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Feature-Based Q-Learning for Two-Player Stochastic Games

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arxiv 1906.00423 v1 pith:737QV3UL submitted 2019-06-02 cs.LG cs.GTstat.ML

classification cs.LGcs.GTstat.ML
keywords algorithmstrategyepsilonsampletwo-playerfeaturesfindgame
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abstract

Consider a two-player zero-sum stochastic game where the transition function can be embedded in a given feature space. We propose a two-player Q-learning algorithm for approximating the Nash equilibrium strategy via sampling. The algorithm is shown to find an $\epsilon$-optimal strategy using sample size linear to the number of features. To further improve its sample efficiency, we develop an accelerated algorithm by adopting techniques such as variance reduction, monotonicity preservation and two-sided strategy approximation. We prove that the algorithm is guaranteed to find an $\epsilon$-optimal strategy using no more than $\tilde{\mathcal{O}}(K/(\epsilon^{2}(1-\gamma)^{4}))$ samples with high probability, where $K$ is the number of features and $\gamma$ is a discount factor. The sample, time and space complexities of the algorithm are independent of original dimensions of the game.

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Cited by 2 Pith papers

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  1. Sample-efficient inductive matrix completion with noise and inexact side-information

    stat.ML 2026-05 unverdicted novelty 7.0 of 10

    Nonconvex projected gradient descent for noisy inductive matrix completion achieves linear convergence and order-optimal error at sample complexity scaling with side-information dimension a instead of ambient dimension n.

  2. Minimax-Optimal Multi-Agent Robust Reinforcement Learning

    cs.LG 2024-12 conditional novelty 6.0 of 10

    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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