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David Mguni

Publications and source records attributed to David Mguni.

At least 19 recordsLinked to original sources

On the Limits of Prompt-Conditioned Language Models as General-Purpose Learners

Large Language Models (LLMs) are frequently portrayed as general-purpose solvers capable of solving arbitrary tasks. We argue that this view overlooks a fundamental constraint: language is a compressed and capacity-limited interface for conveying task information. Modelling User--System interaction as a bilevel \emph{cheap-talk} game, we analyse how latent tasks are encoded into prompts and reinterpreted under alignment and safety constraints. We introduce a conceptual decomposition separating task inference from execution and derive PAC-Bayes bounds that distinguish finite-sample estimation error from irreducible structural limitations. Our first main result establishes an \emph{expressivity floor}: language acts as a capacity-limited communication channel, and whenever the informational complexity of a task family exceeds the capacity of that channel, distinct tasks become unavoidably indistinguishable to the Solver, inducing a strictly positive error floor that cannot be eliminated by additional data, optimisation, or model scaling alone. We then establish an \emph{objective-misalignment floor}: when alignment constraints restrict the admissible output set, the User-ideal distribution may lie outside the feasible class, inducing an irreducible distortion. Together, these results yield a formal negative conclusion: prompt-conditioned LLMs are not universal problem solvers through prompting alone, as there exist task families for which correct behaviour is provably unattainable even in the infinite-data regime. More broadly, our analysis shows the limits of prompt-based generalisation arise from information-constrained communication and alignment-constrained objectives. This suggests that interfaces beyond natural language, including multimodal observations and, external memory, may reduce the inherent LLM limitations by increasing the task-relevant information available to the System.

cs.LG

On the Geometry of Games and their Solvers

A central challenge in game theory and learning systems such as GANs is understanding which algorithms can efficiently compute equilibria across the heterogeneous landscape of games. Equilibrium computation is typically studied solver by solver and game class by game class, yielding strong local guarantees but a fragmented view of solver behaviour. Existing discrete taxonomies often provide an incomplete account of where algorithms succeed. We study this problem through a solver-game map linking games to effective solver dynamics. Classical theory identifies isolated regions of this map but provides limited insight into intermediate or overlapping regimes, suggesting that solvability is governed by latent structural properties defining a continuous solver-aligned geometry of games. We formalise this perspective through structure-aware solver synthesis. A learned structure recogniser maps each game to a low-dimensional solver-aligned representation, and a policy maps this representation to effective primitive mechanisms, adapting solver behaviour across regimes. This reveals regions where particular solver dynamics are effective and where mixtures of primitives are required rather than a single dominant solver. A bounded residual acts as a local corrector and diagnostic signal for incomplete solver bases or representations. The framework yields both an adaptive solver and an analytical lens: games with similar optimisation dynamics cluster together, revealing continuous regions of algorithmic validity and overlapping solver behaviour. Empirically, we show that fixed primitives exhibit systematic regime mismatch, while the learned representation organises game space into a structured cartography aligned with solver behaviour. These results suggest viewing equilibrium computation as the joint problem of learning solver mechanisms and mapping the geometry of solvability.

cs.AI

Fault Tolerant Multi-Agent Learning with Adversarial Budget Constraints

We study robustness to agent malfunctions in cooperative multi-agent reinforcement learning (MARL), a failure mode that is critical in practice yet underexplored in existing theory. We introduce MARTA, a plug-and-play robustness layer that augments standard MARL algorithms with a Switcher-Adversary mechanism which selectively induces malfunctions in performance-critical states. This formulation defines a fault-switching $(N+2)$-player Markov game in which the Switcher chooses when and which agent fails, and the Adversary controls the resulting faulty behaviour via random or worst-case policies. We develop a Q-learning-type scheme and show that the associated Bellman operator is a contraction, yielding existence and uniqueness of the minimax value, convergence to a Markov perfect equilibrium. MARTA integrates seamlessly with MARL algorithms without architectural modification and consistently improves robustness across Traffic Junction (TJ), Level-Based Foraging (LBF), MPE SimpleTag, and SMAC (v2). In these domains, MARTA achieves large gains in final performance of up to 116.7\% in SMAC, 21.4\% in MPE SimpleTag, and 44.6\% in LBF, while significantly reducing failure rates under train-test mismatched fault regimes. These results establish MARTA as a theoretically grounded and practically deployable mechanism for fault-tolerant MARL.

cs.MA

Learning Multi-Timescale Interventions under Safety and Resource Constraints

Many sequential decision problems offer qualitatively different ways of influencing the environment: some interventions act immediately, whereas others induce persistent effects that continue to shape future states long after the decision that initiated them. An agent must then decide jointly when to intervene, which temporal mode to use and how strongly, while accounting for residual effects and limited intervention resources. We introduce MINT: Multi-timescale Intervention Network Training. Persistent effects are carried by an augmented intervention state that accumulates and decays, while a structured policy separates intervention-mode selection from conditional control. Unlike temporal abstractions that extend policy execution, persistent-effect interventions remain part of the environment dynamics and may overlap with later interventions. We show that the augmented state is a sufficient statistic for the intervention history, preserving the Markov property, and establish Bellman contraction and almost-sure convergence of a tabular Q-learning instance. Across persistent-control MuJoCo locomotion, stochastic inventory management, and a physiologically grounded Type 1 Diabetes Mellitus (T1DM) simulator, MINT attains the best mean primary metric on two of three benchmarks while using fewer intervention activations than an identically augmented flat policy. Its return advantage is present at every binding intervention budget and narrows to parity in the unconstrained reference setting. In T1DM it achieves $90.9\pm0.9\%$ time in range with zero time below range, improving on the strongest baseline by $21.5\%$ points. Code, benchmarks and the configuration for every reported run are available at https://github.com/heywanrong/mint-rl.

cs.LG

Stochastic Games with Minimally Bounded Action Costs

In many multi-player interactions, players incur strictly positive costs each time they execute actions e.g. 'menu costs' or transaction costs in financial systems. Since acting at each available opportunity would accumulate prohibitively large costs, the resulting decision problem is one in which players must make strategic decisions about when to execute actions in addition to their choice of action. This paper analyses a discrete-time stochastic game (SG) in which players face minimally bounded positive costs for each action and influence the system using impulse controls. We prove SGs of two-sided impulse control have a unique value and characterise the saddle point equilibrium in which the players execute actions at strategically chosen times in accordance with Markovian strategies. We prove the game respects a dynamic programming principle and that the Markov perfect equilibrium can be computed as a limit point of a sequence of Bellman operations. We then introduce a new Q-learning variant which we show converges almost surely to the value of the game enabling solutions to be extracted in unknown settings. Lastly, we extend our results to settings with budgetory constraints.

cs.MA

All Language Models Large and Small

Many leading language models (LMs) use high-intensity computational resources both during training and execution. This poses the challenge of lowering resource costs for deployment and faster execution of decision-making tasks among others. We introduce a novel plug-and-play LM framework named Language Optimising Network Distribution (LONDI) framework. LONDI learns to selectively employ large LMs only where complex decision-making and reasoning are required while using low-resource LMs (i.e. LMs require less GPU usage, but may not be able to solve the problem alone) everywhere else. LONDI consists of a system of two (off-)policy networks, an LM, a large LM (LLM), and a reinforcement learning module that uses switching controls to quickly learn which system states to call the LLM. We then introduce a variant of LONDI that maintains budget constraints on LLM calls and hence its resource usage. Theoretically, we prove LONDI learns the subset of system states to activate the LLM required to solve the task. We then prove that LONDI converges to optimal solutions while also preserving budgetary constraints on LLM calls almost surely enabling it to solve various tasks while significantly lowering computational costs. We test LONDI's performance in a range of tasks in ScienceWorld and BabyAI-Text and demonstrate that LONDI can solve tasks only solvable by resource-intensive LLMs while reducing GPU usage by up to 30%.

cs.LG

Taming Multi-Agent Reinforcement Learning with Estimator Variance Reduction

Centralised training with decentralised execution (CT-DE) serves as the foundation of many leading multi-agent reinforcement learning (MARL) algorithms. Despite its popularity, it suffers from a critical drawback due to its reliance on learning from a single sample of the joint-action at a given state. As agents explore and update their policies during training, these single samples may poorly represent the actual joint-policy of the system of agents leading to high variance gradient estimates that hinder learning. To address this problem, we propose an enhancement tool that accommodates any actor-critic MARL method. Our framework, Performance Enhancing Reinforcement Learning Apparatus (PERLA), introduces a sampling technique of the agents' joint-policy into the critics while the agents train. This leads to TD updates that closely approximate the true expected value under the current joint-policy rather than estimates from a single sample of the joint-action at a given state. This produces low variance and precise estimates of expected returns, minimising the variance in the critic estimators which typically hinders learning. Moreover, as we demonstrate, by eliminating much of the critic variance from the single sampling of the joint policy, PERLA enables CT-DE methods to scale more efficiently with the number of agents. Theoretically, we prove that PERLA reduces variance in value estimates similar to that of decentralised training while maintaining the benefits of centralised training. Empirically, we demonstrate PERLA's superior performance and ability to reduce estimator variance in a range of benchmarks including Multi-agent Mujoco, and StarCraft II Multi-agent Challenge.

cs.MA

ChessGPT: Bridging Policy Learning and Language Modeling

When solving decision-making tasks, humans typically depend on information from two key sources: (1) Historical policy data, which provides interaction replay from the environment, and (2) Analytical insights in natural language form, exposing the invaluable thought process or strategic considerations. Despite this, the majority of preceding research focuses on only one source: they either use historical replay exclusively to directly learn policy or value functions, or engaged in language model training utilizing mere language corpus. In this paper, we argue that a powerful autonomous agent should cover both sources. Thus, we propose ChessGPT, a GPT model bridging policy learning and language modeling by integrating data from these two sources in Chess games. Specifically, we build a large-scale game and language dataset related to chess. Leveraging the dataset, we showcase two model examples ChessCLIP and ChessGPT, integrating policy learning and language modeling. Finally, we propose a full evaluation framework for evaluating language model's chess ability. Experimental results validate our model and dataset's effectiveness. We open source our code, model, and dataset at https://github.com/waterhorse1/ChessGPT.

cs.LG

Timing is Everything: Learning to Act Selectively with Costly Actions and Budgetary Constraints

Many real-world settings involve costs for performing actions; transaction costs in financial systems and fuel costs being common examples. In these settings, performing actions at each time step quickly accumulates costs leading to vastly suboptimal outcomes. Additionally, repeatedly acting produces wear and tear and ultimately, damage. Determining \textit{when to act} is crucial for achieving successful outcomes and yet, the challenge of efficiently \textit{learning} to behave optimally when actions incur minimally bounded costs remains unresolved. In this paper, we introduce a reinforcement learning (RL) framework named \textbf{L}earnable \textbf{I}mpulse \textbf{C}ontrol \textbf{R}einforcement \textbf{A}lgorithm (LICRA), for learning to optimally select both when to act and which actions to take when actions incur costs. At the core of LICRA is a nested structure that combines RL and a form of policy known as \textit{impulse control} which learns to maximise objectives when actions incur costs. We prove that LICRA, which seamlessly adopts any RL method, converges to policies that optimally select when to perform actions and their optimal magnitudes. We then augment LICRA to handle problems in which the agent can perform at most $k<\infty$ actions and more generally, faces a budget constraint. We show LICRA learns the optimal value function and ensures budget constraints are satisfied almost surely. We demonstrate empirically LICRA's superior performance against benchmark RL methods in OpenAI gym's \textit{Lunar Lander} and in \textit{Highway} environments and a variant of the Merton portfolio problem within finance.

cs.LG

MANSA: Learning Fast and Slow in Multi-Agent Systems

In multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF.

cs.MA

DESTA: A Framework for Safe Reinforcement Learning with Markov Games of Intervention

Reinforcement learning (RL) involves performing exploratory actions in an unknown system. This can place a learning agent in dangerous and potentially catastrophic system states. Current approaches for tackling safe learning in RL simultaneously trade-off safe exploration and task fulfillment. In this paper, we introduce a new generation of RL solvers that learn to minimise safety violations while maximising the task reward to the extent that can be tolerated by the safe policy. Our approach introduces a novel two-player framework for safe RL called Distributive Exploration Safety Training Algorithm (DESTA). The core of DESTA is a game between two adaptive agents: Safety Agent that is delegated the task of minimising safety violations and Task Agent whose goal is to maximise the environment reward. Specifically, Safety Agent can selectively take control of the system at any given point to prevent safety violations while Task Agent is free to execute its policy at any other states. This framework enables Safety Agent to learn to take actions at certain states that minimise future safety violations, both during training and testing time, while Task Agent performs actions that maximise the task performance everywhere else. Theoretically, we prove that DESTA converges to stable points enabling safety violations of pretrained policies to be minimised. Empirically, we show DESTA's ability to augment the safety of existing policies and secondly, construct safe RL policies when the Task Agent and Safety Agent are trained concurrently. We demonstrate DESTA's superior performance against leading RL methods in Lunar Lander and Frozen Lake from OpenAI gym.

cs.LG

Ensemble Value Functions for Efficient Exploration in Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) requires agents to explore within a vast joint action space to find joint actions that lead to coordination. Existing value-based MARL algorithms commonly rely on random exploration, such as $\epsilon$-greedy, to explore the environment which is not systematic and inefficient at identifying effective actions in multi-agent problems. Additionally, the concurrent training of the policies of multiple agents during training can render the optimisation non-stationary. This can lead to unstable value estimates, highly variant gradients, and ultimately hinder coordination between agents. To address these challenges, we propose ensemble value functions for multi-agent exploration (EMAX). EMAX is a framework to seamlessly extend value-based MARL algorithms. EMAX leverages an ensemble of value functions for each agent to guide their exploration, reduce the variance of their optimisation, and makes their policies more robust to miscoordination. EMAX achieves these benefits by (1) systematically guiding the exploration of agents with a UCB policy towards parts of the environment that require multiple agents to coordinate. (2) EMAX computes average value estimates across the ensemble as target values to reduce the variance of gradients and make optimisation more stable. (3) During evaluation, EMAX selects actions following a majority vote across the ensemble to reduce the likelihood of miscoordination. We first instantiate independent DQN with EMAX and evaluate it in 11 general-sum tasks with sparse rewards. We show that EMAX improves final evaluation returns by 185% across all tasks. We then evaluate EMAX on top of IDQN, VDN and QMIX in 21 common-reward tasks, and show that EMAX improves sample efficiency and final evaluation returns across all tasks over all three vanilla algorithms by 60%, 47%, and 538%, respectively.

cs.MA

Learning to Shape Rewards using a Game of Two Partners

Reward shaping (RS) is a powerful method in reinforcement learning (RL) for overcoming the problem of sparse or uninformative rewards. However, RS typically relies on manually engineered shaping-reward functions whose construction is time-consuming and error-prone. It also requires domain knowledge which runs contrary to the goal of autonomous learning. We introduce Reinforcement Learning Optimising Shaping Algorithm (ROSA), an automated reward shaping framework in which the shaping-reward function is constructed in a Markov game between two agents. A reward-shaping agent (Shaper) uses switching controls to determine which states to add shaping rewards for more efficient learning while the other agent (Controller) learns the optimal policy for the task using these shaped rewards. We prove that ROSA, which adopts existing RL algorithms, learns to construct a shaping-reward function that is beneficial to the task thus ensuring efficient convergence to high performance policies. We demonstrate ROSA's properties in three didactic experiments and show its superior performance against state-of-the-art RS algorithms in challenging sparse reward environments.

cs.LG

On the Complexity of Computing Markov Perfect Equilibrium in General-Sum Stochastic Games

Similar to the role of Markov decision processes in reinforcement learning, Stochastic Games (SGs) lay the foundation for the study of multi-agent reinforcement learning (MARL) and sequential agent interactions. In this paper, we derive that computing an approximate Markov Perfect Equilibrium (MPE) in a finite-state discounted Stochastic Game within the exponential precision is \textbf{PPAD}-complete. We adopt a function with a polynomially bounded description in the strategy space to convert the MPE computation to a fixed-point problem, even though the stochastic game may demand an exponential number of pure strategies, in the number of states, for each agent. The completeness result follows the reduction of the fixed-point problem to {\sc End of the Line}. Our results indicate that finding an MPE in SGs is highly unlikely to be \textbf{NP}-hard unless \textbf{NP}=\textbf{co-NP}. Our work offers confidence for MARL research to study MPE computation on general-sum SGs and to develop fruitful algorithms as currently on zero-sum SGs.

cs.GT

Saute RL: Almost Surely Safe Reinforcement Learning Using State Augmentation

Satisfying safety constraints almost surely (or with probability one) can be critical for the deployment of Reinforcement Learning (RL) in real-life applications. For example, plane landing and take-off should ideally occur with probability one. We address the problem by introducing Safety Augmented (Saute) Markov Decision Processes (MDPs), where the safety constraints are eliminated by augmenting them into the state-space and reshaping the objective. We show that Saute MDP satisfies the Bellman equation and moves us closer to solving Safe RL with constraints satisfied almost surely. We argue that Saute MDP allows viewing the Safe RL problem from a different perspective enabling new features. For instance, our approach has a plug-and-play nature, i.e., any RL algorithm can be "Sauteed". Additionally, state augmentation allows for policy generalization across safety constraints. We finally show that Saute RL algorithms can outperform their state-of-the-art counterparts when constraint satisfaction is of high importance.

cs.LG

SEREN: Knowing When to Explore and When to Exploit

Efficient reinforcement learning (RL) involves a trade-off between "exploitative" actions that maximise expected reward and "explorative'" ones that sample unvisited states. To encourage exploration, recent approaches proposed adding stochasticity to actions, separating exploration and exploitation phases, or equating reduction in uncertainty with reward. However, these techniques do not necessarily offer entirely systematic approaches making this trade-off. Here we introduce SElective Reinforcement Exploration Network (SEREN) that poses the exploration-exploitation trade-off as a game between an RL agent -- \exploiter, which purely exploits known rewards, and another RL agent -- \switcher, which chooses at which states to activate a pure exploration policy that is trained to minimise system uncertainty and override Exploiter. Using a form of policies known as impulse control, \switcher is able to determine the best set of states to switch to the exploration policy while Exploiter is free to execute its actions everywhere else. We prove that SEREN converges quickly and induces a natural schedule towards pure exploitation. Through extensive empirical studies in both discrete (MiniGrid) and continuous (MuJoCo) control benchmarks, we show that SEREN can be readily combined with existing RL algorithms to yield significant improvement in performance relative to state-of-the-art algorithms.

cs.LG

On the Convergence of Fictitious Play: A Decomposition Approach

Fictitious play (FP) is one of the most fundamental game-theoretical learning frameworks for computing Nash equilibrium in $n$-player games, which builds the foundation for modern multi-agent learning algorithms. Although FP has provable convergence guarantees on zero-sum games and potential games, many real-world problems are often a mixture of both and the convergence property of FP has not been fully studied yet. In this paper, we extend the convergence results of FP to the combinations of such games and beyond. Specifically, we derive new conditions for FP to converge by leveraging game decomposition techniques. We further develop a linear relationship unifying cooperation and competition in the sense that these two classes of games are mutually transferable. Finally, we analyze a non-convergent example of FP, the Shapley game, and develop sufficient conditions for FP to converge.

cs.GT

Learning in Nonzero-Sum Stochastic Games with Potentials

Multi-agent reinforcement learning (MARL) has become effective in tackling discrete cooperative game scenarios. However, MARL has yet to penetrate settings beyond those modelled by team and zero-sum games, confining it to a small subset of multi-agent systems. In this paper, we introduce a new generation of MARL learners that can handle nonzero-sum payoff structures and continuous settings. In particular, we study the MARL problem in a class of games known as stochastic potential games (SPGs) with continuous state-action spaces. Unlike cooperative games, in which all agents share a common reward, SPGs are capable of modelling real-world scenarios where agents seek to fulfil their individual goals. We prove theoretically our learning method, SPot-AC, enables independent agents to learn Nash equilibrium strategies in polynomial time. We demonstrate our framework tackles previously unsolvable tasks such as Coordination Navigation and large selfish routing games and that it outperforms the state of the art MARL baselines such as MADDPG and COMIX in such scenarios.

cs.MA