When Can We Learn General-Sum Markov Games with a Large Number of Players Sample-Efficiently?

preprint2022arXivOpen access

Abstract

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 mm-player general-sum Markov games with HH steps, SS states, and AiA_i actions per player. First, we design algorithms for learning an εε-Coarse Correlated Equilibrium (CCE) in O~(H5Smax⁡i≤mAi/ε2)\widetilde{\mathcal{O}}(H^5S\max_{i\le m} A_i / ε^2) episodes, and an εε-Correlated Equilibrium (CE) in O~(H6Smax⁡i≤mAi2/ε2)\widetilde{\mathcal{O}}(H^6S\max_{i\le m} A_i^2 / ε^2) episodes. This is the first line of results for learning CCE and CE with sample complexities polynomial in max⁡i≤mAi\max_{i\le m} A_i. Our algorithm for learning CE integrates an adversarial bandit subroutine which minimizes a weighted swap regret, along with several novel designs in the outer loop. Second, we consider the important special case of Markov Potential Games, and design an algorithm that learns an εε-approximate Nash equilibrium within O~(S∑i≤mAi/ε3)\widetilde{\mathcal{O}}(S\sum_{i\le m} A_i / ε^3) episodes (when only highlighting the dependence on SS, AiA_i, and εε), which only depends linearly in ∑i≤mAi\sum_{i\le m} A_i and significantly improves over existing efficient algorithm in the εε dependence. Overall, our results shed light on what equilibria or structural assumptions on the game may enable sample-efficient learning with many players.

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