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Online Learning in Unknown Markov Games

Machine Learning · Submitted 28 Oct 2020

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim We then consider a weaker notion of regret by competing with the \emph{minimax value} of the game, and present an algorithm that achieves a sublinear $\tilde{\mathcal{O}}(K^{2/3})$ regret after $K$ episodes.

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arXiv ID2010.15020 (version 2)
Pith IDXPHPBHYN, Pith's permanent record of this paper and its review
CitationSuvrit Sra, Tiancheng Yu, Yi Tian, Yuanhao Wang. "Online Learning in Unknown Markov Games." arXiv:2010.15020 (2020). https://pith.science/paper/XPHPBHYN
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Compiled by classifier-1.13.0 via TypeSafe API, question bank abstract-p1-20260923, 2026-09-23: 1 request, 4,984 input tokens.

What the abstract itself states, as probabilities: claims first 0.91 · states limitation 0.83 · human participants 0.02 · controlled comparison 0.15 · randomized assignment 0.02 · states quantitative result 0.98 · compares with prior results 0.96 · mentions code or data availability 0.02.

The abstract, sentence by sentence

arXiv listing abstract v2. Results and the main claim are underlined; .

We study online learning in unknown Markov games, a problem that arises in episodic multi-agent reinforcement learning where the actions of the opponents are unobservable. We show that in this challenging setting, achieving sublinear regret against the best response in hindsight is statistically hard. We then consider a weaker notion of regret by competing with the \emph{minimax value} of the game, and present an algorithm that achieves a sublinear $\tilde{\mathcal{O}}(K^{2/3})$ regret after $K$ episodes. This is the first sublinear regret bound (to our knowledge) for online learning in unknown Markov games. Importantly, our regret bound is independent of the size of the opponents' action spaces. As a result, even when the opponents' actions are fully observable, our regret bound improves upon existing analysis (e.g., (Xie et al., 2020)) by an exponential factor in the number of opponents.

background contribution method result interpretation main claim

What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 We study online learning in unknown Markov games, a problem that arises in episodic multi-agent reinforcement learning where the actions of the opponents are unobservable. background 0.91 0.18 0.03 asserted 0.96
s1 We show that in this challenging setting, achieving sublinear regret against the best response in hindsight is statistically hard. result 0.94 0.89 0.19 asserted 1.00
s2 We then consider a weaker notion of regret by competing with the \emph{minimax value} of the game, and present an algorithm that achieves a sublinear $\tilde{\mathcal{O}}(K^{2/3})$ regret after $K$ episodes. result 0.51 0.96 0.62 asserted 1.00
s3 This is the first sublinear regret bound (to our knowledge) for online learning in unknown Markov games. contribution 0.47 0.88 0.38 asserted 0.95
s4 Importantly, our regret bound is independent of the size of the opponents' action spaces. result 0.91 0.92 0.13 asserted 1.00
s5 As a result, even when the opponents' actions are fully observable, our regret bound improves upon existing analysis (e.g., (Xie et al., 2020)) by an exponential factor in the number of opponents. interpretation 0.73 0.80 0.13 asserted 1.00

What kind of paper the classifier reports this is: theoretical result 0.73 · evidence from proof or derivation 1.00.

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Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

We study online learning in unknown Markov games, a problem that arises in episodic multi-agent reinforcement learning where the actions of the opponents are unobservable. We show that in this challenging setting, achieving sublinear regret against the best response in hindsight is statistically hard. We then consider a weaker notion of regret by competing with the \emph{minimax value} of the game, and present an algorithm that achieves a sublinear $\tilde{\mathcal{O}}(K^{2/3})$ regret after $K$ episodes. This is the first sublinear regret bound (to our knowledge) for online learning in unknown Markov games. Importantly, our regret bound is independent of the size of the opponents' action spaces. As a result, even when the opponents' actions are fully observable, our regret bound improves upon existing analysis (e.g., (Xie et al., 2020)) by an exponential factor in the number of opponents.

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How the literature uses it

10 arXiv papers cite this in 16 sentences

Each citing sentence is taken from the citing paper's LaTeX source and typed by Pith's classifier. A label appears at probability 0.8 or more (0.95 for support), a contest at 0.7 or more; the quoted words are the citing authors'. How each label was checked · JSON

Papers citing it · 10 sentences without a confident label

Compares with it 2 papers
  • [ref] focused on the exploration aspect for finite-horizon settings, and focused on minimizing a weak notion of regret without providing convergence guarantees under self-play.[Note that the same update rule with different stepsize and bonus choices and a certified policy technique, however, can return a non-Markovian approximate Nash equilibrium policy pair in the self-play setting; see [ref] for more details.] [ref] presented an optimistic variant of the gradient descent-ascent method that shares similar desired properties with our learning dynamics, with a strong guarantee of last-iterate convergence rates.

    Decentralized Q-Learning in Zero-sum Markov Games · Introduction · 1.00

  • A concurrent work [ref] studies zero-sum games under a different online agnostic setting with PO methods and achieves an $(K^2/3)$ regret.

    Provably Efficient Fictitious Play Policy Optimization for Zero-Sum Markov Games with Structured Transitions · Related Work · 0.96

Cites it as background 4 papers

What it cites · 23 sentences without a confident label

Uses the method or tool of 1 paper
  • In this paper, we study online learning in unknown Markov games using , which is based on the algorithm of [ref] . achieves $(K^2/3)$ regret after $K$ episodes.

    Near-Optimal Reinforcement Learning with Self-Play · Conclusion and Future Work · 0.88

Compares with 2 papers
Cites as support 1 paper
Cites as background 6 papers

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