A Sharp Analysis of Model-based Reinforcement Learning with Self-Play

Qinghua Liu, Tiancheng Yu, Yu Bai, Chi Jin

Introduction

This paper is concerned with the problem of multi-agent reinforcement learning (multi-agent RL), in which multiple agents learn to make decisions in an unknown environment in order to maximize their (own) cumulative rewards. Multi-agent RL has achieved significant recent success in traditionally hard AI challenges including large-scale strategy games (such as GO) (Silver et al., 2016, 2017), real-time video games involving team play such as Starcraft and Dota2 (OpenAI, 2018; Vinyals et al., 2019), as well as behavior learning in complex social scenarios (Baker et al., 2020). Achieving human-like (or super-human) performance in these games using multi-agent RL typically requires a large number of samples (steps of game playing) due to the necessity of exploration, and how to improve the sample complexity of multi-agent RL has been an important research question.

One prevalent approach towards solving multi-agent RL is model-based methods, that is, to use the existing visitation data to build an estimate of the model (i.e. transition dynamics and rewards), run an offline planning algorithm on the estimated model to obtain the policy, and play the policy in the environment. Such a principle underlies some of the earliest single-agent online RL algorithms such as E3 (Kearns and Singh, 2002) and RMax (Brafman and Tennenholtz, 2002), and is conceptually appealing for multi-agent RL too since the multi-agent structure does not add complexity onto the model estimation part and only requires an appropriate multi-agent planning algorithm (such as value iteration for games (Shapley, 1953)) in a black-box fashion. On the other hand, model-free methods do not directly build estimates of the model, but instead directly estimate the value functions or action-value (Q) functions of the problem at the optimal/equilibrium policies, and play the greedy policies with respect to the estimated value functions. Model-free algorithms have also been well developed for multi-agent RL such as friend-or-foe Q-Learning (Littman, 2001) and Nash Q-Learning (Hu and Wellman, 2003).

How sample-efficient are model-based algorithms in multi-agent RL?

In this paper, we advance the theoretical understandings of multi-agent RL by presenting a sharp analysis of model-based algorithms on Markov games. Our core contribution is the design of a new model-based algorithm Optimistic Nash Value Iteration (Nash-VI) that achieves an almost optimal sample complexity for zero-sum Markov games and improves significantly over existing model-based approaches. We summarize our main contributions as follows. A comparison between our and prior results can be found in Table 1.

Markov games (or stochastic games) are proposed in the early 1950s (Shapley, 1953). They are widely used to model multi-agent RL. Learning the Nash equilibria of Markov games has been studied in Littman (1994, 2001); Hu and Wellman (2003); Hansen et al. (2013); Lee et al. (2020), where the transition matrix and reward are assumed to be known, or in the asymptotic setting where the number of data goes to infinity. These results do not directly apply to the non-asymptotic setting where the transition and reward are unknown and only a limited amount of data are available for estimating them.

Another line of works make certain strong reachability assumptions under which sophisticated exploration strategies are not required. A prevalent approach is to assume access to simulators (generative models) that enable the agent to directly sample transition and reward information for any state-action pair. In this setting, Jia et al. (2019); Sidford et al. (2019); Zhang et al. (2020a) provide non-asymptotic bounds on the number of calls to the simulator for finding an ϵ\epsilon-approximate Nash equilibrium. Wei et al. (2017) study Markov games under an alternative assumption that no matter what strategy one agent sticks to, the other agent can always reach all states by playing a certain policy.

Recent works of Bai and Jin (2020); Xie et al. (2020) provide the first line of non-asymptotic sample complexity guarantees for learning Markov games without reachability assumptions. More recently, Bai et al. (2020) propose two model-free algorithms—Nash Q-Learning and Nash V-Learning with better sample complexity guarantees. In particular, the Nash V-learning algorithm achieves near-optimal dependence on SS, AA and BB. However, the dependence on HH is worse than our results and the output policy is a nested mixture, which is hard to implement. We compare our results with existing non-asymptotic guarantees in Table 1.

We remark that the classic R-max algorithm (Brafman and Tennenholtz, 2002) also provides provable guarantees for learning Markov games. However, Brafman and Tennenholtz (2002) use a weaker definition of regret (similar to the online setting in Xie et al., 2020), and consequently their result does not imply any sample complexity guarantee for finding Nash equilibrium policies.

Another way to model the multi-player bahavior is to use adversarial MDPs. Most works in this line consider the setting with adversarial reward (Zimin and Neu, 2013; Rosenberg and Mansour, 2019; Jin et al., 2019), where the reward can be manipulated by an adversary arbitrarily and the goal is to compete with the optimal (stationary) policy in hindsight. Learning adversarial MDPs with changing dynamics is computationally hard even under full-information feedback (Yadkori et al., 2013). Notice these results also do not imply provable algorithms in our setting, because the opponent in Markov games can affect both the reward and the transition.

Jin et al. (2020) study a new paradigm of learning MDPs called reward-free learning, which is also known as the task-agnostic (Zhang et al., 2020b) or reward-agnostic setting. In this setting, the agent goes through a two-stage process. In the exploration phase the agent interacts with the environment without the guidance of any reward information, and in the planning phase the reward information is revealed and the agent computes a policy based on the transition information collected in the exploration phase and the reward information revealed in the planning phase.

Jin et al. (2020) also propose an algorithm, which first finds a covering policy by maximizing the probability to reach each state separately and then collects data following this policy. Zhang et al. (2020b) take a different approach by first running the optimistic Q-learning algorithm (Jin et al., 2018) with zero reward to explore the environment, and then utilizing the trajectories collected to compute a policy in an incremental manner. Wang et al. (2020) follow a similar scheme, but study reward-free exploration in linear-parametrized MDPs.

Preliminaries

In this paper, we consider Markov Games (MGs, Shapley, 1953; Littman, 1994), which are also known as stochastic games in the literature. Markov games are the generalization of standard Markov Decision Processes (MDPs) into the multi-player setting, where each player seeks to maximize her own utility. For simplicity, in this section we describe the important special case of two-player zero-sum games, and return to the general formulation in Section 5.

A (Markov) policy μ\mu of the max-player is a collection of HH functions {μh:S→ΔA}h∈[H]\{\mu_{h}:\mathcal{S}\rightarrow\Delta_{\mathcal{A}}\}_{h\in[H]}, each mapping from a state to a distribution over actions. (Here ΔA\Delta_{\mathcal{A}} is the probability simplex over action set A\mathcal{A}.) Similarly, a policy ν\nu of the min-player is a collection of HH functions {νh:S→ΔB}h∈[H]\{\nu_{h}:\mathcal{S}\rightarrow\Delta_{\mathcal{B}}\}_{h\in[H]}. We use the notation μh(a∣s)\mu_{h}(a|s) and νh(b∣s)\nu_{h}(b|s) to represent the probability of taking action aa or bb for state ss at step hh under Markov policy μ\mu or ν\nu respectively.

for all (s,a,b,h)∈S×A×B×[H](s,a,b,h)\in\mathcal{S}\times\mathcal{A}\times\mathcal{B}\times[H], and at the (H+1)th(H+1)^{\text{th}} step we have VH+1μ,ν(s)=0V^{\mu,\nu}_{H+1}(s)=0 for all s∈Ss\in\mathcal{S}.

For any policy of the max-player μ\mu, there exists a best response of the min-player, which is a policy ν†(μ)\nu^{\dagger}(\mu) satisfying Vhμ,ν†(μ)(s)=inf⁡νVhμ,ν(s)V_{h}^{\mu,\nu^{\dagger}(\mu)}(s)=\inf_{\nu}V_{h}^{\mu,\nu}(s) for any (s,h)∈S×[H](s,h)\in\mathcal{S}\times[H]. We denote Vhμ,†:=Vhμ,ν†(μ)V_{h}^{\mu,\dagger}\mathrel{\mathop{:}}=V_{h}^{\mu,\nu^{\dagger}(\mu)}. By symmetry, we can also define μ†(ν)\mu^{\dagger}(\nu) and Vh†,νV_{h}^{\dagger,\nu}. It is further known (cf. Filar and Vrieze, 2012) that there exist policies μ⋆\mu^{\star}, ν⋆\nu^{\star} that are optimal against the best responses of the opponents, in the sense that

We call these optimal strategies (μ⋆,ν⋆)(\mu^{\star},\nu^{\star}) the Nash equilibrium of the Markov game, which satisfies the following minimax equation The minimax theorem here is different from the one for matrix games, i.e. max⁡ϕmin⁡ψϕ⊤Aψ=min⁡ψmax⁡ϕϕ⊤Aψ\max_{\phi}\min_{\psi}\phi^{\top}A\psi=\min_{\psi}\max_{\phi}\phi^{\top}A\psi for any matrix AA, since here Vhμ,ν(s)V^{\mu,\nu}_{h}(s) is in general not bilinear in μ,ν\mu,\nu.:

Intuitively, a Nash equilibrium gives a solution in which no player has anything to gain by changing only her own policy. We further abbreviate the values of Nash equilibrium Vhμ⋆,ν⋆V_{h}^{\mu^{\star},\nu^{\star}} and Qhμ⋆,ν⋆Q_{h}^{\mu^{\star},\nu^{\star}} as Vh⋆V_{h}^{{\star}} and Qh⋆Q_{h}^{{\star}}. We refer readers to Appendix A for Bellman optimality equations for (the value functions of) the best responses and the Nash equilibrium.

We measure the suboptimality of any pair of general policies (μ^,ν^)(\hat{\mu},\hat{\nu}) using the gap between their performance and the performance of the optimal strategy (i.e., Nash equilibrium) when playing against the best responses respectively:

A pair of general policies (μ^,ν^)(\hat{\mu},\hat{\nu}) is an ϵ\epsilon-approximate Nash equilibrium, if V1†,ν^(s1)−V1μ^,†(s1)≤ϵV^{\dagger,\hat{\nu}}_{1}(s_{1})-V^{\hat{\mu},\dagger}_{1}(s_{1})\leq\epsilon.

Let (μk(\mu^{k}, νk)\nu^{k}) denote the policies deployed by the algorithm in the kthk^{\text{th}} episode. After a total of KK episodes, the regret is defined as

One goal of reinforcement learning is to design algorithms for Markov games that can find an ϵ\epsilon-approximate Nash equilibrium using a number of episodes that is small in its dependency on S,A,B,HS,A,B,H as well as 1/ϵ1/\epsilon (PAC sample complexity bound). An alternative goal is to design algorithms for Markov games that achieves regret that is sublinear in KK, and polynomial in S,A,B,HS,A,B,H (regret bound). We remark that any sublinear regret algorithm can be directly converted to a polynomial-sample PAC algorithm via the standard online-to-batch conversion (see e.g., Jin et al., 2018).

Optimistic Nash Value Iteration

In this section, we present our main algorithm—Optimistic Nash Value Iteration (Nash-VI), and provide its theoretical guarantee.

We describe our Nash-VI Algorithm 1. In each episode, the algorithm can be decomposed into two parts.

At a high-level, this two-phase strategy is standard in the majority of model-based RL algorithms, and also underlies provably efficient model-based algorithms such as UCBVI for single-agent (MDP) setting (Azar et al., 2017) and VI-ULCB for the two-player Markov game setting (Bai and Jin, 2020). However, VI-ULCB has two undesirable drawbacks: the sample complexity is not tight in any of HH, SS, and A,BA,B dependency, and its computational complexity is PPAD-complete (a complexity class conjectured to be computationally hard (Daskalakis, 2013)).

As we elaborate in the following, our Nash-VI algorithm differs from VI-ULCB in a few important technical aspects, which allows it to significantly improve the sample complexity over VI-ULCB, and ensures that our algorithm terminates in polynomial time.

Before digging into explanations of techniques, we remark that line 14-15 is only used for computing the output policies. It chooses policy πout\pi^{\text{out}} to be the policy in the episode with minimum gap (V‾1−V‾1)(s1)(\overline{V}_{1}-\underline{V}_{1})(s_{1}). Our final output policies (μout,νout)(\mu^{\text{out}},\nu^{\text{out}}) are simply the marginal policies of πout\pi^{\text{out}}. That is, for all (s,h)∈S×[H](s,h)\in\mathcal{S}\times[H], μhout(⋅∣s):=∑b∈Bπhout(⋅,b∣s)\mu_{h}^{\text{out}}(\cdot|s):=\sum_{b\in\mathcal{B}}\pi_{h}^{\text{out}}(\cdot,b|s), and νhout(⋅∣s):=∑a∈Aπhout(a,⋅∣s)\nu_{h}^{\text{out}}(\cdot|s):=\sum_{a\in\mathcal{A}}\pi_{h}^{\text{out}}(a,\cdot|s).

Our Nash-VI allows two choices of the bonus function β=\textscBonus(t,σ^2)\beta=\textsc{Bonus}(t,\hat{\sigma}^{2}):

The prior algorithm VI-ULCB (Bai and Jin, 2020) computes the “greedy” policy with respect to the estimated value functions by directly computing the Nash equilibrium for the QQ-value at each step hh. However, since the algorithm maintains both the upper confidence bound and lower confidence bound of the QQ-value, this leads to the requirement to compute the Nash equilibrium for a two-player general-sum matrix game, which is in general PPAD-complete (Daskalakis, 2013).

To overcome this computational challenge, we compute a relaxation of the Nash equilibrium—Coarse Correlated Equalibirum (CCE)—instead, a technique first introduced by Xie et al. (2020) to address reinforcement learning problems in Markov Games. Formally, for any pair of matrices Q‾,Q‾∈[0,H]A×B\overline{Q},\underline{Q}\in[0,H]^{A\times B}, \textscCCE(Q‾,Q‾)\textsc{CCE}(\overline{Q},\underline{Q}) returns a distribution π∈ΔA×B\pi\in\Delta_{\mathcal{A}\times\mathcal{B}} such that

Intuitively, in a CCE the players choose their actions in a potentially correlated way such that no one can benefit from unilateral unconditional deviation. A CCE always exists, since Nash equilibrium is also a CCE and a Nash equilibrium always exists. Furthermore, a CCE can be computed by linear programming in polynomial time. We remark that different from Nash equilibrium where the policies of each player are independent, the policies given by CCE are in general correlated for each player. Therefore, executing such a policy (line 17) requires the cooperation of two players.

2 Theoretical guarantees

Now we are ready to present the theoretical guarantees for Algorithm 1. We let πk\pi^{k} denote the policy computed in line 12 in the kthk^{\text{th}} episode, and μk,νk\mu^{k},\nu^{k} denote the marginal policy of πk\pi^{k} for each player.

For any p∈(0,1]p\in(0,1], letting ι=log⁡(SABT/p)\iota=\log(SABT/p), then with probability at least 1−p1-p, Algorithm 1 with Hoeffding type bonus (3) (with some absolute c>0c>0) achieves:

(V1†,νout−V1μout,†)(s1)≤ϵ(V_{1}^{\dagger,\nu^{\text{out}}}-V_{1}^{\mu^{\text{out}},\dagger})(s_{1})\leq\epsilon, if the number of episodes K≥Ω(H4SABι/ϵ2+H3S2ABι2/ϵ)K\geq\Omega(H^{4}SAB\iota/\epsilon^{2}+H^{3}S^{2}AB\iota^{2}/\epsilon).

Regret(K)=∑k=1K(V1†,νk−V1μk,†)(s1)≤O(H3SABTι+H3S2ABι2){\rm Regret}(K)=\sum_{k=1}^{K}(V^{\dagger,\nu^{k}}_{1}-V^{\mu^{k},\dagger}_{1})(s_{1})\leq\mathcal{O}(\sqrt{H^{3}SABT\iota}+H^{3}S^{2}AB\iota^{2}).

Our next theorem states that when using Bernstein bonus instead of Hoeffding bonus as in (3), the sample complexity of Nash-VI algorithm can be further improved by a HH factor in the leading order term (and the regret improved by a H\sqrt{H} factor).

For any p∈(0,1]p\in(0,1], letting ι=log⁡(SABT/p)\iota=\log(SABT/p), then with probability at least 1−p1-p, Algorithm 1 with Bernstein type bonus (3) (with some absolute c>0c>0) achieves:

(V1†,νout−V1μout,†)(s1)≤ϵ(V_{1}^{\dagger,\nu^{\text{out}}}-V_{1}^{\mu^{\text{out}},\dagger})(s_{1})\leq\epsilon, if the number of episodes K≥Ω(H3SABι/ϵ2+H3S2ABι2/ϵ)K\geq\Omega(H^{3}SAB\iota/\epsilon^{2}+H^{3}S^{2}AB\iota^{2}/\epsilon).

Regret(K)=∑k=1K(V1†,νk−V1μk,†)(s1)≤O(H2SABTι+H3S2ABι2){\rm Regret}(K)=\sum_{k=1}^{K}(V^{\dagger,\nu^{k}}_{1}-V^{\mu^{k},\dagger}_{1})(s_{1})\leq\mathcal{O}(\sqrt{H^{2}SABT\iota}+H^{3}S^{2}AB\iota^{2}).

Compared with the information-theoretic sample complexity lower bound Ω(H3S(A+B)ι/ϵ2)\Omega(H^{3}S(A+B)\iota/\epsilon^{2}) and regret lower bound Ω(H2S(A+B)T)\Omega(\sqrt{H^{2}S(A+B)T}) (Bai and Jin, 2020), when ϵ\epsilon is small, Nash-VI with Bernstein bonus achieves the optimal dependency on all of H,S,ϵH,S,\epsilon up to logarithmic factors in both the sample complexity and the regret, and the only gap that remains open is a AB/(A+B)≤min⁡{A,B}AB/(A+B)\leq\min{\left\{A,B\right\}} factor. The proof of Theorem 4 can be found in Appendix C.2.

Reward-free Learning

In this section, we modify our model-based algorithm Nash-VI for the reward-free exploration setting. Formally, reward-free learning has two phases: In the exploration phase, the agent collects a dataset of transitions D={(sk,h,ak,h,bk,h,sk,h+1)}(k,h)∈[K]×[H]\mathcal{D}=\{(s_{k,h},a_{k,h},b_{k,h},s_{k,h+1})\}_{(k,h)\in[K]\times[H]} from a Markov game M\mathcal{M} without the guidance of reward information. After the exploration, in the planning phase, for each task i∈[N]i\in[N], D\mathcal{D} is augmented with stochastic reward information to become Di={(sk,h,ak,h,bk,h,sk,h+1,rk,h)}(k,h)∈[K]×[H]\mathcal{D}^{i}=\{(s_{k,h},a_{k,h},b_{k,h},s_{k,h+1},r_{k,h})\}_{(k,h)\in[K]\times[H]}, where rk,hr_{k,h} is sampled from some unknown reward distribution with expectation equal to rhi(sk,h,ak,h,bk,h)r^{i}_{h}(s_{k,h},a_{k,h},b_{k,h}). Here, rir^{i} denotes the unknown reward function of the ithi^{\rm th} task. The goal is to compute nearly-optimal policies for NN tasks under M\mathcal{M} simultaneously given the augmented datasets {Di}i∈[N]\{\mathcal{D}^{i}\}_{i\in[N]}.

There are strong practical motivations for considering the reward-free setting. First, in applications such as robotics, we face multiple tasks in sequential systems with shared transition dynamics (i.e. the world) but very different rewards. There, we prefer to learn the underlying transition independent of reward information. Second, from the algorithm design perspective, decoupling exploration and planning (i.e. performing exploration without reward information) can be valuable for designing new algorithms in more challenging settings (e.g., with function approximation).

We now describe our algorithm for reward-free learning in zero-sum Markov games.

2 Theoretical guarantees

Since MDPs are special cases of Markov games, our algorithm VI-Zero directly applies to the single-agent setting, and yields a sample complexity similar to existing results (Zhang et al., 2020b; Wang et al., 2020). However, distinct from existing results which require both the exploration algorithm and the planning algorithm to be specially designed to work together, our algorithm allows an arbitrary planning algorithm as long as it computes the Nash equilibrium of a Markov game with known transition and reward. Therefore, our results completely decouple the exploration and the planning.

Finally, we comment that despite the sample complexity in Theorem 5 scaling as ABAB instead of A+BA+B, our next theorem states that unlike the general reward-aware setting, this ABAB scaling is unavoidable in the reward-free setting. This reveals an intrinsic gap between the reward-free and reward-aware learning: An A+BA+B dependency is only achievable via sampling schemes that are reward-aware. A similar lower bound is also presented in Zhang et al. (2020a) for the discounted setting with a different hard instance construction.

There exists an absolute constant c>0c>0 such that for any ϵ∈(0,c]\epsilon\in(0,c], there exists a family of Markov games M(ϵ)\mathfrak{M}(\epsilon) satisfying that: for any reward-free algorithm A\mathfrak{A} using K≤cH2SAB/ϵ2K\leq cH^{2}SAB/\epsilon^{2} episodes, there exists a Markov game M∈M(ϵ)\mathcal{M}\in\mathfrak{M}(\epsilon) such that if we run A\mathfrak{A} on M\mathcal{M} and output policies (μ^,ν^)(\hat{\mu},\hat{\nu}), then with probability at least 1/41/4, we have (V1†,ν^−V1μ^,†)(s1)≥ϵ(V_{1}^{\dagger,\hat{\nu}}-V_{1}^{\hat{\mu},\dagger})(s_{1})\geq\epsilon.

This lower bound shows that the sample complexity in Theorem 5 is optimal in SS, A,BA,B, and ϵ\epsilon. The proof of Theorem 6 can be found in Appendix D.3.

Multiplayer General-sum Markov Games

In this section, we extend both our model-based algorithms (Algorithm 1 and Algorithm 2) to the setting of multiplayer general-sum Markov games, and present corresponding theoretical guarantees.

In this section, we consider three versions of equlibrium for general-sum MGs: Nash equilibrium (NE), correlated equilibrium (CE), and coarse correlated equilibrium (CCE), all being standard solution notions in games (Nisan et al., 2007). These three notions coincide on two-player zero-sum games, but are not equivalent to each other on multi-player general-sum games; any one of them could be desired depending on the application at hand. Below we introduce their definitions.

The policy of the ithi^{\text{th}} player is denoted as \pi_{i}\mathrel{\mathop{:}}=\big{\{}\pi_{h,i}:\mathcal{S}\rightarrow\Delta_{\mathcal{A}_{i}}\big{\}}_{h\in[H]}. We denote the product policy of all the players as π:=π1×⋯×πM\pi:=\pi_{1}\times\cdots\times\pi_{M}, and denote the policy of all the players except the ithi^{\text{th}} player as π−i\pi_{-i}. We define Vh,iπ(s)V^{\pi}_{h,i}(s) as the expected cumulative reward that will be received by the ithi^{\text{th}} player if starting at state ss at step hh and all players follow policy π\pi. For any strategy π−i\pi_{-i}, there also exists a best response of the ithi^{\text{th}} player, which is a policy μ†(π−i)\mu^{\dagger}(\pi_{-i}) satisfying Vh,iμ†(π−i),π−i(s)=sup⁡πiVh,iπi,π−i(s)V_{h,i}^{\mu^{\dagger}(\pi_{-i}),\pi_{-i}}(s)=\sup_{\pi_{i}}V_{h,i}^{\pi_{i},\pi_{-i}}(s) for any (s,h)∈S×[H](s,h)\in\mathcal{S}\times[H]. We denote Vh,i†,π−i:=Vh,iμ†(π−i),π−iV_{h,i}^{\dagger,\pi_{-i}}\mathrel{\mathop{:}}=V_{h,i}^{\mu^{\dagger}(\pi_{-i}),\pi_{-i}}. The Q-functions of the best response can be defined similarly.

Our first objective is to find an approximate Nash equilibrium of Markov games.

A product policy π\pi is an ϵ\epsilon-approximate Nash equilibrium if max⁡i∈[m](V1,i†,π−i−V1,iπ)(s1)≤ϵ\max_{i\in[m]}{(V_{1,i}^{{\dagger},\pi_{-i}}-V_{1,i}^{\pi})}(s_{1})\leq\epsilon.

The above definition requires the suboptimality gap (V1,i†,π−i−V1,iπ)(s1)(V_{1,i}^{{\dagger},\pi_{-i}}-V_{1,i}^{\pi})(s_{1}) to be less than ϵ\epsilon for all player ii. This is consistent with the two-player case (Definition 1) up to a constant of 2, since in the two-player zero-sum setting, we have V1,1π(s1)=−V1,2π(s1)V_{1,1}^{\pi}(s_{1})=-V_{1,2}^{\pi}(s_{1}) for any product policy π=(μ,ν)\pi=(\mu,\nu), and therefore (V1,1†,ν−V1,1μ,†)(s1)≤2max⁡i∈(V1,i†,π−i−V1,iπ)(s1)≤2(V1,1†,ν−V1,1μ,†)(s1)(V_{1,1}^{{\dagger},\nu}-V_{1,1}^{\mu,{\dagger}})(s_{1})\leq 2\max_{i\in}{(V_{1,i}^{{\dagger},\pi_{-i}}-V_{1,i}^{\pi})}(s_{1})\leq 2(V_{1,1}^{{\dagger},\nu}-V_{1,1}^{\mu,{\dagger}})(s_{1}).We can similarly define the regret.

Let πk\pi^{k} denote the (product) policy deployed by the algorithm in the kthk^{\text{th}} episode. After a total of KK episodes, the regret is defined as

The coarse correlated equilibrium (CCE) is a relaxed version of Nash equilibrium in which we consider general correlated policies instead of product policies. Let A=A1×⋯×Am\mathcal{A}=\mathcal{A}_{1}\times\cdots\times\mathcal{A}_{m} denote the joint action space.

A (correlated) policy π:={πh(s)∈ΔA: (h,s)∈[H]×S}\pi:=\{\pi_{h}(s)\in\Delta_{\mathcal{A}}:\ (h,s)\in[H]\times\mathcal{S}\} is a CCE if max⁡i∈[m]Vh,i†,π−i(s)≤Vh,iπ(s)\max_{i\in[m]}V^{\dagger,\pi_{-i}}_{h,i}(s)\leq V^{\pi}_{h,i}(s) for all (s,h)∈S×[H](s,h)\in\mathcal{S}\times[H].

Compared with a Nash equilibrium, a CEE is not necessarily a product policy, that is, we may not have πh(s)∈ΔA1×⋯×ΔAm\pi_{h}(s)\in\Delta_{\mathcal{A}_{1}}\times\cdots\times\Delta_{\mathcal{A}_{m}}. Similarly, we also define ϵ\epsilon-approximate CCE and CCE-regret below.

A policy π:={πh(s)∈ΔA: (h,s)∈[H]×S}\pi:=\{\pi_{h}(s)\in\Delta_{\mathcal{A}}:\ (h,s)\in[H]\times\mathcal{S}\} is an ϵ\epsilon-approximate CCE if max⁡i∈[m](V1,i†,π−i−V1,iπ)(s1)≤ϵ\max_{i\in[m]}{(V_{1,i}^{{\dagger},\pi_{-i}}-V_{1,i}^{\pi})}(s_{1})\leq\epsilon.

Let policy πk\pi^{k} denote the (correlated) policy deployed by the algorithm in the kthk^{\text{th}} episode. After a total of KK episodes, the regret is defined as

The correlated equilibrium (CE) is another relaxation of the Nash equilibrium. To define CE, we first introduce the concept of strategy modification: A strategy modification ϕ:={ϕh,s}(h,s)∈[H]×S\phi:=\{\phi_{h,s}\}_{(h,s)\in[H]\times\mathcal{S}} for player ii is a set of S×HS\times H functions from Ai\mathcal{A}_{i} to itself. Let Φi\Phi_{i} denote the set of all possible strategy modifications for player ii.

One can compose a strategy modification ϕ\phi with any Markov policy π\pi and obtain a new policy ϕ⋄π\phi\diamond\pi such that when policy π\pi chooses to play a:=(a1,…,am)\bm{a}:=(a_{1},\ldots,a_{m}) at state ss and step hh, policy ϕ⋄π\phi\diamond\piwill play (a1,…,ai−1,ϕh,s(ai),ai+1,…,am)(a_{1},\ldots,a_{i-1},\phi_{h,s}(a_{i}),a_{i+1},\ldots,a_{m}) instead.

A policy π:={πh(s)∈ΔA: (h,s)∈[H]×S}\pi:=\{\pi_{h}(s)\in\Delta_{\mathcal{A}}:\ (h,s)\in[H]\times\mathcal{S}\} is a CE if max⁡i∈[m]max⁡ϕ∈ΦiVh,iϕ⋄π(s)≤Vh,iπ(s)\max_{i\in[m]}\max_{\phi\in\Phi_{i}}V^{\phi\diamond\pi}_{h,i}(s)\leq V^{\pi}_{h,i}(s) holds for all (s,h)∈S×[H](s,h)\in\mathcal{S}\times[H].

Similarly, we have an approximate version of CE and CE-regret.

A policy π:={πh(s)∈ΔA: (h,s)∈[H]×S}\pi:=\{\pi_{h}(s)\in\Delta_{\mathcal{A}}:\ (h,s)\in[H]\times\mathcal{S}\} is an ϵ\epsilon-approximate CE if max⁡i∈[m]max⁡ϕ∈Φi(V1,iϕ⋄π−V1,iπ)(s1)≤ϵ\max_{i\in[m]}\max_{\phi\in\Phi_{i}}(V^{\phi\diamond\pi}_{1,i}-V^{\pi}_{1,i})(s_{1})\leq\epsilon.

Let policy πk\pi^{k} denote the policy deployed by the algorithm in the kthk^{\text{th}} episode. After a total of KK episodes, the regret is defined as

For general-sum MGs, we have {Nash}⊆{CE}⊆{CCE}{\left\{{\rm Nash}\right\}}\subseteq{\left\{{\rm CE}\right\}}\subseteq{\left\{{\rm CCE}\right\}}, so that they form a nested set of notions of equilibria (Nisan et al., 2007). Indeed, one can easily verify that if we restrict the choice of strategy modification ϕ\phi to those consisting of only constant functions, i.e., ϕh,s(a)\phi_{h,s}(a) being independent of aa, Definition 12 will reduce to the definition of CCE policy. In addition, any Nash equilibrium is a CE by definition. Finally, since a Nash equilibrium always exists, so does CE and CCE.

2 Multiplayer optimistic Nash value iteration

Here we present the Multi-Nash-VI algorithm, which is an extension of Algorithm 1 for multi-player general-sum Markov games.

Our Equilibrium subroutine in Line 11 could be taken from either one of the {\textscNash,\textscCE,\textscCCE}\{\textsc{Nash},\textsc{CE},\textsc{CCE}\} subroutines for one-step games. When using Nash, we compute the Nash equilibrium of a one-step multi-player game (see, e.g., Berg and Sandholm (2016) for an overview of the available algorithms); the worst-case computational complexity of such a subroutine will be PPAD-hard (Daskalakis, 2013). When using CE or CCE, we find CEs or CCEs of the one-step games respectively, which can be solved in polynomial time using linear programming. However, the policies found are not guaranteed to be a product policy. We remark that in Algorithm 1 we used the CCE subroutine for finding Nash in two-player zero-sum games, which seemingly contrasts the principle of using the right subroutine for finding the right equilibrium, but nevertheless works as the Nash equilibrium and CCE are equivalent in zero-sum games.

Now we are ready to present the theoretical guarantees for Algorithm 3. We let πk\pi^{k} denote the policy computed in line 11 of Algorithm 3 in the kthk^{\text{th}} episode.

There exists an absolute constant cc, for any p∈(0,1]p\in(0,1], let ι=log⁡(SABT/p)\iota=\log(SABT/p), then with probability at least 1−p1-p, Algorithm 3 with bonus βt=cSH2ι/t\beta_{t}=c\sqrt{SH^{2}\iota/t} and Equilibrium being one of {\textscNash,\textscCE,\textscCCE}\{\textsc{Nash},\textsc{CE},\textsc{CCE}\} satisfies (repsectively):

πout\pi^{\text{out}} is an ϵ\epsilon-approximate {Nash,CE,CCE}, if the number of episodes K≥Ω(H4S2(∏i=1mAi)ι/ϵ2)K\geq\Omega(H^{4}S^{2}(\prod_{i=1}^{m}A_{i})\iota/\epsilon^{2}).

Regret{Nash,CE,CCE}(K)≤O(H3S2(∏i=1mAi)Tι){\rm Regret}_{\{\sf Nash,CE,CCE\}}(K)\leq\mathcal{O}(\sqrt{H^{3}S^{2}(\prod_{i=1}^{m}A_{i})T\iota}).

In the situation where the Equilibrium subroutine is taken as Nash, Theorem 15 provides the sample complexity bound of Multi-Nash-VI algorithm to find an ϵ\epsilon-approximate Nash equilibrium and its regret bound. Compared with our earlier result in two-player zero-sum games (Theorem 3), here the sample complexity scales as S2H4S^{2}H^{4} instead of SH3SH^{3}. This is because the auxiliary bonus and Bernstein concentration technique do not apply here. Furthermore, the sample complexity is proportional to ∏i=1mAi\prod_{i=1}^{m}A_{i}, which increases exponentially as the number of players increases.

We remark that while the Nash guarantee is the strongest among the three guarantees presented in Theorem 15, the runtime of Algorithm 3 in the Nash case is not guaranteed to be polynomial and in the worst case PPAD-hard (due to the hardness of the Nash subroutine). In contrast, the CE and CCE guarantees are weaker, but the corresponding algorithms are guaranteed to finish in polynomial time.

3 Multiplayer reward-free learning

We can also generalize VI-Zero to the multiplayer setting and obtain Algorithm 4, Multi-VI-Zero, which is almost the same as VI-Zero except that its exploration bonus βt\beta_{t} is larger than that of VI-Zero by a S\sqrt{S} factor.

Conclusion

References

Appendix A Bellman Equations for Markov Games

In this section, we present the Bellman equations for different types of values in Markov games.

For any pair of Markov policy (μ,ν)(\mu,\nu), by definition of their values in (1) (2), we have the following Bellman equations:

for all (s,a,b,h)∈S×A×B×[H](s,a,b,h)\in\mathcal{S}\times\mathcal{A}\times\mathcal{B}\times[H], where VH+1μ,ν(s)=0V^{\mu,\nu}_{H+1}(s)=0 for all s∈Ss\in\mathcal{S}.

For any Markov policy μ\mu of the max-player, by definition, we have the following Bellman equations for values of its best response:

for all (s,a,b,h)∈S×A×B×[H](s,a,b,h)\in\mathcal{S}\times\mathcal{A}\times\mathcal{B}\times[H], where VH+1μ,†(s)=0V^{\mu,\dagger}_{H+1}(s)=0 for all s∈Ss\in\mathcal{S}.

Similarly, for any Markov policy ν\nu of the min-player, we also have the following symmetric version of Bellman equations for values of its best response:

for all (s,a,b,h)∈S×A×B×[H](s,a,b,h)\in\mathcal{S}\times\mathcal{A}\times\mathcal{B}\times[H], where VH+1†,ν(s)=0V^{\dagger,\nu}_{H+1}(s)=0 for all s∈Ss\in\mathcal{S}.

Finally, by definition of Nash equilibria in Markov games, we have the following Bellman optimality equations:

for all (s,a,b,h)∈S×A×B×[H](s,a,b,h)\in\mathcal{S}\times\mathcal{A}\times\mathcal{B}\times[H], where VH+1⋆(s)=0V^{{\star}}_{H+1}(s)=0 for all s∈Ss\in\mathcal{S}.

Appendix B Properties of Coarse Correlated Equilibrium

Recall the definition for CCE in our main paper (4), we restate it here after rescaling. For any pair of matrices P,Q∈n×mP,Q\in^{n\times m}, the subroutine \textscCCE(P,Q)\textsc{CCE}(P,Q) returns a distribution π∈Δn×m\pi\in\Delta_{n\times m} that satisfies:

We make three remarks on CCE. First, a CCE always exists since a Nash equilibrium for a general-sum game with payoff matrices (P,Q)(P,Q) is also a CCE defined by (P,Q)(P,Q), and a Nash equilibrium always exists. Second, a CCE can be efficiently computed, since above constraints (5) for CCE can be rewritten as n+mn+m linear constraints on π∈Δn×m\pi\in\Delta_{n\times m}, which can be efficiently resolved by standard linear programming algorithm. Third, a CCE in general-sum games needs not to be a Nash equilibrium. However, a CCE in zero-sum games is guaranteed to be a Nash equalibrium.

Let π=\textscCCE(Q,Q)\pi=\textsc{CCE}(Q,Q), and (μ,ν)(\mu,\nu) be the marginal distribution over both players’ actions induced by π\pi. Then (μ,ν)(\mu,\nu) is a Nash equilibrium for payoff matrix QQ.

Let N⋆N^{\star} be the value of Nash equilibrium for QQ. Since π=\textscCCE(Q,Q)\pi=\textsc{CCE}(Q,Q), by definition, we have:

Intuitively, a CCE procedure can be used in Nash Q-learning for finding an approximate Nash equilibrium, because the values of upper confidence and lower confidence (Q‾\overline{Q} and Q‾\underline{Q}) will be eventually very close, so that the preconditions of Proposition 17 becomes approximately satisfied.

Appendix C Proof for Section 3 – Optimistic Nash Value Iteration

As a result, the bonus terms can be written as

Let c1c_{1} be some large absolute constant. Define event E0E_{0} to be: for all h,s,a,b,s′h,s,a,b,s^{\prime} and k∈[K]k\in[K],

The proof is standard and folklore: apply standard concentration inequalities and then take a union bound. For completeness, we provide the proof of the second one here.

Now we can take a union bound over all s,a,b,h,s′s,a,b,h,s^{\prime} and t∈[K]t\in[K], and obtain that with probability at least 1−p1-p, for all s,a,b,h,s′s,a,b,h,s^{\prime} and t∈[K]t\in[K],

Note that the agent can reach each (s,a,b,h)(s,a,b,h) for at most KK times, this directly implies that the third inequality also holds with probability at least 1−p1-p. ∎

We begin with an auxiliary lemma bounding the lower-order term.

Suppose event E0E_{0} holds, then there exists absolute constant c2c_{2} such that: if function g(s)g(s) satisfies ∣g∣(s)≤(V‾h+1k−V‾h+1k)(s)|g|(s)\leq(\overline{V}^{k}_{h+1}-\underline{V}^{k}_{h+1})(s) for all ss, then

where (i)(i) is by the second inequality in event E0E_{0} and (ii)(ii) is by AM-GM inequality. This proves the empirical version. Similarly, we can show

Combining the two bounds completes the proof. ∎

Now we can prove the upper and lower bounds are indeed upper and lower bounds of the best reponses.

Suppose event E0E_{0} holds. Then for all h,s,a,bh,s,a,b and k∈[K]k\in[K], we have

The proof is by backward induction. Suppose the bounds hold for the QQ-values in the (h+1)th(h+1)^{\rm th} step, we now establish the bounds for the VV-values in the (h+1)th(h+1)^{\rm th} step and QQ-values in the hthh^{\rm th}-step. For any state ss:

Similarly, we can show V‾h+1k(s)≤Vh+1μk,†(s)\underline{V}^{k}_{h+1}(s)\leq V^{\mu^{k},\dagger}_{h+1}(s). Therefore, we have: for all ss,

Now consider an arbitrary triple (s,a,b)(s,a,b) in the hthh^{\rm th} step. We have

Invoking Lemma 19 with g=Vh+1†,νk−Vh+1⋆g=V^{\dagger,\nu^{k}}_{h+1}-V^{\star}_{h+1},

By the first inequality in event E0E_{0},

Plugging the two inequalities above back into (10) and recalling the definition of βhk\beta_{h}^{k} and γhk\gamma_{h}^{k}, we obtain Q‾hk(s,a,b)≥Qh†,νk(s,a,b)\overline{Q}^{k}_{h}(s,a,b)\geq Q^{\dagger,\nu^{k}}_{h}(s,a,b). Similarly, we can show Q‾hk(s,a,b)≤Qhμk,†(s,a,b)\underline{Q}^{k}_{h}(s,a,b)\leq Q^{\mu^{k},\dagger}_{h}(s,a,b). ∎

Finally we come to the proof of Theorem 3.

Suppose event E0E_{0} holds. We first upper bound the regret. By Lemma 20, the regret can be upper bounded by

For brevity’s sake, we define the following notations:

Let Fhk\mathcal{F}_{h}^{k} be the σ\sigma-field generated by the following random variables:

It’s easy to check ζhk\zeta_{h}^{k} and ξhk\xi_{h}^{k} are martingale differences with respect to Fhk\mathcal{F}_{h}^{k}. With a slight abuse of notation, we use βhk\beta_{h}^{k} to refer to βhk(shk,ahk,bhk)\beta_{h}^{k}(s_{h}^{k},a_{h}^{k},b_{h}^{k}) and NhkN_{h}^{k} to refer to Nhk(shk,ahk,bhk)N_{h}^{k}(s_{h}^{k},a_{h}^{k},b_{h}^{k}) in the following proof.

where (i)(i) and (ii)(ii) follow from Lemma 19.

Define c3:=1+2c2Cc_{3}:=1+2c_{2}C and κ:=1+c3/H\kappa:=1+c_{3}/H. Recursing this argument for h∈[H]h\in[H] and summing over kk,

By Azuma-Hoeffding inequality, with probability at least 1−p1-p,

For the PAC guarantee, recall that we choose πout=πk⋆\pi^{\text{out}}=\pi^{k^{\star}} such that k⋆=argmink(V‾1k−V‾1k)(s1)k^{\star}=\mathop{\rm argmin}_{k}\left(\overline{V}_{1}^{k}-\underline{V}_{1}^{k}\right)\left(s_{1}\right). As a result,

C.2 Proof of Theorem 4

We use the same notation as in Appendix C.1 except the form of bonus. Besides, we define the empirical variance operator

and the true (population) variance operator

As a result, the bonus terms can be written as

Let c1c_{1} be some large absolute constant. Define event E1E_{1} to be: for all h,s,a,b,s′h,s,a,b,s^{\prime} and k∈[K]k\in[K],

The proof of Lemma 21 is highly similar to that of Lemma 18. Specifically, the first two can be proved by following basically the same argument in Lemma 18; the third one is standard (e.g., equation (12) in Azar et al. (2017)). We omit the proof here.

Since the proof of Lemma 19 does not depend on the form of the bonus, it can also be applied in this section. As in Appendix C.1, we will prove the upper and lower bounds are indeed upper and lower bounds of the best reponses.

Suppose event E1E_{1} holds. Then for all h,s,a,bh,s,a,b and k∈[K]k\in[K], we have

The proof is by backward induction and very similar to that of Lemma 20. Suppose the bounds hold for the QQ-values in the (h+1)th(h+1)^{\rm th} step, we now establish the bounds for the VV-values in the (h+1)th(h+1)^{\rm th} step and QQ-values in the hthh^{\rm th}-step.

The proof for the VV-values is the same as (9).

For the QQ-values, the decomposition (10) still holds and (A)(A) is bounded using Lemma 19 as before. The only difference is that we need to bound (B)(B) more carefully.

First, by the first inequality in event E1E_{1},

By the relation of VV-values in the (h+1)th(h+1)^{\rm th} step,

Plugging the above inequalities back into (10) and recalling the definition of βhk\beta_{h}^{k} and γhk\gamma_{h}^{k} completes the proof. ∎

We need one more lemma to control the error of the empirical variance estimator:

Suppose event E1E_{1} holds. Then for all h,s,a,bh,s,a,b and k∈[K]k\in[K], we have

By Lemma 22, we have V‾hk(s)≥Vhπk(s)≥V‾hk(s)\overline{V}^{k}_{h}(s)\geq V_{h}^{\pi^{k}}(s)\geq\underline{V}^{k}_{h}(s). As a result,

These terms can be bounded separately by using event E1E_{1}:

Combining with H2Sιmax⁡{Nhk(s,a,b),1}≤1+H4Sιmax⁡{Nhk(s,a,b),1}H^{2}\sqrt{\frac{S\iota}{\max\{N_{h}^{k}(s,a,b),1\}}}\leq 1+\frac{H^{4}S\iota}{\max\{N_{h}^{k}(s,a,b),1\}} completes the proof. ∎

Finally we come to the proof of Theorem 4.

Suppose event E1E_{1} holds. We define Δhk\Delta_{h}^{k}, ζhk\zeta_{h}^{k} abd ξhk\xi_{h}^{k} as in the proof of Theorem 3. As before we have

where c4c_{4} is some absolute constant. Define c5:=4c2c4C+c3c_{5}:=4c_{2}c_{4}C+c_{3} and κ:=1+c5/H\kappa:=1+c_{5}/H. Plugging (18) back into (17), we have

Recursing this argument for h∈[H]h\in[H] and summing over kk,

The remaining steps are the same as that in the proof of Theorem 3 except that we need to bound the sum of variance term.

By the Law of total variation and standard martingale concentration (see Lemma C.5 in Jin et al. (2018) for a formal proof), with probability at least 1−p1-p, we have

Appendix D Proof for Section 4 – Reward-Free Learning

In this section, we prove Theorem 5 for the single reward function case, i.e., N=1N=1. The proof for multiple reward functions (N>1N>1) simply follows from taking a union bound, that is, replacing the failure probability pp by NpNp.

where ι=log⁡(SABT/p)\iota=\log(SABT/p) and CC is some large absolute constant.

We use Q^k\widehat{Q}^{k} and V^k\widehat{V}^{k} to denote the empirical optimal value functions of M^k\widehat{\mathcal{M}}^{k} as following.

We begin with stating a useful property of matrix game that will be frequently used in our analysis. Since its proof is quite simple, we omit it here.

Let c1c_{1} be some large absolute constant such that c12+c1≤Cc_{1}^{2}+c_{1}\leq C. Define event E1E_{1} to be: for all h,s,a,b,s′h,s,a,b,s^{\prime} and k∈[K]k\in[K],

The proof is standard: apply concentration inequalities and then take a union bound. For completeness, we provide the proof of the third one here.

Now we can take a union bound over all s,a,b,h,s′s,a,b,h,s^{\prime} and t∈[K]t\in[K], and obtain that with probability at least 1−p1-p, for all s,a,b,h,s′s,a,b,h,s^{\prime} and t∈[K]t\in[K],

Note that the agent can reach each (s,a,b,h)(s,a,b,h) for at most KK times, so we conclude the third inequality also holds with probability at least 1−p1-p. ∎

The following lemma states that the empirical optimal value functions are close to the true optimal ones, and their difference is controlled by the exploration value functions calculated in Algorithm 2.

Suppose event E1E_{1} (defined in Lemma 25) holds. Then for all h,s,a,bh,s,a,b and k∈[K]k\in[K], we have,

Let’s prove by backward induction on hh. The case of h=H+1h=H+1 holds trivially.

Assume the conclusion hold for (h+1)(h+1)’th step. For hh’th step,

where (i)(i) follows from the induction hypothesis and event E1E_{1}, and (ii)(ii) follows from the definition of Q~hk{\widetilde{Q}}^{k}_{h}. By Lemma 24, we immediately obtain ∣V^hk(s)−Vh⋆(s)∣≤V~hk(s)|\widehat{V}_{h}^{k}(s)-V_{h}^{\star}(s)|\leq{\widetilde{V}}_{h}^{k}(s). ∎

Now, we are ready to establish the key lemma in our analysis using Lemma 26.

Suppose event E1E_{1} (defined in Lemma 25) holds. Then for all h,s,a,bh,s,a,b and k∈[K]k\in[K], we have

where αH+1=0\alpha_{H+1}=0 and αh=[(1+1H)αh+1+1H]≤4\alpha_{h}=[(1+\frac{1}{H})\alpha_{h+1}+\frac{1}{H}]\leq 4.

We only prove the first set of inequalities. The second one follows exactly the same. Again, the proof is by performing backward induction on hh. It is trivial to see the conclusion holds for (H+1)(H+1)’th step with αH+1=0\alpha_{H+1}=0. Now, assume the conclusion holds for (h+1)(h+1)’th step. For hh’th step,

where the second inequality follows from the definition of event E1E_{1}.

We can control the term (T1)(T_{1}) by combining Lemma 26 and the induction hypothesis to bound ∣Vh+1†,νk−Vh+1⋆∣|V_{h+1}^{\dagger,\nu^{k}}-V^{\star}_{h+1}|, and then applying the third inequality in event E1E_{1}:

The term (T2)(T_{2}) is bounded by directly applying the induction hypothesis

Plugging (29) and (30) into (28), we obtain

where (i)(i) follows from the definition of βhk\beta_{h}^{k}, and (ii)(ii) follows from the definition of Q~hk{\widetilde{Q}}^{k}_{h}. Therefore, by (31), choosing αh=[(1+1H)αh+1+1H]\alpha_{h}=[(1+\frac{1}{H})\alpha_{h+1}+\frac{1}{H}] suffices for the purpose of induction.

Now, let’s prove the inequality for VV functions.

where (i)(i) follows from the definition of V^hk\widehat{V}_{h}^{k} and Vh†,νkV^{\dagger,\nu^{k}}_{h}, and (ii)(ii) uses (31) and Lemma 24. ∎

For any p∈(0,1]p\in(0,1], choose the exploration bonus βt\beta_{t} in Algrothm 2 as (20). Then, with probability at least 1−p1-p,

Recall that out=arg⁡min⁡k∈[K]V~hk(s)\text{out}=\arg\min_{k\in[K]}{\widetilde{V}}^{k}_{h}(s). By Lemma 27 and Theorem 28, with probability at least 1−2p1-2p,

D.2 Vanilla Nash Value Iteration

Here, we provide one optional algorithm, Vanilla Nash VI, for computing the Nash equilibrium policy for a known model. Its only difference from the value iteration algorithm for MDPs is that the maximum operator is replaced by the minimax operator in Line 7. We remark that the Nash equilibrium for a two-player zero-sum game can be computed in polynomial time.

By recalling the definition of best responses in Appendix A, one can directly see that the output policy (μ^,ν^)(\hat{\mu},\hat{\nu}) is a Nash equilibrium for M^\widehat{\mathcal{M}}.

D.3 Proof of Theorem 6

In this section, we first prove a Θ(AB/ϵ2)\Theta(AB/\epsilon^{2}) lower bound for reward-free learning of matrix games, i.e., S=H=1S=H=1, and then generalize it to Θ(SABH2/ϵ2)\Theta(SABH^{2}/\epsilon^{2}) for reward-free learning of Markov games.

In the matrix game, let the max-player pick row and the min-player pick column. We consider the following family of Bernoulli matrix games:

where in matrix game Ma⋆b⋆\mathcal{M}^{a^{\star}b^{\star}}, the reward is sampled from Bernoulli(Maba⋆b⋆){\rm Bernoulli}(\mathcal{M}^{a^{\star}b^{\star}}_{ab}) if the max-player picks the aa’th row and the min-player picks the bb’th column.

Above, we visualize Ma⋆b⋆\mathcal{M}^{a^{\star}b^{\star}} by using {\color[rgb]{1,0,0}+} and {\color[rgb]{0,0,1}-} to represent 1/2+ϵ1/2+\epsilon and 1/2−ϵ1/2-\epsilon, respectively. It is direct to see that the optimal (Nash equilibrium) policy for the max-player is always picking the a⋆a^{\star}’th row. If the max-player picks the a⋆a^{\star}’th row with probability smaller than 2/32/3, it is at least ϵ/10\epsilon/10 suboptimal.

We simply define A^\hat{\mathcal{A}} as running algorithm A\mathcal{A} and choosing the most played row by its output policy as the guess for a⋆a^{\star}. Because any ϵ/10\epsilon/10-optimal policy must play a⋆a^{\star} with probability at least 2/32/3, we obtain A^\hat{\mathcal{A}} will correctly identify a⋆a^{\star} with probability at least pp. ∎

Lemma 29 directly implies that in order to prove the desired lower bound for reward-free matrix games:

for any reward-free algorithm A\mathcal{A} using at most N=AB/(103ϵ2)N=AB/(10^{3}\epsilon^{2}) samples, there exists a matrix game Ma⋆b⋆\mathcal{M}^{a^{\star}b^{\star}} in M(ϵ)\mathfrak{M}(\epsilon) such that when running A\mathcal{A} on Ma⋆b⋆\mathcal{M}^{a^{\star}b^{\star}}, it will output a policy that is at least ϵ/10\epsilon/10 suboptimal for the max-player with probability at least 1/41/4,

it suffices to prove the following claim:

for any reward-free algorithm A^\hat{\mathcal{A}} using at most N=AB/(103ϵ2)N=AB/(10^{3}\epsilon^{2}) samples, there exists a matrix game Ma⋆b⋆\mathcal{M}^{a^{\star}b^{\star}} in M(ϵ)\mathfrak{M}(\epsilon) such that when running A^\hat{\mathcal{A}} on M\mathcal{M}, it will fail to identify the optimal row with probability at least 1/41/4.

By Lemma 29, the existence of such ’ideal’ A\mathcal{A} implies the existence of an ’ideal’ A^\hat{\mathcal{A}}, so to prove such ’ideal’ A\mathcal{A} does not exist (Claim 30), it suffices to show such ’ideal’ A^\hat{\mathcal{A}} does not exist (Claim 31).

WLOG, we assume A^\hat{\mathcal{A}} is deterministic. Since A^\hat{\mathcal{A}} is reward-free, being deterministic means that in the exploration phase algorithm A^\hat{\mathcal{A}} always pulls each arm (a,b)(a,b) for some fixed n(a,b)n(a,b) times (because there is no information revealed in this phase), and in the planning phase it outputs a guess for a⋆a^{\star}, which is a deterministic function of the reward information revealed.

LL: the stochastic reward information revealed after algorithm A^\hat{\mathcal{A}}’s pulling.

f(L)f(L): the output of A^\hat{\mathcal{A}} based on the stochastic reward information LL revealed. More precisely, ff is function mapping from N^{N} to [A][A].

The arguments in proving Claim 31 basically follows the same line in proving lower bounds for multi-arm bandits (e.g., see Lattimore and Szepesvári, 2018).

D.3.2 Reward-free learning of Markov games

Now let’s generalize the Θ(AB/ϵ2)\Theta(AB/\epsilon^{2}) lower bound for reward-free learning of matrix games to Θ(SABH2/ϵ2)\Theta(SABH^{2}/\epsilon^{2}) for reward-free learning of Markov games. We can follow the same way of generalizing a lower bound for multi-arm bandits to a lower bound for MDPs (see e.g., Dann and Brunskill, 2015; Lattimore and Szepesvári, 2018; Zhang et al., 2020b).

Proof sketch. Given the family of Bernoulli matrix games M(⋅)\mathfrak{M}(\cdot) defined in (34), we simply construct a Markov game to consist of SHSH Bernoulli matrix games {Ms,h}(s,h)∈[S]×[H]\{M^{s,h}\}_{(s,h)\in[S]\times[H]} where Ms,hM^{s,h}’s are sampled independently and identically from the uniform distribution over M(ϵ/H)\mathfrak{M}(\epsilon/H). We will define the transition measure to be totally ’uniform at random’ so that in each episode the agent will always reach each Ms,hM^{s,h} with probability 1/S1/S (it is not 1/(SH)1/(SH) because in each episode the agent can visit HH matrix games). As a result, to guarantee ϵ\epsilon-optimality, the output policy must be at least 2ϵ/H2\epsilon/H-optimal for at least SH/2SH/2 different Ms,hM^{s,h}’s. Recall Claim 30 shows learning a 2ϵ/H2\epsilon/H-optimal policy for a single Ms,hM^{s,h} requires Ω(H2AB/ϵ2)\Omega(H^{2}AB/\epsilon^{2}) samples. Therefore, we need Ω(H3AB/ϵ2)\Omega(H^{3}AB/\epsilon^{2}) samples in total for learning SH/2SH/2 different Ms,hM^{s,h}’s.

Below, we provide a rigorous proof where the constants may be slightly different from those in our sketch. We remark that although the notations we will use are involved, they are only introduced for rigorousness and there is no real technical difficulty or new informative idea in the following proof.

We define the following family of Markov games:

where MG J(a⋆,b⋆)\mathcal{J}(\bm{a}^{\star},\bm{b}^{\star}) is defined as

States and actions: J(a⋆,b⋆)\mathcal{J}(\bm{a}^{\star},\bm{b}^{\star}) is a finite-horizon MG with S+1S+1 states and of length H+1H+1. There is a fixed initial state s0s_{0} in the first step, SS states {s1,…,sS}\{s_{1},\ldots,s_{S}\} in the remaining steps. The two players have AA and BB actions, respectively.

Rewards: there is no reward in the first step. For the remaining steps h∈{2,…,H+1}h\in\{2,\ldots,H+1\}, if the agent takes action (a,b)(a,b) at state sis_{i} in the hthh^{\rm th} step, it will receive a binary reward sampled from

Transitions: The agent always starts at a fixed initial state s0s_{0} in the first step Regardless of the current state, actions and index of steps, the agent will always transit to one of s1,…,sSs_{1},\ldots,s_{S} uniformly at random.

It is direct to see that J(a⋆,b⋆)\mathcal{J}(\bm{a}^{\star},\bm{b}^{\star}) is a collection of SHSH matrix games from M(ϵ/H)\mathfrak{M}(\epsilon/H). Therefore, the optimal policy for the max-player is to always pick action ah−1,i⋆\bm{a}^{\star}_{h-1,i} whenever it reaches state sis_{i} at step hh (h≥2h\geq 2).

Now, let’s use J(ϵ)\mathfrak{J}(\epsilon) to prove the Θ(SABH2/ϵ2)\Theta(SABH^{2}/\epsilon^{2}) lower bound (in terms of number of episodes) for reward-free learning of Markov games. We start by proving an analogue of Lemma 29.

Denote by π\pi the output policy for the max player. Denote by ZZ the collection of (h,i)(h,i)’s in [H]×[S][H]\times[S] such that πh+1(ah,i⋆∣si)≤2/3\pi_{h+1}(\bm{a}^{\star}_{h,i}\mid s_{i})\leq 2/3.

Observe that each time the max player picks a suboptimal action, it will incur an 2ϵ/H2\epsilon/H suboptimality in expectation. As a result, if π\pi is at most ϵ/103\epsilon/10^{3}-suboptimal, we must have

which implies ∣Z∣≤SH/500|Z|\leq SH/500, that is, for at most ⌊SH/500⌋\left\lfloor SH/500\right\rfloor different (h,i)(h,i)’s, πh+1(ah,i⋆∣si)≤2/3\pi_{h+1}(\bm{a}^{\star}_{h,i}\mid s_{i})\leq 2/3. Therefore, we can simply pick argmaxaπh+1(a∣si)\mathop{\rm argmax}_{a}\pi_{h+1}(a\mid s_{i}) as the guess for ah,i⋆\bm{a}^{\star}_{h,i}. Since policy π\pi is at most ϵ/103\epsilon/10^{3} suboptimal with probability at least pp, our guess will be correct for at least SH−⌊SH/500⌋SH-\left\lfloor SH/500\right\rfloor different (s,h)(s,h) pairs also with probability no smaller than pp. ∎

Similar to the funtion of Lemma 29, Lemma 34 directly implies that in order to prove the desired lower bound for reward-free learning of Markov games:

for any reward-free algorithm A\mathcal{A} that interacts with the environment for at most K=SABH2/(104ϵ2)K=SABH^{2}/(10^{4}\epsilon^{2}) episodes, there exists J∈J(ϵ)\mathcal{J}\in\mathfrak{J}(\epsilon) such that when running A\mathcal{A} on J\mathcal{J}, it will output a policy that is at least ϵ/103\epsilon/10^{3} suboptimal for the max-player with probability at least 1/41/4,

it suffices to prove the following claim:

for any reward-free learning algorithm A^\hat{\mathcal{A}} that interacts with the environment for at most K=ABSH2/(104ϵ2)K=ABSH^{2}/(10^{4}\epsilon^{2}) episodes, there exists J∈J(ϵ)\mathcal{J}\in\mathfrak{J}(\epsilon) such that when running A^\hat{\mathcal{A}} on J\mathcal{J}, it will fail to correctly identify ah,i⋆\bm{a}^{\star}_{h,i} for at least ⌊SH/500⌋+1\left\lfloor SH/500\right\rfloor+1 different (h,i)(h,i) pairs with probability at least 1/41/4.

We prove by contradiction. Suppose for any J∈J(ϵ)\mathcal{J}\in\mathfrak{J}(\epsilon), A^\hat{\mathcal{A}} can identify the optimal actions for at least SH−⌊SH/500⌋SH-\left\lfloor SH/500\right\rfloor different (s,h)(s,h) pairs with probability larger than 3/43/4. Then we have

For technical reason, we introduce a new MG J−(h′,i′)(a⋆,b⋆)\mathcal{J}_{-(h^{\prime},i^{\prime})}(\bm{a}^{\star},\bm{b}^{\star}) as below:

States, actions and transitions: same as J(a⋆,b⋆)\mathcal{J}(\bm{a}^{\star},\bm{b}^{\star}).

Rewards: there is no reward in the first step. For the remaining steps h∈{2,…,H+1}h\in\{2,\ldots,H+1\}, if the agent takes action (a,b)(a,b) at state sis_{i} in the hthh^{\rm th} step such that (h−1,i)≠(h′,i′)(h-1,i)\neq(h^{\prime},i^{\prime}), it will receive a binary reward sampled from

otherwise it will receive a binary reward sampled from

Briefly speaking, J−(h′,i′)(a⋆,b⋆)\mathcal{J}_{-(h^{\prime},i^{\prime})}(\bm{a}^{\star},\bm{b}^{\star}) is the same as J(a⋆,b⋆)\mathcal{J}(\bm{a}^{\star},\bm{b}^{\star}) except the matrix game embedded at state si′s_{i^{\prime}} at step h′+1h^{\prime}+1, where for the max player all its actions are equivalently bad A graphic illustration based on (35) would be replacing the column [{\color[rgb]{0,0,1}-},\ldots,{\color[rgb]{0,0,1}-},{\color[rgb]{1,0,0}+},{\color[rgb]{0,0,1}-},\ldots,{\color[rgb]{0,0,1}-}]^{\top} with a column of all {\color[rgb]{0,0,1}-}’s in the matrix game embedded at state si′s_{i^{\prime}} at step h′+1h^{\prime}+1.. Finally, we remark that J−(h′,i′)(a⋆,b⋆)\mathcal{J}_{-(h^{\prime},i^{\prime})}(\bm{a}^{\star},\bm{b}^{\star}) is independent of ah′,i′⋆\bm{a}^{\star}_{h^{\prime},i^{\prime}}.

To proceed, we introduce (and recall) the following notations:

n(a,b)n(a,b): the number of times A^\hat{\mathcal{A}} picks action (a,b)(a,b) at state si′s_{i^{\prime}} at step (h′+1)(h^{\prime}+1) within KK episode.

LL: the whole interaction trajectory of states, actions and rewards produced by algorithm A^\hat{\mathcal{A}} within KK episodes.

f(L)f(L): the guess of A^\hat{\mathcal{A}} for ah′,i′⋆\bm{a}^{\star}_{h^{\prime},i^{\prime}} based on LL.

By mimicking the arguments in (36), we have

Plugging in K=SABH2/(104ϵ2)K=SABH^{2}/(10^{4}\epsilon^{2}) completes the proof. ∎

Appendix E Proof for Section 5 – Multi-player General-sum Markov Games

In this section, we prove Theorem 15 (NE version). As before, we begin with proving the optimistic estimations are indeed upper bounds of the corresponding V-value and Q-value functions.

With probability 1−p1-p, for any (s,a,h,i)(s,\bm{a},h,i) and k∈[K]k\in[K]:

For each fixed kk, we prove this by induction from h=H+1h=H+1 to h=1h=1. For the base case, we know at the (H+1)(H+1)-th step,V‾H+1,ik(s)=VH+1,i†,π−ik(s)=0\overline{V}_{H+1,i}^{k}\left(s\right)={V}_{H+1,i}^{\dagger,\pi_{-i}^{k}}\left(s\right)=0. Now, assume the inequality (40) holds for the (h+1)(h+1)-th step, for the hh-th step, by the definition of QQ-functions,

By induction hypothesis, for any s′s^{\prime}, (V‾h+1,ik−Vh+1,i†,π−ik)(s′)≥0\left(\overline{V}_{h+1,i}^{k}-V_{h+1,i}^{\dagger,\pi_{-i}^{k}}\right)(s^{\prime})\geq 0, and thus (A)≥0(A)\geq 0. By uniform concentration (e.g., Lemma 12 in Bai and Jin, 2020), (B)≤CSH2ι/Nhk(s,a)=βt(B)\leq C\sqrt{SH^{2}\iota/N_{h}^{k}(s,\bm{a})}=\beta_{t}. Putting everything together we have Q‾h,ik(s,a)−Qh,i†,π−ik(s,a)≥0\overline{Q}_{h,i}^{k}\left(s,\bm{a}\right)-Q_{h,i}^{\dagger,\pi_{-i}^{k}}\left(s,\bm{a}\right)\geq 0. The second inequality can be proved similarly.

Now assume inequality (39) holds for the hh-th step, by the definition of VV-functions and Nash equilibrium,

Since by induction hypothesis, for any (s,a)(s,\bm{a}), Q‾h,ik(s,a)≥Qh,i†,π−ik(s,a)\overline{Q}_{h,i}^{k}\left(s,\bm{a}\right)\geq Q_{h,i}^{\dagger,\pi_{-i}^{k}}\left(s,\bm{a}\right). As a result, we also have V‾h,ik(s)≥Vh,i†,π−ik(s)\overline{V}_{h,i}^{k}\left(s\right)\geq V_{h,i}^{\dagger,\pi_{-i}^{k}}\left(s\right), which is exactly inequality (40) for the hh-th step. The second inequality can be proved similarly. ∎

We can define Q~hk\widetilde{Q}^{k}_{h} and V~hk\widetilde{V}^{k}_{h} recursively by V~H+1k=0\widetilde{V}^{k}_{H+1}=0 and

Then we can prove inductively that for any kk, hh, ss and a\bm{a} we have

Thus we only need to bound ∑k=1KV~1k(s)\sum_{k=1}^{K}\widetilde{V}^{k}_{1}(s). Define the shorthand notation

We can check ζhk\zeta_{h}^{k} and ξhk\xi_{h}^{k} are martingale difference sequences. As a result,

Recursing this argument for h∈[H]h\in[H] and taking the sum,

E.1.2 CCE Version

The proof is very similar to the NE version. Specifically, the only part that uses the properties of NE there is Lemma 38. We prove a counterpart here.

With probability 1−p1-p, for any (s,a,h,i)(s,\bm{a},h,i) and k∈[K]k\in[K]:

For each fixed kk, we prove this by induction from h=H+1h=H+1 to h=1h=1. For the base case, we know at the (H+1)(H+1)-th step, V‾H+1,ik(s)=VH+1,i†,π−ik(s)=0\overline{V}_{H+1,i}^{k}\left(s\right)={V}_{H+1,i}^{\dagger,\pi_{-i}^{k}}\left(s\right)=0. Now, assume the inequality (40) holds for the (h+1)(h+1)-th step, for the hh-th step, by the definition of QQ-functions,

By induction hypothesis, for any s′s^{\prime}, (V‾h+1,ik−Vh+1,i†,π−ik)(s′)≥0\left(\overline{V}_{h+1,i}^{k}-V_{h+1,i}^{\dagger,\pi_{-i}^{k}}\right)(s^{\prime})\geq 0, and thus (A)≥0(A)\geq 0. By uniform concentration, (B)≤CSH2ι/Nhk(s,a)=βt(B)\leq C\sqrt{SH^{2}\iota/N_{h}^{k}(s,\bm{a})}=\beta_{t}. Putting everything together we have Q‾h,ik(s,a)−Qh,i†,π−ik(s,a)≥0\overline{Q}_{h,i}^{k}\left(s,\bm{a}\right)-Q_{h,i}^{\dagger,\pi_{-i}^{k}}\left(s,\bm{a}\right)\geq 0. The second inequality can be proved similarly.

Now assume inequality (45) holds for the hh-th step, by the definition of VV-functions and CCE,

Since by induction hypothesis, for any (s,a)(s,\bm{a}), Q‾h,ik(s,a)≥Qh,i†,π−ik(s,a)\overline{Q}_{h,i}^{k}\left(s,\bm{a}\right)\geq Q_{h,i}^{\dagger,\pi_{-i}^{k}}\left(s,\bm{a}\right). As a result, we also have V‾h,ik(s)≥Vh,i†,π−ik(s)\overline{V}_{h,i}^{k}\left(s\right)\geq V_{h,i}^{\dagger,\pi_{-i}^{k}}\left(s\right), which is exactly inequality (40) for the hh-th step. The second inequality can be proved similarly. ∎

E.1.3 CE Version

The proof is very similar to the NE version. Specifically, the only part that uses the properties of NE there is Lemma 38. We prove a counterpart here.

With probability 1−p1-p, for any (s,a,h,i)(s,\bm{a},h,i) and k∈[K]k\in[K]:

For each fixed kk, we prove this by induction from h=H+1h=H+1 to h=1h=1. For the base case, we know at the (H+1)(H+1)-th step, V‾H+1,ik(s)=max⁡ϕVH+1,iϕ⋄πk(s)=0\overline{V}_{H+1,i}^{k}\left(s\right)=\underset{\phi}{\max}{V}_{H+1,i}^{\phi\diamond\pi^{k}}\left(s\right)=0. Now, assume the inequality (40) holds for the (h+1)(h+1)-th step, for the hh-th step, by definition of QQ-functions,

By induction hypothesis, for any s′s^{\prime}, (V‾h+1,ik−max⁡ϕVh+1,iϕ⋄πk)(s′)≥0\left(\overline{V}_{h+1,i}^{k}-\underset{\phi}{\max}V_{h+1,i}^{\phi\diamond\pi^{k}}\right)(s^{\prime})\geq 0, and thus (A)≥0(A)\geq 0. By uniform concentration, (B)≤CSH2ι/Nhk(s,a)=βt(B)\leq C\sqrt{SH^{2}\iota/N_{h}^{k}(s,\bm{a})}=\beta_{t}. Putting everything together we have Q‾h,ik(s,a)−max⁡ϕQh,iϕ⋄πk(s,a)≥0\overline{Q}_{h,i}^{k}\left(s,\bm{a}\right)-\underset{\phi}{\max}Q_{h,i}^{\phi\diamond\pi^{k}}\left(s,\bm{a}\right)\geq 0. The second inequality can be proved similarly.

Now assume inequality (47) holds for the hh-th step, by the definition of VV-functions and CE,

Since by induction hypothesis, for any (s,a)(s,\bm{a}), Q‾h,ik(s,a)≥max⁡ϕQh,iϕ⋄πk(s,a)\overline{Q}_{h,i}^{k}\left(s,\bm{a}\right)\geq\underset{\phi}{\max}Q_{h,i}^{\phi\diamond\pi^{k}}\left(s,\bm{a}\right). As a result, we also have V‾h,ik(s)≥max⁡ϕVh,iϕ⋄πk(s)\overline{V}_{h,i}^{k}\left(s\right)\geq\underset{\phi}{\max}V_{h,i}^{\phi\diamond\pi^{k}}\left(s\right), which is exactly inequality (40) for the hh-th step. The second inequality can be proved similarly. ∎

E.2 Proof of Theorem 16

In this section, we prove each theorem for the single reward function case, i.e., N=1N=1. The proof for the case of multiple reward functions (N>1N>1) simply follows from taking a union bound, that is, replacing the failure probability pp by NpNp.

We prove the following two lemmas, which together imply the conclusion about Nash equilibriums in Theorem 16 as in the proof of Theorem 5.

With probability 1−p1-p, for any (h,s,a,i)(h,s,\bm{a},i) and k∈[K]k\in[K], we have

For each fixed kk, we prove this by induction from h=H+1h=H+1 to h=1h=1. For base case, we know at the (H+1)(H+1)-th step,V^H+1,ik=VH+1,iπk=Q^H+1,ik=QH+1,iπk=0\widehat{V}_{H+1,i}^{k}=V_{H+1,i}^{\pi^{k}}=\widehat{Q}_{H+1,i}^{k}=Q_{H+1,i}^{\pi^{k}}=0. Now, assume the conclusion holds for the (h+1)(h+1)’th step, for the hh’th step, by definition of QQ- functions,

By uniform concentration (e.g., Lemma 12 in Bai and Jin, 2020), (B)≤SH2ι/Nhk(s,a)=βt(B)\leq\sqrt{SH^{2}\iota/N_{h}^{k}(s,\bm{a})}=\beta_{t}. Putting everything together we have

which proves the first inequality in (49). The inequality for VV functions follows directly by noting that the value functions are computed using the same policy πk\pi^{k}. ∎

With probability 1−p1-p, for any (h,s,a,i,k)(h,s,\bm{a},i,k), we have

For each fixed kk, we prove this by induction from h=H+1h=H+1 to h=1h=1. For the base case, we know at the (H+1)(H+1)-th step,V^H+1,ik=VH+1,iπ−ik,†=Q^H+1,ik=QH+1,iπ−ik,†=0\widehat{V}_{H+1,i}^{k}=V_{H+1,i}^{\pi_{-i}^{k},\dagger}=\widehat{Q}_{H+1,i}^{k}=Q_{H+1,i}^{\pi_{-i}^{k},\dagger}=0. Now, assume the conclusion holds for the (h+1)(h+1)’th step, for the hh’th step, by definition of the QQ functions,

By uniform concentration, (B)≤SH2ι/Nhk(s,a)=βt(B)\leq\sqrt{SH^{2}\iota/N_{h}^{k}(s,\bm{a})}=\beta_{t}. Putting everything together we have

which proves the first inequality in (50). It remains to show the inequality for VV-functions also hold in the hh’th step.

Since πk\pi^{k} is a Nash-equilibrium policy, we have

Combining the two equations above, and utilizing the bound we just proved for QQ functions, we obtain

E.2.2 CCE version

The proof is almost the same as that for Nash equilibriums. We will reuse Lemma 41 and prove an analogue of Lemma 42. The conclusion for CCEs will follow directly by combining the two lemmas as in the proof of Theorem 5.

With probability 1−p1-p, for any (h,s,a,i)(h,s,\bm{a},i) and k∈[K]k\in[K], we have

For each fixed kk, we prove this by induction from h=H+1h=H+1 to h=1h=1. For base case, we know at the (H+1)(H+1)-th step,V^H+1,ik=VH+1,iπ−ik,†=Q^H+1,ik=QH+1,iπ−ik,†=0\widehat{V}_{H+1,i}^{k}=V_{H+1,i}^{\pi_{-i}^{k},\dagger}=\widehat{Q}_{H+1,i}^{k}=Q_{H+1,i}^{\pi_{-i}^{k},\dagger}=0. Now, assume the conclusion holds for the (h+1)(h+1)’th step, for the hh’th step, by definition of QQ -functions,

By uniform concentration, (B)≤SH2ι/Nhk(s,a)=βt(B)\leq\sqrt{SH^{2}\iota/N_{h}^{k}(s,\bm{a})}=\beta_{t}. Putting everything together we have

which proves the first inequality in (51). It remains to show the inequality for VV-functions also hold in the hh’th step.

Observe that Vh,iπ−ik,†V_{h,i}^{\pi_{-i}^{k},\dagger} obeys the Bellman optimality equation, so we have

Combining the two equations above, and utilizing the bound we just proved for QQ-functions, we obtain

E.2.3 CE version

The proof is almost the same as that for Nash equilibriums. We will reuse Lemma 41 and prove an analogue of Lemma 42. The conclusion for CEs will follow directly by combining the two lemmas as in the proof of Theorem 5.

With probability 1−p1-p, for any (h,s,a,i)(h,s,\bm{a},i), k∈[K]k\in[K] and strategy modification ϕ\phi for player ii, we have

For each fixed kk, we prove this by induction from h=H+1h=H+1 to h=1h=1. For the base case, we know at the (H+1)(H+1)-th step, V^H+1,ik=VH+1,iϕ⋄πk=Q^H+1,ik=QH+1,iϕ⋄πk=0\widehat{V}_{H+1,i}^{k}=V_{H+1,i}^{\phi\diamond\pi^{k}}=\widehat{Q}_{H+1,i}^{k}=Q_{H+1,i}^{\phi\diamond\pi^{k}}=0. Now, assume the conclusion holds for the (h+1)(h+1)’th step, for the hh’th step, following exactly the same argument as Lemma 43, we can show

which proves the first inequality in (52). It remains to show the inequality for VV-functions also hold in the hh’th step.

where the maximum is take over all possible functions from Ai\mathcal{A}_{i} to itself.

Observe that Vh,iϕ⋄πkV_{h,i}^{\phi\diamond\pi^{k}} obeys the Bellman optimality equation, so we have

Combining the two equations above, and utilizing the bound we just proved for QQ-functions, we obtain