Provable Memory Efficient Self-Play Algorithm for Model-free Reinforcement Learning
Na Li, Yuchen Jiao, Hangguan Shan, Shefeng Yan
TL;DR
This work tackles memory and sample efficiency in two-player zero-sum Markov games by introducing ME-Nash-QL, a model-free self-play algorithm that preserves a Markov Nash policy while achieving near-optimal space and computational complexity. It combines a memory-efficient Q-learning backbone with a reference-advantage decomposition and an early-settlement mechanism, enabling a sample complexity of $\widetilde{O}(H^4SAB/\varepsilon^2)$ and burn-in $O(SABH^{10})$, plus a polynomial-time policy computation via Coarse Correlated Equilibrium. The results extend to multi-player general-sum MGs with a corresponding but more demanding sample complexity, demonstrating a scalable path toward efficient, principled multi-agent learning. Overall, ME-Nash-QL advances the theoretical understanding of model-free MARL by delivering both memory and computation efficiency alongside Nash/Markov guarantees in tabular TZMGs.
Abstract
The thriving field of multi-agent reinforcement learning (MARL) studies how a group of interacting agents make decisions autonomously in a shared dynamic environment. Existing theoretical studies in this area suffer from at least two of the following obstacles: memory inefficiency, the heavy dependence of sample complexity on the long horizon and the large state space, the high computational complexity, non-Markov policy, non-Nash policy, and high burn-in cost. In this work, we take a step towards settling this problem by designing a model-free self-play algorithm \emph{Memory-Efficient Nash Q-Learning (ME-Nash-QL)} for two-player zero-sum Markov games, which is a specific setting of MARL. ME-Nash-QL is proven to enjoy the following merits. First, it can output an $\varepsilon$-approximate Nash policy with space complexity $O(SABH)$ and sample complexity $\widetilde{O}(H^4SAB/\varepsilon^2)$, where $S$ is the number of states, $\{A, B\}$ is the number of actions for two players, and $H$ is the horizon length. It outperforms existing algorithms in terms of space complexity for tabular cases, and in terms of sample complexity for long horizons, i.e., when $\min\{A, B\}\ll H^2$. Second, ME-Nash-QL achieves the lowest computational complexity $O(T\mathrm{poly}(AB))$ while preserving Markov policies, where $T$ is the number of samples. Third, ME-Nash-QL also achieves the best burn-in cost $O(SAB\,\mathrm{poly}(H))$, whereas previous algorithms have a burn-in cost of at least $O(S^3 AB\,\mathrm{poly}(H))$ to attain the same level of sample complexity with ours.
