# Meta-Value Learning: a General Framework for Learning with Learning Awareness

arXiv: https://arxiv.org/abs/2307.08863 · HTML: https://mlsanity.com/paper/2307.08863/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 43 references that are in the map.
- First posted on arXiv 17 Jul 2023.

## Builds on (most cited first, 22 of 22)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Gaussian Error Linear Units (GELUs)](https://mlsanity.com/paper/1606.08415/) (2016)
- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Counterfactual Multi-Agent Policy Gradients](https://mlsanity.com/paper/1705.08926/) (2017)
- [Distributional Reinforcement Learning with Quantile Regression](https://mlsanity.com/paper/1710.10044/) (2017)
- [Noisy Networks for Exploration](https://mlsanity.com/paper/1706.10295/) (2017)
- [Highway Networks](https://mlsanity.com/paper/1505.00387/) (2015)
- [Learning with Opponent-Learning Awareness](https://mlsanity.com/paper/1709.04326/) (2017)
- [Learning Continuous Control Policies by Stochastic Value Gradients](https://mlsanity.com/paper/1510.09142/) (2015)
- [Continuous Adaptation via Meta-Learning in Nonstationary and Competitive Environments](https://mlsanity.com/paper/1710.03641/) (2017)
- [Inequity aversion improves cooperation in intertemporal social dilemmas](https://mlsanity.com/paper/1803.08884/) (2018)
- [Stable Opponent Shaping in Differentiable Games](https://mlsanity.com/paper/1811.08469/) (2018)
- [DiCE: The Infinitely Differentiable Monte-Carlo Estimator](https://mlsanity.com/paper/1802.05098/) (2018)
- [Model-Free Opponent Shaping](https://mlsanity.com/paper/2205.01447/) (2022)
- [A Policy Gradient Algorithm for Learning to Learn in Multiagent Reinforcement Learning](https://mlsanity.com/paper/2011.00382/) (2020)
- [COLA: Consistent Learning with Opponent-Learning Awareness](https://mlsanity.com/paper/2203.04098/) (2022)
- [Policy Evaluation Networks](https://mlsanity.com/paper/2002.11833/) (2020)
- [Emergent Reciprocity and Team Formation from Randomized Uncertain Social Preferences](https://mlsanity.com/paper/2011.05373/) (2020)
- [Proximal Learning With Opponent-Learning Awareness](https://mlsanity.com/paper/2210.10125/) (2022)
- [Influencing Long-Term Behavior in Multiagent Reinforcement Learning](https://mlsanity.com/paper/2203.03535/) (2022)

## Built on by (most cited first, 6 of 6)

- [Multi-Agent, Human-Agent and Beyond: A Survey on Cooperation in Social Dilemmas](https://mlsanity.com/paper/2402.17270/) (2024)
- [LOQA: Learning with Opponent Q-Learning Awareness](https://mlsanity.com/paper/2405.01035/) (2024)
- [Advantage Alignment Algorithms](https://mlsanity.com/paper/2406.14662/) (2024)
- [BAMDP Shaping: a Unified Framework for Intrinsic Motivation and Reward Shaping](https://mlsanity.com/paper/2409.05358/) (2024)
- [Multi-agent cooperation through learning-aware policy gradients](https://mlsanity.com/paper/2410.18636/) (2024)
- [Multi-agent cooperation through in-context co-player inference](https://mlsanity.com/paper/2602.16301/) (2026)

## Abstract (arXiv)

Gradient-based learning in multi-agent systems is difficult because the gradient derives from a first-order model which does not account for the interaction between agents' learning processes. LOLA (arXiv:1709.04326) accounts for this by differentiating through one step of optimization. We propose to judge joint policies by their long-term prospects as measured by the meta-value, a discounted sum over the returns of future optimization iterates. We apply a form of Q-learning to the meta-game of optimization, in a way that avoids the need to explicitly represent the continuous action space of policy updates. The resulting method, MeVa, is consistent and far-sighted, and does not require REINFORCE estimators. We analyze the behavior of our method on a toy game and compare to prior work on repeated matrix games.
