Off-policy temporal-difference (TD) learning with function approximation faces a structural tradeoff among stability, projection geometry, and variance control. Emphatic TD (ETD) improves the off-policy projection geometry through follow-on emphasis, but the follow-on trace can have high variance. We revisit this tradeoff through Bellman-error centering. Although centering naturally removes a common drift term from TD errors, we show that a naive centered emphatic extension introduces an auxiliary coupling that can destroy the positive-definiteness of the ETD key matrix. We propose Regularized Emphatic Temporal-Difference Learning (RETD), which preserves the follow-on trace and regularizes only the auxiliary centering recursion, corresponding to lifting the lower-right block of the coupled key matrix from 1 to 1+c. We derive the RETD core matrix, prove convergence under a conservative sufficient regularization condition, and evaluate the method on diagnostic linear off-policy prediction tasks. The experiments show that RETD avoids the instability of naive centered emphatic learning, preserves favorable emphatic geometry, and exhibits a robust intermediate regime for the regularization parameter c across the diagnostics.
Temporal-difference learning with function approximation can be unstable under off-policy sampling. TDC stabilizes off-policy TD through an auxiliary covariance correction, and TDRC further regularizes this correction in a single-timescale recursion. This paper studies a behavior-aware replacement of the auxiliary covariance geometry in the linear prediction setting, which is the standard local model for understanding the feature-space dynamics of value-function approximation. We first replace the TDC auxiliary matrix (C) by the behavior Bellman matrix (A_μ), yielding BA-TDC, and then regularize the same behavior-aware equation to obtain BA-TDRC. This two-step construction separates the contribution of behavior-aware geometry from the contribution of regularization. The linear analysis also provides a tractable model for an auxiliary-geometry design question that arises in neural-network value approximation, where feature covariances and temporal transition matrices jointly shape the last-layer correction dynamics. We give a finite-state mean-system formulation, prove fixed-point preservation and almost-sure convergence under a Hurwitz stability condition on the instantiated mean system, and compare deterministic mean rates through the spectral radius of the exact linear error recursion. Experiments on the two-state counterexample, Baird's counterexample, Random Walk, and Boyan Chain show that the behavior-aware replacement can be highly beneficial by itself on some tasks, but that regularization is necessary for robust performance across harder settings.
Regret Matching (RM) and its variants are widely employed to learn a Nash equilibrium (NE) in large-scale games. However, most existing research only establishes a theoretical convergence rate of $O(1/\sqrt{T})$ for these algorithms in learning an NE. Recent studies have shown that smooth RM$^+$ variants, the advanced variants of RM, can achieve an improved convergence rate of $O(1/T)$. Despite this improvement, smooth RM$^+$ variants lose the parameter-free property, i.e., no parameters that need to be tuned, a highly desirable feature in practical applications. In this paper, we propose a novel smooth RM$^+$ variant called Monotone Increasing Smooth Predictive Regret Matching$^+$ (MI-SPRM$^+$), which retains the parameter-free property while still achieving a theoretical convergence rate of $O(1/T)$. To achieve these properties, MI-SPRM$^+$ employs a technology called Adaptive Regret Domain (ARD), which ensures that the lower bound for the 1-norm of accumulated regrets increases monotonically by adjusting the decision space at each iteration. This design is motivated by the observation that the range of step-sizes supporting the $O(1/T)$ convergence rate in existing smooth RM$^+$ variants is contingent on the lower bound for the 1-norm of accumulated regrets. Experimental results confirm that MI-SPRM$^+$ empirically attains an $O(1/T)$ convergence rate.
Model-based offline reinforcement learning (RL) constructs environment models from offline datasets to perform conservative policy optimization. Existing approaches focus on learning state transitions through ensemble models, rolling out conservative estimation to mitigate extrapolation errors. However, the static data makes it challenging to develop a robust policy, and offline agents cannot access the environment to gather new data. To address these challenges, we introduce Model-based Offline Reinforcement learning with AdversariaL data augmentation (MORAL). In MORAL, we replace the fixed horizon rollout by employing adversarial data augmentation to execute alternating sampling with ensemble models to enrich training data. Specifically, this adversarial process dynamically selects ensemble models against policy for biased sampling, mitigating the optimistic estimation of fixed models, thus robustly expanding the training data for policy optimization. Moreover, a differential factor (DF) is integrated into the adversarial process for regularization, ensuring error minimization in extrapolations. This data-augmented optimization adapts to diverse offline tasks without rollout horizon tuning, showing remarkable applicability. Extensive experiments on the D4RL benchmark demonstrate that MORAL outperforms other model-based offline RL methods in terms of policy learning and sample efficiency.
Gradient temporal-difference methods provide stable off-policy prediction with linear function approximation, but their practical performance is strongly affected by the geometry induced by the auxiliary-variable metric. Existing Mirror-Prox TD methods typically use the feature covariance metric, whereas hybrid TD methods suggest that behavior-policy transition information can provide a more informative update geometry. This paper proposes a behavior-induced Mirror-Prox temporal-difference method, called STHTD-MP, which replaces the covariance metric in the primal-dual saddle-point formulation with the symmetric part of the behavior-policy Bellman matrix. The method keeps a single learning rate for the primal and auxiliary variables and applies a Mirror-Prox prediction-correction step to the resulting hybrid saddle-point operator. We provide a formal convergence analysis for fixed-policy linear prediction under standard stochastic approximation assumptions: the behavior-induced metric is positive definite, the joint mean system is Hurwitz, boundedness follows from a Lyapunov argument, and the stochastic recursion converges by the ODE method. We further derive projected-oracle ergodic gap bounds and an exact mean-operator comparison with GTD2-MP based on the spectral radius of the deterministic Mirror-Prox error matrix. The analysis shows that STHTD-MP can have a smaller mean contraction factor than GTD2-MP when the behavior-induced metric improves the saddle-point geometry. Exact numerical mean-operator analysis on two-state, Random Walk, and Boyan Chain benchmarks supports this condition, while Baird's counterexample is identified as a singular boundary case where the strict assumptions fail.
Efficient task allocation among multiple UAVs and autonomous robots is critical in modern Internet of Things (IoT) scenarios. This is typically modeled as a multirobot task allocation (MRTA) problem, known to be an NP-hard combinatorial optimization (CO) problem. Neural sequential modeling combined with reinforcement learning (RL) optimization has emerged as a promising paradigm for solving this problem, owing to its high efficiency during inference. However, most existing methods assume that each robot is capable of performing only a single type of task. The development of sensing technologies has significantly enhanced the functional diversity of robots, thereby challenging the effectiveness and scalability of traditional methods. This article considers a variant of the MRTA problem, where each robot is capable of handling multiple tasks, and tasks vary in both their types and required resources. To this end, we present a novel game-theoretic multiagent RL algorithm called multiagent policy gradient via potential game (MAPG(2)). The key components of the proposed method consist of three parts. First, we utilize a graph-based attention model (GAM) to characterize the representations between tasks. Second, we formulate the single-step allocation process as a potential game (PG) to guarantee the consistency and soundness of the reward function design. Finally, our approach sequentially generates allocation strategies through a centralized training and decentralized execution (CTDE) framework. Extensive experiments demonstrate that MAPG(2) achieves a 10% improvement in task completion rate compared to state-of-the-art baselines, validating its effectiveness and robustness.
The efficiency of game engines and policy optimization algorithms is crucial for training reinforcement learning (RL) agents in complex sequential decision-making tasks, such as Tetris. Existing Tetris implementations suffer from low simulation speeds, suboptimal state evaluation, and inefficient training paradigms, limiting their utility for large-scale RL research. To address these limitations, this paper proposes a high-performance Tetris AI framework based on bitboard optimization and improved RL algorithms. First, we redesign the Tetris game board and tetrominoes using bitboard representations, leveraging bitwise operations to accelerate core processes (e.g., collision detection, line clearing, and Dellacherie-Thiery Features extraction) and achieve a 53-fold speedup compared to OpenAI Gym-Tetris. Second, we introduce an afterstate-evaluating actor network that simplifies state value estimation by leveraging Tetris afterstate property, outperforming traditional action-value networks with fewer parameters. Third, we propose a buffer-optimized Proximal Policy Optimization (PPO) algorithm that balances sampling and update efficiency, achieving an average score of 3,829 on 10x10 grids within 3 minutes. Additionally, we develop a Python-Java interface compliant with the OpenAI Gym standard, enabling seamless integration with modern RL frameworks. Experimental results demonstrate that our framework enhances Tetris's utility as an RL benchmark by bridging low-level bitboard optimizations with high-level AI strategies, providing a sample-efficient and computationally lightweight solution for scalable sequential decision-making research.
The advancement of data-driven artificial intelligence (AI), particularly machine learning, heavily depends on large-scale benchmarks. Despite remarkable progress across domains ranging from pattern recognition to intelligent decision-making in recent decades, exemplified by breakthroughs in board games, card games, and electronic sports games, there remains a pressing need for more challenging benchmarks to drive further research. To this end, this paper proposes OpenGuanDan, a novel benchmark that enables both efficient simulation of GuanDan (a popular four-player, multi-round Chinese card game) and comprehensive evaluation of both learning-based and rule-based GuanDan AI agents. OpenGuanDan poses a suite of nontrivial challenges, including imperfect information, large-scale information set and action spaces, a mixed learning objective involving cooperation and competition, long-horizon decision-making, variable action spaces, and dynamic team composition. These characteristics make it a demanding testbed for existing intelligent decision-making methods. Moreover, the independent API for each player allows human-AI interactions and supports integration with large language models. Empirically, we conduct two types of evaluations: (1) pairwise competitions among all GuanDan AI agents, and (2) human-AI matchups. Experimental results demonstrate that while current learning-based agents substantially outperform rule-based counterparts, they still fall short of achieving superhuman performance, underscoring the need for continued research in multi-agent intelligent decision-making domain. The project is publicly available at https://github.com/GameAI-NJUPT/OpenGuanDan.
This paper re-examines recent reward centering methods in reinforcement learning (RL), focusing on Simple Reward Centering (SRC) and Value-based Reward Centering (VRC). Our analysis distinguishes SRC as direct reward centering, while proving VRC’s mathematical equivalence to Bellman Error Centering (BEC)—a novel reinterpretation that clarifies its underlying mechanism. Leveraging BEC, we derive two theoretical advances: (1) a centered fixed-point solution for tabular value functions, and (2) a centered TD fixed-point solution under linear function approximation. We propose two algorithms to realize these: on-policy Centered Temporal Difference (CTD) and off-policy Centered Temporal Difference with Correction (CTDC), with convergence proofs under standard assumptions. Experiments on benchmark environments show our methods outperform baselines in stability and performance. The BEC paradigm facilitates seamless integration with existing RL architectures, enabling broad applicability.
State abstraction is a widely used technique in reinforcement learning (RL) that compresses the state space to accelerate learning algorithms. However, designing an effective abstraction function in large-scale or high-dimensional state space problems remains a significant challenge. In this brief, we present a novel state abstraction method based on deep supervised hash learning (DSH) and provide a theoretical analysis of its near-optimal property. Furthermore, by leveraging the DSH-based representation as the optimization objective, we propose a direct and concise optimization method based on the target value. In addition, we construct an auxiliary learning task for state abstraction that can be combined with various RL algorithms. In particular, we apply the DSH-based state abstraction to both deep Q-learning (DQN) and soft actor-critic (SAC). Extensive experiments are conducted on Atari and several classic control benchmarks to evaluate the effectiveness of the DSH-based state abstraction method, showing that our method surpasses existing state abstraction algorithms in performance.
Multi-task multi-agent reinforcement learning (MT-MARL) is capable of leveraging useful knowledge across multiple related tasks to improve performance on any single task. While recent studies have tentatively achieved this by learning independent policies on a shared representation space, we pinpoint that further advancements can be realized by explicitly characterizing agent interactions within these multi-agent tasks and identifying task relations for selective reuse. To this end, this article proposes Representing Interactions and Tasks (RIT), a novel MT-MARL algorithm that characterizes both intra-task agent interactions and inter-task task relations. Specifically, for characterizing agent interactions, RIT presents the interactive value decomposition to explicitly take the dependency among agents into policy learning. Theoretical analysis demonstrates that the learned utility value of each agent approximates its Shapley value, thus representing agent interactions. Moreover, we learn task representations based on per-agent local trajectories, which assess task similarities and accordingly identify task relations. As a result, RIT facilitates the effective transfer of interaction knowledge across similar multi-agent tasks. Structurally, RIT develops universal policy structure for scalable multi-task policy learning. We evaluate RIT against multiple state-of-the-art baselines in various cooperative tasks, and its significant performance under both multi-task and zero-shot settings demonstrates its effectiveness.
To establish last-iterate convergence for Counterfactual Regret Minimization (CFR) algorithms in learning a Nash equilibrium (NE) of extensive-form games (EFGs), recent studies reformulate learning an NE of the original EFG as learning the NEs of a sequence of (perturbed) regularized EFGs. Hence, proving last-iterate convergence in solving the original EFG reduces to proving last-iterate convergence in solving (perturbed) regularized EFGs. However, these studies only establish last-iterate convergence for Online Mirror Descent (OMD)-based CFR algorithms instead of Regret Matching (RM)-based CFR algorithms in solving perturbed regularized EFGs, resulting in a poor empirical convergence rate, as RM-based CFR algorithms typically outperform OMD-based CFR algorithms. In addition, as solving multiple perturbed regularized EFGs is required, fine-tuning across multiple perturbed regularized EFGs is infeasible, making parameter-free algorithms highly desirable. This paper show that CFR$^+$, a classical parameter-free RM-based CFR algorithm, achieves last-iterate convergence in learning an NE of perturbed regularized EFGs. This is the first parameter-free last-iterate convergence for RM-based CFR algorithms in perturbed regularized EFGs. Leveraging CFR$^+$ to solve perturbed regularized EFGs, we get Reward Transformation CFR$^+$ (RTCFR$^+$). Importantly, we extend prior work on the parameter-free property of CFR$^+$, enhancing its stability, which is vital for the empirical convergence of RTCFR$^+$. Experiments show that RTCFR$^+$ exhibits a significantly faster empirical convergence rate than existing algorithms that achieve theoretical last-iterate convergence. Interestingly, RTCFR$^+$ show performance no worse than average-iterate convergence CFR algorithms. It is the first last-iterate convergence algorithm to achieve such performance. Our code is available at https://github.com/menglinjian/NeurIPS-2025-RTCFR.
In the field of mixed-motive games, extensive multi-agent learning studies have explored the balance between egoism (individual interest), utilitarianism (collective interest), and egalitarianism (fairness). Traditional approaches often rely on manually designed reward functions, social norms, and alliance/federation mechanisms to transition agents from individualistic behaviors toward cooperative strategies. However, these methods typically require all agents to share private local information or to mandatorily participate in federations, which is impractical in real-world applications. To address these issues, this paper proposes a Flexible-Participation Federation (FPF) framework that allows agents to participate in the federation voluntarily. Furthermore, we extend the federation from a global to a Local Multi-Federation (LMF) framework, enabling agents to form multiple localized federations, thereby promoting more efficient and adaptive cooperation. Theoretical evidence demonstrates that the global FPF model, along with the discrepancy between decentralized egoistic policies and federated utilitarian policies, achieves an O(1/T) convergence rate. Agents in the LMF framework also reach consensus within a sublinear gap. Extensive experiments show that agents opting out of federation participation experience a reduction in egoism, and our approach outperforms multiple baselines in terms of both utilitarianism and egalitarianism.
Regret Matching$^+$ (RM$^+$) variants are widely used to build superhuman Poker AIs, yet few studies investigate their last-iterate convergence in learning a Nash equilibrium (NE). Although their last-iterate convergence is established for games satisfying the Minty Variational Inequality (MVI), no studies have demonstrated that these algorithms achieve such convergence in the broader class of games satisfying the weak MVI. A key challenge in proving last-iterate convergence for RM$^+$ variants in games satisfying the weak MVI is that even if the game's loss gradient satisfies the weak MVI, RM$^+$ variants operate on a transformed loss feedback which does not satisfy the weak MVI. To provide last-iterate convergence for RM$^+$ variants, we introduce a concise yet novel proof paradigm that involves: (i) transforming an RM$^+$ variant into an Online Mirror Descent (OMD) instance that updates within the original strategy space of the game to recover the weak MVI, and (ii) showing last-iterate convergence by proving the distance between accumulated regrets converges to zero via the recovered weak MVI of the feedback. Inspired by our proof paradigm, we propose Smooth Optimistic Gradient Based RM$^+$ (SOGRM$^+$) and show that it achieves last-iterate and finite-time best-iterate convergence in learning an NE of games satisfying the weak MVI, the weakest condition among all known RM$^+$ variants. Experiments show that SOGRM$^+$ significantly outperforms other algorithms. Our code is available at https://github.com/menglinjian/NeurIPS-2025-SOGRM.
Recently, Linear Complementary Dual (LCD) codes have garnered substantial interest within coding theory research due to their diverse applications and favorable attributes. This paper directs its attention to the construction of binary and ternary LCD codes leveraging curiosity-driven reinforcement learning (RL). By establishing reward and devising well-reasoned mappings from actions to states, it aims to facilitate the successful synthesis of binary or ternary LCD codes. Experimental results indicate that LCD codes constructed using RL exhibit slightly superior error-correction performance compared to those conventionally constructed LCD codes and those developed via standard RL methodologies. The paper introduces novel binary and ternary LCD codes with enhanced minimum distance bounds. Finally, it showcases how Random Network Distillation aids agents in exploring beyond local optima, enhancing the overall performance of the models without compromising convergence.
Self-play (SP) and Policy-Space Response Oracles (PSRO) are two fundamental training frameworks for solving Nash equilibrium (NE) in games. SP only performs effectively in transitive games, aiming to progressively derive a consistent winning strategy with an efficient warm start. In open-ended non-transitive games (e.g., Rock-Paper-Scissors), PSRO maintains a policy population and approximates the NE in the meta-game. However, PSRO requires training the policy from scratch in each iteration, making it inefficient in large-scale games. To address these limitations, we propose a Unified and Efficient Play (UEP) framework that combines the strengths of SP and PSRO, enabling the solution of NE in open-ended non-transitive games while benefiting from a warm start in each iteration. In addition, a unified regularized distance metric is proposed to trade off the accuracy of SP and the diversity of PSRO, enhancing the overall training efficiency. We present theoretical evidence that UEP can converge to the NE. Empirically, experiments are conducted in various open-ended games with strong non-transitivity. The results validate the superior performance of UEP in approximating NE and generating robust policies compared to prevailing SP and PSRO variants.
Off-policy is a key setting for reinforcement learning algorithms. In recent years, the stability of off-policy learning for value-based reinforcement learning has been guaranteed even when combined with linear function approximation and bootstrapping. Convergence rate analysis is currently a hot topic. However, the convergence rates of learning algorithms vary, and analyzing the reasons behind this remains an open problem. In this paper, we propose an essentially simplified version of a convergence rate to generate general off-policy temporal difference learning algorithms. We emphasize that the primary determinant influencing convergence rate is the minimum eigenvalue of the key matrix. Furthermore, we conduct a comparative analysis of the influencing factor across various off-policy learning algorithms in diverse numerical scenarios. The experimental findings validate the proposed determinant, which serves as a benchmark for the design of more efficient learning algorithms.
Fast-converging algorithms are a contemporary requirement in reinforcement learning. In the context of linear function approximation, the magnitude of the smallest eigenvalue of the key matrix is a major factor reflecting the convergence speed. Traditional value-based RL algorithms focus on minimizing errors. This paper introduces a variance minimization (VM) approach for value-based RL instead of error minimization. Based on this approach, we proposed two objectives, the Variance of Bellman Error (VBE) and the Variance of Projected Bellman Error (VPBE), and derived the VMTD, VMTDC, and VMETD algorithms. We provided proofs of their convergence and optimal policy invariance of the variance minimization. Experimental studies validate the effectiveness of the proposed algorithms.
In reinforcement learning, off-policy temporal difference learning methods have gained significant attention due to their flexibility in utilizing existing data. However, traditional off-policy temporal difference methods often suffer from poor convergence and stability when handling complex problems. To address these issues, this paper proposes an off-policy temporal difference algorithm with Bellman residuals (TDBR). By incorporating Bellman residuals, the proposed algorithm effectively improves the convergence and stability of the off-policy learning process. This paper first introduces the basic concepts of reinforcement learning and value function approximation, highlighting the importance of Bellman residuals in off-policy learning. Then, the theoretical foundation and implementation details of the TDBR algorithm are described in detail. Experimental results in multiple benchmark environments demonstrate that the TDBR algorithm significantly outperforms traditional methods in terms of both convergence speed and solution quality. Overall, the TDBR algorithm provides an effective and stable solution for off-policy reinforcement learning with broad application prospects. Future research can further optimize the algorithm parameters and extend its application to continuous state and action spaces to enhance its applicability and performance in real-world problems.
Most real-world multi-agent tasks exhibit the characteristic of sparse interaction, wherein agents interact with each other in a limited number of crucial states while largely acting independently. Effectively modeling the sparse interaction and leveraging the learned interaction structure to instruct agents' learning processes can enhance the efficiency of multi-agent reinforcement learning algorithms. However, it remains unclear how to identify these specific interactive states solely through trials and errors within current multi-agent tasks. To address this challenge, this paper introduces a novel algorithm called Sparse Interaction as Anomaly (SIA), which innovatively casts the sparse interaction modeling into an anomaly detection problem. The underlying intuition is that interactive states appear rarely in agents' trajectories and exhibit distinct dynamics compared to other commonplace states. Building upon this insight, SIA first employs variational inference to model the latent dynamics of agents' trajectories. It then designates states with anomalous dynamics as the elusive interactive states and subsequently instructs agents to explore these states more extensively. This facilitates the emergence of interactive behaviors and promotes the learning of multi-agent policies. Experimental evaluation of SIA across various multi-agent tasks demonstrates its superior performance against multiple baselines, highlighting its effectiveness.