Abstract
Competitive multi-agent reinforcement learning in imperfect-information games requires agents to act under partial observability and against adversarial opponents, necessitating stochastic policies. While self-play reinforcement learning with Proximal Policy Optimization (PPO) has achieved strong empirical success, its standard advantage estimator, generalized advantage estimation, suffers from additional variance due to the sampling of stochastic future actions. This variance is amplified in equilibrium self-play because of the stochastic nature of the equilibrium policy and persists even when the critic is exact. We address this bottleneck by introducing Q-boosting, a variance-reduced advantage estimator based on a centralized action-value critic, and propose Variance-Reduced Policy Optimization (VRPO), incorporating this new estimator. The algorithm replaces sampled multi-step backups with a multi-step Expected SARSA(λ) trace, computing policy expectations at each step to average out action-sampling noise, while retaining PPO's clipped objective and on-policy actor updates. Empirically, VRPO consistently achieves strong performance from mid-sized to large-scale games including Dou Dizhu and Heads-Up No-Limit Texas Hold'em.
Explore similar work
May 21, 2026cs.LG
Imperfect-information multiplayer games test whether agents can act under hidden information, sparse rewards, and non-stationary opponents. We study these challenges in Big 2, a four-player imperfect-information card game. We develop a self-play RL framework for Big 2 that enables controlled comparisons between policy-gradient and value-approximating agents. Under a common environment, input representation, training budget, and evaluation protocol, PPO outperforms Monte Carlo Q approximation, SARSA, and Q-learning against random, greedy, and heuristic Big 2 opponents. We further find that moderate entropy regularization improves PPO by preventing the policy from becoming overly deterministic, and that current-policy self-play provides a stronger finite-budget curriculum than checkpoint self-play or fixed-opponent training. Together, these results show that Big 2 is a useful controlled setting for studying deep RL under imperfect information, multiplayer interaction, delayed rewards, and variable action sets.
Aalok Patwa
Jun 24, 2026cs.LG
Cooperative multi-agent reinforcement learning assumes each agent shares the same reward function and can be trained effectively using the Trust Region framework of single-agent. Instead of relying on other agents' actions, the independent actors setting considers each agent to act based only on its local information, thus having more flexible applications. However, in the sequential update framework, it is required to re-estimate the joint advantage function after each individual agent's policy step. Despite the practical success of importance sampling, the updated advantage function suffers from exponentially high variance problems, which likely result in unstable convergence. In this work, we first analyze the high variance advantage both empirically and theoretically. To overcome this limitation, we introduce a clipping objective to control the upper bounds of the advantage fluctuation in sequential updates. With the proposed objective, we provide a monotonic bound with sub-linear convergence to
ε-Nash Equilibria. We further derive two new practical algorithms using our clipping objective. The experiment results on three popular multi-agent reinforcement learning benchmarks show that our proposed method outperforms the tested baselines in most environments. By carefully analyzing different training settings, our proposed method is highlighted with both stable convergence properties and the desired low advantage variance estimation. For reproducibility purposes, our source code is publicly available at https://github.com/giangbang/Low-Variance-Trust-Region-MARL.
Bang Giang Le, Viet Cuong Ta
May 14, 2026cs.LG
Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In this paper, we propose a multi-agent starting-state sampling strategy designed to substantially accelerate online exploration in regularized policy-gradient game methods for two-player zero-sum (2p0s) games. Motivated by an assumption that offline demonstrations from skilled humans can provide good coverage of high-level strategies relevant to equilibrium play, we propose the initialization of reinforcement learning data collection at intermediate states sampled from offline data to facilitate exploration of strategically relevant subgames. Referring to this method as Data-Augmented Game Starts (DAGS), we perform experiments using synthetic datasets and analytically tractable, long-horizon control variants of two-player Kuhn Poker, Goofspiel, and a counterexample game designed to penalize biased beliefs over hidden information. Under fixed computational budgets, DAGS enables regularized policy gradient methods to achieve lower exploitability in games with significantly more challenging exploration. We show that augmenting starting state distributions when solving imperfect information games can lead to biased equilibria, and we provide a straightforward mitigation to this in the form of multi-task observation flags. Finally, we release a new set of benchmark environments that drastically increase exploration challenges and state counts in existing OpenSpiel games while keeping exploitability measurements analytically tractable.
JB Lanier, Nathan Monette, Pierre Baldi +1