# Auction-Based Online Policy Adaptation for Evolving Objectives

arXiv: https://arxiv.org/abs/2604.02151 · HTML: https://mlsanity.com/paper/2604.02151/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL theory and sample complexity, one of 15 directions in Deep reinforcement learning methods.
- Builds on 16 of its 35 references that are in the map.
- First posted on arXiv 2 Apr 2026.

## Placed in

- Deep reinforcement learning methods / [RL theory and sample complexity](https://mlsanity.com/deeprl/rl-theory-and-sample-complexity/)

## Builds on (most cited first, 16 of 16)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Optuna: A Next-generation Hyperparameter Optimization Framework](https://mlsanity.com/paper/1907.10902/) (2019)
- [Deep Sets](https://mlsanity.com/paper/1703.06114/) (2017)
- [The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games](https://mlsanity.com/paper/2103.01955/) (2021)
- [A Practical Guide to Multi-Objective Reinforcement Learning and Planning](https://mlsanity.com/paper/2103.09568/) (2021)
- [Learning Fair Policies in Multiobjective (Deep) Reinforcement Learning with Average and Discounted Rewards](https://mlsanity.com/paper/2008.07773/) (2020)
- [Discovering Temporal Structure: An Overview of Hierarchical Reinforcement Learning](https://mlsanity.com/paper/2506.14045/) (2025)
- [The Max-Min Formulation of Multi-Objective Reinforcement Learning: From Theory to a Model-Free Algorithm](https://mlsanity.com/paper/2406.07826/) (2024)
- [Multi-objective Reinforcement Learning with Continuous Pareto Frontier Approximation Supplementary Material](https://mlsanity.com/paper/1406.3497/) (2014)
- [Optimal Sequential Task Assignment and Path Finding for Multi-Agent Robotic Assembly Planning](https://mlsanity.com/paper/2006.08845/) (2020)
- [Multi-Objective Reinforcement Learning with Max-Min Criterion: A Game-Theoretic Approach](https://mlsanity.com/paper/2510.20235/) (2025)
- [Infinite-Duration Bidding Games](https://mlsanity.com/paper/1705.01433/) (2017)
- [Multi-Objective Deep Reinforcement Learning for Optimisation in Autonomous Systems](https://mlsanity.com/paper/2408.01188/) (2024)
- [Discrete Two Player All-Pay Auction with Complete Information](https://mlsanity.com/paper/2305.04696/) (2023)
- [Auction-Based Scheduling](https://mlsanity.com/paper/2310.11798/) (2023)
- [Bidding Games on Markov Decision Processes with Quantitative Reachability Objectives](https://mlsanity.com/paper/2412.19609/) (2024)

## Abstract (arXiv)

We consider multi-objective reinforcement learning problems where objectives come from an identical family -- such as the class of reachability objectives -- and may appear or disappear at runtime. Our goal is to design adaptive policies that can efficiently adjust their behaviors as the set of active objectives changes. To solve this problem, we propose a modular framework where each objective is supported by a selfish local policy, and coordination is achieved through a novel auction-based mechanism: policies bid for the right to execute their actions, with bids reflecting the urgency of the current state. The highest bidder selects the action, enabling a dynamic and interpretable trade-off among objectives. Going back to the original adaptation problem, when objectives change, the system adapts by simply adding or removing the corresponding policies. Moreover, as objectives arise from the same family, identical copies of a parameterized policy can be deployed, facilitating immediate adaptation at runtime. We show how the selfish local policies can be computed by turning the problem into a general-sum Markov game, where the policies compete against each other to fulfill their own objectives. To succeed, each policy must not only optimize its own objective, but also reason about the presence of other goals and learn to produce calibrated bids that reflect relative priority. Under mild assumptions, we prove the existence of Nash equilibria where dishonest bidding leads to suboptimal outcome, and the most urgent objectives win control automatically. In our implementation, the policies are trained concurrently using proximal policy optimization (PPO). We evaluate on two Atari games and a gridworld-based path-planning task with dynamic targets. Our method achieves substantially better performance than monolithic policies trained with PPO.
