Beyond Strict Competition: Approximate Convergence of Multi-agent Q-Learning Dynamics
Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence. Main Track. Pages 135-143.
https://doi.org/10.24963/ijcai.2023/16
Keywords
- Machine Learning: ML: Reinforcement learning
- Game Theory and Economic Paradigms: GTEP: Noncooperative games
- Agent-based and Multi-agent Systems: MAS: Multi-agent learning
Abstract
The behaviour of multi-agent learning in competitive settings is often considered under the restrictive assumption of a zero-sum game. Only under this strict requirement is the behaviour of learning well understood; beyond this, learning dynamics can often display non-convergent behaviours which prevent fixed-point analysis. Nonetheless, many relevant competitive games do not satisfy the zero-sum assumption.
Motivated by this, we study a smooth variant of Q-Learning, a popular reinforcement learning dynamics which balances the agents' tendency to maximise their payoffs with their propensity to explore the state space. We examine this dynamic in games which are `close' to network zero-sum games and find that Q-Learning converges to a neighbourhood around a unique equilibrium. The size of the neighbourhood is determined by the `distance' to the zero-sum game, as well as the exploration rates of the agents. We complement these results by providing a method whereby, given an arbitrary network game, the `nearest' network zero-sum game can be found efficiently. Importantly, our theoretical guarantees are widely applicable in different game settings, regardless of whether the dynamics ultimately reach an equilibrium, or remain non convergent.
- [Abernethy et al., 2021] Jacob Abernethy, Kevin A Lai, and Andre Wibisono. Last-Iterate Convergence Rates for Min- Max Optimization: Convergence of Hamiltonian Gradient Descent and Consensus Optimization. In Vitaly Feldman, Katrina Ligett, and Sivan Sabato, editors, Proceedings of the 32nd International Conference on Algorithmic Learn- ing Theory, volume 132 of Proceedings of Machine Learn- ing Research, pages 3-47. PMLR, 1 2021.
- [Anagnostides et al., 2022] Ioannis Anagnostides, Ioannis Panageas, Gabriele Farina, and Tuomas Sandholm. On Last-Iterate Convergence Beyond Zero-Sum Games. In Kamalika Chaudhuri, Stefanie Jegelka, Le Song, Csaba Szepesvari, Gang Niu, and Sivan Sabato, editors, Pro- ceedings of the 39th International Conference on Machine Learning, volume 162 of Proceedings of Machine Learn- ing Research, pages 536-581. PMLR, 8 2022.
- [Aumann, 1989] Robert J Aumann. Game Theory. In Game Theory, pages 1-53. Palgrave Macmillan UK, London, 1989.
- [Aydın et al., 2022] Sarper Aydın, Sina Arefizadeh, and Cey- hun Eksin. Decentralized Fictitious Play in Near-Potential Games With Time-Varying Communication Networks. IEEE Control Systems Letters, 6:1226-1231, 2022.
- [Bailey and Piliouras, 2019a] James Bailey and Georgios Piliouras. Fast and furious learning in zero-sum games: Vanishing regret with non-vanishing step sizes. In H. Wal- lach, H. Larochelle, A. Beygelzimer, F. d'Alché-Buc, E. Fox, and R. Garnett, editors, Advances in Neural In- formation Processing Systems, volume 32.
- [Bailey and Piliouras, 2019b] James P Bailey and Georgios Piliouras. Multi-Agent Learning in Network Zero-Sum Games is a Hamiltonian System. In Proceedings of the 18th International Conference on Autonomous Agents and MultiAgent Systems, AAMAS '19, pages 233-241, Rich- land, SC, 2019. International Foundation for Autonomous Agents and Multiagent Systems.
- [Cai et al., 2016] Yang Cai, Ozan Candogan, Constantinos Daskalakis, and Christos Papadimitriou. Zero-sum poly- matrix games: a generalization of minmax. Mathematics of Operations Research, 41(2):648-656, 5 2016.
- [Candogan et al., 2013] Ozan Candogan, Asuman Ozdaglar, and Pablo A. Parrilo. Dynamics in near-potential games. Games and Economic Behavior, 82:66-90, 11 2013.
- [Cheng and Ji, 2022] Daizhan Cheng and Zhengping Ji. Weighted and near weighted potential games with applica- tion to game theoretic control. Automatica, 141:110303, 7 2022.
- [Cheung and Tao, 2021] Yun Kuen Cheung and Yixin Tao. Chaos of learning beyond zero-sum and coordination via game decompositions. In International Conference on Learning Representations, 2021.
- [Ewerhart and Valkanova, 2020] Christian Ewerhart and Kremena Valkanova. Fictitious play in networks. Games and Economic Behavior, 123:182-206, 9 2020.
- [Galla and Farmer, 2013] Tobias Galla and J. Doyne Farmer. Complex dynamics in learning complicated games. Pro- ceedings of the National Academy of Sciences of the United States of America, 110(4):1232-1236, 2013.
- [Galla, 2011] Tobias Galla. Cycles of cooperation and defec- tion in imperfect learning. Journal of Statistical Mechan- ics: Theory and Experiment, 2011(8), 8 2011.
- [Gemp et al., 2022] Ian Gemp, Rahul Savani, Marc Lanc- tot, Yoram Bachrach, Thomas Anthony, Richard Ev- erett, Andrea Tacchetti, Tom Eccles, and János Kramár. Sample-based Approximation of Nash in Large Many- Player Games via Gradient Descent. In Proceedings of the 21st International Conference on Autonomous Agents and MultiAgent Systems, AAMAS '22, pages 507-515, Rich- land, SC, 2022. International Foundation for Autonomous Agents and Multiagent Systems.
- [Hadikhanloo et al., 2022] Saeed Hadikhanloo, Rida Laraki, Panayotis Mertikopoulos, and Sylvain Sorin. Learning in nonatomic games part I Finite action spaces and pop- ulation games. Journal of Dynamics and Games. 2022, 0(0):0, 2022.
- [Harris, 1998] Christopher Harris. On the Rate of Conver- gence of Continuous-Time Fictitious Play. Games and Economic Behavior, 22(2):238-259, 2 1998.
- [Hofbauer and Sorin, 2005] Josef Hofbauer and Sylvain Sorin. Best response dynamics for continuous zero-sum games. Discrete and Continuous Dynamical Systems -B. 2006, Volume 6, Pages 215-224, 6(1):215, 10 2005.
- [Hofbauer, 1996] Josef Hofbauer. Evolutionary dynamics for bimatrix games: A Hamiltonian system? Journal of Mathematical Biology, 34(5-6):675-688, 1996.
- [Kianercy and Galstyan, 2012] Ardeshir Kianercy and Aram Galstyan. Dynamics of Boltzmann Q learning in two- player two-action games. Physical Review E -Statistical, Nonlinear, and Soft Matter Physics, 85(4):041145, 4 2012.
- [Leonardos and Piliouras, 2022] Stefanos Leonardos and Georgios Piliouras. Exploration-exploitation in multi- agent learning: Catastrophe theory meets game theory. Artificial Intelligence, 304:103653, 2022.
- [Leonardos et al., 2021] Stefanos Leonardos, Georgios Pil- iouras, and Kelly Spendlove. Exploration-Exploitation in Multi-Agent Competition: Convergence with Bounded Rationality. Advances in Neural Information Processing Systems, 34:26318-26331, 12 2021.
- [Li et al., 2018] Hao Li, Zheng Xu, Gavin Taylor, Christoph Studer, and Tom Goldstein. Visualizing the Loss Land- scape of Neural Nets. In Advances in Neural Information Processing Systems, 2018.
- [McKelvey and Palfrey, 1995] Richard D. McKelvey and Thomas R. Palfrey. Quantal Response Equilibria for Normal Form Games. Games and Economic Behavior, 10(1):6-38, 7 1995.
- [Melo, 2021] Emerson Melo. On the Uniqueness of Quan- tal Response Equilibria and Its Application to Network Games. SSRN Electronic Journal, 6 2021.
- Mertikopoulos et al., ] Panayotis Mertikopoulos, Christos Papadimitriou, and Georgios Piliouras. Cycles in Adver- sarial Regularized Learning.
- [Metrick and Polak, 1994] Andrew I Metrick and Ben Polak. Fictitious play in 2 • 2 games: a geometric proof of con- vergence*. Econ. Theory, 4:923-933, 1994.
- [Monderer and Shapley, 1996] Dov Monderer and Lloyd S. Shapley. Potential games. Games and Economic Behavior, 14(1):124-143, 5 1996.
- [Mukhopadhyay and Chakraborty, 2020] Archan Mukhopadhyay and Sagar Chakraborty. Deciphering chaos in evolutionary games. Chaos, 30(12):121104, 12 2020.
- [Nisan et al., 2007] Noam Nisan, Tim Roughgarden, Éva Tardos, and Vijay V. Vazirani. Algorithmic Game Theory. Cambridge University Press, New York, NY, USA, 2007.
- [Roberson, 2006] Brian Roberson. The Colonel Blotto game. Economic Theory, 29(1):1-24, 2006.
- [Sanders et al., 2018] James B T Sanders, J Doyne Farmer, and Tobias Galla. The prevalence of chaotic dynamics in games with many players. Scientific Reports, 8(1):4902, 2018.
- [Sato and Crutchfield, 2003] Yuzuru Sato and James P. Crutchfield. Coupled replicator equations for the dynam- ics of learning in multiagent systems. Physical Review E, 67(1):015206, 1 2003.
- [Sato et al., 2002] Yuzuru Sato, Eizo Akiyama, and J. Doyne Farmer. Chaos in learning a simple two-person game. Proceedings of the National Academy of Sciences of the United States of America, 99(7):4748-4751, 4 2002.
- [Schwartz, 2014] Howard M. Schwartz. Multi-Agent Ma- chine Learning: A Reinforcement Approach. Wiley, 2014.
- [Sutton and Barto, 2018] R Sutton and A Barto. Reinforce- ment Learning: An Introduction. MIT Press, 2018.
- [Tuyls et al., 2006] Karl Tuyls, Pieter Jan 'T Hoen, and Bram Vanschoenwinkel. An evolutionary dynamical anal- ysis of multi-agent learning in iterated games. Autonomous Agents and Multi-Agent Systems, 12:115-153, 2006.
- [Vlatakis-Gkaragkounis et al., 2020] Emmanouil-Vasileios Vlatakis-Gkaragkounis, Lampros Flokas, Thanasis Lianeas, Panayotis Mertikopoulos, and Georgios Pil- iouras. No-Regret Learning and Mixed Nash Equilibria: They Do Not Mix. Advances in Neural Information Processing Systems, 33:1380-1391, 2020.
References were extracted automatically from the PDF and may contain errors.
Full text extracted automatically from the PDF; figures, tables and equations may differ. The PDF is the version of record.
1 Introduction
The convergence of multi-agent learning in competitive settings has long been studied under the context of zero-sum games. The ability to make strong predictions in zerosum games follows from its enforcement of strict competition between agents. Indeed many positive results have been achieved which show the convergence, in time average, of no regret learning algorithms to a Nash Equilibrium (NE) [Nisan et al., 2007; Hadikhanloo et al., 2022; Bailey and Piliouras, 2019a]. Yet time average convergence does not always imply convergence of the last-iterate. Under this context, zero-sum games, and their network variants, have received much attention, showing cyclic behaviour for some algorithms [Mertikopoulos et al., ; Hofbauer, 1996] and asymptotic convergence for others [Leonardos et al., 2021; Ewerhart and Valkanova, 2020; Hofbauer and Sorin, 2005].
Yet in multi-agent settings the satisfaction of strict competition cannot be taken for granted. The reason for this is simple: not all competitive games are zero-sum. Another contributor is noise; in practice payoffs measured by agents may be subject to perturbations so that the underlying game no longer satisfies the zero-sum condition. It is natural, then, to ask whether the convergence structure holds as we move away from the requirement of strict competition.
Unfortunately, the general answer to this question is no. Learning algorithms are known to display complex, even chaotic behaviour when even slightly perturbed away from the safe haven of zero sum games [Sato et al., 2002; Galla and Farmer, 2013; Galla, 2011; Cheung and Tao, 2021]. In fact, this problem becomes even more prevalent as the number of players is increased [Sanders et al., 2018]. The introduction of chaos makes the exact prediction of long-term behaviours impossible in a wide class of games and we are led to a fundamental dichotomy between the need, and ability to understand multi-agent learning in competitive games.
Main Contribution. To make progress in understanding general competitive games, we consider the natural starting point of near network zero-sum games. The concept of 'close' games has been introduced in the context of potential games [Candogan et al., 2013], which model strictly cooperative settings. Following its introduction, a number of results on the approximate convergence of learning algorithms have been determined in near-potential games [Anagnostides et al., 2022; Cheng and Ji, 2022] Motivated by the success of the cooperative setting, we re-purpose the distance notion for network zero-sum games (NZSG) which form the natural extension of the zero-sum game to multi agent settings [Cai et al., 2016].
In this setting, we study the (smooth) Q-Learning dynamics which models the popular Q-Learning algorithm with Boltzmann exploration [Sutton and Barto, 2018; Schwartz, 2014]. This learning model captures the behaviour of agents who attempt to maximise their payoffs whilst balancing a tendency to explore the space of their possible strategies.
Our first contribution is to show that, in near network zero-sum games, Q-Learning converges to a neighbourhood around the unique equilibrium of the underlying NZSG. The size of this set goes to zero as the distance from the NZSG goes to zero and/or as the exploration rate of each agent increases. Given, then, the distance from the NZSG this size of the neighbourhood can be adjusted by manipulating the exploration rates of the agents. To assist in this process, we also provide upper bounds on the distance between network games based on the differences in payoff matrices and the network structure. Finally, in a similar light to [Candogan et al., 2013; Cheng and Ji, 2022] which consider potential games, we present a quadratic optimisation formulation for determining the closest NZSG to a given network game. Taken together, these results give a picture of the approximate behaviour of Q-Learning in competitive games which do not exactly satisfy the zero-sum condition.
Related Work. Studies on learning in competitive games often occur within the context of zero-sum games [Aumann, 1989] or its network variants [Cai et al., 2016]. Indeed, due to the desirable structure of these games and the increasing interest of competitive systems [Abernethy et al., 2021], many positive results have been obtained concerning various learning dynamics, including Follow the Regularised Leader [Bailey and Piliouras, 2019b; Anagnostides et al., 2022], Fictitious Play [Ewerhart and Valkanova, 2020], and Q-Learning [Leonardos et al., 2021].
By contrast, non-convergent behaviour, including cycles and chaos, appears to be increasingly prevalent as the NZSG condition is lifted [Galla, 2011; Sato et al., 2002; Sato and Crutchfield, 2003; Mukhopadhyay and Chakraborty, 2020] and as the number of agents increases [Sanders et al., 2018]. This presents a strong barrier when attempting to engineer competitive multi-agent systems, where the network zerosum assumption need not hold [Ewerhart and Valkanova, 2020; Roberson, 2006]. Outside of this class, results on convergence often make restrictive assumptions, such as the existence of a potential function [Leonardos and Piliouras, 2022; Monderer and Shapley, 1996; Harris, 1998] which enforces strict cooperation amongst agents, or that the game has only two players and two actions [Kianercy and Galstyan, 2012; Metrick and Polak, 1994]. Of course, these do not cover the vast majority of games encountered in practice. In fact, the strongest result regarding learning outside of NZSG is a negative one: consider [Vlatakis-Gkaragkounis et al., 2020] which shows that the popular Follow the Regularised Leader dynamic cannot converge to a fully mixed Nash Equilibrium, regardless of the game structure. With all these taken together, it becomes clear that a complete picture of learning in games cannot be found by considering only convergence to a fixed point, but must include the eventuality of non-convergence.
To make progress on this, we apply the concept of 'nearness' in games. This was first introduced in the context of potential games [Candogan et al., 2013; Cheng and Ji, 2022] to extend the analysis of cooperative games to those which do not satisfy the potential assumption. With this, various learning algorithms including fictitious play [Candogan et al., 2013; Aydın et al., 2022] and Follow the Regularised Leader [Anagnostides et al., 2022], can be understood in terms of approximate convergence, i.e., convergence to a neighbourhood of an equilibrium. On the other hand, whilst [Cheung and Tao, 2021] shows that games which deviate from the network zero-sum setting can display chaos, little is known about how deviations from the strictly competitive setting affect the approximate convergence of learning. To our knowledge, the present work is the first to study, both theoretically and experimentally, near network zero-sum games with an aim to understand approximate convergence, even in the face of chaos.
2 Preliminaries
We study a game Γ = (N, (Sk, uk)k∈N), where N denotes a finite set of agents indexed by k = 1, . . . ,N. Each agent k ∈ N has a finite set Sk of actions, which are indexed by i = 1, . . . , nk. Agents can play a mixed strategy xk which is a discrete probability distribution over their set of actions. The set of all such mixed strategies is the unit simplex in Rnk . More formally, the simplex associated to agent k is ∆k = {xk ∈ Rnk | ∑i∈Sk xki = 1 and xki ≥ 0 for all i ∈ Sk}. We denote ∆ = ×k∈N∆k as the joint simplex over all agents, x = (xk)k∈N as the joint mixed strategy of all agents and, for any k, x-k = (xl)l∈N\{k} ∈ ∆-k as the joint strategy of all agents other than k.
Also associated to each agent k is a payoff function uk : ∆k × ∆-k → R. Then, for any x ∈ ∆, we define the reward to agent k when they play action i ∈ Sk as rki(x) := ∂uki(x)/∂xki. With this, we can write rk(x) = (rki(x))k∈N as the concatenation of all rewards to agent k. In this notation, uk(x) = ⟨xk, rk(x)⟩ where ⟨x, y⟩ = x⊤y is the inner product in Rn .
Network Zero-Sum Games. A polymatrix or network game also contains a graph (N, E) in which N still denotes the set of agents and E consists of pairs (k, l) ∈ N of agents, who are meant to be connected [Cai et al., 2016]. Each edge has associated a pair (Akl , Alk ) of matrices, which define the payoff to k against l and vice versa. The payoffs are then given by
We represent a network game as a tuple Γ = (N, E, (Sk)k∈N , (Akl , Alk )(k,l)∈E). Γ is a network zero-sum game (NZSG) if, for all x ∈ ∆,
A seminal result in the study of NZSG is that of [Cai et al., 2016] which shows that any NZSG is payoff equivalent to a pairwise constant sum game, where all the constants add to zero. More formally, this is stated in the following proposition
Proposition 1 ([Cai et al., 2016], [Leonardos et al., 2021]). Let Z = (N , E, (Sk)k∈N , (Akl , Alk )(k,l)∈E ) be a NZSG. For all (k, l) ∈ E there exist ( ˆ Akl , ˆ Alk ) and a constant ckl ∈ R such that
with
and payoffs to agent k in Z is equivalent to their payoffs in ˆ Z = (N, E, (Sk)k∈N, ( ˆ Akl , ˆ Alk )(k,l)∈E). In particular, for all k ∈ N and all xk ∈ ∆k
Maximum Pairwise Difference. To define 'nearness' in the context of games, we require a notion of distance on the space of all games. We apply the widely used metric defined in [Candogan et al., 2013], known as Maximum Pairwise Difference. Formally, let Γ1 = (N, (Sk,Ak)k∈N) and Γ2 = (N , (Sk, Bk)k∈N ) be two games which share the same set of agents N and actionsets (Sk)k∈N but differ in payoff functions. Then, the Maximum Pairwise Difference between Γ1 and Γ2 is
where the maximum is taken over all agents k, all x-k ∈ ∆-k and all xk, yk ∈ ∆k. In words, (MPD) captures the similarity between two games in terms of the capacity for any agent to improve their payoff by deviating from xk to yk whilst their opponents maintain their strategy x-k.
Q-Learning Dynamics. Q-Learning [Sutton and Barto, 2018; Schwartz, 2014] is the prototypical model for determining optimal policies in the face of uncertainty. In this model, each agent k ∈ N maintains a history of the past performance of each of their actions. This history is updated via the Q-update
where τ denotes the current time step. Qki(τ) denotes the Qvalue maintained by agent k about the performance of action i ∈ Sk. In effect, Qki gives a discounted history of the rewards received when i is played, with 1 - αk as the discount factor.
Given these Q-values, each agent updates their mixed strategies according to the Boltzmann distribution, given by
in which Tk ∈ [0,∞) is the exploration rate of agent k: low values of Tk allow the agent to play the action(s) with the highest Q-value with a large probability, thereby exploiting their high performance. By contrast, higher values of Tk enforce that agents play each of their strategies with or the same probability, regardless of their Q-value.
It was shown in [Tuyls et al., 2006] that a continuous time approximation of the Q-learning algorithm can be written as
which we call the Q-learning dynamics. The fixed points of this dynamic coincide with the Quantal Response Equilibria (QRE) of the game:
Definition 1 (QRE). A joint mixed strategy p ∈ ∆ is a Quantal Response Equilibrium of the game Γ = (N , (Sk, uk)k∈N ) if, for all agents k ∈ N, i ∈ Sk,
The QRE is a well-studied equilibrium concept for games of bounded rationality [McKelvey and Palfrey, 1995]. This is seen in the fact that, in the limit Tk → 0 for all k, (1) corresponds exactly to the Nash Equilibrium; whereas in the limit Tk →∞ for all k, the QRE is the uniform distribution, i.e., each agent plays each action with the same probability, regardless of its past performance.
Game Perturbations. In [Leonardos and Piliouras, 2022] it is shown that, for any (Tk)k∈N, the Q-learning dynamics in a game Γ is equivalent to the well-studied replicator dynamics (RD) in a perturbed game ΓH . More formally, the authors show the following.
Lemma 1 ([Leonardos and Piliouras, 2022]). Consider a game Γ = (N, (Sk, uk)k∈N) and, for each agent k let Tk > 0. Then (QLD) can be written as
where rH ki = rki(x-k)-Tk(lnxki +1). In particular, (QLD) recovers the replicator dynamics in the pertubed game ΓH = (N , (Sk, uHk )k∈N ) where
The perturbed game ΓH has the same players and action sets as Γ but has modified utilities. The same perturbation maps the QRE of the game Γ to Nash Equilibria of ΓH [Melo, 2021; Gemp et al., 2022]
3 Near Network Zero-SumGames
Our main results concern the competitive setting. We first show that, in near-NZSG (QLD) converges to a set around the QRE of the NZSG. This determines approximate convergence behaviour when the game is perturbed away from the NZSG assumption. We follow this with a scheme to determine, for any network game (not necessarily zero sum), the nearest NZSG. Using these results together provides a method to determine approximate convergence behaviour for arbitrary competitive network games.
3.1 Approximate Convergence
To define the convergence of the Q-Learning dynamic we need a measure of distance. To this end, we use the KullbackLeibler (KL) divergence.
Definition 2. TheKullback-Leibler Divergence between a set of joint strategies x, y ∈ ∆ is given by
The key point which we will use in our main theorem is that DKL(y||x) is zero if and only if x = y and is positive everywhere else.
Theorem 1. Let Z = (N, E, (Sk)k∈N, (Akl ,Alk )(k,l)∈E) be a network zero-sum game which, for some T1, . . . , TN > 0, has unique QRE p ∈ ∆. Let G = (N, (Sk, uk)k∈N) be a game such that d(Z,G) < δ for some δ > 0. Then, for any trajectory of mixed strategies x(t) generated by running (QLD) on G,
where Tmin = mink Tk.
Theorem 1 provides a method whereby the behaviour of Q-Learning dynamics can be understood even if the game is slightly perturbed away from a NZSG. It is important to note that the approximate behaviour is also governed by choice of exploration rate; in particular, the region to which (QLD) converges decreases in size as Tmin increases. This can be explained as follows: as the exploration rate increases, each agent places less importance on the rewards that each action produces when updating their mixed distribution. Therefore, perturbations away from the NZSG condition are not felt as strongly as they would be if the exploration rate were low.
We now provide the idea required to prove Theorem 1, leaving the details to the Supplementary Material. To do so, we adapt the proof technique of [Leonardos et al., 2021], in which it was shown that Q-Learning converges to a unique QRE in any NZSG. We extend this to consider games which do not fall into this rather restrictive class through the following Lemma.
Lemma 2. Let Z and G be games in the setting of Theorem 1. Then, if agents playing in game G update their mixed strategies according to (QLD), DKL(p||x(t)) is strictly decreasing whenever x(t) satisfies
Proof Sketch of Theorem 1. From Lemma 2 it follows that when (3) is satisfied, the distance (as measured by KLDivergence) is decreasing. Therefore, the trajectory converges to the region where DKL(p||x(t))+DKL(x(t)||p) ≤ Nδ Tmin . Let us denote this region as S and let DS := supx∈S DKL(p||x). Then, if x(t) leaves S, by Lemma 2, DKL(p||x(t)) cannot increase past DS. It follows, then, that limsupt→∞DKL(p||x(t)) ≤ DS. Finally, we note that DS = supx∈S DKL(p||x) ≤ supx∈S DKL(p||x) + DKL(x||p) ≤ Nδ Tmin .
Remark. It is important to note that Theorem 1 makes no statement on whether Q-Learning in a near NZSG will itself converge to a QRE. In fact such counter-examples are demonstrated in Figure 5, and complex behaviour is known to be prevalent in multi-agent learning (e.g. [Sanders et al., 2018; Cheung and Tao, 2021]). Nonetheless, Theorem 1 provides a complete picture on the approximate last iterate behaviour of Q-Learning. It does this by determining a region to which QLearning dynamics must remain trapped, even if it does not ultimately reach a QRE within this region. This region is defined with respect to the QRE of an NZSG, which is unique and can be found by running Q-Learning.
3.2 Finding the Closest NZSG
In order use Theorem 1 to determine the approximate behaviour of an arbitrary competitive (but not zero sum) game, it is first required that we find the nearest network zerosum game. In this section we show that this process can be solved efficiently. In particular, given any network game Γ = (N, E, (Sk)k∈N , (Akl , Alk )(k,l)∈E) which is not necessarily zero sum, the problem of finding the 'nearest' NZSG can be written as a quadratic minimisation problem with linear constraints. In doing so, the approximate behaviour of Q-Learning in the original game can be determined.
This formulation manipulates Proposition 1: that any NZSG is payoff equivalent to a pairwise constant-sum game, where the constants add to zero. As such, given the network game Γ, we can write the problem of finding the 'nearest' NZSG as finding the nearest pairwise constant-sum game. This is formulated as
where Akl , Alk are the payoff matrices which define Γ. As the objective function in (P1) is quadratic, and the constraints are linear, (P1) is a quadratic optimisation problem which can be solved efficiently.
To connect the minimisation of the 2-norm to (MPD), we have the following results.
Proposition 2. Suppose Γ1 = (N, (Sk,Ak)k∈N), Γ2 = (N, (Sk,Bk)k∈N) are games which have rewards aki(x-k) = ∂Aki(x)/∂xki and bki(x-k) = ∂Bki(x)/∂xki respectively. Suppose also that, for all k ∈ N, i ∈ Sk and x-k ∈ ∆-k,
where δ > 0. Then d(Γ1, Γ2) ≤ δ
From Proposition 2 we immediately obtain the following corollary for the particular case of network games.
Corollary 1. Suppose that, in the setting of Proposition 2, Γ1 and Γ2 are network games whose rewards are defined through the payoff matrices (Akl ,Alk )(k,l)∈E, (Bkl ,Blk )(k,l)∈E respectively. Suppose also that, for all (k, l) ∈ E, i ∈ Sk and j ∈ Sl,
where δ > 0. Then d(Γ1, Γ2) ≤ δ
Corollary 2. Suppose that, in the setting of Proposition 1, Γ1, Γ2 are such that for all (k, l) ∈ E
where the matrix norm for a matrix A ∈ Mm×n(R) is given by ||A||2 = supx∈Rn : ||x||2̸=0(||Ax||2/||x||2). Then d(Γ1, Γ2) ≤ δ.
Using the process outlined in this section, it is possible to determine approximate convergence in competitive, but not zero sum, network games. Its advantage lies in the fact that the QRE of NZSGs are unique for any Tk > 0 and it is known that Q-Learning, for any initial condition must converge to this QRE [Leonardos et al., 2021]. Therefore, the aforementioned process provides a method to determine approximate convergence of Q-Learning in Γ for any initial condition.
4 Experiments on Near NZSG
In our experiments we examine the implications of Theorem 1. In particular we confirm that Q-Learning in near NZSG asymptotically remain close to the QRE of the NZSG. We also examine the implication of this finding for the introduction of noise in the payoffs.
Visualising Theorem 1. In Figure 1 we visualise the region to which Q-Learning converges as predicted by Theorem 1. In particular, we generate a two-action, zero-sum network game for a given number of agents. We then plot the KLdivergence from the QRE p for a given exploration rate, using the dimensionality reduction technique of [Li et al., 2018], which was adapted for the KL-Divergence by [Leonardos et al., 2021]. The procedure is outlined in the Supplementary Material. We then plot, on the x - y plane, the contour DKL(p||x) = Nδ/Tmin for some choice of δ, Tmin. It is clear that this forms a neighbourhood around the QRE of the NZSG; the implication of Theorem 1 is that, in games which are at most δ away from the NZSG, Q-Learning will asymptotically remain trapped in this neighbourhood.
Three Player Chain. We examine a 'chain' network with three agents where each agent has two actions. We generate a zero-sum game and run Q-Learning on this game to find its QRE [Leonardos et al., 2021]. For the sake of simplicity we assume that all agents have the same exploration rate Tk so that we replace the notation Tk or Tmin with simply T . Then, we perturb the payoff matrices to generate five near zero-sum games. We can use Corollary 1 to determine an upper bound on the distance between these games from the NZSG in terms of (MPD).
The results from this experiment are shown in Figure 2. The figures plot the probabiliy by which each player plays their first action. In all cases, the near-NZSG converge to equilibria (depicted with black markers) who are close to the QRE of the NZSG (red marker). The distance of the QRE of the pertubed games from the original increases as δ is increased from 0.75 to 2.
When examining the effect of noise, we take the same network game setup and periodically (every 50 iterations) add noise to the payoff matrices to perturb the game away from the zero sum. By ensuring that the perturbations satisfy Corollary 1 for some δ, we can determine an upper bound on (MPD). The results are shown in Figure 3. The power of Theorem 1 is apparent in this setting since, in this case, QLearning will not converge to an equilibrium. Despite this, since the perturbations are upper bounded by δ, Theorem 1 enforces that the trajectories remain within the neighbourhood of the QRE of the original game. This ensures the robustness of Q-Learning under the presence of noise. Note that, whilst in the experiments we use additive noise, Theorem 1 makes no such assumption. The only requirement is that the perturbations are bounded. Of course, the larger this bound is, the larger the neighbourhood, as evidenced by the increase in spread of the Q-Learning trajectories as δ is increased.
Ten Player Network. Finally, we extend our analysis to a 10-agent network where agents have two actions. In this case, the Q-Learning dynamics evolve in R20 and so it is not possible to visualise the trajectories. Rather, we generate a NZSG and 100 near-NZSG which are generated in the same manner as the three-player chain network. Figure 4 shows a summary of the last iterates of Q-Learning in 100 randomly generated near zero-sum games after 1 × 106 iterations. The behaviour agrees with the results in the lower dimensional case. In particular, it is clear that the last iterations of Q-Learning for all nearby games is within a bounded region around the QRE of the NZSG.
Conflict Network. We now examine competitive games that do not satisfy the network zero-sum assumption. To do this we consider conflict networks as considered in [Ewerhart and Valkanova, 2020], which cover a wide array of competitive games including the widely studied Colonel Blotto game [Roberson, 2006]. The details of conflict networks can be found in the Supplementary Material.
In our experiments, we generate a conflict network game with three agents, which we call ΓC. The network is fully connected and, for each agent k,
and the sums k + 1, k - 1 are taken mod N. As this game does not satisfy the network zero-sum assumption, it is not necessary that (QLD) converges to a QRE, as shown in our experiments in Figure 5. By applying the procedure in Section 3.2, we find the nearest network zero-sum game which we call ΓZ. Next, by using Corollary 2, it is possible to show that d(ΓC, ΓZ) ≤ 7.2. With this and the fact that Q-Learning converges in ΓZ [Leonardos et al., 2021], it is possible to use Theorem 1 to determine the approximate convergence of (QLD) in ΓC. For low values of T, the region to which QLearning converges is large, and takes up the entire simplex. However, this region becomes smaller as T is increased, so that Q-learning converges to a smaller neighbourhood close to the QRE of ΓZ.
5 Conclusions
In this paper we begin developing an understanding of the smooth Q-Learning dynamics beyond strictly competitive many player games. We show that in games which are sufficiently close to satisfying the network zero-sum assumption, Q-Learning converges to within a region of a unique Quantal Response Equilibrium (QRE). The size of this region can be adjusted by controlling either the distance from the strictly competitive setting, or the exploration rates of the agents. Whilst the latter amounts to parameter tuning, we consider the former by determining a method to find, for a given network game, the nearest network zero-sum game (NZSG). In such a manner, the approximate behaviour of Q-Learning can be understood in arbitrary competitive games. In our experiments we demonstrate the utility of our results in practice, in particular showing that, even in the presence of noise, the asymptotic behaviour of Q-Learning can be understood in terms of distance from the QRE of an underlying NZSG.



Our results also present an avenue for extending beyond strictly cooperative settings. In particular, the approximate behaviour of Q-Learning in near-potential games can be examined, thus beginning to bridge the gap between strictly competitive and strictly cooperative games. Another interesting direction would be to extend towards weighted NZSGs, which comprise a larger set of games than the exact NZSG setting considered in this work. Finally, our method for finding the nearest NZSG requires the original game itself to be a bidirectional network game. Lifting this assumption would allow for the approximate behaviour of a wider class of multiagent settings (e.g. leader-follower) games to be understood.


Ethical Statement
There are no ethical issues.
Acknowledgments
Aamal Hussain and Francesco Belardinelli are partly funded by the UKRI Centre for Doctoral Training in Safe and Trusted Artificial Intelligence (grant number EP/S023356/1). This research/project is supported in part by the National Research Foundation, Singapore and DSO National Laboratories under its AI Singapore Program (AISG Award No: AISG2-RP-2020-016), NRF 2018 Fellowship NRFNRFF2018-07, NRF2019-NRF-ANR095 ALIAS grant, grant PIESGP-AI-2020-01, AME Programmatic Fund (Grant No.A20H6b0151) from the Agency for Science, Technology and Research (A*STAR) and Provost's Chair Professorship grant RGEPPV2101.
@inproceedings{ijcai2023p16,
title = {Beyond Strict Competition: Approximate Convergence of Multi-agent Q-Learning Dynamics},
author = {Hussain, Aamal and Belardinelli, Francesco and Piliouras, Georgios},
booktitle = {Proceedings of the Thirty-Second International Joint Conference on
Artificial Intelligence, {IJCAI-23}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {Edith Elkind},
pages = {135--143},
year = {2023},
month = {8},
note = {Main Track},
doi = {10.24963/ijcai.2023/16},
url = {https://doi.org/10.24963/ijcai.2023/16},
}
TY - CPAPER TI - Beyond Strict Competition: Approximate Convergence of Multi-agent Q-Learning Dynamics AU - Hussain, Aamal AU - Belardinelli, Francesco AU - Piliouras, Georgios T2 - Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence, IJCAI-23 PB - International Joint Conferences on Artificial Intelligence Organization PY - 2023 SP - 135 EP - 143 DO - 10.24963/ijcai.2023/16 UR - https://doi.org/10.24963/ijcai.2023/16 ER -Copied
Machine-readable versions of this paper, for tools and AI agents: