We study reinforcement learning for two-player zero-sum Markov games with simultaneous moves in the finite-horizon setting, where the transition kernel of the underlying Markov games can be parameterized by a linear function over the current state, both players' actions and the next state. In particular, we assume that we can control both players and aim to find the Nash Equilibrium by minimizing the duality gap. We propose an algorithm Nash-UCRL based on the principle "Optimism-in-Face-of-Uncertainty". Our algorithm only needs to find a Coarse Correlated Equilibrium (CCE), which is computationally efficient. Specifically, we show that Nash-UCRL can provably achieve an $\tilde{O}(dH\sqrt{T})$ regret, where $d$ is the linear function dimension, $H$ is the length of the game and $T$ is the total number of steps in the game. To assess the optimality of our algorithm, we also prove an $\tildeΩ( dH\sqrt{T})$ lower bound on the regret. Our upper bound matches the lower bound up to logarithmic factors, which suggests the optimality of our algorithm.
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 strateg…
Yale University(耶鲁大学);Princeton University(普林斯顿大学);Northwestern University(西北大学);University of Washington(华盛顿大学)
As one of the most popular methods in the field of reinforcement learning, Q-learning has received increasing attention. Recently, there have been more theoretical works on the regret bound of algorithms that belong to the Q-learning class in different settings. In this paper, we analyze the cumulative regret when conducting Nash Q-learning algorithm on 2-player turn-based stochastic Markov games (2-TBSG), and propose the very first gap dependent logarithmic upper bounds in the episodic tabular setting. This bound matches the theoretical lower bound only up to a logarithmic term. Furthermore, …
Off-policy evaluation (OPE) is the problem of evaluating new policies using historical data obtained from a different policy. In the recent OPE context, most studies have focused on single-player cases, and not on multi-player cases. In this study, we propose OPE estimators constructed by the doubly robust and double reinforcement learning estimators in two-player zero-sum Markov games. The proposed estimators project exploitability that is often used as a metric for determining how close a policy profile (i.e., a tuple of policies) is to a Nash equilibrium in two-player zero-sum games. We pro…
Multi-agent reinforcement learning has made substantial empirical progresses in solving games with a large number of players. However, theoretically, the best known sample complexity for finding a Nash equilibrium in general-sum games scales exponentially in the number of players due to the size of the joint action space, and there is a matching exponential lower bound. This paper investigates what learning goals admit better sample complexities in the setting of $m$-player general-sum Markov games with $H$ steps, $S$ states, and $A_i$ actions per player. First, we design algorithms for learni…
Optimistic Policy Gradient in Multi-Player Markov Games with a Single Controller: Convergence Beyond the Minty Property
Meta AI;University of California Irvine(加州大学欧文分校);Archimedes research unit(阿基米德研究单元);Massachusetts Institute of Technology(麻省理工学院);Strategy Robot, Inc.(战略机器人公司);Strategic Machine, Inc.(战略机器公司);Optimized Markets, Inc.(优化市场公司);Carnegie Mellon University(卡内基梅隆大学)
We present an algorithm for learning mixtures of Markov chains and Markov decision processes (MDPs) from short unlabeled trajectories. Specifically, our method handles mixtures of Markov chains with optional control input by going through a multi-step process, involving (1) a subspace estimation step, (2) spectral clustering of trajectories using "pairwise distance estimators," along with refinement using the EM algorithm, (3) a model estimation step, and (4) a classification step for predicting labels of new trajectories. We provide end-to-end performance guarantees, where we only explicitly …
We consider the classical multi-armed bandit problem with Markovian rewards. When played an arm changes its state in a Markovian fashion while it remains frozen when not played. The player receives a state-dependent reward each time it plays an arm. The number of states and the state transition probabilities of an arm are unknown to the player. The player's objective is to maximize its long-term total reward by learning the best arm over time. We show that under certain conditions on the state transition probabilities of the arms, a sample mean based index policy achieves logarithmic regret un…
We show that computing approximate stationary Markov coarse correlated equilibria (CCE) in general-sum stochastic games is computationally intractable, even when there are two players, the game is turn-based, the discount factor is an absolute constant, and the approximation is an absolute constant. Our intractability results stand in sharp contrast to normal-form games where exact CCEs are efficiently computable. A fortiori, our results imply that there are no efficient algorithms for learning stationary Markov CCE policies in multi-agent reinforcement learning (MARL), even when the interacti…
Tsinghua University(清华大学);University of California, Los Angeles(加利福尼亚大学洛杉矶分校)
Reinforcement learning (RL) algorithms can be used to provide personalized services, which rely on users' private and sensitive data. To protect the users' privacy, privacy-preserving RL algorithms are in demand. In this paper, we study RL with linear function approximation and local differential privacy (LDP) guarantees. We propose a novel $(\varepsilon, δ)$-LDP algorithm for learning a class of Markov decision processes (MDPs) dubbed linear mixture MDPs, and obtains an $\tilde{\mathcal{O}}( d^{5/4}H^{7/4}T^{3/4}\left(\log(1/δ)\right)^{1/4}\sqrt{1/\varepsilon})$ regret, where $d$ is the dimen…
We show that combinations of optimal (stationary) policies in unichain Markov decision processes are optimal. That is, let M be a unichain Markov decision process with state space S, action space A and policies π_j^*: S -> A (1\leq j\leq n) with optimal average infinite horizon reward. Then any combination πof these policies, where for each state i in S there is a j such that π(i)=π_j^*(i), is optimal as well. Furthermore, we prove that any mixture of optimal policies, where at each visit in a state i an arbitrary action π_j^*(i) of an optimal policy is chosen, yields optimal average reward, t…
We consider the problem of two-player zero-sum games. This problem is formulated as a min-max Markov game in the literature. The solution of this game, which is the min-max payoff, starting from a given state is called the min-max value of the state. In this work, we compute the solution of the two-player zero-sum game utilizing the technique of successive relaxation that has been successfully applied in the literature to compute a faster value iteration algorithm in the context of Markov Decision Processes. We extend the concept of successive relaxation to the setting of two-player zero-sum g…
University of Pennsylvania(宾夕法尼亚大学);Carnegie Mellon University(卡内基梅隆大学)
This paper studies multi-agent reinforcement learning in Markov games, with the goal of learning Nash equilibria or coarse correlated equilibria (CCE) sample-optimally. 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 \myalg~and an adaptive sampling scheme tha…
University of Southern California(南加州大学);Massachusetts Institute of Technology(麻省理工学院)
We examine global non-asymptotic convergence properties of policy gradient methods for multi-agent reinforcement learning (RL) problems in Markov potential games (MPG). To learn a Nash equilibrium of an MPG in which the size of state space and/or the number of players can be very large, we propose new independent policy gradient algorithms that are run by all players in tandem. When there is no uncertainty in the gradient evaluation, we show that our algorithm finds an $ε$-Nash equilibrium with $O(1/ε^2)$ iteration complexity which does not explicitly depend on the state space size. When the e…
We study multi-player general-sum Markov games with one of the players designated as the leader and the other players regarded as followers. In particular, we focus on the class of games where the followers are myopic, i.e., they aim to maximize their instantaneous rewards. For such a game, our goal is to find a Stackelberg-Nash equilibrium (SNE), which is a policy pair $(π^*, ν^*)$ such that (i) $π^*$ is the optimal policy for the leader when the followers always play their best response, and (ii) $ν^*$ is the best response policy of the followers, which is a Nash equilibrium of the followers…
We consider the problem of decentralized multi-agent reinforcement learning in Markov games. A fundamental question is whether there exist algorithms that, when adopted by all agents and run independently in a decentralized fashion, lead to no-regret for each player, analogous to celebrated convergence results in normal-form games. While recent work has shown that such algorithms exist for restricted settings (notably, when regret is defined with respect to deviations to Markovian policies), the question of whether independent no-regret learning can be achieved in the standard Markov game fram…
We develop provably efficient reinforcement learning algorithms for two-player zero-sum finite-horizon Markov games with simultaneous moves. To incorporate function approximation, we consider a family of Markov games where the reward function and transition kernel possess a linear structure. Both the offline and online settings of the problems are considered. In the offline setting, we control both players and aim to find the Nash Equilibrium by minimizing the duality gap. In the online setting, we control a single player playing against an arbitrary opponent and aim to minimize the regret. Fo…
Model-based algorithms -- algorithms that explore the environment through building and utilizing an estimated model -- are widely used in reinforcement learning practice and theoretically shown to achieve optimal sample efficiency for single-agent reinforcement learning in Markov Decision Processes (MDPs). However, for multi-agent reinforcement learning in Markov games, the current best known sample complexity for model-based algorithms is rather suboptimal and compares unfavorably against recent model-free approaches. In this paper, we present a sharp analysis of model-based self-play algorit…
This paper proposes new, end-to-end deep reinforcement learning algorithms for learning two-player zero-sum Markov games. Different from prior efforts on training agents to beat a fixed set of opponents, our objective is to find the Nash equilibrium policies that are free from exploitation by even the adversarial opponents. We propose (a) Nash-DQN algorithm, which integrates the deep learning techniques from single DQN into the classic Nash Q-learning algorithm for solving tabular Markov games; (b) Nash-DQN-Exploiter algorithm, which additionally adopts an exploiter to guide the exploration of…
Ben-Gurion University of the Negev(内盖夫本-古里安大学);Princeton University(普林斯顿大学)
We consider an extension to the restless multi-armed bandit (RMAB) problem with unknown arm dynamics, where an unknown exogenous global Markov process governs the rewards distribution of each arm. Under each global state, the rewards process of each arm evolves according to an unknown Markovian rule, which is non-identical among different arms. At each time, a player chooses an arm out of $N$ arms to play, and receives a random reward from a finite set of reward states. The arms are restless, that is, their local state evolves regardless of the player's actions. Motivated by recent studies on …
Ben-Gurion University of the Negev(内盖夫本-古里安大学);Princeton University(普林斯顿大学)
We consider an extension to the restless multi-armed bandit (RMAB) problem with unknown arm dynamics, where an unknown exogenous global Markov process governs the rewards distribution of each arm. Under each global state, the rewards process of each arm evolves according to an unknown Markovian rule, which is non-identical among different arms. At each time, a player chooses an arm out of N arms to play, and receives a random reward from a finite set of reward states. The arms are restless, that is, their local state evolves regardless of the player's actions. Motivated by recent studies on re…
We show how Markov mixed membership models (MMMM) can be used to predict the degradation of assets. We model the degradation path of individual assets, to predict overall failure rates. Instead of a separate distribution for each hidden state, we use hierarchical mixtures of distributions in the exponential family. In our approach the observation distribution of the states is a finite mixture distribution of a small set of (simpler) distributions shared across all states. Using tied-mixture observation distributions offers several advantages. The mixtures act as a regularization for typically …
In competitive two-agent environments, deep reinforcement learning (RL) methods based on the \emph{Double Oracle (DO)} algorithm, such as \emph{Policy Space Response Oracles (PSRO)} and \emph{Anytime PSRO (APSRO)}, iteratively add RL best response policies to a population. Eventually, an optimal mixture of these population policies will approximate a Nash equilibrium. However, these methods might need to add all deterministic policies before converging. In this work, we introduce \emph{Self-Play PSRO (SP-PSRO)}, a method that adds an approximately optimal stochastic policy to the population in…
Tsinghua University(清华大学);Meta AI Research(Meta人工智能研究院);Princeton University(普林斯顿大学);University of Washington(华盛顿大学)
Policy-based methods with function approximation are widely used for solving two-player zero-sum games with large state and/or action spaces. However, it remains elusive how to obtain optimization and statistical guarantees for such algorithms. We present a new policy optimization algorithm with function approximation and prove that under standard regularity conditions on the Markov game and the function approximation class, our algorithm finds a near-optimal policy within a polynomial number of samples and iterations. To our knowledge, this is the first provably efficient policy optimization …
Georgia Institute of Technology(佐治亚理工学院);Virginia Tech(弗吉尼亚理工大学)
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 structure into the optimization landscape that make the soluti…
University of California, Berkeley(加州大学伯克利分校);University of California, Los Angeles(加州大学洛杉矶分校)
We consider learning Nash equilibria in two-player zero-sum Markov Games with nonlinear function approximation, where the action-value function is approximated by a function in a Reproducing Kernel Hilbert Space (RKHS). The key challenge is how to do exploration in the high-dimensional function space. We propose a novel online learning algorithm to find a Nash equilibrium by minimizing the duality gap. At the core of our algorithms are upper and lower confidence bounds that are derived based on the principle of optimism in the face of uncertainty. We prove that our algorithm is able to attain …
University of Alberta(阿尔伯塔大学);Otto von Guericke Universität Magdeburg(奥托·冯·古里克马格德堡大学);DeepMind Paris(巴黎DeepMind)
We study the problem of learning a Nash equilibrium (NE) in an imperfect information game (IIG) through self-play. Precisely, we focus on two-player, zero-sum, episodic, tabular IIG under the perfect-recall assumption where the only feedback is realizations of the game (bandit feedback). In particular, the dynamic of the IIG is not known -- we can only access it by sampling or interacting with a game simulator. For this learning setting, we provide the Implicit Exploration Online Mirror Descent (IXOMD) algorithm. It is a model-free algorithm with a high-probability bound on the convergence rat…
We prove that optimistic-follow-the-regularized-leader (OFTRL), together with smooth value updates, finds an $O(T^{-1})$-approximate Nash equilibrium in $T$ iterations for two-player zero-sum Markov games with full information. This improves the $\tilde{O}(T^{-5/6})$ convergence rate recently shown in the paper Zhang et al (2022). The refined analysis hinges on two essential ingredients. First, the sum of the regrets of the two players, though not necessarily non-negative as in normal-form games, is approximately non-negative in Markov games. This property allows us to bound the second-order p…
INESC TEC(INESC TEC(葡萄牙系统与计算机工程研究所));University of Porto(波尔图大学)
We propose a framework to model the distribution of sequential data coming from a set of entities connected in a graph with a known topology. The method is based on a mixture of shared hidden Markov models (HMMs), which are jointly trained in order to exploit the knowledge of the graph structure and in such a way that the obtained mixtures tend to be sparse. Experiments in different application domains demonstrate the effectiveness and versatility of the method.
We propose a deep neural network-based algorithm to identify the Markovian Nash equilibrium of general large $N$-player stochastic differential games. Following the idea of fictitious play, we recast the $N$-player game into $N$ decoupled decision problems (one for each player) and solve them iteratively. The individual decision problem is characterized by a semilinear Hamilton-Jacobi-Bellman equation, to solve which we employ the recently developed deep BSDE method. The resulted algorithm can solve large $N$-player games for which conventional numerical methods would suffer from the curse of …
University of California, Irvine(加州大学欧文分校);Microsoft Research New England(微软新英格兰研究院)
Mixture models are a fundamental tool in applied statistics and machine learning for treating data taken from multiple subpopulations. The current practice for estimating the parameters of such models relies on local search heuristics (e.g., the EM algorithm) which are prone to failure, and existing consistent methods are unfavorable due to their high computational and sample complexity which typically scale exponentially with the number of mixture components. This work develops an efficient method of moments approach to parameter estimation for a broad class of high-dimensional mixture models…
Courant Institute of Mathematical Sciences, New York University(纽约大学库朗数学科学研究所);Princeton University(普林斯顿大学);ENS Paris(巴黎高等师范学院);Center for Data Science, New York University(纽约大学数据科学中心);Institute for Advanced Study, Princeton(普林斯顿高等研究院)
Finding Nash equilibria in two-player zero-sum continuous games is a central problem in machine learning, e.g. for training both GANs and robust models. The existence of pure Nash equilibria requires strong conditions which are not typically met in practice. Mixed Nash equilibria exist in greater generality and may be found using mirror descent. Yet this approach does not scale to high dimensions. To address this limitation, we parametrize mixed strategies as mixtures of particles, whose positions and weights are updated using gradient descent-ascent. We study this dynamics as an interacting g…
This paper considers two-player zero-sum finite-horizon Markov games with simultaneous moves. The study focuses on the challenging settings where the value function or the model is parameterized by general function classes. Provably efficient algorithms for both decoupled and {coordinated} settings are developed. In the {decoupled} setting where the agent controls a single player and plays against an arbitrary opponent, we propose a new model-free algorithm. The sample complexity is governed by the Minimax Eluder dimension -- a new dimension of the function class in Markov games. As a special …
University of California, Berkeley(加利福尼亚大学伯克利分校);University of Pennsylvania(宾夕法尼亚大学)
We present the mixture-of-parents maximum entropy Markov model (MoP-MEMM), a class of directed graphical models extending MEMMs. The MoP-MEMM allows tractable incorporation of long-range dependencies between nodes by restricting the conditional distribution of each node to be a mixture of distributions given the parents. We show how to efficiently compute the exact marginal posterior node distributions, regardless of the range of the dependencies. This enables us to model non-sequential correlations present within text documents, as well as between interconnected documents, such as hyperlinked…
National Research University Higher School of Economics(国立研究型高等经济学院)
This work is devoted to the clustering of check-in sequences from a geosocial network. We used the mixture Markov chain process as a mathematical model for time-dependent types of data. For clustering, we adjusted the Expectation-Maximization (EM) algorithm. As a result, we obtained highly detailed communities (clusters) of users of the now defunct geosocial network, Weeplaces.
Representation and De-interleaving of Mixtures of Hidden Markov Processes
School of Information and Electronics, Beijing Institute of Technology(北京理工大学信息与电子学院);School of Cyberspace Science and Technology, Beijing Institute of Technology(北京理工大学网络空间科学与技术学院)
Offline Two-Player Zero-Sum Markov Games with KL Regularization
University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);California Institute of Technology(加州理工学院);University of Virginia(弗吉尼亚大学);Purdue University(Purdue 大学);Massachusetts Institute of Technology(麻省理工学院)
Hiroshima University(广岛大学);Okayama University Hospital(冈山大学医院)
In this paper, we propose a time-series stochastic model based on a scale mixture distribution with Markov transitions to detect epileptic seizures in electroencephalography (EEG). In the proposed model, an EEG signal at each time point is assumed to be a random variable following a Gaussian distribution. The covariance matrix of the Gaussian distribution is weighted with a latent scale parameter, which is also a random variable, resulting in the stochastic fluctuations of covariances. By introducing a latent state variable with a Markov chain in the background of this stochastic relationship,…
Paris Nord University(巴黎第十三大学);IFSTTAR(法国交通与安全科学技术研究所);Heudiasyc Lab(Heudiasyc实验室)
This paper introduces a novel model-based clustering approach for clustering time series which present changes in regime. It consists of a mixture of polynomial regressions governed by hidden Markov chains. The underlying hidden process for each cluster activates successively several polynomial regimes during time. The parameter estimation is performed by the maximum likelihood method through a dedicated Expectation-Maximization (EM) algorithm. The proposed approach is evaluated using simulated time series and real-world time series issued from a railway diagnosis application. Comparisons with…
We test the robustness of a maximum-likelihood (ML) based classifier where sequential data as observation is corrupted by noise. The hypothesis is that a generative model, that combines the state transitions of a hidden Markov model (HMM) and the neural network based probability distributions for the hidden states of the HMM, can provide a robust classification performance. The combined model is called normalizing-flow mixture model based HMM (NMM-HMM). It can be trained using a combination of expectation-maximization (EM) and backpropagation. We verify the improved robustness of NMM-HMM class…
In unsupervised classification, Hidden Markov Models (HMM) are used to account for a neighborhood structure between observations. The emission distributions are often supposed to belong to some parametric family. In this paper, a semiparametric modeling where the emission distributions are a mixture of parametric distributions is proposed to get a higher flexibility. We show that the classical EM algorithm can be adapted to infer the model parameters. For the initialisation step, starting from a large number of components, a hierarchical method to combine them into the hidden states is propose…
We study infinite-horizon discounted two-player zero-sum Markov games, and develop a decentralized algorithm that provably converges to the set of Nash equilibria under self-play. Our algorithm is based on running an Optimistic Gradient Descent Ascent algorithm on each state to learn the policies, with a critic that slowly learns the value of each state. To the best of our knowledge, this is the first algorithm in this setting that is simultaneously rational (converging to the opponent's best response when it uses a stationary policy), convergent (converging to the set of Nash equilibria under…
Carnegie Mellon University(卡内基梅隆大学);Massachusetts Institute of Technology(麻省理工学院);University of Texas at Austin(德克萨斯大学奥斯汀分校);Strategy Robot, Inc.(Strategy Robot公司);Strategic Machine, Inc.(Strategic Machine公司);Optimized Markets, Inc.(Optimized Markets公司)