LGFeb 26
Multi-agent imitation learning with function approximation: Linear Markov games and beyondLuca Viano, Till Freihaut, Emanuele Nevali et al.
In this work, we present the first theoretical analysis of multi-agent imitation learning (MAIL) in linear Markov games where both the transition dynamics and each agent's reward function are linear in some given features. We demonstrate that by leveraging this structure, it is possible to replace the state-action level "all policy deviation concentrability coefficient" (Freihaut et al., arXiv:2510.09325) with a concentrability coefficient defined at the feature level which can be much smaller than the state-action analog when the features are informative about states' similarity. Furthermore, to circumvent the need for any concentrability coefficient, we turn to the interactive setting. We provide the first, computationally efficient, interactive MAIL algorithm for linear Markov games and show that its sample complexity depends only on the dimension of the feature map $d$. Building on these theoretical findings, we propose a deep MAIL interactive algorithm which clearly outperforms BC on games such as Tic-Tac-Toe and Connect4.
LGMay 23, 2025
Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation LearningTill Freihaut, Luca Viano, Volkan Cevher et al.
This paper provides the first expert sample complexity characterization for learning a Nash equilibrium from expert data in Markov Games. We show that a new quantity named the single policy deviation concentrability coefficient is unavoidable in the non-interactive imitation learning setting, and we provide an upper bound for behavioral cloning (BC) featuring such coefficient. BC exhibits substantial regret in games with high concentrability coefficient, leading us to utilize expert queries to develop and introduce two novel solution algorithms: MAIL-BRO and MURMAIL. The former employs a best response oracle and learns an $\varepsilon$-Nash equilibrium with $\mathcal{O}(\varepsilon^{-4})$ expert and oracle queries. The latter bypasses completely the best response oracle at the cost of a worse expert query complexity of order $\mathcal{O}(\varepsilon^{-8})$. Finally, we provide numerical evidence, confirming our theoretical findings.
LGMar 4, 2025
Clustered KL-barycenter design for policy evaluationSimon Weissmann, Till Freihaut, Claire Vernade et al.
In the context of stochastic bandit models, this article examines how to design sample-efficient behavior policies for the importance sampling evaluation of multiple target policies. From importance sampling theory, it is well established that sample efficiency is highly sensitive to the KL divergence between the target and importance sampling distributions. We first analyze a single behavior policy defined as the KL-barycenter of the target policies. Then, we refine this approach by clustering the target policies into groups with small KL divergences and assigning each cluster its own KL-barycenter as a behavior policy. This clustered KL-based policy evaluation (CKL-PE) algorithm provides a novel perspective on optimal policy selection. We prove upper bounds on the sample complexity of our method and demonstrate its effectiveness with numerical validation.
LGNov 22, 2024
On Feasible Rewards in Multi-Agent Inverse Reinforcement LearningTill Freihaut, Giorgia Ramponi
In multi-agent systems, agent behavior is driven by utility functions that encapsulate their individual goals and interactions. Inverse Reinforcement Learning (IRL) seeks to uncover these utilities by analyzing expert behavior, offering insights into the underlying decision-making processes. However, multi-agent settings pose significant challenges, particularly when rewards are inferred from equilibrium observations. A key obstacle is that single (Nash) equilibrium observations often fail to adequately capture critical game properties, leading to potential misrepresentations. This paper offers a rigorous analysis of the feasible reward set in multi-agent IRL and addresses these limitations by introducing entropy-regularized games, ensuring equilibrium uniqueness and enhancing interpretability. Furthermore, we examine the effects of estimation errors and present the first sample complexity results for multi-agent IRL across diverse scenarios.
LGOct 10, 2025
Rate optimal learning of equilibria from dataTill Freihaut, Luca Viano, Emanuele Nevali et al.
We close open theoretical gaps in Multi-Agent Imitation Learning (MAIL) by characterizing the limits of non-interactive MAIL and presenting the first interactive algorithm with near-optimal sample complexity. In the non-interactive setting, we prove a statistical lower bound that identifies the all-policy deviation concentrability coefficient as the fundamental complexity measure, and we show that Behavior Cloning (BC) is rate-optimal. For the interactive setting, we introduce a framework that combines reward-free reinforcement learning with interactive MAIL and instantiate it with an algorithm, MAIL-WARM. It improves the best previously known sample complexity from $\mathcal{O}(\varepsilon^{-8})$ to $\mathcal{O}(\varepsilon^{-2}),$ matching the dependence on $\varepsilon$ implied by our lower bound. Finally, we provide numerical results that support our theory and illustrate, in environments such as grid worlds, where Behavior Cloning fails to learn.