Markov Games
Liu, Qinghua, Szepesvári, Csaba, Jin, Chi
This paper considers the challenging tasks of Multi-Agent Reinforcement Learning (MARL) under partial observability, where each agent only sees her own individual observations and actions that reveal incomplete information about the underlying state of system. This paper studies these tasks under the general model of multiplayer general-sum Partially Observable Markov Games (POMGs), which is significantly larger than the standard model of Imperfect Information Extensive-Form Games (IIEFGs). We identify a rich subclass of POMGs -- weakly revealing POMGs -- in which sample-efficient learning is tractable. In the self-play setting, we prove that a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to find approximate Nash equilibria, correlated equilibria, as well as coarse correlated equilibria of weakly revealing POMGs, in a polynomial number of samples when the number of agents is small. In the setting of playing against adversarial opponents, we show that a variant of our optimistic MLE algorithm is capable of achieving sublinear regret when being compared against the optimal maximin policies. To our best knowledge, this work provides the first line of sample-efficient results for learning POMGs.
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Sample-Efficient Learning of Correlated Equilibria in Extensive-Form Games
Song, Ziang, Mei, Song, Bai, Yu
Imperfect-Information Extensive-Form Games (IIEFGs) is a prevalent model for real-world games involving imperfect information and sequential plays. The Extensive-Form Correlated Equilibrium (EFCE) has been proposed as a natural solution concept for multi-player general-sum IIEFGs. However, existing algorithms for finding an EFCE require full feedback from the game, and it remains open how to efficiently learn the EFCE in the more challenging bandit feedback setting where the game can only be learned by observations from repeated playing. This paper presents the first sample-efficient algorithm for learning the EFCE from bandit feedback. We begin by proposing $K$-EFCE -- a more generalized definition that allows players to observe and deviate from the recommended actions for $K$ times. The $K$-EFCE includes the EFCE as a special case at $K=1$, and is an increasingly stricter notion of equilibrium as $K$ increases. We then design an uncoupled no-regret algorithm that finds an $\varepsilon$-approximate $K$-EFCE within $\widetilde{\mathcal{O}}(\max_{i}X_iA_i^{K}/\varepsilon^2)$ iterations in the full feedback setting, where $X_i$ and $A_i$ are the number of information sets and actions for the $i$-th player. Our algorithm works by minimizing a wide-range regret at each information set that takes into account all possible recommendation histories. Finally, we design a sample-based variant of our algorithm that learns an $\varepsilon$-approximate $K$-EFCE within $\widetilde{\mathcal{O}}(\max_{i}X_iA_i^{K+1}/\varepsilon^2)$ episodes of play in the bandit feedback setting. When specialized to $K=1$, this gives the first sample-efficient algorithm for learning EFCE from bandit feedback.
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V-Learning -- A Simple, Efficient, Decentralized Algorithm for Multiagent RL
Jin, Chi, Liu, Qinghua, Wang, Yuanhao, Yu, Tiancheng
A major challenge of multiagent reinforcement learning (MARL) is the curse of multiagents, where the size of the joint action space scales exponentially with the number of agents. This remains to be a bottleneck for designing efficient MARL algorithms even in a basic scenario with finitely many states and actions. This paper resolves this challenge for the model of episodic Markov games. We design a new class of fully decentralized algorithms -- V-learning, which provably learns Nash equilibria (in the two-player zero-sum setting), correlated equilibria and coarse correlated equilibria (in the multiplayer general-sum setting) in a number of samples that only scales with $\max_{i\in[m]} A_i$, where $A_i$ is the number of actions for the $i^{\rm th}$ player. This is in sharp contrast to the size of the joint action space which is $\prod_{i=1}^m A_i$. V-learning (in its basic form) is a new class of single-agent RL algorithms that convert any adversarial bandit algorithm with suitable regret guarantees into a RL algorithm. Similar to the classical Q-learning algorithm, it performs incremental updates to the value functions. Different from Q-learning, it only maintains the estimates of V-values instead of Q-values. This key difference allows V-learning to achieve the claimed guarantees in the MARL setting by simply letting all agents run V-learning independently.
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Sharp Thresholds of the Information Cascade Fragility Under a Mismatched Model
Huleihel, Wasim, Shayevitz, Ofer
We analyze a sequential decision making model in which decision makers (or, players) take their decisions based on their own private information as well as the actions of previous decision makers. Such decision making processes often lead to what is known as the \emph{information cascade} or \emph{herding} phenomenon. Specifically, a cascade develops when it seems rational for some players to abandon their own private information and imitate the actions of earlier players. The risk, however, is that if the initial decisions were wrong, then the whole cascade will be wrong. Nonetheless, information cascade are known to be fragile: there exists a sequence of \emph{revealing} probabilities $\{p_{\ell}\}_{\ell\geq1}$, such that if with probability $p_{\ell}$ player $\ell$ ignores the decisions of previous players, and rely on his private information only, then wrong cascades can be avoided. Previous related papers which study the fragility of information cascades always assume that the revealing probabilities are known to all players perfectly, which might be unrealistic in practice. Accordingly, in this paper we study a mismatch model where players believe that the revealing probabilities are $\{q_\ell\}_{\ell\in\mathbb{N}}$ when they truly are $\{p_\ell\}_{\ell\in\mathbb{N}}$, and study the effect of this mismatch on information cascades. We consider both adversarial and probabilistic sequential decision making models, and derive closed-form expressions for the optimal learning rates at which the error probability associated with a certain decision maker goes to zero. We prove several novel phase transitions in the behaviour of the asymptotic learning rate.
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