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Stochastic Games with Limited Public Memory

arXiv 2505.02623 ↗First posted 5 May 2025cs.GT math.OCcited by 1

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Abstract (arXiv)

We study the memory resources required for near-optimal play in two-player zero-sum stochastic games with the long-run average payoff. Although optimal strategies may not exist in such games, near-optimal strategies always do. Mertens and Neyman (1981) proved that in any stochastic game, for any varepsilon>0, there exist uniform varepsilon-optimal memory-based strategies -- i.e., strategies that are varepsilon-optimal in all sufficiently long n-stage games -- that use at most O(n) memory states within the first n stages. We improve this bound on the number of memory states by proving that in any stochastic game, for any varepsilon>0, there exist uniform varepsilon-optimal memory-based strategies that use at most O(log n) memory states in the first n stages. Moreover, we establish the existence of uniform varepsilon-optimal memory-based strategies whose memory updating and action selection are time-independent and such that, with probability close to 1, for all n, the number of memory states used up to stage n is at most O(log n). This result cannot be extended to strategies with bounded public memory -- even if time-dependent memory updating and action selection are allowed. This impossibility is illustrated in the Big Match -- a well-known stochastic game where the stage payoffs to Player 1 are 0 or 1. Although for any varepsilon > 0, there exist strategies of Player 1 that guarantee a payoff exceeding 1/2 - varepsilon in all sufficiently long n-stage games, we show that any strategy of Player 1 that uses a finite public memory fails to guarantee a payoff greater than varepsilon in any sufficiently long n-stage game.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). First posted on arXiv 5 May 2025.

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