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
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: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. 14959v1 Announce Type: new Abstract: We study decentralized learning of Nash equilibria (NE) in infinite-horizon discounted Markov games under bandit feedback, focusing on Markov $\alpha$-potential games.
By S. Rasoul Etesami
NashDreamer is a new model-based reinforcement learning framework designed for two-player zero-sum imperfect-information games. It introduces a centralized Multi-Agent Recurrent State-Space Model that separates environment dynamics from player strategy effects, enabling the use of any policy gradient algorithm while preserving convergence guarantees to Nash equilibria. Experiments on four benchmark games show that NashDreamer achieves significantly better sample efficiency than model-free baselines early in training, and the authors analyze its optimization landscape, noting a potential vulnerability to posterior collapse in stochastic settings.
By Tom\'a\v{s} Hole\v{c}ek, Viliam Lis\'y
arXiv:2607. 14877v1 Announce Type: new Abstract: Reachability is the most fundamental logical objective, yet it is notoriously difficult to learn in reinforcement learning settings: even for Markov decision processes, PAC learning of reachability is impossible without additional assumptions.
By Ali Asadi, Krishnendu Chatterjee, Pavol Kebis
arXiv:2609.06467v1 Announce Type: new
Abstract: In performative reinforcement learning the deployed policy shapes the environment that generates the learner's future data, and the natural solution co...
By Debmalya Mandal
arXiv:2608. 08268v1 Announce Type: cross Abstract: As firms increasingly deploy machine learning for strategic decision-making, understanding algorithmic interactions has become central to operations research and economics.
By Dantong Chu, Xuefeng Gao, Yufei Zhang
arXiv:2606. 11284v1 Announce Type: cross Abstract: Real-world multi-agent systems, from traffic coordination to resource allocation, are often modeled as general-sum games where individual incentives conflict with collective welfare.
By Wongyu Lee, Francesco Lelli, Omran Ayoub, Massimo Tornatore
arXiv:2609.00504v1 Announce Type: cross
Abstract: In this work, we study radically uncoupled learning in discounted general-sum Markov games. Assuming ``$\mathsf{ETH}$ for $\mathsf{PPAD}$", we show t...
By Asrin Efe Yorulmaz, Ugur Aydin, Tamer Basar
The paper proposes a mean‑field reinforcement learning framework that models rewards and transitions as functions of an unknown low‑dimensional aggregate statistic of a large agent population. By learning this low‑dimensional representation in an offline setting, the authors demonstrate a provable method for obtaining near‑optimal policies. Experiments on a one‑step routing game inspired by supply‑chain problems show that, with a fixed neural‑network size and optimization budget, the learned representation improves reward prediction and the quality of Nash equilibria compared to baselines that ignore population structure.
By Aditya Makkar, Benjamin Unger, Jeongyeol Kwon, Mathieu Lauri\`ere, Eugene Vinitsky, Yonathan Efroni
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.