MARL, Part 1: Foundations and Markov Games

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The RL foundations note considered one agent improving a policy while the environment stayed fixed. In multi-agent reinforcement learning (MARL), another agent's policy also affects the consequences of an action. We separate this interaction model from the training process, then derive the Bellman equation for a two-player zero-sum game.

Recap: Evaluating a fixed policy

For a stationary policy in the finite discounted MDP of the earlier note,

Vπ=rπ+γPπVπ=(I−γPπ)−1rπ.V^\pi=r^\pi+\gamma P^\pi V^\pi =(I-\gamma P^\pi)^{-1}r^\pi.

Here rπr^\pi and PπP^\pi average rewards and transitions over that policy's actions. With several agents, fixing all their policies permits the same evaluation; deciding which policies to choose introduces the game-theoretic problem.

Original Lowe et al. Figure 2, left to right: cooperative communication between a speaker and listener; predators pursuing a prey around obstacles; cooperative navigation to landmarks; and physical deception with an adversary uncertain about a target landmark.
Figure 1. Four tasks from the original multi-agent actor–critic paper. Original figure from Lowe et al. (2017), Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments, Figure 2. All four original panels are retained. These are task illustrations from the source, not trajectories or results produced for this blog. Full resolution ↗Figure excerpt for discussion; copyright remains with the authors/rightsholder.

1. From an MDP to a Markov game

We use a finite, fully observed, simultaneous-move Markov game, also called a stochastic game:

G=(N,S,{Ai}i=1N,P,{ri}i=1N,γ,ρ0).\mathcal G=\left(\mathcal N,\mathcal S, \{\mathcal A_i\}_{i=1}^N,P,\{r_i\}_{i=1}^N,\gamma,\rho_0\right).

The task sketches above motivate the setting; the proofs below use finite states and actions. Here N={1,…,N}\mathcal N=\{1,\ldots,N\} indexes agents, S\mathcal S is the state set, and Ai\mathcal A_i is agent ii's action set. Write a=(a1,…,aN)∈A=∏iAi\boldsymbol a=(a_1,\ldots,a_N)\in\mathcal A=\prod_i\mathcal A_i for a joint action. The fixed environment satisfies

P(St+1=s′∣Ht,At=a)=P(s′∣St,a),E[Ri,t+1∣Ht,At=a]=ri(St,a).\begin{aligned} \mathbb P(S_{t+1}=s'\mid H_t,\boldsymbol A_t=\boldsymbol a) &=P(s'\mid S_t,\boldsymbol a),\\ \mathbb E[R_{i,t+1}\mid H_t,\boldsymbol A_t=\boldsymbol a] &=r_i(S_t,\boldsymbol a). \end{aligned}

The public history is Ht=(S0,A0,…,At−1,St)H_t=(S_0,\boldsymbol A_0,\ldots,\boldsymbol A_{t-1},S_t). We take rewards to be bounded, 0≤γ<10\le\gamma<1, and S0∼ρ0S_0\sim\rho_0. All agents observe the current state before choosing their actions; past joint actions are public. They do not observe each other's current sampled actions before choosing their own. Full state observability therefore does not turn simultaneous moves into sequential moves.

This is the model in Hu and Wellman (2003), Definition 2, with the discount and initial law explicit. Littman (1994) connects this framework to reinforcement learning; its main algorithm specializes to two-player zero-sum games.

One joint action determines the next state and reward vectorBoth agents observe the same state, independently sample simultaneous actions from their policies, and send the joint action to the environment. The environment produces a new state and one reward per agent. Neither agent observes the other's current sampled action before choosing. The Markov property applies to the full state and joint action.Shared state SₜAgent 1: π₁(· | Sₜ)sample A₁ₜAgent 2: π₂(· | Sₜ)sample A₂ₜEnvironment P, r₁, r₂joint action (A₁ₜ, A₂ₜ)Sₜ₊₁ and (R₁,ₜ₊₁, R₂,ₜ₊₁)Full state + joint action is Markov; current moves remain simultaneous.
Figure 2. One joint action determines the next state and reward vector. Original diagram of the fully observed stochastic-game model in Hu and Wellman (2003), Definition 2. The article specializes to two agents in this drawing; the definition allows any finite number. Source.

Policies and the independence convention

A stationary Markov policy is πi:S→Δ(Ai)\pi_i:\mathcal S\to\Delta(\mathcal A_i), where Δ(E)\Delta(E) denotes probability distributions on a finite set EE. A policy profile is π=(π1,…,πN)\boldsymbol\pi=(\pi_1,\ldots,\pi_N). With independent private randomization conditional on the state,

π(a∣s)=∏i=1Nπi(ai∣s).\boldsymbol\pi(\boldsymbol a\mid s) =\prod_{i=1}^N\pi_i(a_i\mid s).

This product is a modeling assumption, not a consequence of sharing a state. A shared random signal can generate correlated actions: assigning probability 1/21/2 to each of (0,0)(0,0) and (1,1)(1,1) has uniform individual marginals but is not their product. We use independent policies throughout the equilibrium calculations below.

Write Pρ0π\mathbb P_{\rho_0}^{\boldsymbol\pi} for the trajectory distribution: S0∼ρ0S_0\sim\rho_0, At∣St∼π(⋅∣St)\boldsymbol A_t\mid S_t\sim\boldsymbol\pi(\cdot\mid S_t), and next states and rewards follow the environment's joint conditional distribution. The value calculations use only its state marginal PP and conditional reward means rir_i. These means do not specify the full reward distribution, and we do not assume independent rewards across agents.

Expectations under this profile average over all agents' action draws and environment randomness. The notation Esπ\mathbb E_s^{\boldsymbol\pi} fixes S0=sS_0=s. A superscript containing a deviating strategy replaces the corresponding agent's policy by that strategy.

More generally, a behavior strategy σi(⋅∣Ht)\sigma_i(\cdot\mid H_t) can depend on public history. Stationary policies form a smaller class. We will allow history-dependent unilateral deviations when discussing equilibrium and security guarantees.

2. Evaluating a fixed policy profile

For a stationary profile, define agent-specific values

Viπ(s)=Esπ[∑t=0∞γtRi,t+1],Qiπ(s,a)=ri(s,a)+γ∑s′P(s′∣s,a)Viπ(s′),Ji(π)=∑sρ0(s)Viπ(s).\begin{aligned} V_i^{\boldsymbol\pi}(s) &=\mathbb E_s^{\boldsymbol\pi} \left[\sum_{t=0}^\infty\gamma^tR_{i,t+1}\right],\\ Q_i^{\boldsymbol\pi}(s,\boldsymbol a) &=r_i(s,\boldsymbol a) +\gamma\sum_{s'}P(s'\mid s,\boldsymbol a)V_i^{\boldsymbol\pi}(s'),\\ J_i(\boldsymbol\pi) &=\sum_s\rho_0(s)V_i^{\boldsymbol\pi}(s). \end{aligned}

First, condition the return on the first joint action and next state. The tower property and the Markov assumptions give

Viπ(s)=∑aπ(a∣s){ri(s,a)+γ∑s′P(s′∣s,a)Viπ(s′)}.V_i^{\boldsymbol\pi}(s) =\sum_{\boldsymbol a}\boldsymbol\pi(\boldsymbol a\mid s) \left\{r_i(s,\boldsymbol a) +\gamma\sum_{s'}P(s'\mid s,\boldsymbol a)V_i^{\boldsymbol\pi}(s')\right\}.

Next, define the policy-averaged reward and transition matrix:

riπ(s)=∑aπ(a∣s)ri(s,a),Pπ(s,s′)=∑aπ(a∣s)P(s′∣s,a).\begin{aligned} r_i^{\boldsymbol\pi}(s) &=\sum_{\boldsymbol a}\boldsymbol\pi(\boldsymbol a\mid s)r_i(s,\boldsymbol a),\\ P^{\boldsymbol\pi}(s,s') &=\sum_{\boldsymbol a}\boldsymbol\pi(\boldsymbol a\mid s)P(s'\mid s,\boldsymbol a). \end{aligned}

Because PπP^{\boldsymbol\pi} is stochastic and γ<1\gamma<1, the Bellman-inverse argument applies to each agent:

Viπ=(I−γPπ)−1riπ=∑t=0∞γt(Pπ)triπ.\boxed{ V_i^{\boldsymbol\pi} =(I-\gamma P^{\boldsymbol\pi})^{-1}r_i^{\boldsymbol\pi} =\sum_{t=0}^\infty\gamma^t(P^{\boldsymbol\pi})^tr_i^{\boldsymbol\pi}. }

Once the profile is fixed, all agents share its transition matrix but may have different reward vectors. We can therefore evaluate each return through an ordinary linear Bellman equation. To choose a profile, we must additionally account for agents' responses to one another.

3. Best responses and Nash equilibrium

Let π−i\boldsymbol\pi_{-i} denote every policy except agent ii's. Hold these opponents fixed and stationary. Averaging only their actions gives agent ii an induced MDP:

rˉi(s,ai;π−i)=∑a−i∏j≠iπj(aj∣s) ri(s,ai,a−i),Pˉi(s′∣s,ai;π−i)=∑a−i∏j≠iπj(aj∣s) P(s′∣s,ai,a−i).\begin{aligned} \bar r_i(s,a_i;\boldsymbol\pi_{-i}) &=\sum_{\boldsymbol a_{-i}} \prod_{j\ne i}\pi_j(a_j\mid s)\, r_i(s,a_i,\boldsymbol a_{-i}),\\ \bar P_i(s'\mid s,a_i;\boldsymbol\pi_{-i}) &=\sum_{\boldsymbol a_{-i}} \prod_{j\ne i}\pi_j(a_j\mid s)\, P(s'\mid s,a_i,\boldsymbol a_{-i}). \end{aligned}

Define the best-response value Wiπ−i(s)W_i^{\boldsymbol\pi_{-i}}(s) as the supremum over agent ii's admissible behavior strategies, with opponents fixed. The finite discounted MDP result gives

Wiπ−i(s)=max⁡ai{rˉi(s,ai;π−i)+γ∑s′Pˉi(s′∣s,ai;π−i)Wiπ−i(s′)}.\begin{aligned} W_i^{\boldsymbol\pi_{-i}}(s) =\max_{a_i}\bigg\{&\bar r_i(s,a_i;\boldsymbol\pi_{-i})\\ &+\gamma\sum_{s'}\bar P_i(s'\mid s,a_i;\boldsymbol\pi_{-i}) W_i^{\boldsymbol\pi_{-i}}(s')\bigg\}. \end{aligned}

The operator on the right is a γ\gamma-contraction: each transition-weighted difference is bounded by γ∥u−v∥∞\gamma\|u-v\|_\infty, and taking a maximum preserves this bound. Its fixed point is unique, and a deterministic stationary maximizer attains it against these fixed opponents. This does not imply that all agents can choose deterministic equilibrium policies simultaneously.

A stationary profile π∗\boldsymbol\pi^* is a statewise Nash equilibrium if

Viπ∗(s)≥Vi(σi,π−i∗)(s)for every i,s,σi.\boxed{ V_i^{\boldsymbol\pi^*}(s) \ge V_i^{(\sigma_i,\boldsymbol\pi^*_{-i})}(s) \quad\text{for every }i,s,\sigma_i. }

The value on the right is defined by the discounted return under the potentially history-dependent deviation, not by the stationary inverse formula. Equivalently, each agent attains its fixed-opponent best-response value. This is the all-initial-states convention of Hu and Wellman, Definition 3. An equilibrium defined only for JiJ_i at one initial distribution is a weaker requirement.

Reward structure does not determine equilibrium quality

An identical-interest game has r1=⋯=rNr_1=\cdots=r_N. A two-player zero-sum game has r2=−r1r_2=-r_1. General-sum games impose no such restriction and can contain both compatible and conflicting incentives.

Reward structure and equilibrium are different choicesThree two-by-two games, with row-agent reward first in each pair. Identical-interest coordination has payoffs (2,2),(0,0);(0,0),(1,1), with both diagonal cells pure Nash equilibria. Matching pennies has rewards (1,-1),(-1,1);(-1,1),(1,-1), with no pure equilibrium. A prisoner's dilemma has rewards (3,3),(0,5);(5,0),(1,1); mutual defection is its unique Nash equilibrium despite mutual cooperation giving both players more. Outlined cells mark pure equilibria, not global joint optima.Identical interest0011(2, 2)(0, 0)(0, 0)(1, 1)Two pure equilibriaZero sum0011(1, −1)(−1, 1)(−1, 1)(1, −1)No pure equilibriumMixed incentivesCCDD(3, 3)(0, 5)(5, 0)(1, 1)One pure equilibrium(row reward, column reward); outlines mark pure Nash equilibria.Equilibrium rules out unilateral gains, not beneficial joint deviations.
Figure 3. Reward structure and equilibrium are different choices. Original illustrative matrices using the reward classes and Nash definition in Hu and Wellman (2003), Sections 2.2–2.3. Entries are chosen for this note, not copied experiment payoffs. Row reward appears first; outlines mark pure Nash equilibria. Source.

In the coordination matrix, both (0,0)(0,0) and (1,1)(1,1) are equilibria: changing one's action alone replaces a positive reward by zero. Yet the former pays each agent 22 and the latter only 11. With one self-looping state and γ=0.9\gamma=0.9, their values are respectively 2020 and 1010. Nash equilibrium prevents profitable unilateral deviations; it does not maximize a shared return or social welfare.

If a centralized controller can choose every component of a joint action and all agents share a reward, treating a\boldsymbol a as one MDP action gives a valid planning reduction. Local information, decentralized execution, and the size of the joint action set are additional constraints, not consequences of reward sharing alone.

4. Why mixed policies can be necessary

Littman's soccer example makes the simultaneous-move distinction concrete. Its state contains both players' positions and ball possession. Each selects north, south, east, west, or stand; the two selected moves are then executed in random order. Collisions can transfer possession.

Original Littman Figure 2 contains two four-by-five soccer grids. On the left A is near the right and B holds the ball near the left. On the right B blocks the left side of A, who holds the ball. Circles denote possession and side openings are goals.
Figure 4. Littman's soccer game: initial and blocking configurations. Original figure from Littman (1994), Markov games as a framework for multi-agent reinforcement learning, Figure 2. The original board layouts and possession markers are unchanged. The blocking example motivates randomized simultaneous actions, not hidden-state inference. Full resolution ↗Figure excerpt for discussion; copyright remains with the authors/rightsholder.

The blocking configuration in Littman, Figure 2 and Section 6.1 motivates randomizing offensive actions. The issue is uncertainty about the opponent's simultaneous move, not an unobserved physical state. We can calculate the same distinction exactly in a smaller game.

Let player 1 maximize the matrix payoff

M=(1−1−11),M=\begin{pmatrix}1&-1\\-1&1\end{pmatrix},

and player 2 minimize it. If player 1 chooses row 00 with probability pp, its expected rewards against pure columns 00 and 11 are

2p−1and1−2p.2p-1\quad\text{and}\quad1-2p.

A randomized column choice is a convex combination of these two payoffs, so a worst-case column can be chosen pure. Hence

max⁡p∈[0,1]min⁡{2p−1,1−2p}=max⁡p{−∣2p−1∣}=0,\max_{p\in[0,1]}\min\{2p-1,1-2p\} =\max_p\{-|2p-1|\}=0,

attained at p=1/2p=1/2. Either deterministic row has worst-case payoff −1-1.

A mixed action can improve the worst-case payoffFor matching pennies, the probability of row zero is p. Against column zero the expected reward is 2p minus one, and against column one it is one minus 2p. The thick lower envelope is the worst-case reward, minus absolute value of 2p minus one. Its maximum is zero at p one half. Pure choices at p zero or one have worst-case reward minus one.MATCHING PENNIES: ROW PLAYER'S SECURITY PAYOFF-10100.51against column 1against column 0maximin = 0 at p = 1/2p = probability of row action 0Solid lower envelope: min(2p − 1, 1 − 2p) = −|2p − 1|.
Figure 5. A mixed action can improve the worst-case payoff. Original exact matching-pennies calculation in Section 4, illustrating the mixed minimax criterion in Littman (1994), Sections 3–4. Dashed lines are pure-opponent payoffs; the solid lower envelope is the guaranteed stage reward. Source.

With one self-looping state, the uniform stationary policies have value zero for every γ<1\gamma<1. A deterministic stationary row can be held to −1/(1−γ)-1/(1-\gamma). Randomization here protects against exploitation; it is not merely a temporary exploration device.

5. The zero-sum Bellman equation

Restrict now to two players with r1=rr_1=r and r2=−rr_2=-r. At each state, player 1 chooses x∈Δ(A1)x\in\Delta(\mathcal A_1) and player 2 chooses y∈Δ(A2)y\in\Delta(\mathcal A_2). For a finite payoff matrix MM, the matrix minimax theorem gives

val⁡(M)=max⁡xmin⁡yx⊤My=min⁡ymax⁡xx⊤My.\operatorname{val}(M) =\max_x\min_y x^\top My =\min_y\max_x x^\top My.

We use this finite-matrix theorem as a prerequisite rather than proving linear-programming duality here. For a continuation vector v:S→Rv:\mathcal S\to\mathbb R, define

Mv(s)ab=r(s,a,b)+γ∑s′P(s′∣s,a,b)v(s′),(Tv)(s)=val⁡{Mv(s)}.\begin{aligned} M_v(s)_{ab} &=r(s,a,b)+\gamma\sum_{s'}P(s'\mid s,a,b)v(s'),\\ (Tv)(s)&=\operatorname{val}\{M_v(s)\}. \end{aligned}

The Shapley operator TT replaces the single-agent maximum by a mixed matrix-game value. This is the recursion behind Shapley's (1953) Theorem 1 and Littman's Section 4.3.

Shapley's original model uses positive stopping probabilities. A constant stopping probability 1−γ1-\gamma yields the discounted convention used here; the paper gives this connection in its second example. Our return is the unnormalized discounted sum, not (1−γ)(1-\gamma) times that sum.

A contraction proof

Theorem 1. For the finite discounted zero-sum game above, TT is a γ\gamma-contraction in the sup norm. It has a unique fixed point V∗V^*, and vk+1=Tvkv_{k+1}=Tv_k satisfies

∥vk−V∗∥∞≤γk∥v0−V∗∥∞.\|v_k-V^*\|_\infty\le\gamma^k\|v_0-V^*\|_\infty.

First, for two matrices B,CB,C of the same size, write ∥B−C∥max⁡=max⁡a,b∣Bab−Cab∣\|B-C\|_{\max}=\max_{a,b}|B_{ab}-C_{ab}|. Every pair of probability vectors satisfies

∣x⊤(B−C)y∣≤∑a,bxayb∥B−C∥max⁡=∥B−C∥max⁡.|x^\top(B-C)y| \le\sum_{a,b}x_ay_b\|B-C\|_{\max} =\|B-C\|_{\max}.

For fixed xx, taking the minimum over yy in the inequalities for x⊤Byx^\top By bounds the change in the minimum by the same amount. Taking the maximum over xx preserves that bound. Thus

∣val⁡(B)−val⁡(C)∣≤∥B−C∥max⁡.|\operatorname{val}(B)-\operatorname{val}(C)| \le\|B-C\|_{\max}.

Next, the immediate rewards cancel between continuation matrices:

∣Mu(s)ab−Mv(s)ab∣=γ∣∑s′P(s′∣s,a,b){u(s′)−v(s′)}∣≤γ∥u−v∥∞.\begin{aligned} |M_u(s)_{ab}-M_v(s)_{ab}| &=\gamma\left|\sum_{s'}P(s'\mid s,a,b)\{u(s')-v(s')\}\right|\\ &\le\gamma\|u-v\|_\infty. \end{aligned}

Combining the matrix-value inequality with this transition bound gives

∥Tu−Tv∥∞≤γ∥u−v∥∞.\|Tu-Tv\|_\infty\le\gamma\|u-v\|_\infty.

The finite-dimensional space is complete, so the contraction-mapping theorem gives existence and uniqueness of V∗V^*. Repeatedly applying the inequality to vkv_k and V∗V^* gives the displayed geometric bound. □\square

A Shapley backup solves a matrix game at every stateStart with one candidate continuation value per state. Construct the state matrix whose entries are immediate reward plus discounted next-state continuation. At each state solve the maximizer's matrix-game linear program to obtain a value and mixed action. Collect the values into the next iterate. All states use the same frozen input vector, making this a synchronous update.Frozen continuation vone value for every stateState matrix Mᵥ(s)r(s,a,b) + γ E[v(S′) | s,a,b]Solve the matrix gamemaxₓ minᵧ xᵀ Mᵥ(s) yNext vector: Tvcollect each state's valueRepeat the backup at every state; all entries use the same old vector v.
Figure 6. A Shapley backup solves a matrix game at every state. Original diagram of Shapley's (1953) value recursion, Theorem 1, in the fixed-discount convention of this note. The matrix-game linear program follows Littman (1994), Section 4.1. It depicts exact known-model planning, not sampled minimax-Q learning. Source.

Why the fixed point is the game value

Choose optimal matrix strategies xs∗,ys∗x_s^*,y_s^* for MV∗(s)M_{V^*}(s). They satisfy the saddle inequalities

(xs∗)⊤MV∗(s)y≥V∗(s)≥x⊤MV∗(s)ys∗for all x,y.(x_s^*)^\top M_{V^*}(s)y \ge V^*(s) \ge x^\top M_{V^*}(s)y_s^* \quad\text{for all }x,y.

Let player 1 use x∗x^* and let player 2 use any history-dependent strategy σ2\sigma_2. Conditional on a public history ending in state ss, the first inequality implies

Ex∗,σ2[R1,t+1+γV∗(St+1)∣Ht]≥V∗(St).\mathbb E^{x^*,\sigma_2}[R_{1,t+1}+\gamma V^*(S_{t+1})\mid H_t] \ge V^*(S_t).

Multiply by γt\gamma^t, average from S0=sS_0=s, and sum over t=0,…,m−1t=0,\ldots,m-1. The continuation terms telescope:

Esx∗,σ2[∑t=0m−1γtR1,t+1+γmV∗(Sm)]≥V∗(s).\mathbb E_s^{x^*,\sigma_2} \left[\sum_{t=0}^{m-1}\gamma^tR_{1,t+1} +\gamma^mV^*(S_m)\right]\ge V^*(s).

Since V∗V^* is bounded, the last term vanishes as m→∞m\to\infty. Reversing the argument with y∗y^* gives, for arbitrary behavior strategies σ1,σ2\sigma_1,\sigma_2,

V1(x∗,σ2)(s)≥V∗(s)≥V1(σ1,y∗)(s).V_1^{(x^*,\sigma_2)}(s) \ge V^*(s) \ge V_1^{(\sigma_1,y^*)}(s).

Finally, using both stationary strategies gives equality. Thus they form a saddle profile and guarantee the value against history-dependent opponents. This is the stationary-optimal-strategy conclusion of Shapley's Theorem 2, with its discounted telescoping argument made explicit.

6. Planning versus minimax-Q learning

For a known matrix MM, the maximizing player's matrix-game problem is the linear program

maximizex,zzsubject toM⊤x≥z1,x≥0,1⊤x=1.\begin{aligned} \text{maximize}_{x,z}\quad&z\\ \text{subject to}\quad&M^\top x\ge z\boldsymbol 1,\\ &x\ge0,\qquad\boldsymbol 1^\top x=1. \end{aligned}

Each inequality protects against one pure opponent action; linearity then protects against every mixed action. The minimizing player has the dual problem. This is the matrix-game computation in Littman, Section 4.1.

Algorithm 1 Exact synchronous Shapley value iteration

Input: Finite two-player zero-sum model (P,r)(P,r); 0≤γ<10\le\gamma<1; initial vector v0v_0; iterations K≥1K\ge1.

Output: Value approximation vKv_K and residual bound eKe_K.

  1. for k=0,…,K−1k=0,\ldots,K-1 do
  2. for each state s∈Ss\in\mathcal S do
  3. Form Mk(s)ab←r(s,a,b)+γ∑s′P(s′∣s,a,b)vk(s′)M_k(s)_{ab}\gets r(s,a,b)+\gamma\sum_{s'}P(s'\mid s,a,b)v_k(s') for all (a,b)(a,b).
  4. Solve the matrix-game linear program and set vk+1(s)←val⁡{Mk(s)}v_{k+1}(s)\gets\operatorname{val}\{M_k(s)\}.
  5. end for
  6. end for
  7. Perform one further frozen-vector backup to obtain TvKTv_K.
  8. Set eK←∥TvK−vK∥∞/(1−γ)e_K\gets\|Tv_K-v_K\|_\infty/(1-\gamma).
  9. return vK,eKv_K,e_K.

The certificate follows from the triangle inequality and contraction:

∥vK−V∗∥∞≤∥vK−TvK∥∞+∥TvK−TV∗∥∞≤∥vK−TvK∥∞+γ∥vK−V∗∥∞.\begin{aligned} \|v_K-V^*\|_\infty &\le\|v_K-Tv_K\|_\infty+\|Tv_K-TV^*\|_\infty\\ &\le\|v_K-Tv_K\|_\infty+\gamma\|v_K-V^*\|_\infty. \end{aligned}

Rearranging gives ∥vK−V∗∥∞≤eK\|v_K-V^*\|_\infty\le e_K. This bounds value error when each Bellman update and matrix-game solution is exact. It does not bound how much an opponent could gain against a policy chosen from the approximate values. Approximate matrix-game solutions would also introduce another error term.

Minimax-Q replaces the model expectation by sampled transitions. Given (s,a,b,R,s′)(s,a,b,R,s'), its updated entry has the form

Qn+1(s,a,b)=(1−αn)Qn(s,a,b)+αn[R+γval⁡{Qn(s′,⋅,⋅)}].Q_{n+1}(s,a,b) =(1-\alpha_n)Q_n(s,a,b) +\alpha_n\left[R+\gamma\operatorname{val}\{Q_n(s',\cdot,\cdot)\}\right].

This is the construction in Littman, Figure 1. The planning proof above does not by itself prove convergence of this sampled recursion: coverage, learning-rate conditions, and stochastic approximation must also be handled. In a general-sum game, replacing the matrix value by a chosen Nash payoff does not inherit this scalar contraction argument; Hu and Wellman state restrictive additional convergence conditions for Nash Q-learning.

7. Why independent learning can be nonstationary

Concurrent learning can change an agent's expected rewards and transitions even when the physical game remains fixed. These expectations average over the other agents' policies. If those policies are π−i,n\boldsymbol\pi_{-i,n} at training iteration nn, then

Pˉi,n(s′∣s,ai)=∑a−iπ−i,n(a−i∣s)P(s′∣s,ai,a−i),\bar P_{i,n}(s'\mid s,a_i) =\sum_{\boldsymbol a_{-i}} \boldsymbol\pi_{-i,n}(\boldsymbol a_{-i}\mid s) P(s'\mid s,a_i,\boldsymbol a_{-i}),

and rˉi,n\bar r_{i,n} changes by the analogous averaging. One or both can vary with nn, even though PP and rir_i do not. This is the distinction behind the nonstationarity discussion in Lowe et al., Sections 1 and 3.

For an exact example, reuse the identical-interest coordination game and let the opponent choose action 00 with probability qq. Agent 1's expected immediate rewards are

rˉ1(0;q)=2q,rˉ1(1;q)=1−q.\bar r_1(0;q)=2q,\qquad\bar r_1(1;q)=1-q.

Therefore action 00 is a best response when q≥1/3q\ge1/3, action 11 when q≤1/3q\le1/3, and both tie at the boundary.

A changing opponent changes the agent's decision problemIn the one-state coordination game, q is the opponent's probability of action zero. Agent one's immediate reward from action zero is 2q and from action one is one minus q. They intersect at q one third. An old opponent with q 0.8 makes action zero better, whereas a current opponent with q 0.2 makes action one better. The physical state never changes; reward nonstationarity alone changes the best response.EXPECTED IMMEDIATE REWARD WITH THE OPPONENT HELD FIXEDaction 0: 2qaction 1: 1 − q01/31012q = opponent's probability of action 0; best response switches at q = 1/3.Old q = 0.8 favors action 0. Current q = 0.2 favors action 1.
Figure 7. A changing opponent changes the agent's decision problem. Original exact example from Section 7, illustrating the policy-induced nonstationarity discussed by Lowe et al. (2017), Sections 1 and 3. Lines show expected immediate rewards, not learning curves. Source.

A replay batch generated with q=0.8q=0.8 gives expected immediate targets (1.6,0.2)(1.6,0.2); the current opponent at q=0.2q=0.2 gives (0.4,0.8)(0.4,0.8). The preferred action reverses. Here the state always self-loops, so the example isolates reward drift rather than a changing physical transition law. It invalidates a fixed-target argument for an uncorrected old batch, not every possible replay method.

Conditioning on the full joint action leaves the physical kernel P(s′∣s,a)P(s'\mid s,\boldsymbol a) unchanged. A critic target also uses future policies, however, so supplying joint actions does not by itself make that target stationary or establish convergence.

8. Local observations and the next parts

Full observation was an explicit assumption of the proofs above. In a partially observed game, agent ii instead sees Oi,tO_{i,t}, generated from the state, and may need a local history

τi,t=(Oi,0,Ai,0,…,Ai,t−1,Oi,t),πi(⋅∣τi,t).\tau_{i,t}=(O_{i,0},A_{i,0},\ldots,A_{i,t-1},O_{i,t}), \qquad\pi_i(\cdot\mid\tau_{i,t}).

Include locally observed rewards or messages in this history when they contain additional information. A current observation need not be a Markov state, as the partial-observability note explains. The fully observed statewise proofs cannot simply be relabeled with oio_i in place of ss.

Original Lowe et al. Figure 1. The red execution region contains local policies with their own observations and actions. The larger green training region includes agent-specific critics that can use joint information to train the policies. These critics are outside the execution region.
Figure 8. Centralized training with decentralized execution. Original figure from Lowe et al. (2017), Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments, Figure 1. Unlike a single shared-critic sketch, the original explicitly shows an agent-specific critic for each agent. This is an information arrangement, not a convergence guarantee. Full resolution ↗Figure excerpt for discussion; copyright remains with the authors/rightsholder.

Lowe et al., Figure 1 illustrates centralized training with decentralized execution: critics may use information unavailable to an executing actor. This is a training arrangement, separate from whether rewards are shared, opponents compete, or the agent observes a sufficient state.

Finally, the policy-gradient theorem still provides a useful local connection. With fully observed stationary policies, separate differentiable parameters θi\theta_i, positive action probabilities, and opponents held fixed,

∇θiJi(π)=11−γES∼dπ,A∼π(⋅∣S)[∇θilog⁡πi(Ai∣S)Qiπ(S,A)].\nabla_{\theta_i}J_i(\boldsymbol\pi) =\frac1{1-\gamma} \mathbb E_{S\sim d_{\boldsymbol\pi},\boldsymbol A\sim\boldsymbol\pi(\cdot\mid S)} \left[\nabla_{\theta_i}\log\pi_i(A_i\mid S) Q_i^{\boldsymbol\pi}(S,\boldsymbol A)\right].

Here dπ=(1−γ)∑t≥0γtPρ0π(St=⋅)d_{\boldsymbol\pi}=(1-\gamma)\sum_{t\ge0}\gamma^t\mathbb P_{\rho_0}^{\boldsymbol\pi}(S_t=\cdot) is normalized. The expectation draws a state from this distribution, then draws each agent's action conditionally on that state. The actions therefore need not be independent of the sampled state.

To obtain the identity, apply the earlier policy-gradient theorem to the MDP with opponents held fixed. Then expand the action value by averaging over their actions. Under the product policy, only agent ii's log probability depends on its parameters. The identity gives a partial derivative of that agent's return. It does not prove that simultaneous gradient updates converge to Nash equilibrium.

The remaining parts separate three questions: cooperation and credit assignment; training with information unavailable at execution; and multi-agent actor–critic updates. The definitions here specify which rewards, information, and opponent policies each later method must account for.

References