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Refined Sample Complexity for Markov Games with Independent Linear Function Approximation

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arxiv 2402.07082 v2 pith:5E4AZ6AZ submitted 2024-02-11 cs.LG cs.GTstat.ML

classification cs.LGcs.GTstat.ML
keywords cursefunctionlinearmulti-agentswhenapproximationsconvergencedependency
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abstract

Markov Games (MG) is an important model for Multi-Agent Reinforcement Learning (MARL). It was long believed that the "curse of multi-agents" (i.e., the algorithmic performance drops exponentially with the number of agents) is unavoidable until several recent works (Daskalakis et al., 2023; Cui et al., 2023; Wang et al., 2023). While these works resolved the curse of multi-agents, when the state spaces are prohibitively large and (linear) function approximations are deployed, they either had a slower convergence rate of $O(T^{-1/4})$ or brought a polynomial dependency on the number of actions $A_{\max}$ -- which is avoidable in single-agent cases even when the loss functions can arbitrarily vary with time. This paper first refines the AVLPR framework by Wang et al. (2023), with an insight of designing *data-dependent* (i.e., stochastic) pessimistic estimation of the sub-optimality gap, allowing a broader choice of plug-in algorithms. When specialized to MGs with independent linear function approximations, we propose novel *action-dependent bonuses* to cover occasionally extreme estimation errors. With the help of state-of-the-art techniques from the single-agent RL literature, we give the first algorithm that tackles the curse of multi-agents, attains the optimal $O(T^{-1/2})$ convergence rate, and avoids $\text{poly}(A_{\max})$ dependency simultaneously.

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  1. Incentivize without Bonus: Provably Efficient Model-based Online Multi-agent RL for Markov Games

    cs.LG 2025-02 conditional novelty 6.0 of 10

    Value-incentivized exploration via best-response values gives near-optimal regret for NE/CCE in linear-model Markov games without explicit uncertainty bonuses.

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