Markov games model interactions among multiple players in a stochastic, dynamic environment. Each player in a Markov game maximizes its expected total discounted reward, which depends upon the policies of the other players. We formulate a class of Markov games, termed affine Markov games, where an affine reward function couples the players’ actions. We introduce a novel solution concept, the soft-Bellman equilibrium, where each player is boundedly rational and chooses a soft-Bellman policy rather than a purely rational policy as in the well-known Nash equilibrium concept. We provide conditions for the existence and uniqueness of the soft-Bellman equilibrium and propose a nonlinear least-squares algorithm to compute such an equilibrium in the forward problem. We then solve the inverse game problem of inferring the players’ reward parameters from observed state-action trajectories via a projected-gradient algorithm. Experiments in a predator-prey OpenAI Gym environment show that the reward parameters inferred by the proposed algorithm outper- form those inferred by a baseline algorithm: they reduce the Kullback-Leibler divergence between the equilibrium policies and observed policies by at least two orders of magnitude. 
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                            Solving the Rubik's Cube with Approximate Policy Iteration
                        
                    
    
            Recently, Approximate Policy Iteration (API) algorithms have achieved superhuman proficiency in two-player zero-sum games such as Go, Chess, and Shogi without human data. These API algorithms iterate between two policies: a slow policy (tree search), and a fast policy (a neural network). In these two-player games, a reward is always received at the end of the game. However, the Rubik’s Cube has only a single solved state, and episodes are not guaranteed to terminate. This poses a major problem for these API algorithms since they rely on the reward received at the end of the game. We introduce Autodidactic Iteration: an API algorithm that overcomes the problem of sparse rewards by training on a distribution of states that allows the reward to propagate from the goal state to states farther away. Autodidactic Iteration is able to learn how to solve the Rubik’s Cube without relying on human data. Our algorithm is able to solve 100% of randomly scrambled cubes while achieving a median solve length of 30 moves — less than or equal to solvers that employ human domain knowledge. 
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                            - Award ID(s):
- 1839429
- PAR ID:
- 10120458
- Date Published:
- Journal Name:
- International Conference on Learning Representations
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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