arXiv:2610. 01181v1 Announce Type: new Abstract: We consider stochastic games with independent controlled chains and unknown transition kernels, where players observe only their local states and realized payoffs.
By S. Rasoul Etesami
The paper investigates learning Nash equilibria in partially observable Markov games (POMGs) where agents cannot fully observe the state. By focusing on a subclass with independent state transitions and a Markov potential game structure, the authors propose an independent learning algorithm that allows agents to converge to an approximate Nash equilibrium using only their own observations and actions, without communication. Under a filter stability assumption, finite‑history policies are shown to approximate the POMG sufficiently, enabling a surrogate near‑potential Markov game and yielding quasi‑polynomial sample and computational complexity.
By Philip Jordan, Maryam Kamgarpour
arXiv:2610.03621v1 Announce Type: cross
Abstract: There has been a surge of recent work on correlated equilibrium concepts in Markov games. However, existing results focus on concepts weaker than nor...
By Ioannis Anagnostides, Constantinos Daskalakis, Gabriele Farina, Noah Golowich, Tuomas Sandholm, Brian Hu Zhang
The paper presents an exponential lower bound on the number of iterations required by Howard's policy iteration algorithm for deterministic discounted Markov decision processes with at most two actions per state, when the discount factor is part of the input. This result shows that Howard's method cannot be strongly polynomial in this setting and establishes an exponential gap compared to the simplex method with Dantzig's pivoting rule, which remains strongly polynomial. Even with rewards limited to logarithmic bit length, a stretched‑exponential lower bound is achieved, highlighting a fundamental difference between decentralized, simultaneous improvements and Dantzig's coordinated single‑action selection.
By Han Zhong, Yinyu Ye
arXiv:2607. 08012v1 Announce Type: cross Abstract: This paper studies an online variant of the assistance games framework, where an informed agent and an uninformed agent repeatedly interact over $T$ timesteps to optimize a common reward function.
By Nivasini Ananthakrishnan, Mark Bedaywi, Michael I. Jordan, Stuart Russell, Nika Haghtalab
The paper presents an algorithm that lets a learning agent ask for help from a mentor and transfer knowledge between similar states, enabling safe and effective learning in Markov decision processes with irreversible dynamics and infinite state spaces. It proves that both regret and the number of mentor queries grow sublinearly over time, using a sequence of three reductions to achieve a general result. The work claims to be the first formal proof that an agent can achieve high reward while becoming self‑sufficient in an unknown, unbounded, high‑stakes environment without resets.
By Benjamin Plaut, Juan Li\'evano-Karim, Hanlin Zhu, Stuart Russell
The paper introduces an asynchronous value‑iteration RL algorithm for average‑reward multichain MDPs that requires only the transition graph and uses Bather’s decomposition to partition the state space into communicating subsystems and transient states. This hierarchical decomposition transforms the global decision problem into structured subproblems, enabling the algorithm to converge to the optimal gain and produce gain‑optimal policies in finite time. Two additional algorithms are presented: one that approximately solves the multichain average optimality equations for near gain‑optimality, and another that approximates the optimal bias function to achieve near bias‑optimality, both with almost‑sure convergence guarantees and improved transient performance.
whyItMatters":"The work offers the first essentially model‑free average‑reward RL algorithms for general multichain MDPs, avoiding reductions to discounted problems."
By Huizhen Yu, Isaiah Heidt
arXiv:2409. 01447v3 Announce Type: replace Abstract: We present a finite-sample analysis of decentralized learning in two-player zero-sum matrix games and stochastic games, with a focus on best-response-based learning algorithms.
By Zaiwei Chen, Kaiqing Zhang, Eric Mazumdar, Asuman Ozdaglar, Adam Wierman
We introduce the first Probably Approximately Correct (PAC) learning framework for general-sum concurrent stochastic games (CSGs) with transition uncertainty, while addressing the challenge of Nash equilibrium (NE) existence. Our algorithm maintains data-driven $L^1$ confidence sets over transition kernels and solves a robust CSG to compute a social-welfare optimal $\varepsilon$-NE, using a robust MDP-based exploration mechanism to drive joint state-action coverage.
arXiv:2606. 16729v1 Announce Type: new Abstract: While there is an extensive body of work characterizing the sample complexity of discounted cumulative-reward MDPs, finite sample analyses for average-reward MDPs have been limited, and most existing works rely on restrictive assumptions such as ergodicity or access to a generative model.
By Jongmin Lee, Ernest K. Ryu, Vaneet Aggarwal
arXiv:2608. 09389v1 Announce Type: cross Abstract: This note aims to serve as an entry point to the literature on learning in games, a topic with significant theoretical appeal and a wide range of applications -- from machine learning and data science to economics and beyond.
By Panayotis Mertikopoulos
arXiv:2609.22757v1 Announce Type: cross
Abstract: A (coarse) correlated equilibrium (CE) is information-value-free (IVF) if a player can match the payoff obtained from recommendations by committing t...
By Ioannis Anagnostides, Weiqiang Zheng