Research map / Multi-agent systems and games / Games and equilibria
Stability of Multi-Agent Learning in Competitive Networks: Delaying the Onset of Chaos
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Uses a statistical-mechanics average-case analysis of Q-Learning dynamics in random competitive network polymatrix games to derive a stability boundary in terms of payoff correlation, exploration rate and number of neighbours, showing stability depends on connectivity rather than total agent count.
Problem
Convergence of multi-agent Q-learning in generic (non-zero-sum) competitive network games is poorly understood, and prior analyses suggest instability grows with total number of agents.
Approach
Parameterise random network polymatrix games by payoff anti-correlation Gamma, derive an effective averaged Q-Learning dynamic via generating functionals in the large-action limit, and obtain a necessary stability condition that depends on the number of neighbours N_0 but not on the total number of agents N.
Key results
- The derived necessary stability condition depends on the number of neighbours N_0 and exploration rate T, and is independent of total agent count N.
- In the ring network, T approx 0.3 suffices for convergence of 50 agents in the Network Sato Game, while the fully connected network needs larger T that grows with N.
- Empirical non-convergence boundaries over random games agree qualitatively with the theoretical boundary; the theory overestimates the unstable region due to finite time horizons (75,000 steps).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use a ring network instead of a fully connected network | Q-Learning in the Network Sato Game · Network Sato Game | exploration rate required for convergence: T \approx 0.3 vs. T=1 | Helped |
| Increase the number of agents while keeping ring connectivity fixed | Q-Learning in ring networks · Random finite games | stability boundary | No clear effect |
| Increase the number of agents in a fully connected network | Q-Learning in fully connected networks · Random finite games | non-convergent behavior at low exploration rates | Hurt |
| Decrease payoff anticorrelation, moving Γ from -1 toward 0 | Q-Learning dynamics · Competitive network games | exploration rate required for convergence | Hurt |
| Increase network connectivity | Q-Learning dynamics · Competitive network games | stability | Hurt |
| Keep each agent's neighbor count fixed while increasing total agent count | Q-Learning dynamics · Regular network games | stability boundary | No clear effect |
| Increase exploration rate as payoff anticorrelation decreases | Q-Learning dynamics · Random finite games | convergence to equilibrium | Helped |
| Evaluate the theoretical stability predictions in finite games | Q-Learning dynamics · Random finite games | agreement with predicted stability boundary | Helped |
Surprising findings
- Increasing the number of agents in a ring network does not change the stability boundary, while fully connected networks become less stable as N grows.
Limitations
- Analytic boundary holds exactly only in the limit of large action sets; finite-game predictions are approximate.
- Analysis restricted to regular networks where all agents share the same number of neighbours.
- Empirical non-convergence heuristic may mistake slow convergence for non-convergence and does not formally establish chaos.
Experimental setup
Datasets: randomly generated Gaussian payoff matrices in network games (Network Sato Game)
Benchmarks: Network Sato Game (ring and fully connected networks) random Gaussian network games
Metrics: probability of non-convergence convergence to QRE / stable fixed point
Baselines: fully connected network (N-1 neighbours) two-player game boundary
Builds on: Q-Learning dynamics (continuous-time approximation) Quantal Response Equilibrium generating functional approach for disordered systems Sato-style rock-paper-scissors game prior stability boundary analysis of multi-player games (Galla-Farmer style)
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