NePPO: Near-Potential Policy Optimization for General-Sum Multi-Agent Reinforcement Learning

Addison Kalanther1, Sanika Bharvirkar1, Shankar Sastry1, Chinmay Maheshwari2

1UC Berkeley    2Johns Hopkins University

IEEE Conference on Decision and Control (CDC), 2026

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Three log-scale plots of maximum player regret over training at alpha 0.4, 0.6 and 0.8. IPPO oscillates between high and low regret; NePPO drops quickly and stays flat at a low value.
Maximum player regret over training on the two-player matrix games of eq. (7) at α∈{0.4,0.6,0.8}\alpha \in \{0.4, 0.6, 0.8\}, where the unique Nash equilibrium is fully mixed. IPPO cycles; NePPO converges to a low-regret profile within 500 iterations (IPPO is shown for 5000).

Abstract

Multi-agent reinforcement learning (MARL) is increasingly used to design learning-enabled agents that interact in shared environments. However, training MARL algorithms in general-sum games remains challenging: learning dynamics can become unstable, and convergence guarantees typically hold only in restricted settings such as two-player zero-sum or fully cooperative games. Moreover, when agents have heterogeneous and potentially conflicting preferences, it is unclear what system-level objective should guide learning. In this paper, we propose a new MARL pipeline called Near-Potential Policy Optimization (NePPO) for computing approximate Nash equilibria in mixed cooperative–competitive environments. The core idea is to learn a player-independent potential function such that the Nash equilibrium of a cooperative game with this potential as the common utility approximates a Nash equilibrium of the original game. To this end, we introduce a novel MARL objective such that minimizing this objective yields the best possible potential function candidate and consequently an approximate Nash equilibrium of the original game. We develop an algorithmic pipeline that minimizes this objective using zeroth-order gradient descent and returns an approximate Nash equilibrium policy. We empirically show the superior performance of this approach compared to popular baselines such as IPPO and MAPPO.

Method

NePPO computes approximate Nash equilibria of a general-sum Markov game by learning a single, player-independent potential function Φ\Phi and solving the cooperative game in which every player maximizes Φ\Phi. If Φ\Phi reproduces the change in each player's own utility under a unilateral deviation from that cooperative equilibrium, then the cooperative solution is an approximate equilibrium of the original game.

Objective

Let πΦ\pi^{\Phi} be a Nash equilibrium of the cooperative game with common utility Φ\Phi, and let πiJ\pi_i^{J} be player ii's best response to π−iΦ\pi_{-i}^{\Phi} under its own utility JiJ_i. For each player, Fi(Φ)  =  [ Φ(πΦ)−Φ(πiJ,π−iΦ) ]  −  [ Ji(πΦ)−Ji(πiJ,π−iΦ) ]F_i(\Phi) \;=\; \big[\,\Phi(\pi^{\Phi}) - \Phi(\pi_i^{J}, \pi_{-i}^{\Phi})\,\big] \;-\; \big[\,J_i(\pi^{\Phi}) - J_i(\pi_i^{J}, \pi_{-i}^{\Phi})\,\big] measures the mismatch between the change in potential and the change in the player's own value along its best-response deviation. Each FiF_i is non-negative, and if max⁡iFi(Φ)≤α\max_i F_i(\Phi) \le \alpha then πΦ\pi^{\Phi} is an α\alpha-approximate Nash equilibrium of the original game (Theorem 3.1). NePPO therefore minimizes max⁡iFi(Φ)\max_i F_i(\Phi) over Φ\Phi. Unlike the defining condition of a Markov near-potential function, this only asks Φ\Phi to be accurate around πΦ\pi^{\Phi} rather than uniformly over policy space — which is why NePPO can recover equilibria even in zero-sum games, where no global potential function exists.

Algorithm

Φw\Phi_w is restricted to a parameterized family and the max over players is smoothed with a log-sum-exp, F~β(Φ)=1βlog⁡∑iexp⁡(βFi(Φ))\tilde F_\beta(\Phi) = \tfrac{1}{\beta} \log \sum_i \exp\big(\beta F_i(\Phi)\big). Because FiF_i depends on ww only through the solutions of two nested RL problems, its gradient is estimated with a two-point zeroth-order estimator. Each iteration:

  1. Sample a direction uu uniformly on the unit sphere and set w^=w+δu\hat w = w + \delta u, wˇ=w−δu\check w = w - \delta u.
  2. CoopGameSolver (HAPPO): warm-starting from the current πΦ\pi^{\Phi}, solve the cooperative game under Φw^\Phi_{\hat w} and Φwˇ\Phi_{\check w} for K1K_1 updates.
  3. RLSolver (PPO): for each player, compute a best response to the other players' cooperative policies for K2K_2 updates.
  4. Estimate F~β(Φw^)\tilde F_\beta(\Phi_{\hat w}) and F~β(Φwˇ)\tilde F_\beta(\Phi_{\check w}) from Monte-Carlo rollouts and take the step w  ←  w−η dim⁡(w)2δ [F~β(Φw^)−F~β(Φwˇ)] u.w \;\leftarrow\; w - \eta\,\frac{\dim(w)}{2\delta}\,\big[\tilde F_\beta(\Phi_{\hat w}) - \tilde F_\beta(\Phi_{\check w})\big]\,u.

The algorithm returns πΦ\pi^{\Phi}. Both solvers are modular: any cooperative MARL method can serve as the CoopGameSolver and any single-agent RL method as the RLSolver. The parameterization of Φ\Phi is a design handle — restricting it to a structured class biases which equilibrium is selected without modifying any player's reward.

Results

Mechanism on a 2×2 game

On the general-sum game of eq. (8), the candidate potential is the convex combination Φw=wJ1+(1−w)J2\Phi_w = w J_1 + (1 - w) J_2. The objective can be evaluated in closed form and is minimized (at zero) for every w∈[0.6,1]w \in [0.6, 1], even though the game is not a potential game.

Evolution of the potential weight w over environment steps, rising in a staircase from 0.5 to about 0.75.Evolution of F_i for both players, converging to zero.Change in value and change in potential under unilateral best responses, both converging to zero.Episode reward of each player under NePPO and MAPPO. NePPO's players converge to (1, 1); MAPPO's stay at (0.5, 1.75).
Toy example (α=0\alpha = 0). (a) ww climbs to ≈0.75\approx 0.75, a minimizer of max⁡iFi\max_i F_i. (b) Fi→0F_i \to 0 for both players. (c) The change in value and the change in potential under unilateral best responses both vanish. (d) MAPPO, which maximizes 0.5 J1+0.5 J20.5\,J_1 + 0.5\,J_2, converges to (A2,B1)(A_2, B_1), which is not an equilibrium; NePPO recovers the Nash equilibrium (A1,B1)(A_1, B_1) with utility (1,1)(1, 1).

Matrix games

Eq. (7) defines a family of two-player, two-action games indexed by α∈[0,1]\alpha \in [0, 1]: α=0\alpha = 0 is the general-sum game above, α=1\alpha = 1 is zero-sum, and for 0.2<α<10.2 < \alpha < 1 the unique equilibrium is fully mixed. Here the potential is the quadratic Φw(x,y)=−(x−p)2−(y−q)2\Phi_w(x, y) = -(x - p)^2 - (y - q)^2 over the players' mixed strategies, with w=(p,q)w = (p, q). NePPO attains the lowest max regret at every α\alpha and recovers exact equilibria at α∈{0,0.2,1}\alpha \in \{0, 0.2, 1\}, including the zero-sum case. IPPO cycles at the mixed equilibria (top figure), and MAPPO converges to non-equilibrium profiles because it maximizes the summed reward.

α\alphaNePPOIPPOMAPPO
0.00.0000.0000.500
0.20.0000.0000.800
0.40.036DNC1.100
0.60.052DNC1.400
0.80.034DNC1.700
1.00.0000.011N/A
Max player regret of the returned policy on the matrix game family. DNC: did not converge. At α=1\alpha = 1 the summed reward MAPPO optimizes is identically zero.

Simple World Comm

A partially observable, general-sum Markov game from the Multi-Particle Environment suite with six agents: two heroes that collect food while avoiding capture, and four adversaries that pursue them, one of which sees the heroes and can broadcast to the rest. The potential is the discounted sum of a state-dependent softmax mixture of the agents' rewards, ϕw(s,a)=∑iσi(Ws+b) ri(s,a)\phi_w(s, a) = \sum_i \sigma_i(W s + b)\, r_i(s, a), so the learned potential can weight players differently in different states. Regret is measured per agent by training a PPO best response against the others' frozen policies.

NePPOIPPOMAPPOMADDPG
Max regret11.1423.9051.78DNC
Maximum regret over the six agents in Simple World Comm. MAPPO favours one group of agents at the expense of the other; IPPO handles the competitive part but fails to coordinate; MADDPG did not converge.
Regret of each of the six agents and the maximum over agents versus training timestep in millions. The maximum rises to about 20 at 20 million steps and then falls to about 11 at 35 million.
Max regret across players over training on Simple World Comm. Regret rises while the cooperative and best-response solvers warm up (one update of each per potential step), then falls as the potential is learned.

Citation

@inproceedings{kalanther2026neppo,
  author       = {Kalanther, Addison and Bharvirkar, Sanika and Sastry, Shankar and Maheshwari, Chinmay},
  title        = {NePPO: Near-Potential Policy Optimization for General-Sum Multi-Agent Reinforcement Learning},
  booktitle    = {Proceedings of the 2026 65th IEEE Conference on Decision and Control (CDC)},
  year         = {2026},
  month        = {Dec},
  organization = {IEEE},
  note         = {To appear}
}