Achieving Logarithmic Regret in KL-Regularized Zero-Sum Markov Games
Not on the map. Why?
Abstract (arXiv)
Reverse Kullback-Leibler (KL) divergence-based regularization with respect to a fixed reference policy is widely used in modern reinforcement learning to preserve the desired traits of the reference policy and sometimes to promote exploration (using uniform reference policy, known as entropy regularization). Beyond serving as a mere anchor, the reference policy can also be interpreted as encoding prior knowledge about good actions in the environment. In the context of alignment, recent game-theoretic approaches have leveraged KL regularization with pretrained language models as reference policies, achieving notable empirical success in self-play methods. Despite these advances, the theoretical benefits of KL regularization in game-theoretic settings remain poorly understood. In this work, we develop and analyze algorithms that provably achieve improved sample efficiency under KL regularization. We study both two-player zero-sum matrix games and Markov games: for matrix games, we propose OMG, an algorithm based on best response sampling with optimistic bonuses, and extend this idea to Markov games through the algorithm SOMG, which also uses best response sampling and a novel concept of superoptimistic bonuses. Both algorithms achieve a logarithmic regret in T that scales inversely with the KL regularization strength β in addition to the traditional widetildeO(√T) regret without the β-1 dependence.
Key facts. Cited by 11 papers in the map (data through 7 Oct 2026). First posted on arXiv 15 Oct 2025.
Builds on
0 of 0 references.
No references here yet.
Built on by
Citing papers per year: 2026: 11.
11 papers.
- 2026Beyond Pessimism: Offline Learning in KL-regularized Gamescited by 7
- 2026Provably Efficient Regularized Online RLHF with Generalized Bilinear Preferencescited by 5
- 2026Near-Optimal Regret for KL-Regularized Multi-Armed Banditscited by 3
- 2026Pessimism-Free Offline Learning in General-Sum Games via KL Regularizationcited by 3
- 2026Offline Two-Player Zero-Sum Markov Games with KL Regularizationcited by 3
- 2026On the Optimal Sample Complexity of Offline Multi-Armed Bandits with KL Regularizationcited by 2
- 2026Fast Rates for Offline Contextual Bandits with Forward-KL Regularization under Single-Policy Concentrabilitycited by 1
- 2026Efficient Exploration for Iterative Nash Preference Optimizationcited by 0
- 2026When Greedy Sampling Explores: KL-Regularized Contextual Bandits without Eluder-Dimension Dependencecited by 0
- 2026Provable Benefits of Regularization: Fast Rates for Adversarial Imitation Learningcited by 0
- 2026Robust Nash Alignment under Preference Uncertaintycited by 0
- 2026Robust Nash Alignment under Preference Uncertainty30 Sep 2026
- 2026Provable Benefits of Regularization: Fast Rates for Adversarial Imitation Learning28 Sep 2026
- 2026When Greedy Sampling Explores: KL-Regularized Contextual Bandits without Eluder-Dimension Dependence11 Sep 2026
- 2026Efficient Exploration for Iterative Nash Preference Optimization31 May 2026
- 2026Offline Two-Player Zero-Sum Markov Games with KL Regularization13 May 2026
- 2026Fast Rates for Offline Contextual Bandits with Forward-KL Regularization under Single-Policy Concentrability9 May 2026
- 2026On the Optimal Sample Complexity of Offline Multi-Armed Bandits with KL Regularization4 May 2026
- 2026Pessimism-Free Offline Learning in General-Sum Games via KL Regularization30 Apr 2026
- 2026Beyond Pessimism: Offline Learning in KL-regularized Games8 Apr 2026
- 2026Near-Optimal Regret for KL-Regularized Multi-Armed Bandits2 Mar 2026
- 2026Provably Efficient Regularized Online RLHF with Generalized Bilinear Preferences26 Feb 2026