Near-Optimal Reinforcement Learning with Self-Play
Abstract
This paper considers the problem of designing optimal algorithms for reinforcement learning in two-player zero-sum games. We focus on self-play algorithms which learn the optimal policy by playing against itself without any direct supervision. In a tabular episodic Markov game with S states, A max-player actions and B min-player actions, the best existing algorithm for finding an approximate Nash equilibrium requires \tlO(S^2AB) steps of game playing, when only highlighting the dependency on (S,A,B). In contrast, the best existing lower bound scales as \Omega(S(A+B)) and has a significant gap from the upper bound. This paper closes this gap for the first time: we propose an optimistic variant of the Nash Q-learning algorithm with sample complexity \tlO(SAB), and a new Nash V-learning algorithm with sample complexity \tlO(S(A+B)). The latter result matches the information-theoretic lower bound in all problem-dependent parameters except for a polynomial factor of the length of each episode. In addition, we present a computational hardness result for learning the best responses against a fixed opponent in Markov games---a learning objective different from finding the Nash equilibrium.
BibTeX
@inproceedings{NEURIPS2020_172ef5a9,
author = {Bai, Yu and Jin, Chi and Yu, Tiancheng},
booktitle = {Advances in Neural Information Processing Systems},
editor = {H. Larochelle and M. Ranzato and R. Hadsell and M.F. Balcan and H. Lin},
pages = {2159--2170},
publisher = {Curran Associates, Inc.},
title = {Near-Optimal Reinforcement Learning with Self-Play},
url = {https://proceedings.neurips.cc/paper_files/paper/2020/file/172ef5a94b4dd0aa120c6878fc29f70c-Paper.pdf},
volume = {33},
year = {2020}
}