Multi-Agent Non-Stationarity

Definition

Multi-agent non-stationarity is the instability that arises when each learning agent treats other agents as part of the environment while those other agents’ policies are also changing.

Why It Matters

Many single-agent RL methods assume stationary transition and reward functions. In MARL, those functions are induced partly by other learners. As they update, replay data can become stale, value estimates can chase moving targets, and policies can cycle rather than converge.

Formalism / Key Objects

  • A Markov game has agents I, global state S, joint action space A=A_1 x ... x A_N, rewards r_i:S x A x S -> R, and transition kernel T:S x A x S -> [0,1].
  • Stochastic Games give the classical equilibrium-theory version of this model: state, joint action, transition probabilities, player-specific costs or payoffs, and discounted continuation values.
  • If opponents follow policies pi_{-i}, agent i faces an induced transition kernel
  • When the other agents update from pi_{-i}^t to pi_{-i}^{t+1}, the induced kernel and expected rewards for agent i change even if the underlying Markov game is fixed.
  • Common mitigation families include centralized training with decentralized execution, centralized critics, self-play over current and historical policies, replay correction, opponent modelling, learning-aware updates, meta-learning, and communication.
  • In cooperative MARL, even a shared reward does not remove non-stationarity: an agent’s TD target or policy-gradient advantage still depends on the other agents’ current policies.
  • Cooperative MARL Baseline Formalisms records how this issue appears in VDN, MAPPO, and IPPO baselines.
  • Learned communication protocols add another moving target: a population can stabilize reward while still leaving signal interpretations non-robust to new interaction partners.
  • In aspiration-based repeated games, another agent’s satisfaction threshold and aspiration update are part of the effective dynamics, so even simple action-propensity learners can make each other’s environment non-stationary.
  • In Social Learning in MARL, another agent may change the received reward itself, not only the transition distribution induced by others’ actions.

Connections

Common Confusions

  • The underlying Markov game can be stationary while each agent’s induced learning problem is non-stationary.
  • Equilibrium existence for a stationary stochastic game does not mean independent adaptive agents will find that equilibrium.
  • Centralized training does not necessarily imply centralized execution; many methods use global information only while learning.
  • Opponent modelling and opponent shaping are related but distinct: modelling predicts or represents other agents, while shaping acts to influence their future updates.

Key Sources