Source-linked AI summary
Prosocial learning agents solve generalized Stag Hunts better than selfish ones
Alexander Peysakhovich, Adam Lerer
TL;DR
Independent learners can settle on low-payoff equilibria in general-sum games, including Stag Hunts. The paper makes one agent prosocial and reports improved convergence to good outcomes in analytical games and complex Stag Hunt-like settings. These results indicate that prosociality can also improve the controlled agent’s long-run payoff.
Problem
In general-sum games, independent learners can converge to low-payoff equilibria even when higher-payoff equilibria exist, as in Stag Hunts where coordination failure is a broadly studied problem.
Source: §1 · p. 2Method
Results
Prosociality can increase convergence to good equilibria in 2 × 2 Stag Hunts and their specified N-strategy extensions, and helps policy gradient converge to good outcomes in grid-based Markov games and an Atari game.
Source: §1 · pp. 2–3Takeaways & Limitations
Even when only one agent is controlled, making it prosocial can improve its long-run payoff in the reported Stag Hunt-like settings.
Source: §1 · p. 3When a partner is not sufficiently adaptive, the agent is better off playing selfishly; prosocial rewards may also slow learning where actions weakly affect others’ payoffs.
Source: §4 · p. 10
Abstract
from arXiv · showhide
Deep reinforcement learning has become an important paradigm for constructing agents that can enter complex multi-agent situations and improve their policies through experience. One commonly used technique is reactive training - applying standard RL methods while treating other agents as a part of the learner's environment. It is known that in general-sum games reactive training can lead groups of agents to converge to inefficient outcomes. We focus on one such class of environments: Stag Hunt games. Here agents either choose a risky cooperative policy (which leads to high payoffs if both choose it but low payoffs to an agent who attempts it alone) or a safe one (which leads to a safe payoff no matter what). We ask how we can change the learning rule of a single agent to improve its outcomes in Stag Hunts that include other reactive learners. We extend existing work on reward-shaping in multi-agent reinforcement learning and show that that making a single agent prosocial, that is, making them care about the rewards of their partners can increase the probability that groups converge to good outcomes. Thus, even if we control a single agent in a group making that agent prosocial can increase our agent's long-run payoff. We show experimentally that this result carries over to a variety of more complex environments with Stag Hunt-like dynamics including ones where agents must learn from raw input pixels.
1 Introduction
Reactive learning can settle on inefficient outcomes in general-sum games, including Stag Hunts where doubt about a partner can favor the safe equilibrium. The paper asks whether making just one learner prosocial can improve equilibrium selection, analytically and in more complex experimental settings.
1 Introduction
- Independent learners can converge to Nash equilibria with low payoffs even when higher-payoff equilibria exist, and initial conditions can affect long-run payoffs.In the Stag Hunt, sufficiently low payoffs for hunting alone make learners more likely to choose the safe action, which makes partners less likely to hunt later and reinforces the inefficient equilibrium.Source: §1 · p. 2
- The work builds on reward-shaping research but targets settings where only one agent is controlled, actions can be temporally extended, and policies may require function approximation, including learning from raw pixels.Reward shaping changes agents’ updating rules using a potential function; the paper recasts joint-reward optimization as prosocial preferences that value a partner’s rewards.Source: §1 · p. 2
- In 2 × 2 Stag Hunts, making a single agent prosocial can increase convergence to a good equilibrium; the result extends to N-strategy, two-player games whose 2 × 2 sub-games are Stag Hunts.The proposed mechanism is that the Stag Hunt equilibria share a payoff ranking, so one agent learning toward an equilibrium leads others to follow.Source: §1 · pp. 2–3
- The paper focuses on game-theoretic issues and treats MARL convergence problems caused by non-stationarity as important but orthogonal.Standard RL techniques assume a stationary environment, an assumption that can lead to convergence issues in MARL.Source: §1 · p. 2
- The experiments probe whether the analytical insights extend beyond dyads, including games on networks and multiplayer weak-link games.The introduction identifies these as studied extensions of the Stag Hunt, without reporting their experimental outcomes here.Source: §1 · p. 3
- In grid-based Markov games and an Atari game, adding prosociality helped policy gradient converge to good outcomes, improving the prosocial agent’s long-run payoff.The reported outcomes were convergence to either the safe or risky equilibrium.Source: §1 · p. 3
2 Risk Dominance, the Stag Hunt, and Equilibrium Selection
The section explains how initial beliefs and payoffs shape equilibrium selection in Stag Hunts, then analyzes how prosocial preferences shift convergence toward payoff-dominant outcomes. It extends the result to a class of symmetric N × N games and notes limits outside Stag Hunt-like payoff structures.
2 Risk Dominance, the Stag Hunt, and Equilibrium Selection
- A generalized Stag Hunt has payoff-dominant mutual hunting and risk-dominant mutual foraging equilibria, with foraging safe and hunting risky.The defining payoff condition is h > c ≥ m > g.Source: §2 · p. 3
- Initial beliefs determine which equilibrium’s basin agents enter, and the critical belief threshold depends on all payoff entries, including off-equilibrium payoffs.Agents hunt above the threshold and forage below it; when beliefs straddle it, the learning rule influences which attractor region they reach.Source: §2 · p. 4
- Prosocial agents weight their own and their partner’s rewards using α: α = 0 is selfish, α = .5 weighs rewards equally, and α = 1 is selfless.Their utility is Ui(ai, aj) = (1 − α)Ri(ai, aj) + αRj(ai, aj).Source: §2 · p. 4
- In generalized Stag Hunts, increasing both players’ prosociality enlarges the basin of attraction of (Hunt, Hunt), and sufficient prosociality by either player makes it the unique interior attractor.The threshold condition is that either agent has α ≥ ᾱ.Source: §2 · p. 4
- In qualifying symmetric N × N games, one player above a prosociality threshold makes the payoff-dominant equilibrium the unique convergence point.The result assumes that the only pure equilibria are symmetric and every pairwise payoff-matrix subset is a generalized Stag Hunt.Source: §2 · p. 4
- Outside games whose strategy payoffs satisfy Stag Hunt structure, increasing prosociality may backfire; α near 1 can produce policies that are self-harming and socially inefficient.The paper focuses its experiments on α ∈ {0, .5}; α ≤ .5 ensures an agent accepts personal payoff losses only when total payoff increases.Source: §2 · p. 5
3 Experiments
Across matrix, network, and Markov Stag Hunts, prosocial preferences can improve coordination on payoff-dominant outcomes, but their effect depends on risk, game structure, and which agents are prosocial. The experiments extend this comparison to complex games, including settings learned from pixels.
3.1 Matrix Stag Hunt
- In the matrix Stag Hunt, both risk and social preferences affect convergence, and one prosocial agent is almost as effective as making both prosocial.The experiments varied the hunting-alone payoff and prosociality after training randomly initialized policy-gradient agents.Source: §3.1 · p. 5
3.2 Prosociality With More than 2 Players
- On a star network, making only the center agent prosocial greatly increases payoff-dominant convergence; individual influence is limited in fully connected networks, and even all-prosocial weak-link groups coordinate poorly.In the weak-link experiment, agents’ effort incurs a linear cost and project success depends on the lowest effort.Source: Figure 2 · p. 6, §3.2 · pp. 6–7
3.3 Markov Games with Stag Hunt Properties
- The Markov experiments use grid games and an Atari game with Stag Hunt-like coordination, including Escalation Pong learned from raw pixels.Grid-game policies use a convolutional network on board pixels; the experiments compare selfish, prosocial, and single-agent-prosocial pairings.Source: §3.3 · pp. 7, 9
- Across Markov games, prosocial preferences help policy-gradient dyads coordinate on payoff-dominant strategies, while risk and whether one or both agents are prosocial also matter.The weakest effect occurs in Markov Stag Hunt and Harvest at extremely high risk.Source: Figure 4 · p. 8, §3.3 · p. 9
- The effect of prosociality varies by game: Escalation payoffs change smoothly with risk and prosociality, unlike the always-or-never policies of Harvest and Markov Stag Hunt.Escalation has many joint policies that vary in coordination duration, payoff, and risk.Source: §3.3 · p. 9
- Single-agent prosociality benefits Harvest more than Markov Stag Hunt: random policies can discover mature corn, while stag-chase exploration can teach avoidance after a failed hunt.In Harvest, when one agent waits, the other can readily learn to wait; in Markov Stag Hunt, both agents being prosocial encourages hunting to protect a partner.Source: §3.3 · p. 9
- Equilibrium-selection basins depend on payoffs of non-equilibrium policies as well as equilibria, and the difficulty of discovery may also depend on the RL function approximation.In a stag-runs-away variant, agents do not learn to hunt when exploration rarely brings both to the stag simultaneously.Source: §3.3 · p. 9
4 Conclusion
Prosocial preferences in a single agent can enlarge the basin of attraction of payoff-dominant outcomes, extending from matrix games to complex Markov games with function approximation. The benefits have boundaries: game structure, reward variance, partner adaptability, and function approximation can affect when prosociality helps.
- Prosocial preferences in one agent can enlarge the payoff-dominant equilibrium’s basin of attraction in matrix games and extend to complex Markov games with function approximation.Source: §4 · p. 9
- Outside Stag Hunts, prosociality may create equilibria that are suboptimal for the agent, including cases where a partner can exploit it.Source: §4 · p. 9
- When an agent’s actions weakly affect others’ payoffs, prosocial rewards increase observed-reward variance and may slow learning; selfish play is better if the partner is insufficiently adaptive.Source: §4 · p. 10
- The authors identify explicit models of partner learning and combining them with heuristic methods as future directions; productive human-machine coordination also requires accounting for human psychology and learning strategies.Source: §4 · p. 10
- Function approximation, like off-equilibrium payoffs, can affect the basins of attraction, but the paper does not analyze its role in detail.Source: §4 · p. 10
5 Appendix
The appendix analyzes how prosociality changes Stag Hunt equilibria and extends the argument to symmetric games whose two-strategy restrictions are Stag Hunts. The training details specify separate setups for grid-based Markov games, Escalation Pong, and pixel-based learning.
5 Appendix
- In a Stag Hunt, increasing prosociality lowers the minimum probability of the partner hunting needed to prefer Hunt, enlarging its basin of attraction; the payoff-dominant equilibrium remains while a worse one may disappear.Source: §5 · p. 14
- For symmetric N × N games whose two-strategy restrictions are Stag Hunts, prosociality can remove worse equilibria without removing the best equilibrium.Source: §5 · p. 14
5.1 Details of Markov Game Training
- Grid-world policies use convolutional networks and episodic REINFORCE with RMSProp; Markov Stag Hunt and Harvest train for 200,000 episodes, while Escalation trains for 500,000.Source: §5.1 · p. 14
- In Escalation Pong, paddle hits reward both players, while a scored point ends the game and penalizes its scorer by −a × k; the escalation level is shown in the state.Source: §5.1 · pp. 14–15
- Pixel-based policies use A3C with 42 × 42 normalized inputs and frame differences; the convolutional actor-critic has four layers and omits the library’s LSTM.Source: §5.1 · p. 15