Thompson Sampling Algorithm for Stochastic Games
Asaf Cohen, Ruolan He, Yuqiong Wang
TL;DR
The paper tackles learning in a continuous-time N-player stochastic differential game with ergodic quadratic costs and a common but unknown drift matrix. It develops a continuous-time Thompson Sampling algorithm with episodic posterior sampling, proves a Bayesian regret of $O(\sqrt{T \log T})$ independent of the number of players, and establishes that the TS-driven strategies form a Nash equilibrium by coupling TS dynamics with the full-information baseline. Theoretical results are complemented by numerical experiments demonstrating sublinear regret, convergence to equilibrium, and robustness to horizon length, dimension, and prior misspecification. This work advances equilibrium analysis under partial information in multi-agent continuous-time settings and offers practical learning-based methods for near-optimal strategic behavior in stochastic environments.
Abstract
We study a stochastic differential game with $N$ competitive players in a linear-quadratic framework with ergodic cost, where $d$-dimensional diffusion processes govern the state dynamics with an unknown common drift (matrix). Assuming a Gaussian prior on the drift, we use filtering techniques to update its posterior estimates. Based on these estimates, we propose a Thompson-sampling-based algorithm with dynamic episode lengths to approximate strategies. We show that the Bayesian regret for each player has an error bound of order $O(\sqrt{T\log(T)})$, where $T$ is the time-horizon, independent of the number of players. This implies that average regret per unit time goes to zero. Finally, we prove that the algorithm results in a Nash equilibrium.
