SearcharxivSearch

arXiv subjects

Eric Mazumdar

Publications and source records attributed to Eric Mazumdar.

At least 19 recordsLinked to original sources

Knowledge-Centric Self-Improvement

Self-improving AI systems typically treat the agent as the object that improves, by optimizing prompts, workflows, harnesses, or even the agent's own code. This agent-centric view can make improvements expensive to maintain and difficult to transfer, because gains become tied to a particular agent design, task distribution, or adaptation run. We study a complementary paradigm: knowledge-centric self-improvement, in which agents remain generic and disposable while the persistent object is a curated knowledge base that agents can leverage for future tasks. We conduct controlled case studies to operationalize this idea via a simple protocol. Agents attempt one task, then contribute evidence-grounded insights to a shared knowledge base via task-level and cross-task forums, followed by knowledge distillation. Because self-improvement is contained in the knowledge rather than the agent, improvement can be more inspectable, transferable, and portable. Across abstract reasoning, coding, and terminal benchmarks, this protocol improves solve rates while reducing dollar cost relative to agent-centric baselines. The resulting distilled knowledge also transfers to held-out tasks and across LLM families, indicating that the improvement is not merely an LLM- or run-specific behavior. These results support a new view of self-improving agentic systems: progress can be driven primarily by the curated persistent knowledge. Code is available at https://github.com/recursive-knowledge/KSI.

cs.AI

Leveraging Machine-Learned Advice in Strategic Interactions with No-Regret Learners

We study how an agent in a two-player repeated game can effectively utilize potentially imperfect advice when interacting with a no-regret learner. We characterize the advice landscape by introducing a pseudo-metric to quantify the usefulness of an advice instance. We demonstrate the pseudo-metric's applicability through two forms of advice: simulators and payoff matrix predictions. We then show how an optimizing player, equipped with correctness guarantees on the advice, could leverage simulators to compute approximate Stackelberg strategies more efficiently, reducing the interaction complexity traditionally required and illustrating the power of good advice. Finally, we extend our analysis to settings where the advice does not have any guarantee of correctness. We find that, in general, a player cannot simultaneously guarantee near Stackelberg performance when the advice is approximately accurate and a no-regret condition when the advice is inaccurate. We do show, however, that it is possible for an advice-aided player to weakly dominate their utility in some (coarse)-correlated equilibria.

cs.GT

Structure from Strategic Interaction & Uncertainty: Risk Sensitive Games for Robust Preference Learning

A growing line of work reframes preference-based fine-tuning of large language models game-theoretically: Nash Learning from Human Feedback (NLHF) recasts the problem as a zero-sum game over policies. However, optimization is over expected pairwise payoffs, thereby conflating policies with similar win rates but different tail behavior. As such, these methods are agnostic to where in the data distribution they succeed or fail: strong average performance can mask systematic failure across prompts, annotators, or safety-critical strata. We introduce risk-sensitive preference games, in which players optimize convex risk measures of their preference loss, exploiting structure in preference uncertainty. While risk-sensitivity generally breaks the zero-sum structure, we show that translation invariance of many risk metrics ensures that we retain monotonicity, yielding fast convergence of sample-efficient self-play methods. Furthermore, we establish algorithmic stability and offline sample complexity bounds that scale with risk, requiring simultaneous control of structural bias from nonlinear risk transformations, statistical bias in risk estimation, and concentration tailored to the risk-sensitive setting. To address statistical bias, we introduce a hierarchical game formulation and a two-timescale extragradient algorithm with bias correction that converges to the Stackelberg equilibrium and is especially effective in low-sample regimes. Empirically, risk-adjusted policies are robust across data strata, stable across risk choices, and match or exceed risk-neutral performance thereby achieving robustness without a performance tax.

cs.GT

Strategically Robust Linear Quadratic Dynamic Games

We study linear quadratic dynamic games where players are uncertain about each other's control policies or goals and consequently seek to be strategically robust. Building on recent work on strategically robust and risk-averse game theory, we first formalize the problem of strategically robust linear quadratic dynamic games. We show that these can be rewritten as simple transformations of linear quadratic games in which each player chooses a controller in a fictitious game in which they are faced with an adversary who is penalized for deviating from the other players' policies. This formulation naturally induces a novel notion of dynamic equilibrium, which we call a strategically robust dynamic equilibrium. We establish existence and uniqueness of such equilibria and furthermore show that the equilibrium policies are Markovian, linear, and can be efficiently computed via coupled backward Riccati equations. Through numerical simulations, including experiments in a network game, we illustrate the benefits of strategic robustness in designing robust and resilient decentralized control schemes. Our experiments also expose a "free-lunch" phenomenon in games in which robustness does not incur a corresponding loss in performance but can yield improvements in players' utilities and social welfare.

math.OC

Strategically Robust Multi-Agent Reinforcement Learning with Linear Function Approximation

Provably efficient and robust equilibrium computation in general-sum Markov games remains a core challenge in multi-agent reinforcement learning. Nash equilibrium is computationally intractable in general and brittle due to equilibrium multiplicity and sensitivity to approximation error. We study Risk-Sensitive Quantal Response Equilibrium (RQRE), which yields a unique, smooth solution under bounded rationality and risk sensitivity. We propose \texttt{RQRE-OVI}, an optimistic value iteration algorithm for computing RQRE with linear function approximation in large or continuous state spaces. Through finite-sample regret analysis, we establish convergence and explicitly characterize how sample complexity scales with rationality and risk-sensitivity parameters. The regret bounds reveal a quantitative tradeoff: increasing rationality tightens regret, while risk sensitivity induces regularization that enhances stability and robustness. This exposes a Pareto frontier between expected performance and robustness, with Nash recovered in the limit of perfect rationality and risk neutrality. We further show that the RQRE policy map is Lipschitz continuous in estimated payoffs, unlike Nash, and RQRE admits a distributionally robust optimization interpretation. Empirically, we demonstrate that \texttt{RQRE-OVI} achieves competitive performance under self-play while producing substantially more robust behavior under cross-play compared to Nash-based approaches. These results suggest \texttt{RQRE-OVI} offers a principled, scalable, and tunable path for equilibrium learning with improved robustness and generalization.

cs.LG

Training Generalizable Collaborative Agents via Strategic Risk Aversion

Many emerging agentic paradigms require agents to collaborate with one another (or people) to achieve shared goals. Unfortunately, existing approaches to learning policies for such collaborative problems produce brittle solutions that fail when paired with new partners. We attribute these failures to a combination of free-riding during training and a lack of strategic robustness. To address these problems, we study the concept of strategic risk aversion and interpret it as a principled inductive bias for generalizable cooperation with unseen partners. While strategically risk-averse players are robust to deviations in their partner's behavior by design, we show that, in collaborative games, they also (1) can have better equilibrium outcomes than those at classical game-theoretic concepts like Nash, and (2) exhibit less or no free-riding. Inspired by these insights, we develop a multi-agent reinforcement learning (MARL) algorithm that integrates strategic risk aversion into standard policy optimization methods. Our empirical results across collaborative benchmarks (including an LLM collaboration task) validate our theory and demonstrate that our approach consistently achieves reliable collaboration with heterogeneous and previously unseen partners across collaborative tasks.

cs.LG

Provably Convergent Actor-Critic for MARL through Risk-aversion

Learning stationary policies in infinite-horizon general-sum Markov games (MGs) remains a fundamental open problem in Multi-Agent Reinforcement Learning (MARL). While stationary strategies are preferred for their practicality, computing stationary forms of classic game-theoretic equilibria is computationally intractable -- a stark contrast to the comparative ease of solving single-agent RL or zero-sum games. To bridge this gap, we study Risk-averse Quantal response Equilibria (RQE), a solution concept rooted in behavioral game theory that incorporates risk aversion and bounded rationality. We demonstrate that RQE possesses strong regularity conditions that make it uniquely amenable to learning in MGs. We propose a novel single-timescale Actor-Critic algorithm characterized by a faster actor and a slower critic. Leveraging the regularity of RQE, we prove that this approach achieves global convergence with finite-sample guarantees. We empirically validate our algorithm in several environments to demonstrate superior convergence properties compared to risk-neutral baselines.

cs.MA

Distributionally Robust Cooperative Multi-Agent Reinforcement Learning via Robust Value Factorization

Cooperative multi-agent reinforcement learning (MARL) commonly adopts centralized training with decentralized execution, where value-factorization methods enforce the individual-global-maximum (IGM) principle so that decentralized greedy actions recover the team-optimal joint action. However, the reliability of this recipe in real-world settings remains unreliable due to environmental uncertainties arising from the sim-to-real gap, model mismatch, and system noise. We address this gap by introducing Distributionally robust IGM (DrIGM), a principle that requires each agent's robust greedy action to align with the robust team-optimal joint action. We show that DrIGM holds for a novel definition of robust individual action values, which is compatible with decentralized greedy execution and yields a provable robustness guarantee for the whole system. Building on this foundation, we derive DrIGM-compliant robust variants of existing value-factorization architectures (e.g., VDN/QMIX/QTRAN) that (i) train on robust Q-targets, (ii) preserve scalability, and (iii) integrate seamlessly with existing codebases without bespoke per-agent reward shaping. Empirically, on high-fidelity SustainGym simulators and a StarCraft game environment, our methods consistently improve out-of-distribution performance. Code and data are available at https://github.com/crqu/robust-coMARL.

cs.AI

Convergent Q-Learning for Infinite-Horizon General-Sum Markov Games through Behavioral Economics

Risk-aversion and bounded rationality are two key characteristics of human decision-making. Risk-averse quantal-response equilibrium (RQE) is a solution concept that incorporates these features, providing a more realistic depiction of human decision making in various strategic environments compared to a Nash equilibrium. Furthermore a class of RQE has recently been shown in arXiv:2406.14156 to be universally computationally tractable in all finite-horizon Markov games, allowing for the development of multi-agent reinforcement learning algorithms with convergence guarantees. In this paper, we expand upon the study of RQE and analyze their computation in both two-player normal form games and discounted infinite-horizon Markov games. For normal form games we adopt a monotonicity-based approach allowing us to generalize previous results. We first show uniqueness and Lipschitz continuity of RQE with respect to player's payoff matrices under monotonicity assumptions, and then provide conditions on the players' degrees of risk aversion and bounded rationality that ensure monotonicity. We then focus on discounted infinite-horizon Markov games. We define the risk-averse quantal-response Bellman operator and prove its contraction under further conditions on the players' risk-aversion, bounded rationality, and temporal discounting. This yields a Q-learning based algorithm with convergence guarantees for all infinite-horizon general-sum Markov games.

cs.GT

Monotone Multispecies Flows

We present a novel notion of $\lambda$-monotonicity for an $n$-species system of partial differential equations governed by mass-preserving flow dynamics, extending monotonicity in Banach spaces to the Wasserstein-2 metric space. We show that monotonicity implies the existence of and convergence to a unique steady state, convergence of the velocity fields and second moments, and contraction in the Wasserstein-2 metric, at rates dependent on $\lambda$. In the special setting of Wasserstein-2 gradient descent of different energies for each species, we prove convergence to the unique Nash equilibrium of the associated energies and delineate the relationship between monotonicity and displacement convexity. This extends known zero-sum results in infinite-dimensional game theory to the general-sum setting. We provide a number of examples of monotone coupled gradient flow systems, including cross-diffusion, gradient flows with potentials, nonlocal interaction, linear and nonlinear diffusion, and min-max systems, and draw connections to a class of mean-field games. Numerically, we demonstrate convergence of a four-player economic model for service providers and strategic users competing in a market, and a degenerately monotone game.

math.AP

Computing Optimal Transport Plans via Min-Max Gradient Flows

We pose the Kantorovich optimal transport problem as a min-max problem with a Nash equilibrium that can be obtained dynamically via a two-player game, providing a framework for approximating optimal couplings. We prove convergence of the timescale-separated gradient descent dynamics to the optimal transport plan, and implement the gradient descent algorithm with a particle method, where the marginal constraints are enforced weakly using the KL divergence, automatically selecting a dynamical adaptation of the regularizer. The numerical results highlight the different advantages of using the standard Kullback-Leibler (KL) divergence versus the reverse KL divergence with this approach, opening the door for new methodologies.

math.OC

Learning to Steer Learners in Games

We consider the problem of learning to exploit learning algorithms through repeated interactions in games. Specifically, we focus on the case of repeated two player, finite-action games, in which an optimizer aims to steer a no-regret learner to a Stackelberg equilibrium without knowledge of its payoffs. We first show that this is impossible if the optimizer only knows that the learner is using an algorithm from the general class of no-regret algorithms. This suggests that the optimizer requires more information about the learner's objectives or algorithm to successfully exploit them. Building on this intuition, we reduce the problem for the optimizer to that of recovering the learner's payoff structure. We demonstrate the effectiveness of this approach if the learner's algorithm is drawn from a smaller class by analyzing two examples: one where the learner uses an ascent algorithm, and another where the learner uses stochastic mirror ascent with known regularizer and step sizes.

cs.GT

Robust Gymnasium: A Unified Modular Benchmark for Robust Reinforcement Learning

Driven by inherent uncertainty and the sim-to-real gap, robust reinforcement learning (RL) seeks to improve resilience against the complexity and variability in agent-environment sequential interactions. Despite the existence of a large number of RL benchmarks, there is a lack of standardized benchmarks for robust RL. Current robust RL policies often focus on a specific type of uncertainty and are evaluated in distinct, one-off environments. In this work, we introduce Robust-Gymnasium, a unified modular benchmark designed for robust RL that supports a wide variety of disruptions across all key RL components-agents' observed state and reward, agents' actions, and the environment. Offering over sixty diverse task environments spanning control and robotics, safe RL, and multi-agent RL, it provides an open-source and user-friendly tool for the community to assess current methods and foster the development of robust RL algorithms. In addition, we benchmark existing standard and robust RL algorithms within this framework, uncovering significant deficiencies in each and offering new insights.

cs.LG

Coupled Wasserstein Gradient Flows for Min-Max and Cooperative Games

We propose a framework for two-player infinite-dimensional games with cooperative or competitive structure. These games take the form of coupled partial differential equations in which players optimize over a space of measures, driven by either a gradient descent or gradient descent-ascent in Wasserstein-2 space. We characterize the properties of the Nash equilibrium of the system, and relate it to the steady state of the dynamics. In the min-max setting, we show, under sufficient convexity conditions, that solutions converge exponentially fast and with explicit rate to the unique Nash equilibrium. Similar results are obtained for the cooperative setting. We apply this framework to distribution shift induced by interactions among a strategic population of agents and an algorithm, proving additional convergence results in the timescale-separated setting. We illustrate the performance of our model on (i) real data from an economics study on Colombia census data, (ii) feature modification in loan applications, and (iii) performative prediction. The numerical experiments demonstrate the importance of distribution-level, rather than moment-level, modeling.

math.AP

Breaking the Curse of Multiagency in Robust Multi-Agent Reinforcement Learning

Standard multi-agent reinforcement learning (MARL) algorithms are vulnerable to sim-to-real gaps. To address this, distributionally robust Markov games (RMGs) have been proposed to enhance robustness in MARL by optimizing the worst-case performance when game dynamics shift within a prescribed uncertainty set. RMGs remains under-explored, from reasonable problem formulation to the development of sample-efficient algorithms. Two notorious and open challenges are the formulation of the uncertainty set and whether the corresponding RMGs can overcome the curse of multiagency, where the sample complexity scales exponentially with the number of agents. In this work, we propose a natural class of RMGs inspired by behavioral economics, where each agent's uncertainty set is shaped by both the environment and the integrated behavior of other agents. We first establish the well-posedness of this class of RMGs by proving the existence of game-theoretic solutions such as robust Nash equilibria and coarse correlated equilibria (CCE). Assuming access to a generative model, we then introduce a sample-efficient algorithm for learning the CCE whose sample complexity scales polynomially with all relevant parameters. To the best of our knowledge, this is the first algorithm to break the curse of multiagency for RMGs, regardless of the uncertainty set formulation.

cs.LG

Decentralized Best-Response-Based Learning in Two-Player Zero-Sum Stochastic Games: A Finite-Sample Analysis

We present a finite-sample analysis of decentralized learning in two-player zero-sum matrix games and stochastic games, with a focus on best-response-based learning algorithms. In matrix games, the learning algorithm is payoff-based and symmetric: each player updates its policy using only its own payoff observations, incrementally moving toward an estimated smoothed best response to the opponent's latest policy. For stochastic games, we build on this matrix-game primitive to develop a learning algorithm called value iteration with smoothed best response (VI-SBR), which combines smoothed-best-response learning in induced matrix games with a decentralized, model-free approximation of minimax value iteration. We establish finite-sample guarantees in both settings. For matrix games, our results imply a sample complexity of $\mathcal{O}(\epsilon^{-1})$ for finding an $\epsilon$-Nash distribution and, with explicit exploration, $\tilde{\mathcal{O}}(\epsilon^{-8})$ for finding an $\epsilon$-Nash equilibrium. For stochastic games, we prove that the exploration-enhanced VI-SBR algorithm achieves a sample complexity of $\tilde{\mathcal{O}}(\epsilon^{-8})$ for finding an $\epsilon$-Nash equilibrium. Technically, our analysis develops a coupled Lyapunov-drift framework. This framework simultaneously handles stochastic iterative algorithms with multiple interacting stochastic iterates, the non-zero-sum auxiliary games generated by independently updated value functions, and the time-inhomogeneous Markovian noise induced by time-varying policies. The resulting tools may be useful more broadly for analyzing learning algorithms with coupled stochastic iterates and nonstationary sampling processes.

cs.LG

Tractable Equilibrium Computation in Markov Games through Risk Aversion

A significant roadblock to the development of principled multi-agent reinforcement learning is the fact that desired solution concepts like Nash equilibria may be intractable to compute. To overcome this obstacle, we take inspiration from behavioral economics and show that -- by imbuing agents with important features of human decision-making like risk aversion and bounded rationality -- a class of risk-averse quantal response equilibria (RQE) become tractable to compute in all $n$-player matrix and finite-horizon Markov games. In particular, we show that they emerge as the endpoint of no-regret learning in suitably adjusted versions of the games. Crucially, the class of computationally tractable RQE is independent of the underlying game structure and only depends on agents' degree of risk-aversion and bounded rationality. To validate the richness of this class of solution concepts we show that it captures peoples' patterns of play in a number of 2-player matrix games previously studied in experimental economics. Furthermore, we give a first analysis of the sample complexity of computing these equilibria in finite-horizon Markov games when one has access to a generative model and validate our findings on a simple multi-agent reinforcement learning benchmark.

cs.GT

Sample-Efficient Robust Multi-Agent Reinforcement Learning in the Face of Environmental Uncertainty

To overcome the sim-to-real gap in reinforcement learning (RL), learned policies must maintain robustness against environmental uncertainties. While robust RL has been widely studied in single-agent regimes, in multi-agent environments, the problem remains understudied -- despite the fact that the problems posed by environmental uncertainties are often exacerbated by strategic interactions. This work focuses on learning in distributionally robust Markov games (RMGs), a robust variant of standard Markov games, wherein each agent aims to learn a policy that maximizes its own worst-case performance when the deployed environment deviates within its own prescribed uncertainty set. This results in a set of robust equilibrium strategies for all agents that align with classic notions of game-theoretic equilibria. Assuming a non-adaptive sampling mechanism from a generative model, we propose a sample-efficient model-based algorithm (DRNVI) with finite-sample complexity guarantees for learning robust variants of various notions of game-theoretic equilibria. We also establish an information-theoretic lower bound for solving RMGs, which confirms the near-optimal sample complexity of DRNVI with respect to problem-dependent factors such as the size of the state space, the target accuracy, and the horizon length.

cs.LG