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Decentralized Multi-Player Q-Learning in Episodic Markov Decision Processes with Information Asymmetry

Published 13 Aug 2026 in cs.LG | (2608.12753v1)

Abstract: We study decentralized multi-player reinforcement learning in episodic tabular Markov decision processes (MDPs) under three forms of information asymmetry: (A) unobserved actions with common rewards, (B) observed actions with independent rewards, and (C) unobserved actions with independent rewards. Players cannot communicate during learning but may agree on a protocol a priori. For Problems A and B we propose \texttt{mQ-learning} and \texttt{mQ-learning-intervals}, achieving O~(H<sup>4</sup>SAjointT)\tilde{O}(\sqrt{H<sup>4</sup> S A_{\text{joint}}\, T}) regret, where HH is the horizon, SS the state count, T=KHT = KH the total steps, and Ajoint=i=1<sup>M</sup>A<em>iA_{\text{joint}} = \prod_{i=1}<sup>M</sup> |\mathcal{A}<em>i| the joint action space across MM players. For Problem C we give \texttt{mEXC} and \texttt{mEXC-Bellman}, two-phase explore-then-commit algorithms with regret O~(H(SA</em>joint)<sup>1/3</sup>T<sup>2/3)\tilde{O}(H (S A</em>{\text{joint}})<sup>{1/3}</sup> T<sup>{2/3}). Against the centralized joint-action benchmark, decentralized learning under information asymmetry matches the single-agent Q-learning rate of \cite{jin2018q} up to logarithmic factors. Because AjointA_{\text{joint}} grows exponentially in MM, the bounds are most meaningful for small MM or small per-player action sets.

Authors (3)

Summary

  • The paper introduces mQ-learning algorithms that match the centralized joint-action regret rate of approximately Õ(√(H⁴SA_jointT)) when players share rewards or observe actions.
  • Deterministic tie-breaking, confidence intervals, and deviations as implicit signals let players coordinate adaptive exploration without communication, despite independent reward observations.
  • Under full information asymmetry, mEXC and mEXC-Bellman use explore-then-commit schedules and achieve Õ(H(SA_joint)¹⁄³T²⁄³) regret, leaving optimal rates and scalable extensions open.

This paper studies decentralized, communication-free reinforcement learning for MM players in episodic tabular MDPs under three information-asymmetry models: (A) unobserved actions with common rewards, (B) observed actions with independent rewards, and (C) unobserved actions with independent rewards. The central contribution is a set of algorithms—mQ-learning, mQ-learning-intervals, mEXC, and mEXC-Bellman—that achieve regret matching the centralized joint-action benchmark of Jin et al.'s UCB Q-learning (Saiki et al., 2018) up to logarithmic factors for Problems A and B, and an explore-then-commit rate for Problem C.

Model and problem setup

The setting is a layered episodic tabular MDP (S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r) with SS states, horizon HH, KK episodes, T=KHT = KH total steps, and joint action space A=A1××AM\mathcal{A} = \mathcal{A}_1 \times \cdots \times \mathcal{A}_M of size Ajoint=iAiA_{\text{joint}} = \prod_i |\mathcal{A}_i|. Rewards are 1-subgaussian with unknown means μa\mu_{\bm{a}}, transitions are unknown, and per-player regret is defined against the optimal joint policy: RT=k[V1(x1k)V1πk(x1k)]R_T = \sum_k [V_1^*(x_1^k) - V_1^{\pi_k}(x_1^k)]. Players may agree on a deterministic protocol before learning but cannot communicate during it.

The three asymmetry models differ in what each player observes:

  • Problem A: each player sees states, common rewards, and only its own action.
  • Problem B: each player sees all actions but receives an independent i.i.d. copy of the reward.
  • Problem C: each player sees only its own action and its own reward; this strictly generalizes both A and B.

Implicit coordination via deterministic tie-breaking

The key mechanism, imported from cooperative multi-player bandits (Chang et al., 2021), is that if all players run the same deterministic algorithm on shared information, they independently reach identical decisions. The paper formalizes this through a lexicographic order on joint-action tuples (viewing (S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)0 as a base-(S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)1 number) used to break ties deterministically.

For Problem A, mQ-learning is exactly Jin et al.'s UCB Q-learning applied to the joint action space, with lexicographic tie-breaking. The synchronization argument is a one-line invariant: since rewards and next states are common to all players, and updates depend only on these plus visit counts, identical initializations ((S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)2) imply identical Q-tables at every step. No probabilistic argument is needed; agreement is structural rather than statistical. The resulting guarantee is (S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)3 regret with probability (S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)4, matching the single-agent rate against the joint-action benchmark. The proof follows the standard optimism-plus-recursion template: a learning-rate weight decomposition (Lemma on weight properties), a recursion decomposing (S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)5 into initialization bias, propagated error, and transition noise, optimism via Azuma–Hoeffding concentration, and pigeonhole bounding of bonus sums.

For Problem B, independent rewards destroy table identity, so mQ-learning-intervals maintains upper and lower confidence bounds at each state-action pair and a "desired set" of plausible optima. Because actions are observable, a unilateral deviation from the agreed candidate acts as a one-bit implicit signal: the deviator has certified the candidate suboptimal via its confidence interval, and all players eliminate it. A notable technical point is that interval width after (S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)6 visits equals (S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)7, a deterministic function of (S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)8 identical across players—the intervals are merely shifted by independent reward noise. Optimism must be union-bounded over (S,A,H,P,r)(\mathcal{S}, \mathcal{A}, H, \mathbb{P}, r)9 players, contributing a SS0 factor absorbed into the logarithm. The regret is again SS1; the analysis adds a "slack" term from playing non-greedy desired-set actions, bounded by the interval width, which decays at the same rate as the exploration bonus and therefore does not change the leading order.

Explore-then-commit for full asymmetry

Problem C removes both coordination channels: deviations cannot be observed, and reward streams are not shared. The paper proposes two-phase algorithms. During exploration, players play the least-visited joint action with lexicographic tie-breaking—a rule depending only on visit counts, which are common because exploration is joint. At a predetermined episode SS2 (computable from common knowledge), all players switch simultaneously to greedy play under their own learned tables. mEXC uses incremental Q-learning updates during exploration; mEXC-Bellman uses plug-in empirical Bellman estimates with empirical transition counts, which can yield tighter estimates at the cost of storing transition counts.

The regret is SS3: exploration costs SS4, commit-phase suboptimality is bounded by the post-exploration value-function error SS5, and balancing the two terms yields the rate. The hard switch (rather than SS6-greedy) is necessary because SS7-greedy would require shared randomness when actions are unobserved. The SS8 rate is the standard penalty of explore-then-commit when the suboptimality gap is unknown; whether SS9 is achievable for Problem C is explicitly left open.

Summary of guarantees

Problem Algorithm Regret (high probability)
A (unobserved actions, common rewards) mQ-learning HH0
B (observed actions, independent rewards) mQ-learning-intervals HH1
C (full asymmetry) mEXC / mEXC-Bellman HH2

A useful reading offered by the authors is that observability of either actions or rewards suffices to encode a low-bandwidth inter-player signal adequate for adaptive UCB-style exploration; removing both channels leaves only coarse shared visit-count information, forcing a non-adaptive schedule.

Scope and limitations

The paper is candid about several constraints. First, all bounds scale with HH3, which grows exponentially in HH4. This dependence is not attributable to asymmetry—even a centralized learner pays HH5 in the tabular setting—but it means the results are most meaningful for small HH6 or small per-player action sets. Concretely, the authors estimate that with HH7, three actions per player, HH8, HH9, per-episode suboptimality drops below KK0 around KK1 episodes, whereas KK2 requires KK3. Notably, the bounds contain no separate polynomial factor in KK4: repartitioning a fixed joint action space among more players does not change regret. Second, no lower bounds specific to each asymmetry model are provided, so it remains unverified whether the KK5 rates for Problems A and B or the KK6 rate for Problem C are optimal under asymmetry. Third, the analysis is confined to tabular MDPs; extensions to factored structure, mean-field couplings, or linear function approximation are identified as necessary for scalability but not addressed. Fourth, the Problem C commit-phase argument assumes that after sufficient exploration, all players' concentrated Q-tables agree on the same greedy action—an assumption justified by optimism plus tie-breaking but dependent on the uniform closeness of every player's table to KK7.

Conclusion

The paper extends the information-asymmetry framework of cooperative multi-player bandits to episodic MDPs and shows that pre-agreed deterministic protocols—lexicographic tie-breaking, deviation-as-signal elimination, and shared exploration schedules—recover the centralized joint-action Q-learning rate when either actions or rewards are observable, degrading to an explore-then-commit KK8 rate under full asymmetry. The main open questions left by the work are the optimal regret rate for Problem C, instance-dependent or asymmetry-specific lower bounds, and regret–communication tradeoffs in decentralized multi-player MDPs.

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