Offline MARL

MARL: Multi-Agent Reinforcement Learning

Momentum

2 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Jul 13Week of Sep 28

Latest papers 15

Oct 7, 2026cs.LG

Multi-Agent Coordination via Support-Preserving Distillation

Offline MARL increasingly relies on generative policies to model multimodal joint behavior, typically by distilling a centralized teacher into decentralized one-step actors under the CTDE. We identify a failure mode at the teacher training stage: standard flow-based teachers pair noise with replay targets independently, so nearby noise samples can be routed toward conflicting coordination modes. The teacher then produces samples between valid modes, and because the distillation loss regresses each local actor onto the conditional mean of the teacher's output given local input, this error is not absorbed but propagated to the student. To remove this teacher-side artifact, we propose Mode-Support Semi-Discrete Optimal Transport (MoSDOT), which summarizes multimodal replay into a finite mode support with prescribed capacities and uses conditional semi-discrete optimal transport to assign each noise sample to a single mode before teacher training. We additionally study a shared-randomness variant that uses a shared noise component at execution to expose the residual gap intrinsic to strict-product execution. On controlled diagnostics and offline MARL benchmarks, MoSDOT improves endpoint quality and routing consistency, particularly on datasets exhibiting multimodal joint behavior.
Oct 4, 2026cs.LG

Pessimistic Minimax Learning for Public-Private Information Games under Unilateral Coverage

We study offline learning in two-player zero-sum contextual games with public and private information, motivated by strategic settings such as auctions and negotiations with private valuations. We introduce unilateral prescriptive concentrability and show that asymmetric information can change offline coverage through its effect on equilibrium behavior. For finite state-action spaces, we develop a pessimistic algorithm with an O~(1/n)\tilde{O}(1/\sqrt{n}) exploitability rate, matching the standard sample-size dependence for fully observed minimax games. We further develop a pessimistic policy mirror descent framework, PPA-PMD, for general function approximation and obtain a unified O~(1/n+1/T)\tilde{O}(1/\sqrt{n} + 1/\sqrt{T}) exploitability rate with no-regret actor updates. Together, these results provide the first theoretical framework for offline equilibrium learning under public-private information constraints.
Sep 8, 2026cs.MA

Rank Without an Oracle: Deviation-Aware Interaction-Rank Selection from Offline Multi-Agent Logs

Offline multi-agent payoff models are estimated under a logging distribution but used on distributions induced by learned solutions and unilateral deviations. Standard held-out loss can therefore favor an interaction class that predicts logged play well while distorting strategic incentives. We introduce Selective Interaction-Rank Validation (SIRV) for finite games with known logging distributions. A training split fits nested payoff models and constructs a common union of all candidate deployment and unilateral-replacement distributions; an independent calibration split evaluates every candidate on this same union. SIRV returns the smallest rank whose simultaneous upper worst-target risk is within tolerance of the best upper score, and abstains when a declared target is unsupported or too imprecisely estimated. A common coverage event yields a finite-candidate target-risk bound and a candidate-specific coarse correlated equilibrium (CCE) gap certificate. We also isolate an exact two-point off-support non-identifiability result. In a controlled factorial study with 2,048 independent games per family, empirical-Bernstein bounds reduce the median CCE-gap certificate by 42.5% relative to Hoeffding bounds on common returns, with a 1.36-point reduction in supported return. Under paired rank misspecification and in a separately generated congestion family, the SIRV-EB fallback rule lowers mean true candidate-selection CCE regret relative to ID-Mean, while retaining game-level losses. Across 384 games at N=3,5,8N=3,5,8, ID-Mean-relative mean CCE-regret effects stay positive while certified return falls sharply under weak coverage. These results separate certifiable model selection from universal strategic improvement.
Sep 3, 2026cs.LG

Out-of-Distribution Generalisation with Sequence Models in Offline Multi-Agent Reinforcement Learning

Generalising to unseen tasks remains a fundamental challenge in offline multi-agent reinforcement learning (MARL). In this work, we present a principled analysis of zero-shot task generalisation in the offline setting and conduct an extensive empirical investigation into the scaling behaviour governing task diversity, dataset size, and network capacity. To facilitate this study, we extend offline sequence modelling architectures to handle multi-task observation and action spaces alongside variable agent counts across tasks. Our primary finding is that scaling task diversity---rather than sheer dataset size is the dominant factor in achieving robust zero-shot transfer. Through large-scale experiments across four challenging environments (Connector, RWARE, SMAX, and LBF), we demonstrate that our multi-task approach achieves a mean improvement of 3.2x on held-out test tasks compared to single-task models and consistently outperforms strong behaviour cloning baselines. These results suggest that the development of generalisable MARL agents should prioritise the diversity of the training distribution with varying numbers of agents, providing a roadmap for scaling offline MARL effectively.
Jul 28, 2026cs.LG

Learning Implicit Causal World Models from Multi-Agent Demonstrations

In model-based reinforcement learning, world models exist as internal simulators, but their training often conflates statistical correlations with causal mechanisms. This problem is exacerbated in multi-agent systems where physical transitions are intertwined with strategic agent intents, causing world models to fail under distribution shift. We introduce Implicit Causal World Models to recover environmental dynamics from offline demonstrations without requiring pre-defined causal graphs. By incorporating policy variance, we render world models discoverable via the sequential backdoor condition. Evaluations across coordination tasks (Two-Door, Navigation, and Giveway) demonstrate that these models provide interpretable causal representations under both full and partial observability, with model accuracy scaling directly with interventional strength.
Jul 20, 2026cs.MA

Scalable Policy Optimization for Networked Multi-Agent Reinforcement Learning with Continuous State-Action Spaces

Learning local policies for continuous networked systems requires accounting for the effects of decisions beyond each agent's observation neighborhood. Spatial decay limits these effects, but a finite critic must also control representation and estimation errors throughout policy optimization. We analyze the Continuous Distributed Coupled Policy Gradient (CDCPG) algorithm using local random Fourier features and least-squares temporal-difference critics. For features that retain the boundary inputs required by the local dynamics, we derive an action-value representation with separate spatial and finite-feature residuals. A global integrated transition-approximation bound and a projected Bellman argument control population prediction error without an inverse-conditioning multiplier. We then quantify the dependence of critic estimation on feature excitation and dimension, and construct simultaneous lower confidence bounds for temporal-difference conditioning along the executed iterates. Combining critic error with localized reward aggregation bounds the expected squared projected-gradient mapping by an optimization term and an explicit residual separating spatial approximation, finite features, and omitted distant rewards. For fixed neighborhoods and feature dimension, the shared-oracle sample count is inverse-squared in the excess squared-stationarity accuracy, up to logarithmic factors. The guarantee assumes known local dynamics and rewards, independent discounted-occupancy samples, and stated excitation, decay, and smoothness conditions, and is conditional on favorable feature draws. Numerical studies illustrate related implementations on a linear-coupled-quadratic benchmark.
Jun 24, 2026cs.AI

Offline Multi-agent Continual Cooperation via Skill Partition and Reuse

Extracting skills from multi-agent offline dataset improves learning efficiency via sharing task-invariant coordination skills among tasks. In settings where tasks occur sequentially and the space of skills grows exponentially, existing approaches that rely on heuristically designed and fixed-sized skill libraries struggle to resolve the problem of distributional shift and interference, facing catastrophic forgetting and plasticity loss. To address this problem and endow agents with the ability to continually discover and reuse coordination skills in open-environment, we propose COMAD, a principled framework for Continual Offline Multi-agent Skill Discovery via Skill Partition and Reuse. We first discover skills from mixed multi-agent behavior data with an auto-encoder to transform coordination knowledge into reusable coordination skills. Then we construct a skill-augmented policy learning objective with multi-head architectures, explicitly guiding the advantage function with reusable skills identified via a density-based reusability estimator. Theoretical analysis shows our method approximates the optimum of a continual skill discovery problem. Empirical results across diverse MARL benchmarks show that COMAD continually expands its skill library to mitigate interference, achieving superior forward and backward transfer for task streams compared to multiple baselines.
Jun 19, 2026cs.LG

Sim2O: Efficient Offline-to-Online MARL via Joint Action Composition

Offline-to-online adaptation serves as a pivotal paradigm for mitigating the prohibitive cost of online exploration by bootstrapping reinforcement learning from offline datasets. While this paradigm has been extensively studied in single-agent settings, its extension to Multi-Agent Reinforcement Learning (MARL) remains largely unexplored, despite its critical relevance to complex coordinated decision-making. To bridge this gap, we introduce Sim2O, an elegant and minimalist framework for offline-to-online MARL. Rather than treating adaptation as a monolithic joint decision, Sim2O conceptualizes it as a compositional process. Specifically, candidate joint actions are synthesized by dynamically blending offline and online action proposals across agents. By leveraging a centralized value function to evaluate these hybrid combinations, Sim2O identifies high-value coordination strategies without requiring auxiliary training objectives or structural overhead. Empirical evaluations across diverse benchmarks demonstrate that Sim2O significantly outperforms existing baselines, underscoring that a minimalist design is not only viable but highly effective for multi-agent offline-to-online adaptation.
Jun 10, 2026cs.LG

Individual Control Barrier Functions-Guided Diffusion Model for Safe Offline Multi-Agent Reinforcement Learning

Offline reinforcement learning allows control policies to be learned directly from data without online interaction, making it suitable for safety-critical tasks. Recent studies have applied diffusion models to offline reinforcement learning to leverage their strong capacity for modeling complex data distributions. However, existing approaches primarily focus on single-agent settings, leaving the safety challenges in multi-agent environments largely unexplored. In this work, we propose a safe offline multi-agent reinforcement learning algorithm that embeds neural individual control barrier functions into the diffusion model to enhance safety during trajectory generation, with control policies recovered through inverse dynamics. We evaluate our algorithm across diverse benchmarks, demonstrating substantial safety improvements while maintaining competitive rewards.
May 28, 2026cs.LG

Mean-Field Diffuser: Scaling Offline MARL to Thousands of Agents

Diffusion-based planning has achieved strong results in single-agent offline reinforcement learning, yet scaling to many-agent systems remains intractable due to the curse of dimensionality in the joint trajectory space. We introduce MF-Diffuser, a framework that lifts trajectory planning to the Wasserstein space of trajectory distributions, where the propagation of chaos ensures a small representative subset of agents captures the full population dynamics. Our approach features a value-weighted chaotic entropy objective that reconciles generative fidelity with return maximization, and a hierarchical coarse-to-fine strategy that progressively grows the agent population during denoising. We establish end-to-end suboptimality bounds with four interpretable terms, revealing that mean-field approximation error scales as O(H2/N)O(H^2/\sqrt{N}) while offline distribution shift provably does not grow with population size NN, and prove the generated policy is an approximate mean-field Nash equilibrium with explicit convergence guarantees. Experiments on three mean-field RL benchmarks -- spanning stage games, sequential dynamics, and adversarial team competition -- show MF-Diffuser achieves the best return in the majority of settings, with the largest gains on suboptimal offline data and at extreme scales (N≥103N \geq 10^3).
May 15, 2026cs.MA

Distributed Zeroth-Order Policy Gradient for Networked Multi-agent Reinforcement Learning from Human Feedback

We study a networked multi-agent reinforcement learning (NMARL) problem with human feedback in an infinite-horizon setting, where agents interact over an underlying network with localized state dependencies and aim to collaboratively maximize the average discounted return. Existing approaches with preference feedback are primarily developed for single-agent settings and rely on centralized training, which limits their scalability and applicability to large-scale networked multi-agent systems. To address this, we introduce a novel human feedback mechanism based on spatiotemporally truncated trajectories, defined as HH-horizon trajectory pairs aggregated over each agent's κκ-hop neighborhood. Building on this, we develop a distributed zeroth-order policy gradient algorithm, where each agent estimates its local policy gradient using human preference feedback generated from both the current joint policy and a perturbed joint policy drawn from zero-mean Gaussian distribution. Specifically, the algorithm is fully distributed, as the feedback received by each agent depends solely on the state-action information within its κκ-hop neighborhood and does not require explicit reward signals or centralized control. We further rigorously establish that the proposed algorithm converges to an εε-stationary point with polynomial sample complexity. Finally, simulation results in a stochastic GridWorld environment and a predator-prey environment further demonstrate that the effectiveness and scalability of the proposed algorithm in achieving collaborative optimization based solely on human preference feedback.
May 2, 2026cs.AI

CoFlow: Coordinated Few-Step Flow for Offline Multi-Agent Decision Making

Generative models have emerged as a promising paradigm for offline multi-agent reinforcement learning (MARL), but existing approaches require many iterative sampling steps. Recent few-step acceleration methods either distill a joint teacher into independent students or apply averaged velocity fields independently to each agent. Unfortunately, these few-step approaches hurt inter-agent coordination. We show that the efficiency-coordination trade-off is not inherent: single-pass multi-agent generation can preserve coordination when the velocity field is natively joint-coupled. We propose Coordinated few-step Flow (CoFlow), an architecture that combines Coordinated Velocity Attention (CVA) with Adaptive Coordination Gating. A finite-difference consistency surrogate further replaces memory-prohibitive Jacobian-vector product backpropagation through the averaged velocity field with two stop-gradient forward passes. Across 60 configurations spanning MPE, MA-MuJoCo, and SMAC, CoFlow matches or surpasses Gaussian policies, value-based methods, transformer policies, diffusion models, and prior flow baselines on episodic return. Three independent coordination probes confirm that CoFlow's improvements arise from inter-agent coordination rather than per-agent capacity. A denoising-step sweep shows that single-pass inference suffices on every configuration. CoFlow reaches state-of-the-art coordination quality in 1-3 denoising steps under both centralized and decentralized execution. Project Page: https://guowei-zou.github.io/coflow/
Apr 30, 2026cs.LG

Pessimism-Free Offline Learning in General-Sum Games via KL Regularization

Offline multi-agent reinforcement learning in general-sum settings is challenged by the distribution shift between logged datasets and target equilibrium policies. While standard methods rely on manual pessimistic penalties, we demonstrate that KL regularization suffices to stabilize learning and achieve equilibrium recovery. We propose General-sum Anchored Nash Equilibrium (GANE), which recovers regularized Nash equilibria at an accelerated statistical rate of O~(1/n)\widetilde{O}(1/n). For computational tractability, we develop General-sum Anchored Mirror Descent (GAMD), an iterative algorithm converging to a Coarse Correlated Equilibrium at the standard rate of O~(1/n+1/T)\widetilde{O}(1/\sqrt{n}+1/T). These results establish KL regularization as a standalone mechanism for pessimism-free offline learning that achieves equivalent or accelerated rates in multi-player general-sum games.
Apr 26, 2026cs.MA

DLM: Unified Decision Language Models for Offline Multi-Agent Sequential Decision Making

Building scalable and reusable multi-agent decision policies from offline datasets remains a challenge in offline multi-agent reinforcement learning (MARL), as existing methods often rely on fixed observation formats and action spaces that limit generalization. In contrast, large language models (LLMs) offer a flexible modeling interface that can naturally accommodate heterogeneous observations and actions. Motivated by this, we propose the Decision Language Model (DLM), which formulates multi-agent decision making as a dialogue-style sequence prediction problem under the centralized training with decentralized execution paradigm. DLM is trained in two stages: a supervised fine-tuning phase, which leverages dialogue-style datasets for centralized training with inter-agent context and generates executable actions from offline trajectories, followed by a group relative policy optimization phase to enhance robustness to out-of-distribution actions through lightweight reward functions. Experiments on multiple benchmarks show that a unified DLM outperforms strong offline MARL baselines and LLM-based conversational decision-making methods, while demonstrating strong zero-shot generalization to unseen scenarios across tasks.
Apr 25, 2026cs.LG

CODA: Coordination via On-Policy Diffusion for Multi-Agent Offline Reinforcement Learning

Offline multi-agent reinforcement learning (MARL) enables policy learning from fixed datasets, but is prone to coordination failure: agents trained on static, off-policy data converge to suboptimal joint behaviours because they cannot co-adapt as their policies change. We introduce CODA (Coordination via On-Policy Diffusion for Multi-Agent Reinforcement Learning), a diffusion-based multi-agent trajectory generator for data augmentation that samples conditioned on the current joint policy, producing synthetic experience which reflects the evolving behaviours of the agents, thereby providing a mechanism for co-adaptation. We find that previous diffusion-based augmentation approaches are insufficient for fostering multi-agent coordination because they produce static augmented datasets that do not evolve as the current joint policy changes during training; CODA resolves this by more closely simulating on-policy learning and is a meaningful step toward coordinated behaviours in the offline setting. CODA is algorithm-agnostic and can be layered onto both model-free and model-based offline reinforcement learning pipelines as an augmentation module. Empirically, CODA not only resolves canonical coordination pathologies in continuous polynomial games but also delivers strong results on the more complex MaMuJoCo continuous-control benchmarks.