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 two-player zero-sum markov game


Unified

Neural Information Processing Systems

Policy optimization, i.e. algorithms that learn to make sequential decisions by local search on the agent's policy directly, is a widely used class of algorithms in reinforcement learning [40, 44, 45].




Uncoupled and Convergent Learning in Two-Player Zero-Sum Markov Games with Bandit Feedback

Neural Information Processing Systems

We revisit the problem of learning in two-player zero-sum Markov games, focusing on developing an algorithm that is *uncoupled*, *convergent*, and *rational*, with non-asymptotic convergence rates to Nash equilibrium. We start from the case of stateless matrix game with bandit feedback as a warm-up, showing an $\tilde{\mathcal{O}}(t^{-\frac{1}{8}})$ last-iterate convergence rate. To the best of our knowledge, this is the first result that obtains finite last-iterate convergence rate given access to only bandit feedback. We extend our result to the case of irreducible Markov games, providing a last-iterate convergence rate of $\tilde{\mathcal{O}}(t^{-\frac{1}{9+\varepsilon}})$ for any $\varepsilon> 0$. Finally, we study Markov games without any assumptions on the dynamics, and show a *path convergence* rate, a new notion of convergence we defined, of $\tilde{\mathcal{O}}(t^{-\frac{1}{10}})$. Our algorithm removes the synchronization and prior knowledge requirement of Wei et al. (2021), which pursued the same goals as us for irreducible Markov games. Our algorithm is related to Chen et al. (2021) and Cen et al. (2021)'s and also builds on the entropy regularization technique. However, we remove their requirement of communications on the entropy values, making our algorithm entirely uncoupled.


Regularized Gradient Descent Ascent for Two-Player Zero-Sum Markov Games

Neural Information Processing Systems

We study the problem of finding the Nash equilibrium in a two-player zero-sum Markov game. Due to its formulation as a minimax optimization program, a natural approach to solve the problem is to perform gradient descent/ascent with respect to each player in an alternating fashion. However, due to the non-convexity/non-concavity of the underlying objective function, theoretical understandings of this method are limited. In our paper, we consider solving an entropy-regularized variant of the Markov game. The regularization introduces structures into the optimization landscape that make the solutions more identifiable and allow the problem to be solved more efficiently. Our main contribution is to show that under proper choices of the regularization parameter, the gradient descent ascent algorithm converges to the Nash equilibrium of the original unregularized problem. We explicitly characterize the finite-time performance of the last iterate of our algorithm, which vastly improves over the existing convergence bound of the gradient descent ascent algorithm without regularization. Finally, we complement the analysis with numerical simulations that illustrate the accelerated convergence of the algorithm.


Optimizing over Multiple Distributions under Generalized Quasar-Convexity Condition

Neural Information Processing Systems

We study a typical optimization model where the optimization variable is composed of multiple probability distributions. Though the model appears frequently in practice, such as for policy problems, it lacks specific analysis in the general setting.


a57483b394a3654f4317051e4ce3b2b8-Paper-Conference.pdf

Neural Information Processing Systems

We study what dataset assumption permits solving offline two-player zero-sum Markov games. In stark contrast to the offline single-agent Markov decision process, we show that the single strategy concentration assumption is insufficient for learning the Nash equilibrium (NE) strategy in offline two-player zero-sum Markov games. On the other hand, we propose a new assumption named unilateral concentration and design a pessimism-type algorithm that is provably efficient under this assumption. In addition, we show that the unilateral concentration assumption is necessary for learning an NE strategy. Furthermore, our algorithm can achieve minimax sample complexity without any modification for two widely studied settings: dataset with uniform concentration assumption and turn-based Markov games. Our work serves as an important initial step towards understanding offline multi-agent reinforcement learning.


Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model Gen Li UPenn Y uejie Chi CMU Y uting Wei UPenn Y uxin Chen UPenn

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).