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Near-Optimal Reinforcement Learning with Self-Play under Adaptivity Constraints
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Designs a policy-elimination algorithm for two-player zero-sum Markov games under batch (adaptivity) constraints, achieving near-optimal regret Õ(√(H²S²ABT)) with O(H+log log K) batches, plus bandit-game and reward-free extensions.
Problem
Multi-agent RL (two-player zero-sum Markov games) where policy deployments are costly, so the number of policy updates (batch complexity) must be minimized while keeping near-optimal regret.
Approach
Extends arm-elimination batch schedules to self-play: maintains a version space of max-player Markov policies, uses an absorbing Markov game with crude and fine exploration to estimate transitions uniformly, and eliminates policies by LCB-style value gaps over geometrically growing stages, achieving O(H+log log K) batches.
Key results
- Algorithm achieves regret Õ(√(H²S²ABT)) with batch complexity O(H+log log K) for two-player zero-sum Markov games.
- Batch complexity lower bound Ω(H/log_A K + log log K) for algorithms with Õ(√K) regret, matching the upper bound up to log factors.
- Reward-free exploration achieves Õ(H³S²AB/ε²) sample complexity with batch complexity H+2, improving over prior low-adaptive methods' H⁵ dependence.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the policy elimination algorithm with low-adaptive exploration | Two-player zero-sum Markov games · Two-player zero-sum Markov games | regret | Helped |
| Extend the algorithm to the two-player bandit-game setting | Policy elimination algorithm · Bandit games | regret | Helped |
| Use the reward-free algorithm instead of previous low-adaptivity reward-free algorithms | Reward-free single-agent MDP · Reward-free single-agent MDP | sample complexity: \widetilde{O}(\frac{H^5 S^2 A}{\epsilon^2}) -> \widetilde{O}(\frac{H^3 S^2 A}{\epsilon^2}) | Helped |
Surprising findings
- Switching-cost (deterministic-policy) measures are inappropriate for Markov games because Nash policies may be stochastic, so batch complexity is used instead.
Limitations
- Regret has a gap of sqrt(S min{A,B}) relative to the information-theoretic lower bound.
- Main algorithm is not computationally efficient in general.
- Analysis is tabular; no function approximation.
Experimental setup
Metrics: regret batch complexity sample complexity
Baselines: VI-ULCB Nash VI Algorithm 1 in single-agent low-adaptive RL work BaSE VI-Explore LARFE
Builds on: batched multi-armed bandit arm elimination absorbing MDP exploration (single-agent low-adaptive RL) Nash value iteration VI-ULCB
Closest papers by meaning
- Incentivize without Bonus: Provably Efficient Model-based Online Multi-agent RL for Markov Games (ICML 2025 · similarity 0.89)
- Sample-Efficient Multi-Agent RL: An Optimization Perspective (ICLR 2024 · similarity 0.89)
- Provable Memory Efficient Self-Play Algorithm for Model-free Reinforcement Learning (ICLR 2024 · similarity 0.89)
- Policy-Regret Minimization in Markov Games with Function Approximation (ICML 2025 · similarity 0.89)
- Offline Multi-Agent Reinforcement Learning via In-Sample Sequential Policy Optimization (AAAI 2025 · similarity 0.88)
- Learning Nash Equilibrium of Markov Potential Games with a Shared Constraint via Primal-Dual Optimization (AAAI 2025 · similarity 0.88)
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