Research map / Multi-agent systems and games / Games and equilibria
A Sharp Analysis of Model-based Reinforcement Learning with Self-Play
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add the auxiliary bonus γ to value iteration | Nash-VI · Two-player zero-sum Markov games | sample complexity (episodes): \tlO(H^4S^2AB/\epsilon^2) -> \tlO(H^4SAB/\epsilon^2) | Helped |
| Replace the Hoeffding-type bonus with a Bernstein-type bonus (ablation) | Nash-VI · Two-player zero-sum Markov games | sample complexity (episodes): \tlO(H^4SAB/\epsilon^2) -> \tlO(H^3SAB/\epsilon^2) | Helped |
| Use a reward-free exploration phase and retain only an upper bound on the value | VI-Zero · Zero-sum Markov games with N known reward tasks | sample complexity (episodes): \tlO(H^3SAB/\epsilon^2) -> \tlO(H^4SAB\log N/\epsilon^2) | Mixed |
| Use a maximizing exploration policy rather than a CCE policy (ablation) | VI-Zero · Reward-free exploration in zero-sum Markov games | sample complexity (episodes) | No clear effect |
| Use a larger exploration bonus, by a √S factor (ablation) | Multi-VI-Zero · Multi-player general-sum Markov games | sample complexity (episodes): H^4S^2 | Hurt |
Closest papers by meaning
- Provable Memory Efficient Self-Play Algorithm for Model-free Reinforcement Learning (ICLR 2024 · similarity 0.94)
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