When Can We Learn General-Sum Markov Games with a Large Number of Players Sample-Efficiently?

Ziang Song, Song Mei, Yu Bai

Introduction

Multi-agent reinforcement learning (RL) has achieved substantial recent successes in solving artificial intelligence challenges such as GO (Silver et al., 2016, 2018), multi-player games with team play such as Starcraft (Vinyals et al., 2019) and Dota2 (Berner et al., 2019), behavior learning in social interactions (Baker et al., 2019), and economic simulation (Zheng et al., 2020; Trott et al., 2021). In many applications, multi-agent RL is able to yield high quality policies for multi-player games with a large number of players (Wang et al., 2016; Yang et al., 2018).

Despite these empirical progresses, theoretical understanding of when we can sample-efficiently solve multi-player games with a large number of players remains elusive, especially in the setting of multi-player Markov games. A main bottleneck here is the exponential blow-up of the joint action space—The total number of joint actions in a generic game with simultaneous plays is equal to the product of the number of actions for each player, which scales exponentially in the number of players. Such an exponential dependence is indeed known to be unavoidable in the worst-case for certain standard problems. For example, for learning an approximate Nash equilibrium from payoff queries in an one-step multi-player general-sum game, the query complexity lower bound of Chen et al. (2015) and Rubinstein (2016) shows that at least exponentially many queries (samples) is required, even when each player only has two possible actions and the query is noiseless. Moreover, for learning Nash equilibrium in Markov games, the best existing sample complexity upper bound also scales with the size of the joint action space (Liu et al., 2021).

Nevertheless, these exponential lower bounds do not completely rule out interesting theoretical inquiries—there may well be other notions of equilibria or additional structures within the game that allow us to learn with a better sample complexity. This motivates us to ask the following

Question: When can we solve general-sum Markov games with sample complexity milder than exponential in the number of players?

This paper makes steps towards answering the above question by considering multi-player general-sum Markov games (MGs) with mm players, HH steps, SS states, and AiA_{i} actions per player. We make two lines of investigations: (1) Can we learn alternative notions of equilibria with better sample complexity than learning Nash; (2) Can the Nash equilibrium be learned with better sample complexity under additional structural assumptions on the game. This paper makes contributions on both ends, which we summarize as follows.

We first design an algorithm that learns the ε\varepsilon-approximate Coarse Correlated Equilibrium (CCE) with O~(H5Smax⁡i∈[m]Ai/ε2)\widetilde{\mathcal{O}}(H^{5}S\max_{i\in[m]}A_{i}/\varepsilon^{2}) episodes of play (Section 3). Our algorithm CCE-V-Learning is a multi-player adaptation of the Nash V-Learning algorithm of Bai et al. (2020).

We design an algorithm CE-V-Learning which learns the stricter notion of ε\varepsilon-approximate Correlated Equilibrium (CE) with O~(H6Smax⁡i∈[m]Ai2/ε2)\widetilde{\mathcal{O}}(H^{6}S\max_{i\in[m]}A_{i}^{2}/\varepsilon^{2}) episodes of play (Section 4). For Markov games, these are the first line of sample complexity results for learning CE and CCE that only scales polynomially with max⁡i∈[m]Ai\max_{i\in[m]}A_{i}, and improves significantly in the AiA_{i} dependency over the current best algorithm which scales with ∏i∈[m]Ai\prod_{i\in[m]}A_{i}.

Technically, our algorithm CE-V-Learning makes several major modifications over CCE-V-Learning in order to learn the CE (Section 4.2). Notably, inspired by the connection between CE and low swap-regret learning, we use a mixed-expert Follow-The-Regularized Leader algorithm within its inner loop to achieve low swap-regret for a particular adversarial bandit problem. Our analysis also contains new results for adversarial bandits on weighted swap regret and weighted regret with predicable weights, which may be of independent interest.

Finally, we consider learning Nash equilibrium in Markov Potential Games (MPGs), an important subclass of general-sum Markov games. By a reduction to single-agent RL, we design an algorithm Nash-CA that achieves O~(Φmax⁡H3S∑i∈[m]Ai/ε3)\widetilde{\mathcal{O}}(\Phi_{\max}H^{3}S\sum_{i\in[m]}A_{i}/\varepsilon^{3}) sample complexity, where Φmax⁡≤Hm\Phi_{\max}\leq Hm is the bound on the potential function (Section 5). Compared with the recent result of Leonardos et al. (2021), we significantly improves the ε\varepsilon dependence from their 1/ε61/\varepsilon^{6}.

The sample (query) complexity of learning Nash, CE, and CCE from samples in one-step (i.e. normal form) general-sum games with mm players and AiA_{i} actions per player has been studied extensively in literature (Hart and Mas-Colell, 2000; Hart, 2005; Stoltz, 2005; Cesa-Bianchi and Lugosi, 2006; Blum and Mansour, 2007; Fearnley et al., 2015; Babichenko and Barman, 2015; Chen et al., 2015; Fearnley and Savani, 2016; Goldberg and Roth, 2016; Babichenko, 2016; Rubinstein, 2016; Hart and Nisan, 2018). It is known that learning Nash equilibrium requires exponential in mm samples in the worst case (Rubinstein, 2016), whereas CE and CCE admit efficient poly(m,max⁡i≤mAi){\rm poly}(m,\max_{i\leq m}A_{i})-sample complexity algorithms by independent no-regret learning (Hart and Mas-Colell, 2000; Hart, 2005; Syrgkanis et al., 2015; Goldberg and Roth, 2016; Chen and Peng, 2020; Daskalakis et al., 2021). Our results for learning CE and CCE can be seen as extension of these works into Markov games. We remark that even when the game is fully known, the computational complexity for finding Nash in general-sum games is PPAD-hard (Daskalakis, 2013).

Markov games (Shapley, 1953; Littman, 1994) is a widely used framework for game playing with sequential decision making, e.g. in multi-agent reinforcement learning. Algorithms with asymptotic convergence have been proposed in the early works of Hu and Wellman (2003); Littman (2001); Hansen et al. (2013). A recent line of work studies the non-asymptotic sample complexity for learning Nash in two-player zero-sum Markov games (Bai and Jin, 2020; Xie et al., 2020; Bai et al., 2020; Zhang et al., 2020; Liu et al., 2021; Chen et al., 2021; Jin et al., 2021b; Huang et al., 2021) and learning various equilibria in general-sum Markov games (Liu et al., 2021; Bai et al., 2021), building on techniques for learning single-agent Markov Decision Processes sample-efficiently (Azar et al., 2017; Jin et al., 2018). Learning the Nash equilibrium in general-sum Markov games are much harder than that in zero-sum Markov games. Liu et al. (2021) present the first line of results for learning Nash, CE, and CCE in general-sum Markov games; however their sample complexity scales with ∏i≤mAi\prod_{i\leq m}A_{i} due to the model-based nature of their algorithm. Algorithms for computing CE in extensive-form games has been widely studied (Von Stengel and Forges, 2008; Celli et al., 2020; Farina et al., 2021; Morrill et al., 2021), though we remark Markov games and extensive-form games are different frameworks and our results do not imply each other.

Concurrent to our work, Jin et al. (2021a); Mao and Başar (2022) also present results for learning CE/CCE in general-sum Markov games, both using variants of the V-Learning algorithm similar as ours. Mao and Başar (2022) provide an O~(H6Smax⁡i∈[m]Ai/ε2)\widetilde{O}(H^{6}S\max_{i\in[m]}A_{i}/\varepsilon^{2}) sample complexity for learning ε\varepsilon-CCE, which has one additional HH factor than our Theorem 2. Jin et al. (2021a) provide an O~(H5Smax⁡i∈[m]Ai/ε2)\widetilde{O}(H^{5}S\max_{i\in[m]}A_{i}/\varepsilon^{2}) sample complexity for learning ε\varepsilon-CCE similar as our Theorem 2, and O~(H5Smax⁡i∈[m]Ai2/ε2)\widetilde{O}(H^{5}S\max_{i\in[m]}A_{i}^{2}/\varepsilon^{2}) sample complexity for learning ε\varepsilon-CE; the latter result is an HH factor better than our Theorem 5, which we remark is due to their use of a slightly different swap regret minimization algorithm from ours. Also, both works above only consider CE/CCE for general-sum Markov games, and do not present results for learning Nash equilibria for Markov potential games.

Lastly, a recent line of works considers Markov potential games (Macua et al., 2018; Leonardos et al., 2021; Zhang et al., 2021), a subset of general-sum Markov games in which the Nash equilibrium admits more efficient algorithms. Leonardos et al. (2021) gives a sample-efficient algorithm based on the policy gradient method (Agarwal et al., 2021). The special case of Markov cooperative games is studied empirically in e.g. Lowe et al. (2017); Yu et al. (2021). For one step potential games, Kleinberg et al. (2009); Palaiopanos et al. (2017); Cohen et al. (2017a) show the convergence to Nash equilibria of no-regret dynamics.

Preliminaries

We present preliminaries for multi-player general-sum Markov games as well as the solution concept of (approximate) Nash equilibrium. Alternative solution concepts and other concrete subclasses of Markov games considered in this paper will be defined in the later sections.

For any product policy π={πi}i∈[m]\pi={\left\{\pi_{i}\right\}}_{i\in[m]}, the best response for the ithi^{\text{th}} player against π−i\pi_{-i} is defined as any policy π†\pi^{\dagger} such that V1,iπ†,π−i(s1)=sup⁡πi′V1,iπi′,π−i(s1)V_{1,i}^{\pi^{\dagger},\pi_{-i}}(s_{1})=\sup_{\pi^{\prime}_{i}}V_{1,i}^{\pi^{\prime}_{i},\pi_{-i}}(s_{1}). For any Markov product policy, this best response is guaranteed to exist (and be Markov) as the above maximization problem is equivalent to solving a Markov Decision Process (MDP) for the ithi^{\text{th}} player. We will also use the notation V1,i†,π−i(s1)V_{1,i}^{\dagger,\pi_{-i}}(s_{1}) to denote the above value function V1,iπ†,π−i(s1)V_{1,i}^{\pi^{\dagger},\pi_{-i}}(s_{1}).

We say π\pi is a Nash equilibrium (e.g. Nash (1951); Pérolat et al. (2017)) if all players play the best response against other players, i.e., for all i∈[m]i\in[m],

Note that in general-sum MGs, there may exist multiple Nash equilibrium policies with different value functions, unlike in two-player zero-sum MGs (Shapley, 1953). To measure the suboptimality of any policy π\pi, we define the NE-gap as

For any ε≥0\varepsilon\geq 0, we say π\pi is ε\varepsilon-approximate Nash equilibrium (ε\varepsilon-Nash) if NE-gap(π)≤ε\text{NE-gap}(\pi)\leq\varepsilon.

A general correlated policy π\pi is a set of HH maps π:={πh:Ω×(S×A)h−1×S→ΔA}h∈[H]\pi\mathrel{\mathop{:}}=\{\pi_{h}:\Omega\times(\mathcal{S}\times\mathcal{A})^{h-1}\times\mathcal{S}\to\Delta_{\mathcal{A}}\}_{h\in[H]}. The first argument of πh\pi_{h} is a random variable ω∈Ω\omega\in\Omega sampled from some underlying distribution, and the other arguments contain all the history information and the current state information (unlike Markov policies in which the policies only depend on the current state information). The output of πh\pi_{h} is a general distribution of actions in A=A1×⋯×Am\mathcal{A}=\mathcal{A}_{1}\times\cdots\times\mathcal{A}_{m} (unlike product policies in which the action distribution is a product distribution).

For any correlated policy π={πh}h∈[H]\pi=\{\pi_{h}\}_{h\in[H]} and any player ii, we can define a marginal policy π−i\pi_{-i} as a set of HH maps π−i:={πh,−i:Ω×(S×A)h−1×S→ΔA−i}h∈[H]\pi_{-i}\mathrel{\mathop{:}}=\{\pi_{h,-i}:\Omega\times(\mathcal{S}\times\mathcal{A})^{h-1}\times\mathcal{S}\to\Delta_{\mathcal{A}_{-i}}\}_{h\in[H]} where A−i:=A1×⋯×Ai−1×Ai+1×⋯×Am\mathcal{A}_{-i}\mathrel{\mathop{:}}=\mathcal{A}_{1}\times\cdots\times\mathcal{A}_{i-1}\times\mathcal{A}_{i+1}\times\cdots\times\mathcal{A}_{m}, and the output of πh,−i\pi_{h,-i} is defined as the marginal distribution of the output of πh\pi_{h} restricted to the space A−i\mathcal{A}_{-i}. For any general correlated policy π\pi, we can define its initial state value function V1,iπ(s1)V_{1,i}^{\pi}(s_{1}) similar as (1). The best response value of the ithi^{\text{th}} player against π\pi is V1,i†,π−i(s1)=sup⁡μiV1,iμi,π−i(s1)V^{\dagger,\pi_{-i}}_{1,i}(s_{1})=\sup_{\mu_{i}}V^{\mu_{i},\pi_{-i}}_{1,i}(s_{1}), where V1,iμi,π−i(s1)V^{\mu_{i},\pi_{-i}}_{1,i}(s_{1}) is the value function of the policy (μi,π−i)(\mu_{i},\pi_{-i}) (the ithi^{\text{th}} player plays according to general policy μi\mu_{i}, and all other players play according to π−i\pi_{-i}), and the supremum is taken over all general policy μi\mu_{i} of the ithi^{\text{th}} player.

Throughout this paper we consider the interactive learning (i.e. exploration) setting where algorithms are able to play episodes within the MG and observe the realized transitions and rewards. Our focus is on the PAC sample complexity (i.e. number of episodes of play) for any learning algorithm to output an approximate equilibrium.

1 Exponential lower bound for learning approximate Nash equilibrium

The focus of this paper is the setting where the number of players mm is large. Intuitively, as the joint action space has size ∣A∣=∏i=1mAi|\mathcal{A}|=\prod_{i=1}^{m}A_{i} which scales exponentially in mm (if each Ai≥2A_{i}\geq 2), naive algorithms for learning Nash equilibrium may learn all ri(a)r_{i}(\bm{a}) by enumeratively querying all a∈A\bm{a}\in\mathcal{A}, and this costs exponential in mm samples. Unfortunately, recent work shows that such exponential in mm dependence is unavoidable in the worst-case for any algorithm—there is an exp⁡(Ω(m))\exp(\Omega(m)) sample complexity lower bound for learning approximate Nash, even in one-step general-sum games (Chen et al., 2015; Rubinstein, 2016) (see Proposition A.0 for formal statement).

This suggests that the Nash equilibrium as a solution concept may be too hard to learn efficiently for MGs with a large number of players, and calls for alternative solution concepts or additional structural assumptions on the game in order to achieve an improved mm dependence.

Efficient Learning of Coarse Correlated Equilibria (CCE)

Given the difficulty of learning Nash when the number of players mm is large , we consider learning other relaxed notions of equilibria for general-sum MGs. Two standard notions of equilibria for games are the Correlated Equilibrium (CE) and Coarse Correlated Equilibrium (CCE), and they satisfy {Nash}⊂{CE}⊂{CCE}{\left\{{\rm Nash}\right\}}\subset{\left\{{\rm CE}\right\}}\subset{\left\{{\rm CCE}\right\}} for general-sum MGs (Nisan et al., 2007).

We begin by considering learning CCE (most relaxed notion above) for Markov games.

We say a (general) correlated policy π\pi is an ε\varepsilon-approximate Coarse Correlated Equilibrium (ε\varepsilon-CCE) if

We say π\pi is an (exact) CCE if the above is satisfied with ε=0\varepsilon=0.

The following result shows that there exists an algorithm that can learn an ε\varepsilon-approximate CCE in general-sum Markov games within O~(H5Smax⁡i∈[m]Ai/ε2)\widetilde{\mathcal{O}}(H^{5}S\max_{i\in[m]}A_{i}/\varepsilon^{2}) episodes of play.

Suppose we run the CCE-V-Learning algorithm (Algorithm 4) for all mm players and

episodes (ι=log⁡(mmax⁡i∈[m]AiHSK/(pε))\iota=\log(m\max_{i\in[m]}A_{i}HSK/(p\varepsilon)) is a log factor). Then with probability at least 1−p1-p, the certified policy π^\widehat{\pi} defined in Algorithm 2 is an ε\varepsilon-CCE, i.e. max⁡i∈[m](V1,i†,π^−i(s1)−V1,iπ^(s1))≤ε\max_{i\in[m]}(V_{1,i}^{\dagger,\widehat{\pi}_{-i}}(s_{1})-V_{1,i}^{\widehat{\pi}}(s_{1}))\leq\varepsilon.

For small enough ε\varepsilon, the sample complexity featured in Theorem 2 scales as O~(H5Smax⁡i∈[m]Ai/ε2)\widetilde{\mathcal{O}}(H^{5}S\max_{i\in[m]}A_{i}/\varepsilon^{2}). Most notably, this is the first algorithm that scales with max⁡i∈[m]Ai\max_{i\in[m]}A_{i}, and exhibits a sharp difference in learning Nash and learning CCE in view of the exp⁡(Ω(m))\exp({\Omega(m)}) lower bound for learning Nash in Proposition A.0. Indeed, existing algorithms such as Multi-Nash-VI Algorithm with CCE subroutine (Liu et al., 2021) does require O~(H4S2∏i=1mAi/ε2)\widetilde{\mathcal{O}}(H^{4}S^{2}\prod_{i=1}^{m}A_{i}/\varepsilon^{2}) episodes of play, which scales with ∏i∈[m]Ai\prod_{i\in[m]}A_{i} due to its model-based nature. We achieve significantly better dependence on AiA_{i} and also SS, though slightly worse HH dependence.

Our CCE-V-Learning algorithm (deferred to Appendix C.1 due to space limit) is a multi-player adaptation of the Nash V-Learning algorithm of Bai et al. (2020); Tian et al. (2021) for learning Nash equilibria in two-player zero-sum MGs. Similar as Bai et al. (2020), we show that this algorithm enjoys a “no-regret” like guarantee for each player at each (h,s)(h,s) (Lemma C.0). We also adopted the choice of hyperparameters in Tian et al. (2021) so that the sample complexity has a slightly better dependence in HH. When combined with the “certified correlated policy” procedure (Algorithm 2), our algorithm outputs a policy that is ε\varepsilon-CCE. Our certified policy procedure is adapted from the certified policy of Bai et al. (2020), and differs in that ours output a correlated policy for all the players whereas Bai et al. (2020) outputs a product policy. The key feature enabling this max⁡i∈[m]Ai\max_{i\in[m]}A_{i} dependence is that this algorithm uses decentralized learning for each player to learn the value function (VV), instead of learning the QQ function (as in Liu et al. (2021)) that requires sample size scales as ∏i∈[m]Ai\prod_{i\in[m]}A_{i}. The proof of Theorem 2 is in Appendix C.

Efficient Learning of Correlated Equilibria (CE)

In this section, we move on to considering the harder problem of learning Correlated Equilibria (CE). We first present the definition of CE in Markov games.

A strategy modification ϕ:={ϕh,s}(h,s)∈[H]×S\phi\mathrel{\mathop{:}}={\left\{\phi_{h,s}\right\}}_{(h,s)\in[H]\times\mathcal{S}} for player ii is a set of H×SH\times S functions ϕh,s:(S×A)h−1×Ai→Ai\phi_{h,s}:(\mathcal{S}\times\mathcal{A})^{h-1}\times\mathcal{A}_{i}\to\mathcal{A}_{i}. A strategy modification ϕ\phi can be composed with any policy π\pi to give a modified policy ϕ⋄π\phi\diamond\pi defined as follows: At any step hh and state ss with the history information τh−1=(s1,a1,⋯ ,sh−1,ah−1)\tau_{h-1}=(s_{1},\bm{a}_{1},\cdots,s_{h-1},\bm{a}_{h-1}), if π\pi chooses to play a=(a1,…,am)\bm{a}=(a_{1},\dots,a_{m}), the modified policy ϕ⋄π\phi\diamond\pi will play (a1,…,ai−1,ϕh,s(τh−1,ai),ai+1,…,am)(a_{1},\dots,a_{i-1},\phi_{h,s}(\tau_{h-1},a_{i}),a_{i+1},\dots,a_{m}). We use Φi\Phi_{i} denote the set of all possible strategy modifications for player ii.

We say a (general) correlated policy π\pi is an ε\varepsilon-approximate CE (ε\varepsilon-CE) if

We say π\pi is an (exact) CE if the above is satisfied with ε=0\varepsilon=0.

Our definition of CE follows (Liu et al., 2021) and is a natural generalization of the CE for the well-studied special case of one-step (i.e. normal form) games (Nisan et al., 2007).

Our algorithm CE-V-Learning (Algorithm 1) builds further on top of CCE-V-Learning and Nash V-Learning, and makes several novel modifications in order to learn the CE. The key feature of CE-V-Learning is that it uses a weighted swap regret algorithm (mixed-expert FTRL) for every (s,h,i)(s,h,i). At a high-level, CE-V-Learning consists of the following steps:

Line 6-11 (Sample action using mixed-expert FTRL): For each (h,s)(h,s) we maintain AiA_{i} “sub-experts” indexed by b′∈[Ai]b^{\prime}\in[A_{i}] (Each sub-expert represents an independent “expert” that runs her own FTRL algorithm). Sub-expert b′b^{\prime} first computes an action distribution qb′(⋅)∈ΔAiq^{b^{\prime}}(\cdot)\in\Delta_{\mathcal{A}_{i}} via Follow-the-Regularized-Leader (FTRL; Line 8). Then we employ a two-step sampling procedure to obtain the action: First sample a sub-expert bb from a suitable distribution μ\mu computed from {qb′}b′∈[Ai]\{q^{b^{\prime}}\}_{b^{\prime}\in[A_{i}]}, then sample the actual action ah,ia_{h,i} from qbq^{b}.

Line 13-17 (Take action and record observations): Player ii takes action ah,ia_{h,i} and observes other player’s actions, the reward, and the next state. Sub-expert bb then computes a loss estimator and weight according to the observations, which will be used in future FTRL updates.

Line 19 (Optimistic value update): Updates the optimistic estimate of the value V‾h,i\overline{V}_{h,i} using step-size αt\alpha_{t} and bonus β‾t\overline{\beta}_{t}.

Finally, after executing Algorithm 1 for KK episodes, we use the certified correlated policy procedure (Algorithm 2) to obtain our final output policy π^\widehat{\pi}. This procedure is a direct modification of the certified policy procedure of (Bai et al., 2020) and outputs a correlated policy (because the randomly sampled kk and ll in line 1 and line 4 of Algorithm 2 are used by all the players) instead of product policy. The same procedure is also used for learning CCEs earlier in Section 3.

Here we specify the hyperparameters used in Algorithm 1:

The constants αtj\alpha_{t}^{j} used in Algorithm 2 is defined as

Note that for any t≥1t\geq 1, {αtj}1≤j≤t\{\alpha_{t}^{j}\}_{1\leq j\leq t} sums to one and defines a distribution over [t][t].

2 Overview of techniques

Here we briefly overview the techniques used in Algorithm 1.

Minimizing swap regret via mixed-expert FTRL The key technical advance in our Algorithm 1 over CCE-V-Learning and Nash V-Learning is the use of mixed-expert FTRL (Line 6-11). The purpose of this is to allow the algorithm to achieve low swap regret at each (h,s)(h,s) in a suitable sense—For one-step (normal form) games, it is known that combining low-swap-regret learning for each player leads to an approximate CE (Stoltz, 2005; Cesa-Bianchi and Lugosi, 2006). To integrate this into Markov games, we utilize a celebrated reduction from low-swap-regret learning to usual low-regret learning (Blum and Mansour, 2007), which for any bandit problem with AiA_{i} actions maintains AiA_{i} sub-experts each running its own FTRL algorithm. Our particular application builds upon the two-step randomization scheme of Ito (2020) which first samples a sub-expert bb and the action from this sub-expert. The distribution μ(⋅)\mu(\cdot) for sampling the sub-expert is carefully chosen by solving a linear system (Line 10) so that μ\mu also coincides with the (marginal) distribution of the sampled action, from which the reduction follows.

FTRL with predictable weights Applied naively, the above reduction does not directly work for our purpose, as our analysis requires minimizing the weighted swap regret with weights αti\alpha_{t}^{i}, whereas the reduction of Ito (2020) relies crucially on the vanilla (average) regret. We address this challenge by using a slightly modified FTRL algorithm for each sub-expert that takes in random but predictable weights (i.e. depending fully on prior information and “external” randomness). We present the analysis for such FTRL algorithm in Appendix G.4, and the consequent analysis for the weighted swap regret in Appendix G.1-G.3, both of which may be of independent interest.

Proposal distributions Finally, a nuanced but important new design in CE-V-Learning is that all sub-experts compute a proposal action distribution to sample the sub-expert and the associated action. Then, only the sampled sub-expert takes this action, and all other proposal distributions are discarded. This is different from the original algorithms of (Blum and Mansour, 2007; Ito, 2020) in which the FTRL update come after the sub-expert sampling and only happens for the sampled sub-expert. Our design is required here as otherwise the sub-experts are required to predict the next time when it is sampled in order to compute the weighted FTRL update, which is impossible.

3 Theoretical guarantee

We are now ready to present the theoretical guarantee for our CE-V-Learning algorithm.

Suppose we run the CE-V-Learning algorithm (Algorithm 1) for all mm players for

episodes (ι=log⁡(mmax⁡i∈[m]AiHSK/(pε))\iota=\log(m\max_{i\in[m]}A_{i}HSK/(p\varepsilon)) is a log factor). Then with probability at least 1−p1-p, the certified correlated policy π^\widehat{\pi} defined in Algorithm 2 is an ε\varepsilon-CE, i.e. max⁡i∈[m]sup⁡ϕ∈Φi(V1,iϕ⋄π^(s1)−V1,iπ^(s1))≤ε\max_{i\in[m]}\sup_{\phi\in\Phi_{i}}(V_{1,i}^{\phi\diamond\widehat{\pi}}(s_{1})-V_{1,i}^{\widehat{\pi}}(s_{1}))\leq\varepsilon.

To the best of our knowledge, Theorem 5 presents the first result for learning CE that scales polynomially with max⁡i∈[m]Ai\max_{i\in[m]}A_{i}, which is significantly better than the best known existing algorithm of Multi-Nash-VI with CE subroutine (Liu et al., 2021) whose sample complexity scales with ∏i∈[m]Ai\prod_{i\in[m]}A_{i}. Similar as in Theorem 2, this follows as our CE-V-Learning uses decentralized learning for each player to learn the value function (VV) . We also observe that our sample complexity for learning CE is higher than for learning CCE by a factor of O~(Hmax⁡i∈[m]Ai)\widetilde{\mathcal{O}}(H\max_{i\in[m]}A_{i}); the additional max⁡i∈[m]Ai\max_{i\in[m]}A_{i} factor is expected as CE is a strictly harder notion of equilibrium. The proof of Theorem 5 can be found in Appendix D.

Finally, combining Theorem 2 & 5 with the exponential lower bound for learning Nash (Section 2.1), we obtain a full characterization of which equilibria can be learned with poly(m){\rm poly}(m) sample complexity in general-sum Markov games: This is possible for CCE and CE, but not Nash.

Learning Nash Equilibria in Markov Potential Games

In this section, we consider learning Nash equilibria in Markov Potential Games (MPGs), an important subclass of general-sum MGs. Despite the curse of number of players of learning Nash in general-sum MGs, recent work shows that learning Nash in MPGs does not require sample size exponential in mm, by using stochastic policy gradient based algorithms (Leonardos et al., 2021; Zhang et al., 2021). In this section, we provide an alternative algorithm Nash-CA that also achieves a mild dependence on mm and an improved dependence on ε\varepsilon by a simple reduction to single-agent learning.

We first present the definition of MPGs. Our definition is the finite-horizon variantOur results can easily adapted to the discounted infinite time horizon setup. of the definitions of Macua et al. (2018); Leonardos et al. (2021); Zhang et al. (2021) and is slightly more general as we only require (4) on the total return. Throughout this section, π\pi denotes a Markov product policy.

(Markov potential games) A general-sum Markov game is a Markov potential game if there exists a potential function Φ\Phi mapping any product policy to a real number in [0,Φmax][0,{\Phi_{\rm max}}], such that for any i∈[m]i\in[m], any two policies πi,πi′\pi_{i},\pi_{i}^{\prime} of the ithi^{\text{th}} player, and any policy π−i\pi_{-i} of other players, the difference of the value functions of the ithi^{\text{th}} player with policies (πi,π−i)(\pi_{i},\pi_{-i}) and (πi′,π−i)(\pi_{i}^{\prime},\pi_{-i}) is equals the difference of the potential function on the same policies, i.e.,

Note that the range of the potential function Φmax{\Phi_{\rm max}} admits a trivial upper bound Φmax≤mH{\Phi_{\rm max}}\leq mH (this can be seen by varying πi\pi_{i} for one ii at a time). An important example of MPGs is Markov Cooperative Games (MCGs) where all players share the same reward ri≡rr_{i}\equiv r.

2 Algorithm and theoretical guarantee

We present a simple algorithm Nash-CA (Nash Coordinate Ascent) for learning an ε\varepsilon-Nash in MPGs. As its name suggests, the algorithm operates by solving single-agent Markov Decision Processes (MDPs) one player at a time, and intrinsically performing coordinate ascent on the potential function of the Markov game. Due to the potential structure of MPGs and the boundedness of the potential function, the local improvements of players across the steps can have an accumulative effect on the potential function, and the algorithm is guaranteed to stop after a bounded number of steps. We give the full description of the Nash-CA in Algorithm 3. We remark that Nash-CA is additionally guaranteed to output a pure-strategy Nash equilibrium (cf. Appendix E for definition).

For Markov potential games, with probability at least 1−p1-p, Algorithm 3 terminates within 4Φmax/ε4\Phi_{\text{max}}/\varepsilon steps of the while loop, and outputs an ε\varepsilon-approximate (pure-strategy) Nash equilibrium. The total episodes of play is at most

where ι=log⁡(mHSKmax⁡1≤i≤mAiεp)\iota=\log(\frac{mHSK\max_{1\leq i\leq m}A_{i}}{\varepsilon p}) is a log factor.

For small enough ε\varepsilon, the sample complexity for the Nash-CA algorithm in the above theorem is O~(ΦmaxH3S∑i≤mAi/ε3)\widetilde{\mathcal{O}}({\Phi_{\rm max}}H^{3}S\sum_{i\leq m}A_{i}/\varepsilon^{3}). As Φmax⁡≤mH\Phi_{\max}\leq mH, this at most scales with the number of players as m∑i≤mAim\sum_{i\leq m}A_{i}, which is much better than the exponential in mm sample complexity for general-sum MGs without additional structures. Compared with recent results on learning Nash via policy gradients (Leonardos et al., 2021; Zhang et al., 2021), the Nash-CA algorithm also achieves poly(m,max⁡i≤mAi){\rm poly}(m,\max_{i\leq m}A_{i}) dependence, and significantly improves on the ε\varepsilon dependence from their ε−6\varepsilon^{-6} to ε−3\varepsilon^{-3}. In addition, our algorithm does not require assumptions on bounded distribution mismatch coefficient as they do, due to the exploration nature of our single-agent MDP subroutine.

Also, compared with the sample complexity bound O~(H4S2∏i=1mAi/ε2)\widetilde{\mathcal{O}}(H^{4}S^{2}\prod_{i=1}^{m}A_{i}/\varepsilon^{2}) of the Nash-VI algorithm (Liu et al., 2021) for general-sum MGs (not restricted to MPGs), our Nash-CA algorithm doesn’t suffer from the exponential dependence on mm thanks to the MPG structure. We do achieve a looser in the dependence on ε\varepsilon, yet overall our sample complexity is still better unless ε<(∑i=1mAi)/(∏i=1mAi)\varepsilon<(\sum_{i=1}^{m}A_{i})/(\prod_{i=1}^{m}A_{i}) is exponentially small. The proof of Theorem 7 can be found in Appendix E.

To accompany Theorem 7, we establish a sample complexity lower bound of Ω(H2∑i=1mAi/ε2)\Omega(H^{2}\sum_{i=1}^{m}A_{i}/\varepsilon^{2}) for learning pure-strategy Nash in MCGs and hence MPGs (Theorem F.0 in Appendix F). This lower bound improves in the AiA_{i} dependence over the naive reduction to single-player MDPs (Domingues et al., 2021), which gives Ω(H3Smax⁡i∈[m]Ai/ε2)\Omega(H^{3}S\max_{i\in[m]}A_{i}/\varepsilon^{2}), though is loose on the S,HS,H dependence. The improved AiA_{i} dependence is achieved by constructing a novel class of hard instances of on one-step games (Lemma F.0), which may be of further technical interest. However, there is still a large gap between these lower bounds and the best current upper bound of either our O~(∑i=1mAi/ε3)\widetilde{\mathcal{O}}(\sum_{i=1}^{m}A_{i}/\varepsilon^{3}) or the O~(∏i=1mAi/ε2)\widetilde{\mathcal{O}}(\prod_{i=1}^{m}A_{i}/\varepsilon^{2}) of Liu et al. (2021), which we leave as future work.

Conclusion

This paper investigates the question of when can we solve general-sum Markov games (MGs) sample-efficiently with a mild dependence on the number of players. Our results show that this is possible for learning approximate (Coarse) Correlated Equilibria in general-sum MGs, as well as learning approximate Nash equilibrium in Markov potential games. In both cases, our sample complexity bounds improve over existing results in many aspects. Our work opens up many interesting directions for future work, such as sharper algorithms for both problems, sample complexity lower bounds, or how to perform sample-efficient learning in general-sum MGs with function approximations. In addition to Markov potential games, it would also be interesting to explore alternative structural assumptions that permit sample-efficient learning.

Acknowledgement

Ziang Song is partially supported by the elite undergraduate training program of School of Mathematical Sciences in Peking University.

References

Appendix A Exponential in m𝑚m Lower Bound for Learning Nash in General-sum MGs

In this section, we give a sample complexity lower bound for computing approximate Nash equilibrium in one-step binary-action general-sum MGs (H=1H=1, S=1S=1 and Ai=2A_{i}=2) which has an exponential dependence in mm, the number of players. The result is built on the lower bound of query complexity in Rubinstein (2016).

We use G\mathcal{G} to denote the one-step Markov game (H=1H=1 and S=1S=1), in which there are mm players and A=2A=2 actions for each player. We index the players by [m]={1,…,m}[m]=\{1,\dots,m\} and denote the actions space of each player by [A]={1,2}[A]=\{1,2\}. Since we restricted attention to binary-action games (i.e. A=2A=2), the total number of joint actions is 2m2^{m}.

We define a (exact) query as the procedure where the algorithm queries a joint action a∈[A]m\bm{a}\in[A]^{m} and observes the (deterministic) reward ri(a)∈r_{i}(\bm{a})\in. We define the query complexity (Chen et al., 2015) for learning ε\varepsilon-approximate Nash equilibrium (ANE) as the following.

The query complexity QCp(ANE(m,ε))QC_{p}({\rm ANE}(m,\varepsilon)) for learning ε\varepsilon-ANE is defined as the smallest nn such that there exists a randomized oracle algorithm A\mathcal{A} satisfying the following: for any binary-action, m-player game G\mathcal{G}, the algorithm A\mathcal{A} can use no more than nn sequential queries of the reward to output an ε\varepsilon-ANE with probability at least 1−p1-p.

In one-step MGs with deterministic reward, the query complexity is equivalent to the sample complexity, since each query obtains a reward entry. The following result in Rubinstein (2016) gives a 2Ω(m)2^{\Omega(m)} query complexity lower bound for learning ε0\varepsilon_{0}-ANE in mm-player binary action games.

There exists absolute constants ε0>0\varepsilon_{0}>0 and c>0c>0, such that for all mm,

This result shows that it is impossible for any algorithm to learn an ε0\varepsilon_{0}-ANE for every binary action game with probability at least (1−p)(1-p) using poly(m,log⁡(1/p)){\rm poly}(m,\log(1/p)) samples: such an algorithm with p=2−cmp=2^{-cm} would only use poly(m,log⁡(2cm))=poly(m){\rm poly}(m,\log(2^{cm}))={\rm poly}(m) samples, yet the sample complexity lower bound in Proposition A.0 requires at least 2Ω(m)=exp⁡(Ω(m))2^{\Omega(m)}=\exp(\Omega(m)) samples. Since Proposition A.0 allows ε0=Θ(1)\varepsilon_{0}=\Theta(1), this also rules out the possibility of learning ε\varepsilon-ANE with poly(m,log⁡(1/p),1/ε){\rm poly}(m,\log(1/p),1/\varepsilon) samples for all small ε\varepsilon.

Appendix B Q function and Bellman equations

From these definitions, we have the Bellman equations

for all (i,s,a,h)∈[m]×S×A×[H](i,s,\bm{a},h)\in[m]\times\mathcal{S}\times\mathcal{A}\times[H] (where we have set VH+1,iπ(s)=0V_{H+1,i}^{\pi}(s)=0 for all h,i∈[H]×[m]h,i\in[H]\times[m]).

Appendix C Proofs for Section 3

Our algorithm used to learn CCE in general-sum MGs is a combination of Algorithm 4 and Algorithm 2. In particular, Algorithm 4 computes a set of policies and plays these policies in each episode. Algorithm 2 used the full history in Algorithm 4 to produce a certified, general correlated policy which we will show to be a CCE (we will also use the same Algorithm 2 to produce the certified policy in the algorithm of learning CE). During the execution of Algorithm 2, if the index tt is at some step hh, the certified policy can choose any action at and after step hh.

In Algorithm 4, we choose the hyper-parameters as follows:

where c>0c>0 is some absolute constant, and ι=log⁡(mmax⁡i∈[m]AiHSKpε)\iota=\log(\frac{m\max_{i\in[m]}A_{i}HSK}{p\varepsilon}) is a log factor. The choice of ηt\eta_{t} follows the V-OL algorithm in Tian et al. (2021) which helps to shave off an HH factor in the sample complexity compared with the original Nash V-Learning algorithm in Bai et al. (2020).

Here, we have a short comment on the log factor ι\iota. In fact, we need ι\iota to be Clog⁡(mmax⁡i∈[m]AiHSKpε)C\log(\frac{m\max_{i\in[m]}A_{i}HSK}{p\varepsilon}) for some absolute constant CC. For the cleanness of the results, in this paper, we ignore this difference since this would not harm the correctness of all the results we present.

C.2 Proof of Theorem 2

We begin with an auxiliary lemma on αtj\alpha^{j}_{t} (its definition is in (3)).

The following properties hold for αtj\alpha_{t}^{j}:

1. 1t≤∑j=1tαtjj≤2t\frac{1}{\sqrt{t}}\leq\sum_{j=1}^{t}\frac{\alpha_{t}^{j}}{\sqrt{j}}\leq\frac{2}{\sqrt{t}} for every t≥1t\geq 1 .

2. max⁡j∈[t]αtj≤2Ht\max_{j\in[t]}\alpha_{t}^{j}\leq\frac{2H}{t} and ∑j=1t(αtj)2≤2Ht\sum_{j=1}^{t}\left(\alpha_{t}^{j}\right)^{2}\leq\frac{2H}{t} for every t≥1t\geq 1 .

3. ∑t=j∞αtj=1+1H\sum_{t=j}^{\infty}\alpha_{t}^{j}=1+\frac{1}{H} for every j≥1j\geq 1.

4. ∑j=1tαtjj≥12t\sum_{j=1}^{t}\frac{\alpha_{t}^{j}}{j}\geq\frac{1}{2t} for every t≥1t\geq 1.

Property 4 above does not appear in (Jin et al., 2018), for which we provide a quick proof here:

Here, (i) uses αtj\alpha_{t}^{j} is increasing in jj for fixed tt. ∎

Towards proving Theorem 2, we begin with a simple consequence of the update rule in Algorithm 4, which will be used several times later.

Fix a state ss in time step hh and fix an episode kk, let t=Nhk(s)t=N_{h}^{k}(s) and suppose s was previously visited at episodes k1<⋯<kt<kk^{1}<\dots<k^{t}<k at the hh-th step. The update rules in Algorithm 4 gives the following equations:

We next present and prove the following lemma which helps to explain why our choice of the bonus term is β‾t\overline{\beta}_{t}. The constant cc in β‾t\overline{\beta}_{t} is actually the same with the constant cc in this lemma.

Fix a state ss in time step hh and fix an episode kk, let t=Nhk(s)t=N_{h}^{k}(s) and suppose s was previously visited at episodes k1<⋯<kt<kk^{1}<\dots<k^{t}<k at the hh-th step. With probability at least 1−p21-\frac{p}{2}, for any (i,s,h,t)∈[m]×S×[H]×[K](i,s,h,t)\in[m]\times\mathcal{S}\times[H]\times[K], there exist a constant c s.t.

into R⋆(i,s,h,t)+U(i,s,h,t)R^{\star}(i,s,h,t)+U(i,s,h,t) where

So we can apply Azuma-Hoeffding inequality. Note that ∑j=1t(αtj)2≤2H/t\sum_{j=1}^{t}(\alpha_{t}^{j})^{2}\leq 2H/t by Lemma C.0. Using Azuma-Hoeffding inequality, we have with probability at least 1−p4mHSK1-\frac{p}{4mHSK}

After taking a union bound, we have the following statement is true with probability at least 1−p/41-p/4,

Then we bound R⋆(i,s,h,t)R^{\star}(i,s,h,t). For fixed (i,s,h)(i,s,h), if we define the loss function

simultaneously for all t∈[K]t\in[K] . By Lemma C.0 and ηt=HιAit\eta_{t}=\sqrt{\frac{H\iota}{A_{i}t}}, we have with probability at least 1−p4mHS1-\frac{p}{4mHS}

Again, taking a union bound in all (i,s,h)∈[m]×S×[H](i,s,h)\in[m]\times\mathcal{S}\times[H], we have with probability at least 1−p/41-p/4,

Finally, we concluded that with probability at least 1−p/21-p/2, we have

Recall that the certified policy π^\widehat{\pi} as in Algorithm 2 is a nested mixture of policies. We further define policies {π^hk}h∈[H],k∈[K]\{\widehat{\pi}_{h}^{k}\}_{h\in[H],k\in[K]} in Algorithm 5. By construction, the relationship between π^\widehat{\pi} and π^hk\widehat{\pi}_{h}^{k} is that when players jointly play policy the π^\widehat{\pi}, they first sample kk from Uniform([K])\text{Uniform}([K]), then they play together the policy π^1k\widehat{\pi}_{1}^{k} (Algorithm 5 for h=1h=1) with the same sampled kk. As a result, we have the following relationship:

We define the policy starting from the hh-th step for player ii as π≥h,i:={πh′,i:Ω×(S×A)h′−h×S→ΔAi}h′=hH\pi_{\geq h,i}\mathrel{\mathop{:}}=\{\pi_{h^{\prime},i}:\Omega\times(\mathcal{S}\times\mathcal{A})^{h^{\prime}-h}\times\mathcal{S}\to\Delta_{\mathcal{A}_{i}}\}_{h^{\prime}=h}^{H}. At each step h′≥hh^{\prime}\geq h, π≥h,i\pi_{\geq h,i} samples action based on current state, the history starting from the hh-th step and a random number ω∈Ω\omega\in\Omega. We use Π≥h,i\Pi_{\geq h,i} to denote all policies for player ii starting from the hh-th step. Similar to Section 2, we can define general correlated policy starting from the hh-th step (where the random numbers may be correlated for different players), and we use Π≥h\Pi_{\geq h} to denote all such general correlated policy starting from the hh-th step.

For π∈Π≥h\pi\in\Pi_{\geq h}, we can define the value function starting from the hh-th step as:

We also define the value function of the best response as:

One example of a policy starting from the hh-th step is π^hk\widehat{\pi}_{h}^{k} defined in Algorithm 5, so that we can define Vh,iπ^hk(s)V_{h,i}^{\widehat{\pi}_{h}^{k}}(s) and Vh,i†,π^h,−ik(s)V_{h,i}^{\dagger,\widehat{\pi}_{h,-i}^{k}}(s).

for all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K] with probability at least 1−p1-p.

Proof of Lemma C.0 We prove this lemma by backward induction over h∈[H+1]h\in[H+1]. The base case of h=H+1h=H+1 is true as all the value functions equal by definition. Suppose the claim is true for h+1h+1. We begin with upper bounding Vh,i†,π^h,−ik(s)V_{h,i}^{\dagger,\widehat{\pi}_{h,-i}^{k}}(s). Let t=Nhk(s)t=N_{h}^{k}(s) and kj=khj(s)k^{j}=k_{h}^{j}(s) for 1≤j≤t1\leq j\leq t to be the jj’th time that ss is previously visited. By the definition of certified policies π^h,ik\widehat{\pi}_{h,i}^{k} and by the value iteration formula of MGs, we have for any policy μi∈Π≥h,i\mu_{i}\in\Pi_{\geq h,i},

Conditional on the high probability event in Lemma C.0, we use the inductive hypothesis to obtain

Here, (i) uses our choice of β‾j=cH3Aiιj+2cH2ιj\overline{\beta}_{j}=c\sqrt{\frac{H^{3}A_{i}\iota}{j}}+2c\frac{H^{2}\iota}{j} and 1t≤∑j=1tαtjj,1t≤∑j=1t2αtjj\frac{1}{\sqrt{t}}\leq\sum_{j=1}^{t}\frac{\alpha_{t}^{j}}{\sqrt{j}},\frac{1}{t}\leq\sum_{j=1}^{t}\frac{2\alpha_{t}^{j}}{j}.

Meanwhile, for V‾h,ik(s)\underline{V}_{h,i}^{k}(s), by the definition of certified policy and inductive hypothesis,

Here, (i) uses ∑j=1tαtjβj≥2∑j=1tαtjH3ι/j≥2H3ι/t.\sum_{j=1}^{t}\alpha_{t}^{j}\beta_{j}\geq 2\sum_{j=1}^{t}\alpha_{t}^{j}\sqrt{H^{3}\iota/j}\geq 2\sqrt{H^{3}\iota/t}.

As a result, the backward induction would work well for all hh as long as the inequalities in Lemma C.0 and (9) hold for all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K]. Taking a union bound in all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K], we have with probability at least 1−p/21-p/2, the inequality in (9) is true simultaneously for all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K]. Therefore the inequalities in Lemma C.0 and (9) hold simultaneously for all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K] with probability at least 1−p1-p. This finishes the proof of this lemma. ∎

Equipped with these lemmas, we are ready to prove Theorem 2.

Proof of Theorem 2 Conditional on the high probability event in Lemma C.0 (this happens with probability at least 1−p1-p), we have

for all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K]. Then, choosing h=1h=1 and s=s1s=s_{1}, we have

Moreover, by (7), value function of certified policy can be decomposed as

where the decomposition is due to the first line in the Algorithm 2: sample k←k\leftarrowUniform([K][K]).

To prove π^\widehat{\pi} is an approximate CCE, we only need to bound ∑k=1K(V‾1,ik(s1)−V‾1,ik(s1))\sum_{k=1}^{K}\left(\overline{V}_{1,i}^{k}(s_{1})-\underline{V}_{1,i}^{k}(s_{1})\right). Letting δh,ik:=V‾h,ik(shk)−V‾h,ik(shk)\delta_{h,i}^{k}:=\overline{V}_{h,i}^{k}(s_{h}^{k})-\underline{V}_{h,i}^{k}(s_{h}^{k}) and t=Nhk(shk)t=N_{h}^{k}(s_{h}^{k}). Suppose shks_{h}^{k} was previously visited at episodes k1,…,ktk^{1},\dots,k^{t} at the hh-th step. By the update rule,

We can use Lemma C.0 which gives ∑j=1tαtj/j≤2/t\sum_{j=1}^{t}\alpha_{t}^{j}/\sqrt{j}\leq 2/t and max⁡j≤tαtj≤2H/t\max_{j\leq t}{\alpha_{t}^{j}}\leq 2H/t to get

where we also uses ∑j=1t1/j≤1+log⁡t\sum_{j=1}^{t}1/j\leq 1+\log t.

Taking the summation w.r.t. k, we begin by the first two terms;

where (i) is by changing the order of summation and (ii) is by Lemma C.0.

where we assume ι≥1\iota\geq 1. So we have

Recursing this argument for h∈[H]h\in[H] gives

Therefore, K≥O(H5Smax⁡i∈[m]Aiιε2+SH4ι3ε)K\geq\mathcal{O}(\frac{H^{5}S\max_{i\in[m]}A_{i}\iota}{\varepsilon^{2}}+\frac{SH^{4}\iota^{3}}{\varepsilon}) guarantees that we have V1,i†,π^−i(s1)−V1,iπ^(s1)≤εV_{1,i}^{\dagger,\widehat{\pi}_{-i}}(s_{1})-V_{1,i}^{\widehat{\pi}}(s_{1})\leq\varepsilon for all i∈[m]i\in[m]. This complete the proof of Theorem 2. ∎

Appendix D Proofs for Section 4

In this section we prove Theorem 5. We first define a set of lower value estimates V‾h,ik(s)\underline{V}_{h,i}^{k}(s) (along with the upper estimates used in Algorithm 1) via the following update rule:

We emphasize that V‾h,ik(s)\underline{V}_{h,i}^{k}(s) are analyses quantities only for simplifying the proof, and are not used by the algorithm.

The following lemma is the same as Lemma C.0 in the CCE case (except that for a different algorithm).

Fix a state ss in time step hh and fix an episode kk, let t=Nhk(s)t=N_{h}^{k}(s) and suppose s was previously visited at episodes k1<⋯<kt<kk^{1}<\dots<k^{t}<k at the hh-th step. The update rule for V‾h,i(s)\overline{V}_{h,i}(s) and V‾h,i(s)\underline{V}_{h,i}(s) in Algorithm 1 and (10) gives the following equations:

We next prove the following lemma which helps explain our choice of the bonus term β‾t\overline{\beta}_{t}. The constant cc in β‾t\overline{\beta}_{t} is the same with the constant cc in this lemma. For any policy modification φi:Ai→Ai\varphi_{i}:\mathcal{A}_{i}\to\mathcal{A}_{i} for the ithi^{\text{th}} player and one-step policy πh:S→ΔA\pi_{h}:\mathcal{S}\to\Delta_{\mathcal{A}} for any hh, the modified policy φi⋄πh\varphi_{i}\diamond\pi_{h} is defined as follows: if πh\pi_{h} chooses to play a=(a1,…,am)\bm{a}=(a_{1},\dots,a_{m}), the modified policy φi⋄πh\varphi_{i}\diamond\pi_{h} will play (a1,…,ai−1,φi(ai),ai+1,…,am)(a_{1},\dots,a_{i-1},\varphi_{i}(a_{i}),a_{i+1},\dots,a_{m}). Moreover, for πh,i:S→ΔAi\pi_{h,i}:\mathcal{S}\to\Delta_{\mathcal{A}_{i}}, policy φi⋄πh,i\varphi_{i}\diamond\pi_{h,i} chooses φi(a)\varphi_{i}(a) when πh,i\pi_{h,i} chooses aa.

Fix a state ss in time step hh and fix an episode kk, let t=Nhk(s)t=N_{h}^{k}(s) and suppose s was previously visited at episodes k1<⋯<kt<kk^{1}<\dots<k^{t}<k at the hh-th step. With probability 1−p21-\frac{p}{2}, for any (i,s,h,t)∈[m]×S×[H]×[K](i,s,h,t)\in[m]\times\mathcal{S}\times[H]\times[K], there exist a constant c s.t.

Proof of Lemma D.0 First, like the prove in Lemma C.0, we decompose

into R⋆(i,s,h,t)+U(i,s,h,t)R^{\star}(i,s,h,t)+U(i,s,h,t) where

We first bound U(i,s,h,t)U(i,s,h,t). By the same reason in proof of Lemma C.0, we can apply Azuma-Hoeffding inequality. Note that ∑j=1t(αtj)2≤2H/t\sum_{j=1}^{t}(\alpha_{t}^{j})^{2}\leq 2H/t by Lemma C.0. Using Azuma-Hoeffding inequality, we have with probability at least 1−p4mHSK1-\frac{p}{4mHSK},

After taking a union bound, the following statement is true with probability at least 1−p/41-p/4,

Then we bound R⋆(i,s,h,t)R^{\star}(i,s,h,t). For fixed (i,s,h)(i,s,h), we define loss function

Now, for any fixed step hh and state ss, the distributions {qhb(⋅∣s)}b{\left\{q_{h}^{b}(\cdot|s)\right\}}_{b} and visitation counts {Nhb(s)}b{\left\{N_{h}^{b}(s)\right\}}_{b} are only updated at episodes kh1(s),…,kht(s)k_{h}^{1}(s),\dots,k_{h}^{t}(s). Further, these updates are exactly equivalent to the mixed-expert FTRL update algorithm which we describe in Algorithm 8. Therefore, the R⋆(i,s,h,t)R^{\star}(i,s,h,t) above can be bounded by the weighted swap regret bound of Lemma G.0 (choosing the log term as ι=4log⁡10mSAHKp\iota=4\log\frac{10mSAHK}{p}) to yield that

with probability at least 1−p/(4mSH)1-p/(4mSH). Taking a union bound over all (i,s,h)∈[m]×S×[H](i,s,h)\in[m]\times\mathcal{S}\times[H], we have with probability at least 1−p/41-p/4,

Finally, we conclude that with probability at least 1−p/21-p/2, we have

We define the auxiliary certified policies π^hk\widehat{\pi}_{h}^{k} in Algorithm 6 (same as Algorithm 5 for the CCE case but repeated here for clarity). Again, we have the following relationship:

A strategy modification starting from the hh-th step ϕ≥h:={ϕh′,s}(h′,s)∈{h,h+1,…,H}×S\phi_{\geq h}\mathrel{\mathop{:}}={\left\{\phi_{h^{\prime},s}\right\}}_{(h^{\prime},s)\in\{h,h+1,\dots,H\}\times\mathcal{S}} for player ii is a set of S×(H−h+1)S\times(H-h+1) functions ϕh′,s:(S×A)h′−h×Ai→Ai\phi_{h^{\prime},s}:(\mathcal{S}\times\mathcal{A})^{h^{\prime}-h}\times\mathcal{A}_{i}\to\mathcal{A}_{i}. This strategy modification ϕ≥h\phi_{\geq h} can be composed with any policy π∈Π≥h\pi\in\Pi_{\geq h} (as in Definition C.0) to give a modified policy ϕ≥h⋄π\phi_{\geq h}\diamond\pi defined as follows: At any step h′≥hh^{\prime}\geq h and state ss with the history information starting from the hh-th step τh:h′−1=(sh,ah,⋯ ,sh′−1,ah′−1)\tau_{h:h^{\prime}-1}=(s_{h},\bm{a}_{h},\cdots,s_{h^{\prime}-1},\bm{a}_{h^{\prime}-1}), if π\pi chooses to play a=(a1,…,am)\bm{a}=(a_{1},\dots,a_{m}), the modified policy ϕ⋄π\phi\diamond\pi will play (a1,…,ai−1,ϕh′,s(τh:h′−1,ai),ai+1,…,am)(a_{1},\dots,a_{i-1},\phi_{h^{\prime},s}(\tau_{h:h^{\prime}-1},a_{i}),a_{i+1},\dots,a_{m}). We use Φ≥h,i\Phi_{\geq h,i} denote the set of all such possible strategy modifications for player ii.

For any ϕ∈Φ≥h,i\phi\in\Phi_{\geq h,i}, ϕ⋄π^hk\phi\diamond\widehat{\pi}_{h}^{k} also doesn’t depend on the history before the hh-th step, so ϕ⋄π^hk∈Π≥h\phi\diamond\widehat{\pi}_{h}^{k}\in\Pi_{\geq h}, which implies that Vh,iϕ⋄π^hk(s)V_{h,i}^{\phi\diamond\widehat{\pi}_{h}^{k}}(s) is well-defined in (8).

for all (i,k,h,s)∈[m]×[K]×[H]×S(i,k,h,s)\in[m]\times[K]\times[H]\times\mathcal{S} with probability at least 1−p/21-p/2.

Proof of Lemma D.0 We prove this lemma by backward induction over h∈[H+1]h\in[H+1]. The base case of h=H+1h=H+1 is true as all the value functions equal . Suppose the claim is true for h+1h+1. We begin with upper bounding sup⁡ϕ∈Φ≥h,iVh,iϕ⋄π^hk(s)\sup_{\phi\in\Phi_{\geq h,i}}V_{h,i}^{\phi\diamond\widehat{\pi}_{h}^{k}}(s). Let t=Nhk(s)t=N_{h}^{k}(s) and kj=khj(s)k^{j}=k_{h}^{j}(s) for 1≤j≤t1\leq j\leq t to be the jj’th time that ss is previously visited. By the definition of certified policies π^h,ik\widehat{\pi}_{h,i}^{k} and by the value iteration formula of MGs, we have for any ϕ∈Φ≥h,i\phi\in\Phi_{\geq h,i},

Condition on the high probability event (with probability at least 1−p/21-p/2) in Lemma D.0, we can use the inductive hypothesis to obtain

Here, (i) uses our choice of β‾j=cH2Aiιj+2cH2Aiιj\overline{\beta}_{j}=cH^{2}A_{i}\sqrt{\frac{\iota}{j}}+2c\frac{H^{2}A_{i}\iota}{j} and 1j≤∑j=1tαtjj,1t≤∑j=1t2αtjj\frac{1}{\sqrt{j}}\leq\sum_{j=1}^{t}\frac{\alpha_{t}^{j}}{\sqrt{j}},\frac{1}{t}\leq\sum_{j=1}^{t}\frac{2\alpha_{t}^{j}}{j}, so that cH2Aiι/t+cH2Aiι/t≤∑αtjβ‾jcH^{2}A_{i}\sqrt{\iota/t}+cH^{2}A_{i}\iota/t\leq\sum\alpha_{t}^{j}\overline{\beta}_{j}.

Meanwhile, for V‾h,ik(s)\underline{V}_{h,i}^{k}(s), by the definition of certified policy and inductive hypothesis,

Here, (i) uses ∑j=1tαtjβj≥2∑j=1tαtjH3ι/j≥2H3ι/t.\sum_{j=1}^{t}\alpha_{t}^{j}\beta_{j}\geq 2\sum_{j=1}^{t}\alpha_{t}^{j}\sqrt{H^{3}\iota/j}\geq 2\sqrt{H^{3}\iota/t}.

As a result, the backward induction would work well for all hh as long as the inequalities in Lemma D.0 and (12) hold for all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K]. Taking a union bound in all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K], we have with probability at least 1−p/21-p/2, the inequality in (12) is true simultaneously for all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K]. Therefore the inequalities in Lemma C.0 and (12) hold simultaneously for all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K] with probability at least 1−p1-p. This finishes the proof of this lemma. ∎

Equipped with these lemmas, we are ready to prove Theorem 5.

Proof of Theorem 5 Conditional on the high probability event in Lemma D.0 (this happens with probability at least 1−p1-p), we have

for all (i,s,h,k)∈[m]×S×[H]×[K](i,s,h,k)\in[m]\times\mathcal{S}\times[H]\times[K]. Then, choosing h=1h=1 and s=s1s=s_{1}, we have

Moreover, by (11), value function of certified policy can be decomposed as

where the decomposition is due to the first line in the Algorithm 2: sample k←k\leftarrowUniform([K][K]). Therefore we have the following bound on sup⁡ϕ∈ΦiV1,iϕ⋄π^(s1)−V1,iπ^(s1)\sup_{\phi\in\Phi_{i}}V_{1,i}^{\phi\diamond\widehat{\pi}}(s_{1})-V_{1,i}^{\widehat{\pi}}(s_{1}):

By Lemma D.0 Letting δh,ik:=V‾h,ik(shk)−V‾h,ik(shk)\delta_{h,i}^{k}:=\overline{V}_{h,i}^{k}(s_{h}^{k})-\underline{V}_{h,i}^{k}(s_{h}^{k}) and t=Nhk(shk)t=N_{h}^{k}(s_{h}^{k}). By the update rule, we have

Taking the summation w.r.t. k, by the same argument in the proof of Theorem 2, we can get

Therefore, if K≥O(H6Smax⁡i∈[m]Ai2ιε2+H4Smax⁡i∈[m]Aiι3ε)K\geq\mathcal{O}(\frac{H^{6}S\max_{i\in[m]}A_{i}^{2}\iota}{\varepsilon^{2}}+\frac{H^{4}S\max_{i\in[m]}A_{i}\iota^{3}}{\varepsilon}), we have max⁡ϕ∈ΦV1,iϕ⋄π^(s1)−V1,iπ^(s1)≤ε\max_{\phi\in\Phi}V_{1,i}^{\phi\diamond\widehat{\pi}}(s_{1})-V_{1,i}^{\widehat{\pi}}(s_{1})\leq\varepsilon holds for all i∈[m]i\in[m], which means π^\widehat{\pi} is an ε\varepsilon-approximate CE. This completes the proof of Theorem 2. ∎

Appendix E Proofs for Section 5

A particular property of MPGs is that, there always exists a pure-strategy Nash equilibrium. Such a property does not hold for every general-sum MG. Pure-strategy Nash equilibria are preferred in many scenarios since each player can take deterministic actions.

For any Markov potential games, there exists a pure-strategy Nash equilibrium.

See Theorem 3.1 in Leonardos et al. (2021) or Proposition 1 in Zhang et al. (2021) for a proof of Proposition E.0.

E.2 The UCBVI-UPLOW sub-routine

We consider the UCBVI-UPLOW algorithm (Algorithm 7), which is adapted from (Xie et al., 2021; Liu et al., 2021), for learning approximate optimal policy in reinforcement learning problems. Such an algorithm is used as a sub-routine in Algorithm 3 to learn approximate pure-strategy Nash equilibria in MPGs. We remark that although in Algorithm 3 we propose to use the UCBVI-UPLOW algorithm to search for a near optimal policy, many alternative algorithms can be used to find the near optimal policy (e.g., UCBVI (Azar et al., 2017) or Q-learning (Jin et al., 2018)). Here we choose the UCBVI-UPLOW algorithm because 1) it has a tight sample complexity bound; 2) it outputs a deterministic policy which can be used to find a pure-strategy approximate Nash equilibrium.

We have the following sample complexity guarantee for the UCBVI-UPLOW algorithm returning an ε\varepsilon-approximate optimal policy.

The UCBVI-UPLOW algorithm always returns a deterministic policy πk⋆\pi^{k_{\star}}. Moreover, for any p∈(0,1]p\in(0,1], letting ι=log⁡(SAHK/p)\iota=\log(SAHK/p) and taking the number of episodes

then with probability at least 1−p1-p, the returned policy πk⋆\pi^{k_{\star}} is ε\varepsilon-approximate optimal, i.e., sup⁡μV1μ(s1)−V1πk⋆(s1)≤ε\sup_{\mu}V_{1}^{\mu}(s_{1})-V_{1}^{\pi^{k_{\star}}}(s_{1})\leq\varepsilon.

Proof of Lemma E.0 First, πk⋆\pi^{k_{\star}} is obviously deterministic from line 12 of Algorithm 7.

The sample complexity guarantee of the UCBVI-UPLOW algorithm is a consequence of the sample complexity guarantee of the Nash-VI algorithm for learning Nash in zero-sum Markov games as proved in Liu et al. (2021).

By this correspondence, the UCBVI-UPLOW algorithm is actually a specific version of the Nash-VI algorithm in Liu et al. (2021), and Line 12 in UCBVI-UPLOW is actually a specific version of line 12 in Nash-VI in Liu et al. (2021): this is because in this specific Markov game, Q‾(s,a,b)\overline{Q}(s,a,b) and Q‾(s,a,b)\underline{Q}(s,a,b) only depend on ss and aa, so that πh(s)=arg max⁡a∈AQ‾h(s,a)\pi_{h}(s)=\operatorname*{arg\,max}_{a\in\mathcal{A}}\overline{Q}_{h}(s,a) is actually in the CCE set CCE(Q‾h(s,a,b),Q‾h(s,a,b))\text{CCE}(\overline{Q}_{h}(s,a,b),\underline{Q}_{h}(s,a,b)).

By this reduction and by Theorem 4 in Liu et al. (2021), this lemma is proved. ∎

E.3 Proof of Theorem 7

Because we can choose the log factor as ι=4log⁡(mHSKmax⁡i∈[m]Aiεp)\iota=4\log(\frac{mHSK\max_{i\in[m]}A_{i}}{\varepsilon p}) (this doesn’t affect the correctness of the theorem), for each execution of UCBVI-UPLOW, by Lemma E.0, it return a ε/4\varepsilon/4-optimal deterministic policy with probability at least 1−pε8m2H1-\frac{p\varepsilon}{8m^{2}H}. Taking a union bound, we have

simultaneously for all i∈[m]i\in[m] and t≤4mH/εt\leq 4mH/\varepsilon with probability at least 1−p/21-p/2. For the empirical estimator V^1,it\widehat{V}_{1,i}^{t}, it’s bounded in [0,H][0,H]. Thus by Hoeffding’s inequality, for fixed i∈[m]i\in[m] and tt

Choosing N=CH2ι/ε2N=CH^{2}\iota/\varepsilon^{2} for some large constant CC, we have

Apply this inequality to V^1,it(π^it,π−it)\widehat{V}_{1,i}^{t}(\widehat{\pi}_{i}^{t},\pi_{-i}^{t}) and V^1,i(πt)\widehat{V}_{1,i}(\pi^{t}) and taking a union bound, we have

simultaneously for all i∈[m]i\in[m] and t≤4mHεt\leq\frac{4mH}{\varepsilon} with probability at least 1−p/21-p/2. As a result, by (14) and (15), we have

simultaneously for all i∈[m]i\in[m] and t≤4mH/εt\leq 4mH/\varepsilon with probability at least 1−p1-p. On this event,

If the while loop doesn’t end after the tt-th iteration and t≤4mH/εt\leq 4mH/\varepsilon, there exists jtj^{t} s.t. Δjtt≥ε/2\Delta_{j^{t}}^{t}\geq\varepsilon/2, so we have

Here, (i)(i) follows the definition of potential function. Because Φ\Phi is bounded, the while loop ends within 4Φmax/ε≤4mH/ε4\Phi_{\text{max}}/\varepsilon\leq 4mH/\varepsilon steps. Therefore, (16) holds simultaneously for all i∈[m]i\in[m] and tt before the end of while loop with probability at least 1−p1-p. Again, on this event, if the while loop stops at the end of tt-th step, we have max⁡i∈[m]Δit≤ε/2\max_{i\in[m]}\Delta^{t}_{i}\leq\varepsilon/2, then

So the returned policy πt\pi^{t} is a ε\varepsilon-approximate Nash equilibrium. Moreover, since UCBVI-UPLOW outputs a pure-strategy policy and our initial policy is also a pure-strategy policy, we can conclude that with probability at least 1−p1-p, within 4Φmax/ε4\Phi_{\text{max}}/\varepsilon steps of the while loop, Algorithm 3 outputs an ε\varepsilon-approximate (pure-strategy) Nash equilibrium.

Finally, the number of episodes within each step of the while loop is

So the total sample complexity (episodes) is at most

Appendix F Lower Bound of Finding Approximate Pure-Strategy Nash Equilibrium

In this section, we present an result on the sample complexity lower bound for learning a pure-strategy Nash equilibrium in MPGs (a harder task than learning Nash as pure-strategy Nash is a stricter notion). We remark that our lower bounds are actually constructed on Markov Cooperative Games (MCGs) which is a subset of MPGs. Note that for MCGs, the potential function Φ\Phi is bounded in [0,H][0,H], so by Theorem 7, the sample complexity of Nash-CA (Algorithm 3) is O~(∑i=1mAi/ε3)\widetilde{\mathcal{O}}(\sum_{i=1}^{m}A_{i}/\varepsilon^{3}) highlighting the dependency on ε\varepsilon, mm and Ai, i=1,…,mA_{i},~{}i=1,\dots,m. We would show this ∑i=1mAi\sum_{i=1}^{m}A_{i} dependency is inevitable for learning ε\varepsilon-approximate pure-strategy Nash equilibrium in MCGs by proving an Ω(∑i=1mAi/ε2)\Omega(\sum_{i=1}^{m}A_{i}/\varepsilon^{2}) lower bound.

Suppose Ai=2kA_{i}=2k, i=1,…,mi=1,\dots,m , H≥2H\geq 2, S≥3S\geq 3 and m≥4m\geq 4. Then, there exists an absolute constant c0c_{0} such that for any ε≤0.4\varepsilon\leq 0.4 and any online finetuning algorithm M\mathcal{M} that outputs a pure-strategy policy π^=(π^1,…,π^m)\widehat{\pi}=(\widehat{\pi}_{1},\dots,\widehat{\pi}_{m}), if the number of episodes

then there exists general-sum Markov cooperative game MGMG on which the algorithm M\mathcal{M} suffers from ε/4\varepsilon/4-suboptimality, i.e.

This theorem can be viewed as a corollary of the following lemma by a simple reduction. We would prove this theorem in the next subsection. One-step (general-sum) game is a game with only one state and one step. In a one-step game, each player chooses an action simultaneously and then receive it’s own reward. The Nash equilibrium and NE-gap can be defined similarly in one-step games.

Suppose Ai=2kA_{i}=2k, i=1,…,mi=1,\dots,m and m≥4m\geq 4. Then, there exists an absolute constant c0c_{0} such that for any ε≤0.4\varepsilon\leq 0.4 and any online finetuning algorithm that outputs a pure strategy π^=(π^1,…,π^m)\widehat{\pi}=(\widehat{\pi}_{1},\dots,\widehat{\pi}_{m}), if the number of samples

then there exists a one-step game MM with stochastic reward, on which the algorithm suffers from ε/4\varepsilon/4-suboptimality, i.e.

The proof of this lemma is also in the next subsection. In the proof, we first construct a class of one-step games which reward is Bernoulli(12)\text{Bernoulli}(\frac{1}{2}) or Bernoulli(12+ε)\text{Bernoulli}(\frac{1}{2}+\varepsilon) depending on the taken joint-action. The proportion of joint-actions with reward Bernoulli(12+ε)\text{Bernoulli}(\frac{1}{2}+\varepsilon) is relatively small. Most importantly, every pure-strategy ε\varepsilon-approximate Nash equilibrium has reward Bernoulli(12+ε)\text{Bernoulli}(\frac{1}{2}+\varepsilon). So in order to find an ε\varepsilon-approximate pure-strategy Nash equilibrium, we must explore sufficient joint-actions. The number of the joint-actions with reward Bernoulli(12+ε)\text{Bernoulli}(\frac{1}{2}+\varepsilon) can be bounded by the covering number of [2k]m[2k]^{m} under Hamming distance. Then we use KL divergence decomposition (Lemma F.0) to argue rigorously that we need to explore sufficient joint-actions to get an ε\varepsilon-approximate pure-strategy Nash equilibrium.

The rest of this section is organized as follows: We first prove Lemma F.0 in Section F.1, and then prove the main Theorem F.0 in Section F.2.

There’s ∑i=1mAi\sum_{i=1}^{m}A_{i} dependencyWe only prove this lower bound when AiA_{i} all equal to 2k2k. This case is representative. in the lower bound of sample complexity for finding a pure-strategy ε\varepsilon-approximate Nash equilibrium in MCGs. This bound is novel and improves the existing result. The existing proof in sample complexity’s lower bound of Markov games (Bai and Jin (2020)) relies on an reduction from Markov games to single-agent MDPs, so the existing lower bound’s dependency on Ai (i=1,…,m)A_{i}~{}(i=1,\dots,m) is max⁡i∈[m]Ai\max_{i\in[m]}A_{i} .

Here, we don’t include SS factor in our lower bound. The difficulty is that the NE-gap only depends on the player with the most suboptimality. For a single-agent MDP, if the player can change the policy at each state to improve the expected cumulative reward by ε\varepsilon, then the player can change policy at all state to improve the expected cumulative reward to the utmost extent. In general-sum Markov games, at different state, maybe different players can change the policy for this state to improve his expected cumulative reward by ε\varepsilon. However, the definition NE-gap only allows one player to change the policy. This difference in nature makes SS and ∑i=1mAi\sum_{i=1}^{m}A_{i} incompatible in the lower bound.

If we consider another notion of suboptimality, i.e., changing maximum to summation:

This definition of NE-gap is different from the previous definition. With NE-gap′\text{NE-gap}^{\prime}, if each player can change his policy to improve his expected cumulative reward by ε\varepsilon, the NE-gap′\text{NE-gap}^{\prime} would be at least mεm\varepsilon. Then we can similarly define ε\varepsilon-approximate Nash equilibrium as the policy π\pi such that NE-gap′(π)≤ε\text{NE-gap}^{\prime}(\pi)\leq\varepsilon. We simply point out that with this new definition of NE-gap′\text{NE-gap}^{\prime} and ε\varepsilon-approximate Nash equilibrium, mimicking the proof of Theorem 2 in Dann and Brunskill (2015), we can prove the sample complexity’s lower bound for learning a pure-strategy ε\varepsilon-approximate Nash equilibrium in Markov (cooperative) games is Ω(H2S∑i=1mAi/ε2)\Omega(H^{2}S\sum_{i=1}^{m}A_{i}/\varepsilon^{2}).

F.1 Proof of Lemma F.0

For convenience, we call the joint-action (in one-step game) that is a Nash equilibrium a Nash strategy. We begin with a special case of Lemma F.0, i.e. the case when Ai=2A_{i}=2 for all i∈[m]i\in[m].

Suppose Ai=2A_{i}=2, i=1,…,mi=1,\dots,m and m≥4m\geq 4. Then, there exists an absolute constant c0c_{0} such that for any ε≤0.4\varepsilon\leq 0.4 and any algorithm that outputs a pure strategy π^=(π^1,…,π^m)\widehat{\pi}=(\widehat{\pi}_{1},\dots,\widehat{\pi}_{m}), if the number of samples

then there exists a one step game MM with stochastic reward on which the algorithm suffers from ε/4\varepsilon/4-suboptimality, i.e.,

The proof of this lemma further relies on the following lemma.

There exists a one-step game for mm players where each player has two actions. The deterministic reward is or 11 and the number of joint actions that have 1 is at most 2m+1m\frac{2^{m+1}}{m}. Moreover, the only pure-strategy Nash equilibria are these joint actions which have reward 11.

Proof of Lemma F.0 We use r(a)r(\bm{a}) to denote the reward of (joint) actions a∈{1,2}m\bm{a}\in\{1,2\}^{m} and define hamming distance d(a,a′)=#{i:ai≠ai′}d(\bm{a},\bm{a}^{\prime})=\#\{i:a_{i}\not=a_{i}^{\prime}\}. To ensure that pure-strategy Nash equilibria must have reward 1, we only need to ensure that for a a∈{1,2}m\bm{a}\in\{1,2\}^{m}, there exists one a′∈{1,2}m\bm{a}^{\prime}\in\{1,2\}^{m} such that

In other words, the set {a:r(a)=1}\{\bm{a}:r(\bm{a})=1\} is a 1-net of {1,2}m\{1,2\}^{m} under the distance d(⋅,⋅)d(\cdot,\cdot). By the definition of covering number, we only need to prove

Define K(m,1)=N({1,2}m,d,1)K(m,1)=\mathcal{N}(\{1,2\}^{m},d,1). By hamming code (Hamming (1950)), we know that for any integer k≥1k\geq 1,

Moreover, we also have K(n,1)≤2K(n−1,1)K(n,1)\leq 2K(n-1,1) by adding 0 and 1 behind the 1-net of {0,1}n−1\{0,1\}^{n-1}. Taking largest kk such that 2k−1≤n2^{k}-1\leq n and iterating this construction on the Hamming code we get K(m,1)≤2m−[log⁡2(m+1)]≤2m+1mK(m,1)\leq 2^{m-[\log_{2}(m+1)]}\leq\frac{2^{m+1}}{m}. This ends the proof. ∎

The next lemma is KL divergence decomposition (Lemma 15.1 of (Lattimore and Szepesvári, 2020)]), we restate it in one-step games.

Then we return to the proof of Lemma F.0. Suppose a game MM satisfies the condition in Lemma F.0, by permuting the actions of MM, we get 2m2^{m} games. They all satisfy the condition in Lemma F.0. Suppose the reward of the ii-th game is r(i)(⋅)r^{(i)}(\cdot) (i=1,⋯ ,2mi=1,\cdots,2^{m}) .

We consider the following family of one-step games with stochastic reward: Let a=(a1,a2,…,am)\bm{a}=(a_{1},a_{2},\dots,a_{m}).

where in one-step game M(i)\mathcal{M}^{(i)}, the reward is sampled from Bernoulli(M(i)(a))\text{Bernoulli}(\mathcal{M}^{(i)}(\bm{a})) if the joint action is a=(a1,a2,…,am).\bm{a}=(a_{1},a_{2},\dots,a_{m}). Moreover, we define M(0)\mathcal{M}^{(0)} as a game whose reward is sampled from Bernoulli(12)\text{Bernoulli}(\frac{1}{2}) independent of the action.

We further let ν\nu denote the uniform distribution on {1,2,…,2m}\{1,2,\dots,2^{m}\}.

Proof of Lemma F.0 Fix a one-step game M(i)∈M(ε)\mathcal{M}^{(i)}\in\mathfrak{M}(\varepsilon), by Lemma F.0, it’s clear that pure-strategy Nash equilibria form a set D(i):=a∈{a:r(i)(a)=1}D^{(i)}\mathrel{\mathop{:}}=\bm{a}\in\{\bm{a}:r^{(i)}(\bm{a})=1\}. We have #D(i)≤2m+1/m\#D^{(i)}\leq 2^{m+1}/m. For any online finetuning algorithm A\mathcal{A} that outputs a pure strategy π^\widehat{\pi}. Suppose π^\widehat{\pi} takes joint-action a^=(a^1,a^2,⋯ ,a^m)\bm{\widehat{a}}=(\widehat{a}_{1},\widehat{a}_{2},\cdots,\widehat{a}_{m}). From the structure of the M(ε)\mathfrak{M}(\varepsilon), we know

Since X={a1,r1,⋯ ,an,rn}X=\{\bm{a}_{1},r_{1},\cdots,\bm{a}_{n},r_{n}\} is a sufficient statistics for the posterior distribution D(i)D^{(i)}, we have

where ∑i:a∈D(i)1=∣D(1)∣\sum_{i:\bm{a}\in D^{(i)}}1=|D^{(1)}| is because of the permutation. Finally, we choose c0=132c_{0}=\frac{1}{32}, if n≤1322mε2n\leq\frac{1}{32}\frac{2m}{\varepsilon^{2}}, then

So there’s a game instance M(i)\mathcal{M}^{(i)} on which the algorithm suffer from ε/4\varepsilon/4 sub-optimality. ∎

The difference between Lemma F.0 and F.0 is the size of action space. To prove the Ai=2kA_{i}=2k case, we need to generalized F.0 to the case each player have 2k2k actions.

For all positive integers mm and kk. There exists a one-step game for mm players where each player has 2k2k actions. The deterministic reward is or 11 and the number of joint actions that have 1 is at most 2⋅(2k)mkm\frac{2\cdot(2k)^{m}}{km}. Moreover, the only pure-strategy Nash equilibria are these joint actions which has reward 11.

Proof of Lemma F.0 We would prove this lemma by induction. Without loss of generality, we suppose the action for each player is 1,2,…,2k1,2,\dots,2k. First, we define the hamming distance between two vectors.

The joint action space is [2k]m={1,2,…,2k}m[2k]^{m}=\{1,2,\dots,2k\}^{m}. Suppose we have an 11-net of [2k]m[2k]^{m}, DD, which means for every y∈[2k]my\in[2k]^{m}, we can find a x∈D\bm{x}\in D, s.t. d(x,y)≤1d(\bm{x},\bm{y})\leq 1. If the reward of a game satisfy:

Then for every pure strategy a\bm{a} which has reward , we can find another pure strategy a′\bm{a}^{\prime} s.t. r(a′)=1r(\bm{a}^{\prime})=1 and d(a,a′)=1d(\bm{a},\bm{a}^{\prime})=1. This means that one player can change to obtain higher reward. So a\bm{a} is not a pure-strategy Nash equilibrium.

As a result, we can construct a game based on the 11-net. The only thing left to be verified is that the number of joint actions that have reward 1 is at most 2⋅(2k)mkm\frac{2\cdot(2k)^{m}}{km}. Note that the number of joint actions that have reward 1 is actually ∣D∣|D|, so we need to prove

where N(⋅,d,ε)\mathcal{N}(\cdot,d,\varepsilon) denotes the covering number.

For k=1k=1, from the proof of Lemma F.0, (17) is true. For k>1k>1, we first decompose [2k]m[2k]^{m} into kmk^{m} smaller blocks, i.e.

where {l1,l2,…,lm}∈[k]m\{l_{1},l_{2},\dots,l_{m}\}\in[k]^{m}. Among these kmk^{m} blocks, we choose the blocks which satisfy k∣l1+l2+⋯+lmk|l_{1}+l_{2}+\cdots+l_{m}. Apparently, there are km−1k^{m-1} blocks satisfying m∣l1+l2+⋯+lmm|l_{1}+l_{2}+\cdots+l_{m}. Because (17) is true for k=1k=1, we can pick a 11-net of Ω(1,1,…,1)\Omega(1,1,\dots,1) with at most 2⋅2mm\frac{2\cdot 2^{m}}{m} elements. By a translation, (all elements add a constant vector), we can pick a 11-net of each block with at most 2⋅2mm\frac{2\cdot 2^{m}}{m} elements. Totally there are at most 2⋅2mkm−1m=2⋅(2k)mkm\frac{2\cdot 2^{m}k^{m-1}}{m}=\frac{2\cdot(2k)^{m}}{km} elements. These elements form a set PP. We would prove PP is a 11-net of [2k]m[2k]^{m}.

In fact, for any x∈[2k]m\bm{x}\in[2k]^{m}, suppose x\bm{x} is in Ω(l1,l2,…,lm)\Omega(l_{1},l_{2},\dots,l_{m}). After translating this block to Ω(1,1,…,1)\Omega(1,1,\dots,1), x\bm{x} is coincided with x0\bm{x_{0}}.

If x0∈P\bm{x_{0}}\in P, change l1l_{1} to l1′l_{1}^{\prime} such that k∣l1′+l2+⋯+lmk|l_{1}^{\prime}+l_{2}+\cdots+l_{m}. Suppose x′\bm{x}^{\prime} is the vector in block Ω(l1′,l2,…,lm)\Omega(l_{1}^{\prime},l_{2},\dots,l_{m}) that corresponds to x0\bm{x}_{0} in Ω(1,1,…,1)\Omega(1,1,\dots,1). This gives x′∈P\bm{x}^{\prime}\in P. Moreover, d(x,x′)≤1d(\bm{x},\bm{x}^{\prime})\leq 1 because the translation from Ω(l1,l2,…,lm)\Omega(l_{1},l_{2},\dots,l_{m}) to Ω(l1′,l2,…,lm)\Omega(l_{1}^{\prime},l_{2},\dots,l_{m}) only changes the first component.

If x0∉P\bm{x}_{0}\not\in P, we can find x0′\bm{x}_{0}^{\prime} in P∩Ω(1,1,…,1)P\cap\Omega(1,1,\dots,1) such that d(x0,x0′)=1d(\bm{x}_{0},\bm{x}_{0}^{\prime})=1 because P∣Ω(1,1,…,1)P|_{\Omega(1,1,\dots,1)} is a 11-net. Suppose x0\bm{x_{0}} and x0′\bm{x_{0}^{\prime}} differs at the jj-th component. We can change ljl_{j} to lj′l_{j}^{\prime} s.t. k∣l1+l2+⋯+lj−1+lj′+lj+1+⋯+lmk|l_{1}+l_{2}+\cdots+l_{j-1}+l_{j}^{\prime}+l_{j+1}+\cdots+l_{m}. Suppose x0′\bm{x_{0}^{\prime}} corresponds to x′\bm{x}^{\prime} in Ω(l1,…,lm)\Omega(l_{1},\dots,l_{m}) and x′′\bm{x}^{\prime\prime} in Ω(l1,…,lj−1,lj′,lj+1,…,lm)\Omega(l_{1},\dots,l_{j-1},l_{j}^{\prime},l_{j+1},\dots,l_{m}). By the definition of PP, we know x′′∈P\bm{x}^{\prime\prime}\in P. Moreover, x\bm{x} and x′\bm{x}^{\prime} only differ at the jj-th component because of translation and the fact that x0\bm{x_{0}} and x0′\bm{x_{0}^{\prime}} only differ at the jj-th component. x′\bm{x}^{\prime} and x′′\bm{x}^{\prime\prime} also only differ at the jj-th component because of translation. So we have x\bm{x} and x′′\bm{x^{\prime\prime}} may only differ at the jj-th component, i.e. d(x,x′′)≤1d(\bm{x},\bm{x}^{\prime\prime})\leq 1.

Recall that x′′∈P\bm{x}^{\prime\prime}\in P. To conclude, we can always find another vector y∈P\bm{y}\in P such that d(x,y)≤1d(\bm{x},\bm{y})\leq 1, this means PP is a 11-net of [2k]m[2k]^{m}. So (17) is proved. ∎

Using this fundamental lemma and suppose a game MM satisfies the condition in Lemma F.0, by permuting the actions of MM, we get (2k)m(2k)^{m} games. They all satisfy the condition in Lemma F.0. Suppose the reward of the ii-th game is r(i)(⋅)r^{(i)}(\cdot) (i=1,⋯ ,(2k)mi=1,\cdots,(2k)^{m}) .

We consider the following family of one-step games with stochastic reward: Let a=(a1,a2,…,am)\bm{a}=(a_{1},a_{2},\dots,a_{m}).

where in one-step game M(i)\mathcal{M}^{(i)}, the reward is sampled from Bernoulli(M(i)(a))\text{Bernoulli}(\mathcal{M}^{(i)}(\bm{a})) if the joint action is a=(a1,a2,…,am).\bm{a}=(a_{1},a_{2},\dots,a_{m}). Moreover, we define M(0)\mathcal{M}^{(0)} as a game whose reward is sampled from Bernoulli(12)\text{Bernoulli}(\frac{1}{2}) independent of the action.

Then by the same argument in proof of Lemma F.0, we can easily prove Lemma F.0.

F.2 Proof of Theorem F.0

We are now ready to prove Theorem F.0 based on Lemma F.0.

Because S≥3S\geq 3, we construct a class of general-sum Markov games as follows (see figure 1): the set of all joint-actions A\mathcal{A} can be divided into two sets A+\mathcal{A}^{+} an A−\mathcal{A}^{-}.

For any a\bm{a} and i∈[m]i\in[m], r1,i(s,a)=0r_{1,i}(s,\bm{a})=0 rh,i(s+,a)=1r_{h,i}(s_{+},\bm{a})=1 and rh,i(s−,a)=0r_{h,i}(s_{-},\bm{a})=0, where h>1h>1. This also implies the Markov game is cooperative.

If we choose A+\mathcal{A}^{+} as the joint action with reward Bernoulli(12+ε)\text{Bernoulli}(\frac{1}{2}+\varepsilon) in M(i)\mathcal{M}^{(i)} defined in (18). By the construction, for any pure-strategy policy π\pi, if the joint actions taken at step 11 is a∉A+\bm{a}\not\in\mathcal{A}^{+}, we have NE-gap(π)≥ε\text{NE-gap}(\pi)\geq\varepsilon. The only useful information in each episode is the transition at step 11. Transition from s1s_{1} to s+s_{+} can be viewed as getting a 11 reward and transition from s1s_{1} to s−s_{-} can be viewed as getting a reward. So learning pure-strategy Nash equilibrium of this class of Markov games is equivalent to learning pure-strategy Nash equilibrium of a game for mm players with stochastic reward. As a result, by Lemma F.0, if the number of episodes

then there exists general-sum Markov cooperative game MGMG on which the algorithm suffers from ε/4\varepsilon/4-suboptimality, i.e.

Appendix G Adversarial Bandit with Low Weighted Swap Regret

In this section, we describe and analyze our main algorithm for adversarial bandits with low weighted swap regret. Our Algorithm, Mixed-expert Follow-The-Regularized-Leader (FTRL) for weighted adversarial bandits, is described in Algorithm 8.

G.1 Main result for adversarial bandit with low weighted swap regret

We first define a strategy modification. A strategy modification is a function F:[A]→[A]F:[A]\to[A] which can also be applied to any action distribution μ∈ΔA\mu\in\Delta_{A}, such that F⋄μF\diamond\mu gives the swap distribution which takes action F(a)F(a) with probability μ(a)\mu(a).

The swap regret (Blum and Mansour, 2007; Ito, 2020) measures the difference between the cumulative realized loss for the algorithm and that for swapped action sequences generated by an arbitrary strategy modification FF. Here, we consider a weighted version of the swap regret with some non-negative weights {αti}1≤i≤t{\left\{\alpha_{t}^{i}\right\}}_{1\leq i\leq t}, defined as

We will also consider a slightly modified version of the swap regret used in our analyses for learning CE, defined as

where ptp^{t} is tt-th action distribution (from which the action ata^{t} is sampled from) played by the algorithm.

We now state our main result of this section.

If we execute Algorithm 8 for TT rounds and the weights {αti}{\left\{\alpha_{t}^{i}\right\}} are chosen according to (2), then with probability at least 1−p/21-p/2, we have the following bounds on the swap regret simultaneously for all t∈[T]t\in[T]:

The rest of this section is devoted to proving Lemma G.0, organized as follows. We first present some important properties of Algorithm 8 in Section G.2. We then prove Lemma G.0 in Section G.3 using new auxiliary results on weighted adversarial bandits with predictable weights. Lastly, these auxiliary results are stated and proved in Appendix G.4.

G.2 Properties of Algorithm 8

Here we show that, the updates for any particular sub-expert b∈[A]b\in[A] in Algorithm 8 is exactly equivalent to an FTRL update (with loss sequence being the ones only over the episodes in which bb is sampled) which we summarize in Algorithm 9. This is important as our proof relies on reducing the weighted swap regret to a linear combination of weighted regrets for each sub-expert b∈[A]b\in[A].

To see this, fix any b∈[A]b\in[A]. When bb is sampled in Line 6 at episode tt, we have accumulator tbt_{b} and weight wtb(b)=ut=αtt/αt1w_{t_{b}}(b)=u_{t}=\alpha_{t}^{t}/\alpha_{t}^{1} at the end of episode tt. Action ata^{t} is chosen from distribution

So from the sub-expert bb’s perspective, she is performing FTRL (follow the regularized leader) with changing step size and random weight (We summarize this in Algorithm 9). Suppose the sub-expert bb is chosen at episode t=k1,k2,…,ktbt=k_{1},k_{2},\dots,k_{t_{b}}, then the weighted regret for sub-expert bb becomes

Recall {αti}{\left\{\alpha_{t}^{i}\right\}} is chosen as in (2). We have the following bound:

The weight wnb(b)=αtt/αt1w_{n_{b}}(b)=\alpha_{t}^{t}/\alpha_{t}^{1} have a (non-random) upper bound WW.

G.3 Proof of Lemma G.0

We use bib^{i} to denote the sampled sub-expert bb at the ii-th episode. Define Gi\mathcal{G}_{i} as the σ\sigma-algebra generated by all the random variables observed up to the end of the ii-th episode.

First observe that for Rswap(t)R_{{\rm swap}}(t) we have the bound

also, for R~swap(t)\widetilde{R}_{{\rm swap}}(t) we have the bound

Term II{\rm II} and II~\widetilde{\rm II} can be bounded by concentration in a similar fashion; here we first focus on term II{\rm II}. Observe that at the ii-th episode, as pip^{i} obtained in Line 5 solves the equation

As there is at most AAA^{A} strategy modifications, we can substitute pp with p/(4AAT)p/(4A^{A}T), and take a union bound to get

simultaneously for all t∈[T]t\in[T] with probability at least 1−p/41-p/4. We also note that, by a similar argument (as bib^{i} is also distributed according to pip^{i} conditioned on the past), we have that

Therefore for bounding both Rswap(t)R_{{\rm swap}}(t) and R~swap(t)\widetilde{R}_{{\rm swap}}(t), it suffices to bound term I{\rm I}.

We next bound term I{\rm I}. Define Ub:={i∈[t]:bi=b}\mathcal{U}_{b}\mathrel{\mathop{:}}={\left\{i\in[t]:b^{i}=b\right\}} and let nbtn_{b}^{t} be the value of tbt_{b} at the end of the tt-th episode, i.e. nbt=#{i:bi=b}n_{b}^{t}=\#{\left\{i:b^{i}=b\right\}}. We also suppose the sub-expert bb was chosen at episode t=k1b,k2b,…,knbtbt=k_{1}^{b},k_{2}^{b},\dots,k_{n_{b}^{t}}^{b} up to episode tt. Then we have

Here the last equation is because our choice of wτ(b)=αkτbkτb/αkτb1=αtkτb/αt1w_{\tau}(b)=\alpha_{k_{\tau}^{b}}^{k_{\tau}^{b}}/\alpha_{k_{\tau}^{b}}^{1}=\alpha_{t}^{k_{\tau}^{b}}/\alpha_{t}^{1} which is a simple corollary from the definition of αti\alpha_{t}^{i} in Eq. (3).

where Rt(b)R_{t}(b) defined in (22) is the weighted regret Rt(b)R_{t}(b) for sub-expert bb , we can use our result on weighted adversarial bandits with predictable weights (Lemma G.0) to bound this term (The upper bound WW of the weight wτ(b)w_{\tau}(b) can be taken as (H+T)2H(H+T)^{2H} by the calculation of (23). Moreover, wτ(b)=αtkτb/αt1w_{\tau}(b)=\alpha_{t}^{k_{\tau}^{b}}/\alpha_{t}^{1} and {αtj}j=1t\{\alpha_{t}^{j}\}_{j=1}^{t} is increasing, so {wτ(b)}τ≥1\{w_{\tau}(b)\}_{\tau\geq 1} is non-decreasing.). Recall that our choice of log term is ι=4log⁡4HATp=log⁡AT⌈log⁡2W⌉p′\iota=4\log\frac{4HAT}{p}=\log\frac{AT\lceil\log_{2}W\rceil}{p^{\prime}} where p′≤p/(4A)p^{\prime}\leq p/(4A). Thus by Lemma G.0, with probability at least 1−p/(4A)1-p/(4A),

Here, (i) uses (26), (ii) uses the αtt′\alpha_{t}^{t^{\prime}} is increasing w.r.t. t′t^{\prime} and (iii) uses max⁡0≤t′≤tαtt′≤2H/t\max_{0\leq t^{\prime}\leq t}\alpha_{t}^{t^{\prime}}\leq 2H/t. Finally, because ∑b∈Anbt=t\sum_{b\in\mathcal{A}}n_{b}^{t}=t, by the concavity of x↦xx\mapsto\sqrt{x}, we have with probability at least 1−p/41-p/4,

Combining this with (24) and (25), we finish the proof. ∎

G.4 Auxiliary lemmas for weighted adversarial bandit with predictable weights

In this subsection, we consider the Follow the Regularized Leader (FTRL) algorithm (Lattimore and Szepesvári, 2020) with

weighted regret with Ft−1\mathcal{F}_{t-1}-measurable weights and loss distributions,

We present these results because the predictable weights we would use are potentially unbounded from above; if weights are predictable and also bounded, then there may be an easier analysis.

We assume the predictable sequence (wt)1≤t≤T{\left(w_{t}\right)}_{1\leq t\leq T} have a global (non-random) upper bound WW. Then we define the log term ι=log⁡(AT⌈log⁡2W⌉/p)\iota=\log(AT\lceil\log_{2}W\rceil/p). We set

G.4.1 Regret bound

In the following, we consider to give a high probability weighted regret bound for Algorithm 9.

Let (wt,(Lat)a∈[A])t≥1(w_{t},(\mathcal{L}_{at})_{a\in[A]})_{t\geq 1} be any Ft\mathcal{F}_{t}-predictable sequence satisfying 1≤min⁡i≤twi≤max⁡i≤twi≤W1\leq\min_{i\leq t}w_{i}\leq\max_{i\leq t}w_{i}\leq W for some constant (non-random) W>0W>0 almost surely. Moreover, suppose wiw_{i} is non-decreasing. Then, following Algorithm 9, with probability at least 1−4p1-4p, for any θ∗∈ΔA\theta^{*}\in\Delta^{A} and t≤Tt\leq T we have

where ι=log⁡(AT⌈log⁡2W⌉/p)\iota=\log(AT\lceil\log_{2}W\rceil/p).

This lemma follows from the bound in Lemma G.0 and a concentration step that we establish below.

Denote k′=⌈log⁡2max⁡i≤twi⌉k^{\prime}=\lceil\log_{2}\max_{i\leq t}w_{i}\rceil, then we have

with probability at least 1−p1-p. Summing the above and the regret bound shown in Lemma G.0, we finish the proof. ∎

Let (wt,(Lat)a∈[A])t≥1(w_{t},(\mathcal{L}_{at})_{a\in[A]})_{t\geq 1} be any Ft\mathcal{F}_{t}-predictable sequence satisfying 1≤min⁡i≤twi≤max⁡i≤twi≤W1\leq\min_{i\leq t}w_{i}\leq\max_{i\leq t}w_{i}\leq W for some constant (non-random) W>0W>0 almost surely. Moreover, suppose wiw_{i} is non-decreasing. Then, following Algorithm 9, with probability at least 1−3p1-3p, for any θ∗∈ΔA\theta^{*}\in\Delta^{A} and t≤Tt\leq T we have

where ι=log⁡(AT⌈log⁡2W⌉/p)\iota=\log(AT\lceil\log_{2}W\rceil/p).

The regret Rt(θ∗)R_{t}(\theta^{*}) can be decomposed into three terms

and we bound (A)(A) in Lemma G.0, (B)(B) in Lemma G.0 and (C)(C) in Lemma G.0.

Setting ηt=γt=ιAt\eta_{t}=\gamma_{t}=\sqrt{\frac{\iota}{At}}, the conditions in Lemma G.0 and Lemma G.0 are satisfied. Putting them together and take union bound, we have with probability 1−3p1-3p

The rest of this section is devoted to the proofs of the Lemmas used in the proofs of Lemma G.0. We begin the following useful lemma adapted from Lemma 1 in Neu (2015), which is crucial in constructing high probability guarantees.

For any predictable sequence of coefficients c1,c2,…,ctc_{1},c_{2},\ldots,c_{t} s.t. ci∈[0,2γi]Ac_{i}\in[0,2\gamma_{i}]^{A} w.r.t. (Fi)i≥1(\mathcal{F}_{i})_{i\geq 1} and fixing tt, we have with probability at least 1−p/(AT)1-p/(AT),

Define M=⌈log⁡2W⌉M=\lceil\log_{2}W\rceil, and wi(k)=wi1{wi≤2k}w_{i}(k)=w_{i}\mathbf{1}\left\{w_{i}\leq 2^{k}\right\}. By definition,

where (i)(i) is because z1+z/2≤log⁡(1+z)\frac{z}{1+z/2}\leq\log\left(1+z\right) for all z≥0z\geq 0.

where (i)(i) is because z1log⁡(1+z2)≤log⁡(1+z1z2)z_{1}\log\left(1+z_{2}\right)\leq\log\left(1+z_{1}z_{2}\right) for any 0≤z1≤10\leq z_{1}\leq 1 and z2≥−1z_{2}\geq-1. Here we are using the condition ci(a)≤2γic_{i}\left(a\right)\leq 2\gamma_{i} to guarantee the condition is satisfied.

Equipped with the above bound, we can now prove the concentration result.

Denote k′=⌈log⁡2max⁡i≤twi⌉k^{\prime}=\lceil\log_{2}\max_{i\leq t}w_{i}\rceil, and note that

Using Lemma G.0, we can bound the (A)(B)(C)(A)(B)(C) separately as below.

If ηi≤2γi\eta_{i}\leq 2\gamma_{i} for all i≤ti\leq t and {ηi/wi}i≥1\{\eta_{i}/w_{i}\}_{i\geq 1} is non-increasing, with probability 1−p1-p, for any t∈[T]t\in[T] and θ∗∈ΔA\theta^{*}\in\Delta^{A},

In fact, applying Theorem 26.13 in Lattimore and Szepesvári (2020) gives that

where (i)(i) is by using Lemma G.0 with ci(a)=ηic_{i}(a)=\eta_{i}. The any-time guarantee is justified by taking union bound. ∎

With probability 1−p1-p, for any t∈[T]t\in[T],

To bound the second term, we use similar argument in the proof of Lemma G.0 , we define w=max⁡i≤twiw=\max_{i\leq t}w_{i}, M=⌈log⁡2W⌉M=\lceil\log_{2}W\rceil. and wi(k)=wi1{wi≤2k}w_{i}(k)=w_{i}\mathbf{1}\left\{w_{i}\leq 2^{k}\right\}, notice

with probability at least 1−p/TM1-p/TM. Taking a union bound, we get

with probability at least 1−p1-p. On this event, choosing k′=⌈log⁡2w⌉k^{\prime}=\lceil\log_{2}w\rceil, we have

With probability 1−p1-p, for any t∈[T]t\in[T] and any θ∗∈ΔA\theta^{*}\in\Delta^{A}, if γi\gamma_{i} is non-increasing in ii,

Then for all the j∈[A]j\in[A], apply Lemma G.0 with ci=γtejc_{i}=\gamma_{t}e_{j}. Since now ci(a)≤γt≤γic_{i}(a)\leq\gamma_{t}\leq\gamma_{i}, the condition in Lemma G.0 is satisfied. As a result, for any t∈[T]t\in[T] and j∈[A]j\in[A], we have with probability at least 1−p/(TA)1-p/(TA) that

Taking a union bound, we have with probability at least 1−p1-p,

Since any θ∗\theta^{*} is a convex combination of {ej}j=1A\left\{e_{j}\right\}_{j=1}^{A}, on this event, we also have