We consider robustness against data corruption in offline multi-agent reinforcement learning from human feedback (MARLHF) under a strong-contamination model: given a dataset D of trajectory-preference tuples (each preference being an n-dimensional binary label vector representing each of the n agents' preferences), an ε-fraction of the samples may be arbitrarily corrupted. We model the problem using the framework of linear Markov games. First, under a uniform coverage assumption - where every policy of interest is sufficiently represented in the clean (prior to corruption) data - we introduce a robust estimator that guarantees an O(ε1−o(1)) bound on the Nash equilibrium gap. Next, we move to the more challenging unilateral coverage setting, in which only a Nash equilibrium and its single-player deviations are covered. In this case, our proposed algorithm achieves an O(ε) bound on the Nash gap. Both of these procedures, however, suffer from intractable computation. To address this, we relax our solution concept to coarse correlated equilibria (CCE). Under the same unilateral coverage regime, we derive a quasi-polynomial-time algorithm whose CCE gap scales as O(ε). To the best of our knowledge, this is the first systematic treatment of adversarial data corruption in offline MARLHF.
Table 1: Summary of our bounds for: (i) NE gap minimization under uniform coverage, (ii) NE gap minimization under unilateral coverage, and (iii) CCE gap minimization under unilateral coverage. Here, O hides any poly-logarithmic factors, n denotes the number of agents, H denotes the horizon and d denotes the dimension. Moreover, ξR and ξP denote the uniform coverage coefficients, while CR and CP denote the unilateral coverage coefficients; ϵ denotes the corruption parameter, m is the data size, T1 is the number of gradient steps while T2 is the number of steps for which OptimisticHedge is run. It is worth mentioning that our bounds have optimal dependence on ϵ in the uniform coverage setting, while maintaining the same dependence as the single-agent (and two-player zero-sum Markov game) settings under non-uniform coverage. Moreover, note that the algorithm for CCE approximation is also computationally efficient.