提出新算法,让强化学习在博弈中实现对数级误差增长,提升样本效率。
Achieving Logarithmic Regret in KL-Regularized Zero-Sum Markov Games
- 基于最优回应采样与乐观奖励设计算法,结合KL正则化优化策略。
- 在矩阵博弈和马尔可夫博弈中均实现与1/β成反比的对数后悔率。
- 适合研究博弈强化学习、样本高效算法的学者参考。
以固定参考策略为基础的逆KL散度正则化广泛应用于现代强化学习中,用于保持参考策略的优良特性,有时也用于促进探索(如使用均匀参考策略,即熵正则化)。参考策略不仅作为锚点,还可编码环境中良好动作的先验知识。在对齐任务中,近期基于博弈论的方法利用预训练语言模型作为参考策略进行KL正则化,在自对弈方法中取得了显著的实证成功。尽管如此,KL正则化在博弈论设定中的理论优势仍不清晰。本文开发并分析了能证明实现更优样本效率的算法。我们研究了双人零和矩阵博弈和马尔可夫博弈:对于矩阵博弈,提出了基于最优回应采样的算法OMG,并通过引入超乐观奖励,将该思想扩展到马尔可夫博弈,得到SOMG算法。两者均在$T$时间内实现与$β^{-1}$成反比的对数后悔率,同时保留传统的$ ilde{ ext{O}}(\ oot{2}{T})$后悔率,而不含$β^{-1}$依赖项。
原文摘要 · Abstract (English)
Reverse Kullback-Leibler (KL) divergence-based regularization with respect to a fixed reference policy is widely used in modern reinforcement learning to preserve the desired traits of the reference policy and sometimes to promote exploration (using uniform reference policy, known as entropy regularization). Beyond serving as a mere anchor, the reference policy can also be interpreted as encoding prior knowledge about good actions in the environment. In the context of alignment, recent game-theoretic approaches have leveraged KL regularization with pretrained language models as reference policies, achieving notable empirical success in self-play methods. Despite these advances, the theoretical benefits of KL regularization in game-theoretic settings remain poorly understood. In this work, we develop and analyze algorithms that provably achieve improved sample efficiency under KL regularization. We study both two-player zero-sum matrix games and Markov games: for matrix games, we propose OMG, an algorithm based on best response sampling with optimistic bonuses, and extend this idea to Markov games through the algorithm SOMG, which also uses best response sampling and a novel concept of superoptimistic bonuses. Both algorithms achieve a logarithmic regret in $T$ that scales inversely with the KL regularization strength $β$ in addition to the traditional $\widetilde{\mathcal{O}}(\sqrt{T})$ regret without the $β^{-1}$ dependence.
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