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Stochastic Games with Limited Public Memory

Kristoffer Arnsfelt Hansen, Rasmus Ibsen-Jensen, Abraham Neyman

TL;DR

This work analyzes the memory requirements for near-optimal play in two-player zero-sum stochastic games with long-run average payoffs. It introduces a memory-based strategy framework and proves that uniform $\varepsilon$-optimal public-memory strategies can achieve $m_t=O(\log n)$ memory states in the first $n$ stages, with stationary probabilistic memory updating and time-independent action choices; a variant with time-dependent updates preserves the same bound. The results provide high-probability and almost-sure guarantees on memory usage, and extend to time-dependent updating with the same asymptotic memory bound, while also establishing a rigorous impossibility result for finite public memory in the Big Match. Together, these findings advance memory-efficient near-optimal play in stochastic games and delineate fundamental limits of public-memory strategies in adversarial settings.

Abstract

We study the memory resources required for near-optimal play in two-player zero-sum stochastic games with the long-run average payoff. Although optimal strategies may not exist in such games, near-optimal strategies always do. Mertens and Neyman (1981) proved that in any stochastic game, for any $\varepsilon>0$, there exist uniform $\varepsilon$-optimal memory-based strategies -- i.e., strategies that are $\varepsilon$-optimal in all sufficiently long $n$-stage games -- that use at most $O(n)$ memory states within the first $n$ stages. We improve this bound on the number of memory states by proving that in any stochastic game, for any $\varepsilon>0$, there exist uniform $\varepsilon$-optimal memory-based strategies that use at most $O(\log n)$ memory states in the first $n$ stages. Moreover, we establish the existence of uniform $\varepsilon$-optimal memory-based strategies whose memory updating and action selection are time-independent and such that, with probability close to 1, for all $n$, the number of memory states used up to stage $n$ is at most $O(\log n)$. This result cannot be extended to strategies with bounded public memory -- even if time-dependent memory updating and action selection are allowed. This impossibility is illustrated in the Big Match -- a well-known stochastic game where the stage payoffs to Player 1 are 0 or 1. Although for any $\varepsilon > 0$, there exist strategies of Player 1 that guarantee a payoff {exceeding} $1/2 - \varepsilon$ in all sufficiently long $n$-stage games, we show that any strategy of Player 1 that uses a finite public memory fails to guarantee a payoff greater than $\varepsilon$ in any sufficiently long $n$-stage game.

Stochastic Games with Limited Public Memory

TL;DR

This work analyzes the memory requirements for near-optimal play in two-player zero-sum stochastic games with long-run average payoffs. It introduces a memory-based strategy framework and proves that uniform -optimal public-memory strategies can achieve memory states in the first stages, with stationary probabilistic memory updating and time-independent action choices; a variant with time-dependent updates preserves the same bound. The results provide high-probability and almost-sure guarantees on memory usage, and extend to time-dependent updating with the same asymptotic memory bound, while also establishing a rigorous impossibility result for finite public memory in the Big Match. Together, these findings advance memory-efficient near-optimal play in stochastic games and delineate fundamental limits of public-memory strategies in adversarial settings.

Abstract

We study the memory resources required for near-optimal play in two-player zero-sum stochastic games with the long-run average payoff. Although optimal strategies may not exist in such games, near-optimal strategies always do. Mertens and Neyman (1981) proved that in any stochastic game, for any , there exist uniform -optimal memory-based strategies -- i.e., strategies that are -optimal in all sufficiently long -stage games -- that use at most memory states within the first stages. We improve this bound on the number of memory states by proving that in any stochastic game, for any , there exist uniform -optimal memory-based strategies that use at most memory states in the first stages. Moreover, we establish the existence of uniform -optimal memory-based strategies whose memory updating and action selection are time-independent and such that, with probability close to 1, for all , the number of memory states used up to stage is at most . This result cannot be extended to strategies with bounded public memory -- even if time-dependent memory updating and action selection are allowed. This impossibility is illustrated in the Big Match -- a well-known stochastic game where the stage payoffs to Player 1 are 0 or 1. Although for any , there exist strategies of Player 1 that guarantee a payoff {exceeding} in all sufficiently long -stage games, we show that any strategy of Player 1 that uses a finite public memory fails to guarantee a payoff greater than in any sufficiently long -stage game.
Paper Structure (13 sections, 9 theorems, 65 equations)

This paper contains 13 sections, 9 theorems, 65 equations.

Key Result

Theorem 1

Let $\Gamma = \langle Z, I, J, r, q \rangle$ be any stochastic game. For every $\varepsilon > 0$, there exist: such that for every$(\overline{m}_t)$-based strategy $\tau$ of Player 2, the following hold:

Theorems & Definitions (16)

  • Theorem 1
  • Corollary 1: Time-dependent memory updating
  • Lemma 1
  • proof
  • Lemma 2
  • proof
  • Lemma 3
  • proof
  • Lemma 4
  • proof
  • ...and 6 more