# A Policy Iteration Algorithm for N-player General-Sum Linear Quadratic Dynamic Games

arXiv: https://arxiv.org/abs/2410.03106 · HTML: https://mlsanity.com/paper/2410.03106/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 8 of its 25 references that are in the map.
- First posted on arXiv 4 Oct 2024.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 8 of 8)

- [Safe, Multi-Agent, Reinforcement Learning for Autonomous Driving](https://mlsanity.com/paper/1610.03295/) (2016)
- [Global Convergence of Policy Gradient Methods for the Linear Quadratic Regulator](https://mlsanity.com/paper/1801.05039/) (2018)
- [Applications of Deep Reinforcement Learning in Communications and Networking: A Survey](https://mlsanity.com/paper/1810.07862/) (2018)
- [Policy Optimization Provably Converges to Nash Equilibria in Zero-Sum Linear Quadratic Games](https://mlsanity.com/paper/1906.00729/) (2019)
- [Policy Gradient Methods Find the Nash Equilibrium in N-player General-sum Linear-quadratic Games](https://mlsanity.com/paper/2107.13090/) (2021)
- [Lessons from AlphaZero for Optimal, Model Predictive, and Adaptive Control](https://mlsanity.com/paper/2108.10315/) (2021)
- [Policy-Gradient Algorithms Have No Guarantees of Convergence in Linear Quadratic Games](https://mlsanity.com/paper/1907.03712/) (2019)
- [Global Convergence of Policy Gradient for Sequential Zero-Sum Linear Quadratic Dynamic Games](https://mlsanity.com/paper/1911.04672/) (2019)

## Built on by (most cited first, 1 of 1)

- [Online Multi-Agent Control with Adversarial Disturbances](https://mlsanity.com/paper/2506.18814/) (2025)

## Abstract (arXiv)

We present a policy iteration algorithm for the infinite-horizon N-player general-sum deterministic linear quadratic dynamic games and compare it to policy gradient methods. We demonstrate that the proposed policy iteration algorithm is distinct from the Gauss-Newton policy gradient method in the N-player game setting, in contrast to the single-player setting where under suitable choice of step size they are equivalent. We illustrate in numerical experiments that the convergence rate of the proposed policy iteration algorithm significantly surpasses that of the Gauss-Newton policy gradient method and other policy gradient variations. Furthermore, our numerical results indicate that, compared to policy gradient methods, the convergence performance of the proposed policy iteration algorithm is less sensitive to the initial policy and changes in the number of players.
