# Balancing Two-Player Stochastic Games with Soft Q-Learning

arXiv: https://arxiv.org/abs/1802.03216 · HTML: https://mlsanity.com/paper/1802.03216/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 9 Feb 2018.

## Built on by (most cited first, 5 of 5)

- [Towards General Function Approximation in Zero-Sum Markov Games](https://mlsanity.com/paper/2107.14702/) (2021)
- [Robust Inverse Reinforcement Learning under Transition Dynamics Mismatch](https://mlsanity.com/paper/2007.01174/) (2020)
- [ROMAX: Certifiably Robust Deep Multiagent Reinforcement Learning via Convex Relaxation](https://mlsanity.com/paper/2109.06795/) (2021)
- [Modeling the Interaction between Agents in Cooperative Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2102.06042/) (2021)
- [Variational Inference for Model-Free and Model-Based Reinforcement Learning](https://mlsanity.com/paper/2209.01693/) (2022)

## Abstract (arXiv)

Within the context of video games the notion of perfectly rational agents can be undesirable as it leads to uninteresting situations, where humans face tough adversarial decision makers. Current frameworks for stochastic games and reinforcement learning prohibit tuneable strategies as they seek optimal performance. In this paper, we enable such tuneable behaviour by generalising soft Q-learning to stochastic games, where more than one agent interact strategically. We contribute both theoretically and empirically. On the theory side, we show that games with soft Q-learning exhibit a unique value and generalise team games and zero-sum games far beyond these two extremes to cover a continuous spectrum of gaming behaviour. Experimentally, we show how tuning agents' constraints affect performance and demonstrate, through a neural network architecture, how to reliably balance games with high-dimensional representations.
