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Model-Based Reinforcement Learning for Offline Zero-Sum Markov Games
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abstract
This paper makes progress towards learning Nash equilibria in two-player zero-sum Markov games from offline data. Specifically, consider a $\gamma$-discounted infinite-horizon Markov game with $S$ states, where the max-player has $A$ actions and the min-player has $B$ actions. We propose a pessimistic model-based algorithm with Bernstein-style lower confidence bounds -- called VI-LCB-Game -- that provably finds an $\varepsilon$-approximate Nash equilibrium with a sample complexity no larger than $\frac{C_{\mathsf{clipped}}^{\star}S(A+B)}{(1-\gamma)^{3}\varepsilon^{2}}$ (up to some log factor). Here, $C_{\mathsf{clipped}}^{\star}$ is some unilateral clipped concentrability coefficient that reflects the coverage and distribution shift of the available data (vis-\`a-vis the target data), and the target accuracy $\varepsilon$ can be any value within $\big(0,\frac{1}{1-\gamma}\big]$. Our sample complexity bound strengthens prior art by a factor of $\min\{A,B\}$, achieving minimax optimality for the entire $\varepsilon$-range. An appealing feature of our result lies in algorithmic simplicity, which reveals the unnecessity of variance reduction and sample splitting in achieving sample optimality.
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Cited by 1 Pith paper
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Minimax-Optimal Multi-Agent Robust Reinforcement Learning
Robust Q-FTRL achieves ε-robust CCE in R-contaminated Markov games with H^3 S Σ_i A_i min{H,1/R}/ε^2 samples up to logs, matching a new lower bound; two-player zero-sum gives NE.
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