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Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation Learning
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Studies sample complexity of multi-agent imitation learning for Nash equilibria in two-player zero-sum Markov games, showing behavioral cloning needs a concentrability coefficient and proposing interactive algorithms MAIL-BRO and MURMAIL with polynomial expert query complexity.
Problem
Learning a Nash equilibrium from expert demonstrations in two-player zero-sum Markov games, where non-interactive behavioral cloning can suffer large Nash gap due to out-of-distribution deviations.
Approach
Derives a sample complexity bound for multi-agent behavioral cloning featuring an all-policy deviation concentrability coefficient, proves a hardness result for non-interactive learning, and introduces interactive algorithms (one using a best response oracle, one using a maximum uncertainty response computed via an inner RL loop) that achieve epsilon-NE with polynomial expert queries.
Key results
- MAIL-BRO achieves an epsilon-Nash equilibrium with O(epsilon^-4) expert and oracle queries under a best response oracle.
- MURMAIL achieves epsilon-NE with a total of roughly O(epsilon^-8) expert queries without a best response oracle and without concentrability dependence.
- Numerical experiments show multi-agent BC fails when the concentrability coefficient is infinite while MURMAIL still minimizes the Nash gap.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use interactive expert queries and a best response oracle instead of non-interactive BC | Multi-agent imitation learning · Two-player zero-sum Markov Games | Nash-Gap: BC exhibits substantial regret in games with high concentrability coefficient; MAIL-BRO learns an \varepsilon-Nash equil | Helped |
| Use interactive expert queries without a best response oracle | Multi-agent imitation learning · Two-player zero-sum Markov Games | Nash-Gap: MURMAIL learns an \varepsilon-Nash equilibrium | Helped |
| Use interactive MURMAIL instead of BC when the concentrability coefficient is infinite | Multi-agent imitation learning · Constructed Markov Game with \mathcal{C}(\mu^{\operatorname{E}},\nu^{\operatorname{E}}) = \infty | Nash gap | Helped |
| Use MURMAIL rather than BC when concentrability is bounded | Multi-agent imitation learning · Markov Games with bounded concentrability | Expert-query efficiency: \varepsilon^{-2} compared to \varepsilon^{-8} | Mixed |
Surprising findings
- Non-interactive behavioral cloning cannot recover a Nash equilibrium even with known transitions and infinite data when the expert deviation concentrability is unbounded, with Nash gap of order (1-gamma)^-1.
Limitations
- MURMAIL's expert query complexity of O(eps^-8) is much worse than BC's eps^-2 when concentrability is bounded.
- Analysis restricted to tabular Markov games; deep imitation learning extension is conceptual only.
- Open question whether a bounded expert-deviation coefficient with unbounded all-policy coefficient yields hardness; no matching lower bound.
Experimental setup
Datasets: expert trajectories from Nash equilibrium policy pair in tabular Markov games
Benchmarks: custom tabular zero-sum Markov game (lower-bound construction)
Metrics: exploitability Nash gap
Baselines: Multi-Agent BC MALICE BLADES
Builds on: behavioral cloning UCBVI offline zero-sum Markov games lower bounds BLADES MALICE
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