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arXiv 2408.00751cs.GTcs.AIcs.LGstat.ML

一种具有最佳迭代收敛性的策略梯度方法用于求解不完美信息博弈

A Policy-Gradient Approach to Solving Imperfect-Information Games with Best-Iterate Convergence

Mingyang Liu, Gabriele Farina, Asuman Ozdaglar

AI总结:

本文首次证明策略梯度方法在两人零和不完美信息扩展式博弈中可实现最佳迭代收敛到正则化纳什均衡,为策略梯度在博弈论中的应用奠定理论基础。

摘要:

策略梯度方法因其兼具多种理想特性,已成为任何单智能体强化学习工具箱中的核心方法:这些特性包括迭代收敛、对随机轨迹反馈的高效利用,以及在理论上合理地避免重要性采样修正。然而,在多智能体不完美信息环境(即扩展式博弈)中,在保持理论保证的同时,这些期望特性是否仍能得到保障,目前尚属未知。相反,针对扩展式博弈的可靠方法依赖于近似反事实值(而非Q值),这与策略梯度方法不兼容。在本文中,我们研究了策略梯度能否安全地应用于两人零和不完美信息扩展式博弈(EFGs)。我们取得了积极的结果,首次证明了一种策略梯度方法在自博弈中能够实现可证明的最佳迭代收敛到正则化纳什均衡。

英文摘要:

Policy gradient methods have become a staple of any single-agent reinforcement learning toolbox, due to their combination of desirable properties: iterate convergence, efficient use of stochastic trajectory feedback, and theoretically-sound avoidance of importance sampling corrections. In multi-agent imperfect-information settings (extensive-form games), however, it is still unknown whether the same desiderata can be guaranteed while retaining theoretical guarantees. Instead, sound methods for extensive-form games rely on approximating \emph{counterfactual} values (as opposed to Q values), which are incompatible with policy gradient methodologies. In this paper, we investigate whether policy gradient can be safely used in two-player zero-sum imperfect-information extensive-form games (EFGs). We establish positive results, showing for the first time that a policy gradient method leads to provable best-iterate convergence to a regularized Nash equilibrium in self-play.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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