# omapl_offline_multiagent_preference_learning__c1df0c5c.pdf O-MAPL: Offline Multi-agent Preference Learning The Viet Bui 1 Tien Mai 1 Hong Thanh Nguyen 2 Abstract Inferring reward functions from demonstrations is a key challenge in reinforcement learning (RL), particularly in multi-agent RL (MARL), where large joint state-action spaces and complex interagent interactions complicate the task. While prior single-agent studies have explored recovering reward functions and policies from human preferences, similar work in MARL is limited. Existing methods often involve separate stages of supervised reward learning and MARL algorithms, leading to unstable training. In this work, we introduce a novel end-to-end preference-based learning framework for cooperative MARL, leveraging the underlying connection between reward functions and soft Q-functions. Our approach uses a carefully-designed multi-agent value decomposition strategy to improve training efficiency. Extensive experiments on SMAC and MAMu Jo Co benchmarks show that our algorithm outperforms existing methods across various tasks. 1. Introduction Reinforcement learning (RL) has been instrumental in a wide range of decision making tasks, where agents gradually learn to operate effectively through interactions with their environment (Levine et al., 2016; Silver et al., 2017; Kalashnikov et al., 2018; Haydari & Yılmaz, 2020). Typically, when an agent takes an action, it receives feedback in the form of reward signals, enabling it to adjust or revise its action plan (i.e., policy). However, designing an appropriate reward function is a significant challenge in many real-world domains. While essential for training successful RL agents, reward design often requires extensive instrumentation or engineering (Yahya et al., 2017; Schenck & Fox, 2017; Peng et al., 2020; Yu et al., 2020; Zhu et al., 2020). Moreover, such reward functions can be exploited *Equal contribution 1Singapore Management University, Singapore 2University of Oregon Eugene, Oregon, United States. Correspondence to: Tien Mai . Proceedings of the 42 nd International Conference on Machine Learning, Vancouver, Canada. PMLR 267, 2025. Copyright 2025 by the author(s). by RL algorithms, which might find ways to achieve high expected returns by inducing unexpected or undesirable behaviors (Hadfield-Menell et al., 2017; Turner et al., 2020). To address these challenges, many RL studies have relaxed the reward structure by using sparse rewards, where agents receive feedback periodically (Arjona-Medina et al., 2019; Ren et al., 2021; Zhang et al., 2024b). While this reduces the need for dense reward signals, it is often insufficient to train effective agents in complex domains. Alternatively, imitation learning (IL) has been explored, where agents learn to mimic an expert s policy from demonstrations, without explicit reward signals (Ho & Ermon, 2016; Fu et al., 2017; Garg et al., 2021; Mai et al., 2024). However, achieving expert-level performance with IL requires a large amount of expert data, which can be costly and difficult to obtain. A recent promising approach is to train agents using human preference data, a more resource-efficient form of feedback called Reinforcement Learning from Human Feedback (RLHF). This allows agents to learn behaviors aligned with human intentions. RLHF has proven effective in both singleagent control (Christiano et al., 2017; Mukherjee et al., 2024; Lee et al., 2021; Shin et al., 2023; Hejna & Sadigh, 2024) and natural language tasks (Stiennon et al., 2020; Ouyang et al., 2022; Rafailov et al., 2024). However, RLHF in multi-agent environments is still underexplored, as simply extending single-agent methods is insufficient due to the complex interdependencies between agents policies. Only a few recent studies have developed preference-based RL algorithms for multi-agent settings (Kang et al., 2024; Zhang et al., 2024a), typically using a two-phase learning framework: first, preference data trains a reward model, and then the policy is optimized. However, this approach has two main drawbacks: (i) it requires large preference datasets to cover the state and action spaces, and (ii) misalignment between the two phases can degrade policy quality. In this work, we investigate multi-agent preference-based RL (Pb RL), focusing on the offline learning setting where agents do not interact with the environment but instead have access to an offline dataset of pairwise trajectory preferences. Unlike previous studies in multi-agent Pb RL, we propose an end-to-end learning approach that directly trains agents policies from preference data, without relying on an explicit reward model. Our main contributions are as follows: O-MAPL: Offline Multi-agent Preference Learning First, we introduce a new algorithm, O-MAPL (Offline Multi-Agent Preference Learning) for multi-agent Pb RL. OMAPL exploits the inherent relationship between the reward and the soft-Q functions in Max Ent RL (Garg et al., 2021; 2023) to directly learn the soft Q-function from preference data, rather than recovering the reward function explicitly. Once the Q-function is learned, the optimal policy can be derived. This one-phase learning process is carried out under the centralized training with decentralized execution (CTDE) paradigm (Oliehoek et al., 2008; Kraemer & Banerjee, 2016), allowing effective training of local policies. Implementing this end-to-end process within the CTDE framework is far from being trivial. It requires appropriate mixing networks for value factorization to preserve the convexity of the preference-based learning objective and ensure local-global consistency in policy optimality. As a second contribution, we introduce a simple yet effective value factorization method and provide a comprehensive theoretical analysis of the convexity and local-global consistency requirements. This approach enables stable and efficient policy training. Finally, we conduct extensive experiments on two benchmarks, SMAC and MAMu Jo Co, using preference data generated by both rule-based and large language model approaches. The results show that our O-MAPL consistently outperforms existing methods across various tasks. 2. Related Work Offline multi-agent reinforcement learning (MARL). Our work is related to offline MARL, relying solely on offline data to learn policies without direct interaction with the environment. Unlike standard offline MARL, we consider data only showing pairwise trajectory preferences (without rewards). Like offline MARL, it faces challenges such as distributional shift and complex interactions in large joint state and action spaces. Many existing MARL methods use the CTDE framework (Oliehoek et al., 2008; Kraemer & Banerjee, 2016), enabling efficient learning while allowing independent operation of agents. Regularization techniques are also applied to mitigate distributional shift (Yang et al., 2021; Pan et al., 2022; Shao et al., 2024; Wang et al., 2022). For example, some works extend CQL (Kumar et al., 2020), a well-known single-agent offline RL algorithm, to multiagent settings (Pan et al., 2022; Shao et al., 2024). Others adopt the popular DICE framework, which regulates policies in the occupancy space to address out-of-distribution (OOD) issues in both competitive and cooperative settings (Matsunaga et al., 2023; Bui et al., 2025). Additionally, (Wang et al., 2022) explore a policy constraint framework to tackle OOD problems. Some studies apply sequence modeling techniques to solve offline MARL using supervised learning approaches (Meng et al., 2023; Tseng et al., 2022). Preference-based reinforcement learning (Pb RL). Early works developed general frameworks using linear approximations or Bayesian models to incorporate human feedback on policies, trajectories, and state/action pairwise comparisons into policy learning (F urnkranz et al., 2012; Akrour et al., 2012; 2011; Wilson et al., 2012). Recent studies have shown the effectiveness of training deep neural networks in complex domains with thousands of preference queries, typically following a two-phase approach: first, supervised learning to train a reward model, then RL to optimize the policy. For example, (Christiano et al., 2017) uses the Bradley-Terry model for pairwise preferences and methods like A2C (Mnih, 2016) to refine the policy. Subsequent studies have expanded this framework to scenarios like preference elicitation (Mukherjee et al., 2024; Lee et al., 2021), few-shot learning (Hejna III & Sadigh, 2023), data and preference augmentation (Ibarz et al., 2018; Zhang et al., 2023), list-wise learning (Choi et al., 2024), hindsight preference learning (Gao et al., 2024), and Transformer-based learning (Kim et al., 2023). Training reward models aligned with human preferences can be costly, requiring large volumes of preference data, especially in complex domains. This has led to a shift towards end-to-end frameworks that directly learn optimal policies from preference data, bypassing explicit reward models. For example, (Hejna et al., 2023) and (An et al., 2023) use contrastive learning to eliminate reward modeling, while (Kang et al., 2023) employs information matching to learn optimal policies in one step. In (Hejna & Sadigh, 2024), the IPL algorithm learns a Q-function directly from expert preferences, instead of modeling the reward function. While preference-based RL is well-explored in single-agent settings, research in multi-agent settings remains limited due to the complexity of agent interactions and large joint state-action spaces. Only a few studies have extended the two-phase preference-based framework to multi-agent settings (Kang et al., 2024; Zhang et al., 2024a). Building on IPL s success in single-agent settings (Hejna & Sadigh, 2024), we leverage the reward-Q-function relationship to avoid explicit reward modeling. Adapting this to multiagent environments is challenging, requiring careful design of mixing networks within the CTDE framework and a thorough theoretical analysis of the preference-based learning objective s convexity and global-local policy consistency. 3. Background Multi-agent Reinforcement Learning. We focus on cooperative MARL, modeled as a multi-agent Partially Observable Markov Decision Process (POMDP) defined by M = S, A, P, r, Z, O, n, N, γ where n is the number of O-MAPL: Offline Multi-agent Preference Learning agents, and N = {1, . . . , n} is the set of agents. The true state of the environment is denoted by s S, and the joint action space is given by A = Q i N Ai, where Ai is the set of actions for agent i N. At each time step, every agent i N selects an action ai Ai, resulting in a joint action a = (a1, a2, . . . , an) A. The transition dynamics are described by P(s |s, a) : S A S [0, 1], which is the probability of moving to the next state s given the current state s and joint action a. The discount factor γ [0, 1) determines the relative importance of future rewards. In partial observability settings, each agent receives a local observation oi Oi based on the function Zi(s) : S Oi, and the joint observation is denoted by o = (o1, o2, . . . , on). In cooperative MARL, agents share a global reward function r(s, a) : S A R. The objective is to learn a joint policy πtot = {π1, . . . , πn} that maximizes the expected discounted cumulative rewards E(o,a) πtot [P t=0 γtr(st, at)]. In offline settings, a dataset D is pre-collected by sampling from a behavior policy µtot = {µ1, . . . , µn}. Policy learning is then carried out using this dataset D only. Max Ent Reinforcement Learning. Standard RL optimizes a policy that maximizes the expected discounted cumulative rewards Eπtot [P t=0 γtr(st, at)]1, where (st, at) are sampled at each time step t from the trajectory distribution induced by the joint policy πtot. In a generalized Max Ent RL, the standard reward objective is augmented with a KL-divergence term between the joint policy and a behavior µtot that generates the offline dataset, as follows: t=0 γt r(st, at) β log πtot(at|st) µtot(at|st) where β is the regularization parameter. Setting µtot to the uniform distribution reduces this to the standard Max Ent RL objective. The regularization term enforces a conservative KL constraint, keeping the learned policy close to the behavior policy and addressing offline RL s out-of-distribution challenges (Haarnoja et al., 2018; Neu et al., 2017). In the above Max Ent framework, the soft-Bellman operator B : RS A RS A is defined as (B r Qtot)(s, a) = r(s, a)+γEs P ( |s,a)Vtot(s ), where Qtot is the soft-global Q function and Vtot is the optimal soft-global-value function computed as a log-sum-exp of Qtot, as follows: Vtot(s) = β log h X a µtot( |s) µtot(a|s) exp Qtot(s, a) The Bellman equation (B r Qtot) = Qtot will yield a unique optimal global Q-function Q tot and the corresponding optimal policy is given by (Haarnoja et al., 2018): π tot(a|s) = µtot(a|s) exp Q tot(s, a) V tot(s) β 1We adapt the formulas from single-agent Max Ent RL to the multi-agent setting, ensuring consistency in notation. where V tot is the log-sum-exp of Q tot. Moreover, by rearranging the Bellman equation, we get the so-called inverse soft Bellman-operator, formulated as follows: (T Qtot)(s, a) = Qtot(s, a) γEs P ( |s,a)Vtot(s ) An important observation here is the one-to-one mapping between any Qtot and r(s, a), i.e., r(s, a) = (T Qtot)(s, a). This property has been extensively utilized in inverse RL (Garg et al., 2021; Hejna & Sadigh, 2024; Bui et al., 2024). The key idea is that, rather than explicitly recovering a reward function, the unique mapping enables the reformulation of reward learning as a Q-learning problem. This approach improves stability and can directly recover the optimal policy from the learned Q-function using (1). Note that, in POMDP scenarios, the global state s is not directly accessible during training and is instead represented by the joint observations o from the agents. For notational convenience, we use the global state s in our formulation; however, in practice, it corresponds to the joint observation Z(s). Specifically, terms like πtot(s, a) and Qtot(s, a) actually refer to µtot(o, a) and Qtot(o, a), where o = Z(s). 4. Multi-agent Preference-based RL (Pb RL) 4.1. Preference-based Inverse Q-learning Following prior works (Christiano et al., 2017; Lee et al., 2021; Kang et al., 2024), we assume access to pairwise preference data. The data, collected from humans (or experts), consists of pairs of trajectories (σ1, σ2), where σ1 is preferred over σ2. Each trajectory σ is a sequence of joint (state, action) pairs: σ = {(s1, a1), . . . , (s K, a K)}. Let P denote the preference dataset, comprising several pairwise comparisons (σ1, σ2). The goal of Pb RL is to recover the underlying reward function and expert policies from P. A common approach in Pb RL is to model the expert s preferences using the simple and intuitive Bradley-Terry model (Bradley & Terry, 1952), which computes the probability of the expert preferring σ1 over σ2 (denoted as σ1 σ2) as: P(σ1 σ2) = e P (s,a) σ1 r E(s,a) (s,a) σ1 r E(s,a) + e P (s,a) σ2 r E(s,a) where r E(s, a) is the reward function of the expert. Using this model, a direct approach to recovering the expert reward function r E involves maximizing the likelihood of the preference data P, which can be formulated as follows: maxr E L(r E|P) = maxr E X (σ1,σ2) P ln P(σ1 σ2) Once the expert rewards r E are recovered, a policy can be learned by training a MARL algorithm. This method is referred to as a two-phase approach, where the reward learning and policy optimization are performed separately. O-MAPL: Offline Multi-agent Preference Learning The Max Ent RL framework discussed above provides an alternative approach to integrate reward and policy recovery into a single learning process. This is achieved by leveraging the unique mapping between a reward function and a Qfunction. Multi-agent Pb RL is thereby transformed into the Q-space, where the preference probability over a trajectory pair (σ1, σ2) can be computed as follows: P(σ1 σ2|Qtot) = e P σ1(T Qtot)(s,a) σ1(T Qtot)(s,a) + e P σ2(T Qtot)(s,a) After solving the maximum likelihood problem, the derived Qtot and Vtot can be used directly to recover a policy via the soft policy formula (1), eliminating the need for an additional MARL algorithm. This unified, single-phase approach integrates reward and policy learning, streamlining the process. It enhances training stability and consistency by reducing discrepancies that arise from separate reward and policy learning. This approach also mitigates issues like error propagation and misalignment between the reward function and policy optimization. Training in the Q-space has been shown to outperform training in the reward space. 4.2. Value Factorization The training objective in the Q-space can be formulated as: max Qtot L(Qtot|P) = max Qtot (σ1,σ2) P ln P(σ1 σ2|Qtot) While this objective works in single-agent settings, applying it to multi-agent scenarios is challenging due to the large state and action spaces. To address this, we apply value factorization in the CTDE framework. However, solving Pb RL under CTDE is complex, as the objective involves several components tied to Qtot and Vtot. Thus, a carefully designed value factorization method is needed to ensure consistency between global and local policies. To address these challenges, we propose a value factorization method, specifically designed to ensure scalability in multi-agent environments while preserving the alignment between global and local objectives, thereby enabling stable and effective learning. Our approach involves factorizing the global value functions Qtot and Vtot into local functions using a mixing network architecture. Specifically, let q(s, a) = {q1(s1, a1), . . . , qn(sn, an)} be a set of local Qfunctions, and v(s) = {v1(s1), . . . , vn(sn)} represent a set of local V-functions. To enable centralized learning, we introduce a mixing network Mw, parameterized by learnable weights w, which combines the local functions q and v to construct the global value functions Qtot and Vtot as follows: Qtot(s, a) = Mw[q(s, a)]; Vtot(s) = Mw[v(s)]. For notational simplicity, let us define: Rw[q, v](s, a) = Qtot(s, a) γEs P ( |s,a)Vtot(s ) = Mw[q(s, a)] γEs P ( |s,a)Mw[v(s )] The mixing function Mw can be either a linear combination (single-layer) or a nonlinear combination (e.g., a two-layer network with Re LU activation). Our work uses the simple linear structure, which has two key advantages over the nonlinear approach. First, a two-layer structure often causes over-fitting and poor performance, especially in offline settings with limited data (Bui et al., 2025). Second, the linear structure ensures convexity in the learning objectives within the Q-space, leading to stable optimization and consistent training benefits not present under a two-layer mixing network structure. Overall, the training objective function, under the described mixing architecture, can be now expressed as follows: L(q, v, w) = X (s,a) σ1 Rw[q, v](s, a) σ1 Rw[q,v](s,a) + e P σ2 Rw[q,v](s,a) + ϕ(Rw[q, v](s, a)) where ϕ( ) is a concave regularization function used to prevent unbounded reward functions. In our experiments we choose a χ2regularizer of the form ϕ(x) = 1 2x2 + x, which is also a commonly used regularizer in prior works. It is important to note that Qtot and Vtot must satisfy the Bellman operator, meaning that Vtot needs to be the log-sumexp of Qtot. To achieve this, we train Mw[v(s)] (or Vtot) to approximate the log-sum-exp formulation: Vtot(s) = β log X a A µtot(a|s)e Qtot(s,a)/β , However, this can become computationally impractical in certain scenarios, such as environments with continuous action spaces. To address this, Extreme Q-Learning (XQL) (Garg et al., 2023) provides an efficient method to update the V -function. Specifically, we define the extreme-V loss objective under our mixing framework as follows: J (v) = E(s,a) µtot h e Mw[q(s,a)] Mw[v(s)] E(s,a) µtot h Mw[q(s, a)] Mw[v(s)] Minimizing J (v) over v ensures that Mw[v(s)] converges to the log-sum-exp value (Garg et al., 2023): Mw[v(s)] = β log X a A µtot(a|s)e Mw[q(s,a)]/β . Following this approach, training the local functions q and v can proceed through the following alternating updates: Update q, w: Maximize L(q, v, w), the likelihood objective for preference learning. Update v: Minimize the extreme-V loss J (v) to enforce consistency with the log-sum-exp equation. O-MAPL: Offline Multi-agent Preference Learning The following proposition shows that the learning objective functions under our mixing architectures possess appealing properties, which contribute to stable and robust training. Proposition 4.1 (Convexity). The loss L(q, v, w) is concave in q and w (the parameters of the mixing networks), while the extreme-V loss function J (v) is convex in v. Given that the objective is to maximize the likelihood function L(q, v, w) and minimize the extreme-V function J (v), the concavity of L in q and w, and the convexity of J in v, guarantees unique convergence (theoretically) within the q and v spaces, ensures a stable training process in practice. It is important to note that convexity is guaranteed only under single-layer mixing structures, where Mw[ ] is linear in its inputs. This result is formalized below: Proposition 4.2 (Non-convexity under two-layer mixing networks). If the mixing networks Mw[q] and Mw[v] are twolayer (or multi-layer) feed-forward networks, the preferencebased loss function L(q, v, w) is no longer concave in q or w, and the extreme-V loss function J (v) is not convex in v. While two-layer feed-forward mixing networks have been employed in several prior online MARL works, single-layer mixing networks (i.e., linear combinations) have been favored in recent offline MARL works (Wang et al., 2022; Bui et al., 2025). It was demonstrated that using a twolayer network can lead to over-fitting issues, resulting in worse performance compared to their single-layer counterparts (Bui et al., 2025). The results in Prop. 4.2 further suggest that, in offline preference-based learning, a singlelayer setup is more efficient and better suited to achieve robust and stable performance. 4.3. Local Policy Extraction Simple local-value-based extraction approach. Globally optimal policies can be extracted from Qtot and Vtot based on (1). For decentralized execution, local policies can be derived from local values similarly (Wang et al., 2022): π i (ai|si) = µi(ai|si) exp wq i qi(si, ai) wv i vi(si) β where wq i and wv i are the weights of the mixing function Mw[q] and Mw[v], and µi( ) are the local behavior policies. Assuming the behavior policy is decomposable into local components, i.e., µtot(a|s) = Q i µi(ai|si), this policy extraction method guarantees global-local consistency (GLC) ensuring alignment between the optimal global and local policies such that π tot(a|s) = Q i π i (ai|si). This approach has been used in prior work but has notable limitations. First, GLC holds only with a linear mixing structure; a two-layer feed-forward network breaks this property. Second, policies recovered from (2) may not be feasible, as the sum of π i (ai|si) over all ai might not equal one. To ensure feasibility, normalization is required, but it disrupts the GLC principle, breaking consistency between global and local policies. Also, the local functions vi and qi may not satisfy the local Bellman equality (i.e., vi is not guaranteed to be the log-sum-exp of qi), causing the soft policy formula to misalign with Max Ent RL principles at the local level. Our weighted behavior cloning approach. We propose an alternative approach that offers several advantages over the previous method. Our policy extraction is based on BC, a technique commonly used in offline RL algorithms (Garg et al., 2023; Bui et al., 2025). This approach preserves the GLC property and ensures that the extracted local policies are valid, even with nonlinear mixing structures. In general, the global policy can be extracted by solving the following weighted behavior cloning (WBC) problem: max πtot Πtot Es,a µtot h e Qtot(s,a) Vtot(s) β log πtot(a|s) i , (3) where Πtot represents the feasible set of global policies. Here, we assume that Πtot contains decomposable global policies, i.e., Πtot = {πtot | πi, i N, such that πtot(a|s) = Q i N πi(ai|si)}. In other words, Πtot consists of global policies that can be expressed as a product of local policies. This decomposability is highly useful for decentralized learning and has been widely adopted in multi-agent reinforcement learning (MARL) (Wang et al., 2022; Bui et al., 2024; Zhang et al., 2021). While solving (3) can explicitly recover an optimal global policy and is practical via sampling (s, a) from the data, it does not support the learning of local policies, which is essential under the CTDE principle. To address this, we propose solving the following local WBC problem: n Es,a µtot h e Qtot(s,a) Vtot(s) β log πi(ai|si) io (4) The local WBC approach has several key advantages. First, the weighting term e Qtot(s,a) Vtot(s) β directly influences local policy optimization and is computed from global observations and actions. This ensures local policies are optimized with global information, maintaining consistency in cooperative multi-agent systems. Furthermore, as shown in Theorem 4.3, optimizing local policies via WBC always results in valid policies that align with the global WBC objective, preserving global-local consistency (GLC). Importantly, these benefits hold regardless of the mixing structure (e.g., 1-layer or 2-layer networks), offering significant advantages over the local-value-extraction method. Theorem 4.3 (Global-Local Consistency (GLC)). Let π i be the optimal solution to the local WBC problem in (4). Then, the global policy π tot, defined as π tot(s, a) = Q i π i (ai|si), is also optimal for the global WBC problem in (3). O-MAPL: Offline Multi-agent Preference Learning We next formally express the relationship between recovered local policies and value functions. We assume that the behavior policy is decomposable, i.e., µtot(a|a) = Q i µi(ai|si), and the mixing structures are defined as Mw[q(s, a)] = P i wq i qi(si, ai) + bq and Mw[v(s)] = P i wv i vi(si) + bv. This relationship is formalized in the following theorem: Theorem 4.4. Let π i be optimal to the local WBC, then the following equality holds for all si Si, ai Ai: π i (ai|si) = η(si) (si)µi(ai|si)e wq i qi(si,ai) wv i vi(si) β (5) where η(si)/ (si) are correction terms.2 Theorem 4.4 highlights key aspects of our approach. First, as seen in (2), directly computing local policies from the local value functions qi and vi alone may yield invalid policies that don t form proper probability distributions. The term η(si)/ (si) in (9) acts as a correction factor, normalizing the policies to ensure P ai π i (ai|si) = 1. Furthermore, the proof of Theorem 4.4 shows that both η(si)/ (si) and the local policy π i (ai|si) depend on the value functions of other agents. This dependency supports the principle of credit assignment in cooperative MARL, ensuring each agent s policy accounts for the actions and rewards of others. Additionally, while Vtot is the log-sum-exp of Qtot, this might not be the case for the local vi and qi functions. The following proposition demonstrates that vi can indeed be expressed as a log-sum-exp of qi, along with an additional term that depends on the local functions of other agents. Proposition 4.5. Each local value vi can be expressed as a (modified) log-sum-exp of the local Q-function qi: ai µi( |si) e wq i β qi(si,ai) + β wv i log η(si) Prop. 4.5 indicates that vi(si) is also determined by a logsum-exp of qi(si, ai) with an additional term log η(si) 5. Practical Algorithm In the context of POMDPs, we do not have direct access to the global states. To better reflect the practical aspects, we change the notation of global states used previously to global observations. For example, the local value function is now defined as a function of local observations, vi(oi). We construct a local Q-value network qi(oi, ai|ψq) and a local value network vi(oi|ψv), where ψq and ψv are learnable parameters. The global Q and V functions are then aggregated using two mixing networks with a shared set of learnable parameters θ, formulated as follows: Vtot(o) = Mθ[v(o|ψv)]; Qtot(o, a) = Mθ[q(o, a|ψq)], 2Detailed formulations of these terms are in Appendix A.4. Algorithm 1 O-MAPL 1: Input: Parameters θ, ψq, ψv, ωi. Offline data P. 2: Output: Local optimized polices πi. 3: for a certain number of training steps do 4: Update ψq and θ to maximize L(ψq, ψv, θ) 5: Update ψv to minimize the Extreme-V J(ψv) 6: Update ωi to maximize the local WBC loss Ψ(ωi) 7: end for 8: Return πi(ai|oi; ωi), i = 1, ..., n where Mθ[ ] is a linear combination (or a one-layer mixing network) of its inputs with non-negative weights: Mθ[v(o|ψv)] = v(o|ψv) W o θ + bo θ (6) Mθ[q(o, a|ψq)] = q(o, a|ψq) W o,a θ + bo,a θ , (7) Here, W o θ , bo θ, W o,a θ , bo,a θ are the weights of the mixing networks, modeled as hyper-networks that take the global observation o, joint action a, and the learnable parameters θ as inputs. In this setup, we employ the same mixing network Mθ to combine both the local V and Q functions, ensuring consistency and scalability in the aggregation process. The practical training objective function for the local Q functions can be calculated as: L(ψq, ψv, θ) = X (o,a,o ) σ1 R(o, a, o ) σ1R(o,a,o )+ e P σ2R(o,a,o ) + X Pϕ(R(o, a, o )) where R(o, a) = Mθ[q(o, a|ψq)] γMθ[v(o |ψv)]. Moreover, the extreme-V can be practically estimated as: J (ψv) = E(o,a) P h e Mθ[q(o,a|ψq)] Mθ[v(o|ψv)] E(o,a) P h Mθ[q(o, a|ψq)] Mθ[v(o|ψv)] For the policy extraction, let πi(ai|oi; ωi) be a local policy network for each agent i, where ω are learnable parameters. We update the local policies using the following local WBC: Mθ[q(o,a|ψq)] Mθ[v(o|ψv)] β log πi(oi|si; ωi) i The outline of our O-MAPL is shown in Algorithm 1. 6. Experiments We evaluate the performance of our O-MAPL in different complex MARL environments, including: multiagent Star Craft II (i.e., SMACv1 (Samvelyan et al., 2019), SMACv2 (Ellis et al., 2022)) and multi-agent Mujoco (de Witt et al., 2020a) benchmarks. Detailed descriptions of these benchmarks are in the appendix. O-MAPL: Offline Multi-agent Preference Learning Rule-based LLM-based BC IIPL IPL-VDN SL-MARL O-MAPL BC IIPL IPL-VDN SL-MARL O-MAPL (ours) (ours) 2c vs 64zg 59.6 25.0 60.4 24.7 71.1 22.0 63.5 24.0 74.4 24.7 65.6 24.6 60.2 25.9 77.0 21.3 65.2 21.2 79.5 19.6 5m vs 6m 16.8 18.0 14.3 17.0 16.8 18.0 16.0 18.9 19.3 19.6 18.2 18.4 15.0 17.5 18.0 19.2 17.4 19.4 20.7 20.5 6h vs 8z 0.6 3.8 0.2 2.2 2.5 7.6 1.6 6.8 4.5 11.0 0.8 4.3 0.4 3.1 3.5 9.2 3.7 8.9 6.1 11.2 corridor 89.3 15.5 89.8 15.4 93.9 11.6 49.0 22.8 93.2 13.5 89.6 15.5 90.6 13.6 94.5 12.5 57.6 22.2 94.5 11.2 5 vs 5 38.1 24.2 31.4 25.2 54.5 25.9 49.0 28.2 54.3 24.2 48.4 25.9 41.0 24.2 58.8 24.5 54.3 24.0 61.5 24.8 10 vs 10 38.7 24.2 28.5 21.8 47.9 27.2 40.6 23.2 53.7 23.6 46.3 24.0 41.0 24.4 57.0 23.4 52.5 22.1 61.1 24.8 10 vs 11 12.7 17.4 12.5 16.5 22.3 21.0 18.6 18.8 30.7 19.8 22.7 22.2 15.6 15.9 27.3 24.7 20.9 20.9 34.4 24.8 20 vs 20 39.8 24.9 35.4 21.5 57.0 24.8 38.7 23.1 59.8 23.2 48.4 25.3 43.6 23.6 61.5 22.1 51.8 25.0 64.5 23.5 20 vs 23 15.2 18.5 9.0 14.2 22.7 21.7 11.1 14.6 23.4 19.2 18.0 17.4 9.4 14.7 23.4 21.4 12.1 15.9 26.4 20.8 5 vs 5 27.5 24.0 26.2 19.5 36.3 24.8 34.2 23.4 39.5 24.7 31.1 22.9 34.8 23.0 41.0 23.7 36.7 24.8 43.0 23.0 10 vs 10 23.8 20.5 21.1 20.8 25.8 19.7 23.2 19.6 28.3 20.6 25.8 20.9 24.2 21.6 32.0 24.4 28.9 24.7 33.2 23.4 10 vs 11 10.2 15.4 7.2 13.3 18.2 19.4 11.3 15.3 18.2 18.7 11.7 17.4 10.4 15.2 17.8 17.7 16.4 17.8 21.3 20.3 20 vs 20 13.1 17.1 11.9 18.2 21.5 20.4 8.8 13.5 23.0 22.4 14.5 17.3 13.7 17.4 21.1 20.4 17.2 16.8 24.4 23.1 20 vs 23 3.9 10.6 4.1 10.3 5.7 11.4 2.3 7.3 7.2 12.9 6.4 12.2 3.5 9.2 7.2 12.6 4.7 10.2 8.6 14.8 5 vs 5 23.4 21.1 23.6 21.0 31.1 20.4 33.0 22.5 35.2 25.7 31.1 22.3 26.0 22.2 34.8 23.6 35.0 23.2 40.8 21.6 10 vs 10 25.8 21.6 25.8 22.5 32.2 24.6 30.7 24.0 34.8 22.1 31.4 21.9 31.1 24.8 35.5 23.9 33.0 25.0 37.9 24.0 10 vs 11 19.3 20.1 12.9 17.4 22.5 20.5 19.3 18.0 23.4 21.1 20.1 18.2 18.6 20.6 22.7 18.3 23.0 21.1 26.0 23.0 20 vs 20 19.9 21.0 11.1 16.2 22.5 21.4 5.7 10.9 24.8 20.8 22.9 21.7 16.0 17.3 27.3 22.0 16.4 18.1 31.1 24.6 20 vs 23 13.1 17.7 7.8 12.8 12.5 15.3 7.6 13.1 18.8 18.5 15.8 18.5 10.4 15.2 16.4 19.9 13.7 17.4 16.0 19.4 Table 1: Win rate comparison (in percentage) for SMACv1 (first 4 tasks) & SMACv2. Methods Hopper-v2 Ant-v2 Half Cheetah-v2 BC 808.1 39.1 1303.9 122.0 4119.9 350.7 IIPL 782.0 81.5 1312.0 155.6 4028.8 430.0 IPL-VDN 846.6 65.4 1376.1 142.0 4287.5 273.1 SL-MARL 890.0 88.7 1334.1 150.9 4233.9 303.1 O-MAPL 1114.4 154.1 1406.4 163.7 4382.0 189.7 Table 2: Return comparisons on Ma Mujoco tasks BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 4.5k Hopper-v2 Ant-v2 Half Cheetah-v2 Figure 2: Evaluation curves (in returns) on Ma Mujoco tasks Dataset. There are no human-labeled preference datasets for MARL, so we create datasets for each task using two methods: (i) Rule-based method followed by IPL (Hejna & Sadigh, 2024), we sample trajectory pairs from offline datasets of varying quality (e.g., poor, medium, expert) and assign binary preference labels based on dataset quality; and (ii) LLM-based method followed by DPM (Kang et al., 2024), we sample pairs from offline datasets and use GPT4o to annotate labels with prompts constructed from the global state of each trajectory (details in the appendix). Specifically, we used offline datasets of varying quality from OMIGA (Wang et al., 2022) and Coma DICE (Bui et al., 2025), sampling one thousand pairs for Ma Mujoco tasks and two thousand pairs for SMAC tasks. For Ma Mujoco, we selected medium-replay , medium , and expert instances, while for SMACv1, we chose poor , medium , and good instances. Note that Coma DICE only provides a medium dataset for SMACv2, therefore, we generated new poor and expert datasets for SMACv2. Additionally, LLMbased prompts require detailed information from trajectory states (e.g., SMAC: remaining health points, shields, relative positions, cooldown time, agent types, action meanings), which we cannot extract from Ma Mujoco states. Therefore, we have no LLM-based dataset for Ma Mujoco tasks. Baselines. We consider the following baselines for our evaluations: (i) Behavioral Cloning (BC) trains a policy by directly imitating all prefered trajectories in the dataset P; (ii) Independent IPL (IIPL) is a straightforward extension of the IPL approach (Hejna & Sadigh, 2024) to multi-agent learning, where the single-agent IPL algorithm is applied independently to each agent; (iii) Supervised Learning MARL (SL-MARL) is a two-phase approach where we first learn the reward function and then use it to train a policy with OMIGA (Wang et al., 2022), a state-of-the-art MARL algorithm, serving as the offline counterpart of the twophase approach in (Kang et al., 2024); and (iv) IPL-VDN, which is similar to our algorithm but without the mixing networks, instead employing the standard VDN approach (Sunehag et al., 2017) to aggregate local Q and V functions O-MAPL: Offline Multi-agent Preference Learning BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 Protoss Terran Zerg 5_vs_5 10_vs_10 10_vs_11 20_vs_20 20_vs_23 Figure 1: Evaluation curves (in win rates) of our O-MAPL for SMACv2 with rule-based preference data. via a simple linear combination with unit weights. Results. Overall, our experimental results demonstrate the effectiveness of O-MAPL in both continuous and discrete multi-agent reinforcement learning environments. In the following, we highlight some of our main results. Due to limited space, all remaining results are in our appendix. Table 1 and 2 provide a detailed comparison of win rates for SMACv1 and SMACv2 tasks and of returns for Ma Mujoco. O-MAPL achieves the highest win rates/returns across most tasks, outperforming all baseline methods. For example, in the 2c vs 64zg task, O-MAPL achieves a win rate of 74.4%, significantly surpassing other methods. In corridor, O-MAPL achieves a win rate of 93.2%, showcasing its ability to handle structured navigation tasks effectively. Furthermore, Table 1 demonstrates that our algorithm, OMAPL, achieves higher win rates in most SMAC tasks when using LLM-generated data than when using the ruled-based generated data. This finding highlights the potential of leveraging LLMs for rich and cost-effective data generation, substantially improving environment understanding and policy learning in complex multi-agent tasks. Finally, we present evaluation curves for both SMACv2 (Figure 1) and Ma Mujoco tasks (Figure 2). The results show that O-MAPL consistently and significantly outperforms other baselines throughout the training process. Our algorithm converges faster, achieving high win rates and returns at earlier training stages across most tasks. This demonstrates the effectiveness of our multi-agent end-to-end preference learning approach, supported by a systematic and carefully designed value decomposition. Additional details on dataset generation, hype-parameters, and detailed returns and win rates for all tasks can be found in the appendix. 7. Conclusion Summary. We explored preference-based learning in multi-agent environments, proposing a novel end-to-end method based on the Max Ent RL framework that eliminates the need for explicit reward modeling. To facilitate efficient training, we developed a new value factorization approach that learns the global preference-based loss function by updating local value functions. Key properties, including global-local consistency and convexity, were thoroughly examined. Extensive experiments on both rule-based and LLM-based datasets show that our algorithm outperforms existing methods across multiple benchmark tasks in the MAMu Jo Co and SMAC environments. Limitations and Future Work. The strong performance of LLM-based preference data suggests that leveraging LLMs, coupled with a systematic value factorization approach, can be highly effective for training policies in complex multi-agent environments. This opens promising avenues for using LLMs to enhance both environment understanding and policy learning. However, our work has some limitations that need further exploration. For example, we primarily focus on cooperative learning, while more challenging mixed cooperative-competitive environments would require different methodologies. Additionally, our method still depends on a large number of preference-based demonstrations for optimal policy learning. Although LLMs can quickly generate extensive demonstrations, improving sample efficiency remains a key challenge, particularly when data must be collected from real human feedback. O-MAPL: Offline Multi-agent Preference Learning Acknowledgment This work is supported by the Lee Kong Chian Fellowship awarded to Tien Mai. Impact Statement This paper presents work whose goal is to advance the field of Machine Learning, in particular multi-agent reinforcement learning. 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Proof of Proposition 4.1 Proposition 4.1: The preference-based loss function L(q, v, w) is concave in q and w (the parameters of the mixing networks), while the extreme-V loss function J (v) is convex in v. Proof. We first recall that the preference-based loss function has the following form: L(q, v, w) = X (s,a) σ1 Rw[q, v](s, a) log e P σ1 Rw[q,v](s,a) + e P σ2 Rw[q,v](s,a) + ϕ(Rw[q, v](s, a)). We observe that under the assumption that the mixing networks are linear in their inputs, the function Rw[q, v](s, a) is linear in q(s, a) and θ. This implies that for any α [0, 1] and for any two vectors of local Q values q1, q2, we have: αRw[q1, v](s, a) + (1 α)Rw[q2, v](s, a) = Rw[αq1 + (1 α)q2, v](s, a). Now consider the term ϕ(Rw[q, v](s, a)). Since ϕ is concave, we have the following inequality for any α (0, 1) and two vectors q1, q2: αϕ(Rw[q1, v](s, a)) + (1 α)ϕ(Rw[q2, v](s, a)) ϕ αRw[q1, v](s, a) + (1 α)Rw[q2, v](s, a) ϕ Rw[αq1 + (1 α)q2, v](s, a) , (8) which implies the concavity of ϕ(Rw[q, v](s, a)) in q. For the term log e P σ1 Rw[q,v](s,a) + e P σ2 Rw[q,v](s,a) , we note the following. First: σ Rw[q1, v](s, a) + (1 α) X σ Rw[q2, v](s, a) = X σ Rw[αq1 + (1 α)q2, v](s, a), for any trajectory σ. Moreover, since the log-sum-exp function log(et1 + et2) is convex in (t1, t2), we also have the following inequalities for any α (0, 1) and two vectors q1, q2: σ1 Rw[q1,v](s,a) + e P σ2 Rw[q1,v](s,a) + (1 α) log e P σ1 Rw[q2,v](s,a) + e P σ2 Rw[q2,v](s,a) σ1 Rw[q1,v](s,a)+(1 α) P σ1 Rw[q2,v](s,a) + eα P σ2 Rw[q1,v](s,a)+(1 α) P σ2 Rw[q2,v](s,a) = log e Rw[αq1+(1 α)q2,v](s,a) + e Rw[αq1+(1 α)q2,v](s,a) , which implies that log e P σ1 Rw[q,v](s,a) + e P σ2 Rw[q,v](s,a) is convex in q. Putting all the above together, we see that L(q, v, w) is concave in q. Finally, since the mixing networks are linear in q and w, a similar argument shows that L(q, v, w) is also concave in w. For the convexity of the extreme-V function J (v), we rewrite the function as: J (v) = E(s,a) µtot h e Mw[q(s,a)] Mw[v(s)] β i E(s,a) µtot Mw[q(s, a)] Mw[v(s)] Since the mixing network Mw[v] is linear in v, we can see that the term E(s,a) µtot Mw[q(s, a)] Mw[v(s)] is also linear in v. Moreover, the exponential function ex is always convex in x. Thus, in a similar way as shown above, we can prove that Mw[q(s,a)] Mw[v(s)] β is convex in v. All these observations imply that J (v) is convex in v, as desired. O-MAPL: Offline Multi-agent Preference Learning A.2. Proof of Proposition 4.2 Proposition 4.1: If the mixing networks Mw[q] and Mw[v] are two-layer (or multi-layer) feed-forward networks, the preference-based loss function L(q, v, w) is no longer concave in q or w, and the extreme-V loss function J (v) is not convex in v. Proof. Following standard settings in value factorization, a 2-layer mixing network is typically constructed with nonnegative weights and convex activations (e.g., Re LU). Under this setting, according to (Bui et al., 2024), Mw[q] and Mw[v] are convex in q and v, respectively. From this observation, we first recall the preference-based loss function: L(q, v, w) = X (s,a) σ1 Rw[q, v](s, a) log e P σ1 Rw[q,v](s,a) + e P σ2 Rw[q,v](s,a) + ϕ(Rw[q, v](s, a)). It can be seen that the first term of L(q, v, w) involves Rw[q, v](s, a), which can be written as: Rw[q, v](s, a) = Mw[q(s, a)] γEs [Mw[v(s )]] . Since Mw[q(s, a)] is convex in q, the first term of L(q, v, w) is convex in q, which generally implies that this function is not concave in q. In a similar way, since the the mixing function Mw[q(s, a)] is also convex in w, implying that L(q, v, w) is also not concave in w. To prove the non-convexity of the Extreme-V function J(v), we recall that: J (v) = E(s,a) µtot h e Mw[q(s,a)] Mw[v(s)] β i E(s,a) µtot Mw[q(s, a)] Mw[v(s)] We will find a counterexample to show that J(v) is not convex under a 2-layer mixing network. For simplicity, since Mw[q] is fixed in J(v), we select Mw[q](s, a) = 0. We then create a simple example where there is only one agent (i.e., v(s) = {v1(s1)}), and the mixing network Mw[v] takes a one-dimensional input with a Re LU activation (a commonly used activation function in the context). Specifically, we can write Mw[v] as: ( v1(s1) if v1(s1) > 0, ev1(s1) 1 if v1(s1) 0. Then, for a given pair (s, a), the corresponding term in J(v) associated with (s, a) can be written as: e1 ev1 + (ev1 1). Here, for simplicity, we select β = 1, omit the notation s1 in the function v1(s1), and only consider the case where v1 0. We see that the function f(t) = e1 et + (et 1) is not convex for t 0 (see the plot of this function in Figure 3). A.3. Proof of Theorem 4.3 Theorem 4.3: Let π i be the optimal solution to the local WBC problem in (4). Then, the global policy π tot, defined as π tot(s, a) = Q i π i (ai|si), is also optimal for the global WBC problem in (3). In other words, the local WBC approach yields local policies that are consistent with the desired globally optimal policy. Proof. For notational simplicity, let G(πtot) be the objective function of the global WBC problem: G(πtot) = Es,a µtot h e Qtot(s,a) Vtot(s) β log πtot(a|s) i . O-MAPL: Offline Multi-agent Preference Learning Figure 3: Plot of the function f(t) = e1 et + et 1. Since we are seeking a decomposable policy πtot(a|s) = Q i N πi(ai|si), we have, for any πtot Πtot such that πtot = Q G(πtot) = Es,a µtot Qtot(s,a) Vtot(s) i πi(ai|si) n Es,a µtot h e Qtot(s,a) Vtot(s) β log πi(ai|si) io n Es,a µtot h e Qtot(s,a) Vtot(s) β log π i (ai|si) io = Es,a µtot h e Qtot(s,a) Vtot(s) β log π tot(a|s) i , where (a) holds because each π i is optimal for the corresponding local WBC problem. Thus, we have G(πtot) G(π tot) for any πtot Πtot, implying that π tot is also optimal for the global WBC. This establishes the GLC, as desired. A.4. Proof of Theorem 4.4 Theorem 4.4: Let π i be optimal to the local WBC, then the following equality holds for all si Si, ai Ai: π i (ai|si) = η(si) (si)µi(ai|si)e wq i qi(si,ai) wv i vi(si) β (9) where wq i and wv i are parameters of the mixing networks Mw[q], Mw[v], respectively. In addition, η(si)/ (si) is a correction term defined as follows: s ,a |s i=si e j N,j =i µ(a j|s j)e wq j qj (s j ,a j ) wv j vj (s j ) ai Ai η(si)µi(ai|si)e wq i qi(si,ai) wv i vi(si) β . (10) Proof. We first note that each mixing network Mw[q] or Mw[v] can be expressed as a linear function of its inputs: Qtot(s, a) = Mw[q](s, a) = X i N wq i qi(si, ai) + bq, Vtot(s) = Mw[v](s) = X i N wv i vi(si) + bv. O-MAPL: Offline Multi-agent Preference Learning Qtot(s,a) Vtot(s) wq i qi(si,ai) wv i vi(si) β . Now, let us consider the objective function of the local WBC and write: s S,a A µtot(a|s)e Qtot(s,a) Vtot(s) β log πi(ai|si) i N µ(ai|si)e wq i qi(si,ai) wv i vi(si) β log πi(ai|si). Thus, for each agent i N and local state si Si, we extract all the components of g(πi) that involve πi(ai|si) as: gsi(πi) = X s ,a |s i=si e j N,j =i µ(a j|s j)e wq j qj (s j ,a j ) wv j vj (s j ) µi(a i|si)e wq i qi(si,a i) wv i vi(si) β log πi(a i|si) a i Ai η(si) µi(a i|si)e wq i qi(si,a i) wv i vi(si) β log πi(a i|si) , s ,a |s i=si e j N,j =i µ(a j|s j)e wq j qj (s j ,a j ) wv j vj (s j ) which is independent of any local actions a i. The local WBC problem thus becomes the problem of finding local policies πi( |si) that maximize gsi(πi) for any local state si. For notational simplicity, let δ(a i, si) = η(si)µi(a i|si)e wq i qi(si,a i) wv i vi(si) β . We then write the local objective function gsi(πi) as: gsi(πi) = X ai Ai δ(ai, si) log πi(ai|si). To solve the problem maxπi gsi(πi), let us consider a general version (with simplified notation): i N αi log ti t [0, 1]n, X where αi 0 and g(t) : [0, 1]n R. By considering the Lagrangian dual of this problem, we can see that an optimal solution t must satisfy the following KKT conditions: t (0, 1)n, P i t i = 1, αi t j , i, j N. These conditions directly imply that: t i = αi P O-MAPL: Offline Multi-agent Preference Learning We return to the maximization of gsi(πi), which yields an optimal solution: π i (ai|si) = δ(ai, si) P a i Ai δ(a i, si), ai Ai. Putting everything together, we see that the following solution π i is optimal for the local WBC: πi(ai|si) = η(si)µi(ai|si)e wq i qi(si,ai) wv i vi(si) β ai Ai η(si)µi(ai|si)e wq i qi(si,ai) wv i vi(si) β . A.5. Proof of Proposition 4.5 Proposition 4.5: Each local value vi can be expressed as a (modified) log-sum-exp of the local Q-function qi: ai µi( |si) e wq i β qi(si,ai) + β wv i log η(si) Proof. Since π i is a valid probability distribution, we have P ai π i (ai|si) = 1. Substituting the closed-form formula of π i stated in Theorem 4.4, we have: X η(si) (si)µi(ai|si)e wq i qi(si,ai) wv i vi(si) β = 1. Taking ewv i vi(si)/β outside the summation, we get: η(si) (si)µi(ai|si)e wq i qi(si,ai) β = ewv i vi(si)/β. This directly leads to the log-sum-exp formula: η(si) (si)µi(ai|si)e wq i qi(si,ai) ai µi( |si) e wq i β qi(si,ai) + β wv i log η(si) as desired. B. Additional Details B.1. Offline Preference Multi-Agent Datasets In this section, we provide a detailed description of how we constructed the dataset for preference learning tasks. Our datasets span both discrete and continuous domains, covering the environments SMACv1, SMACv2, and Ma Mujoco. The datasets are designed to include varying qualities of data, sampled trajectory pairs, and their preference labels to facilitate preference learning. To create datasets suitable for preference learning, we sampled trajectory pairs from varying quality offline datasets and generated preference labels. The labeling process was performed using two approaches: Rule-based Methods: Following IPL (Hejna & Sadigh, 2024), we sampled trajectory pairs and assigned binary preference labels based on dataset quality (e.g., poor, medium, expert). LLM-based Methods: Following DPM (Kang et al., 2024), we sampled trajectory pairs and annotated them using preference policies from large language models (e.g., Llama 3, GPT-4o). O-MAPL: Offline Multi-agent Preference Learning For Ma Mujoco tasks, 1k trajectory pairs were sampled, while for SMAC tasks, 2k trajectory pairs were sampled. Table 3 summarizes the dataset details, including state dimensions, action dimensions, sample sizes, and average returns. The datasets constructed for this study span a diverse range of environments and tasks, ensuring comprehensive evaluation of preference learning algorithms. The inclusion of varying quality levels and both rule-based and LLM-based labeling methods provides a robust foundation for preference-based multi-agent reinforcement learning research. Tasks State dim Obs. dim Act. dim Samples Max len. Avg. returns File size Hopper-v2 42 14 1 1000 1000 1354.0 1121.6 255 MB Ant-v2 226 113 4 1000 1000 1514.9 435.8 1003 MB Half Cheetah-v2 138 23 1 1000 1000 1640.5 1175.7 1802 MB 2c vs 64zg 1350 478 70 2000 280 13.99 4.75 401 MB 5m vs 6m 780 124 12 2000 36 13.26 5.02 72 MB 6h vs 8z 1278 172 14 2000 48 13.01 3.95 182 MB corridor 2610 346 30 2000 394 12.69 6.30 979 MB protoss 5 vs 5 130 92 11 2000 142 16.07 4.94 56 MB protoss 10 vs 10 310 182 16 2000 178 15.72 4.28 209 MB protoss 10 vs 11 327 191 17 2000 146 15.45 4.85 218 MB protoss 20 vs 20 820 362 26 2000 200 15.63 4.76 726 MB protoss 20 vs 23 901 389 29 2000 200 14.44 4.73 799 MB terran 5 vs 5 120 82 11 2000 200 16.20 6.37 44 MB terran 10 vs 10 290 162 16 2000 200 14.86 5.78 151 MB terran 10 vs 11 306 170 17 2000 200 13.52 5.44 165 MB terran 20 vs 20 780 322 26 2000 200 13.52 5.76 530 MB terran 20 vs 23 858 346 29 2000 200 10.67 5.11 563 MB zerg 5 vs 5 120 82 11 2000 57 14.79 7.70 31 MB zerg 10 vs 10 290 162 16 2000 70 14.61 5.63 99 MB zerg 10 vs 11 306 170 17 2000 104 13.67 5.71 101 MB zerg 20 vs 20 780 322 26 2000 134 12.14 3.95 303 MB zerg 20 vs 23 858 346 29 2000 99 10.88 4.36 313 MB Table 3: Datasets B.1.1. SMAC DATASET SMACv1 (Samvelyan et al., 2019) is a benchmark environment for cooperative multi-agent reinforcement learning (MARL), built on Blizzard s Star Craft II RTS game. It leverages the Star Craft II Machine Learning API and Deep Mind s Py SC2 to enable autonomous agent interaction with Star Craft II. Unlike Py SC2, SMACv1 focuses on decentralized micromanagement scenarios, where each unit is controlled by an individual RL agent. We evaluate on the following tasks: 2c vs 64zg, 5m vs 6m, 6h vs 8z, and corridor. Among these, 2c vs 64zg and 5m vs 6m are categorized as hard tasks, while 6h vs 8z and corridor are considered super hard. The offline dataset for SMACv1 was sourced from the work of Meng et al., where MAPPO was used to train agents. These agents were then used to generate offline datasets for the community. The dataset quality varies across poor, medium, and good levels, ensuring comprehensive coverage of different learning stages. SMACv2 (Ellis et al., 2022) builds upon SMACv1, introducing enhancements to challenge contemporary MARL algorithms. It incorporates randomized start positions, randomized unit types, and adjustments to unit sight and attack ranges. These changes increase the diversity of agent interactions and align the sight range with the true values in Star Craft II. Tasks in SMACv2 are grouped by factions (protoss, terran, zerg) and instances (5 vs 5, 10 vs 10, 10 vs 11, 20 vs 20, 20 vs 23). The difficulty increases progressively from 5 vs 5 to 20 vs 23. The offline dataset for SMACv2 was derived from the Coma DICE paper (Bui et al., 2025), where MAPPO (Yu et al., 2022) was used to train agents over 10e6 steps, followed by random sampling of 1k trajectories. This dataset primarily represents medium-quality data. To ensure varying quality levels, we created additional datasets for poor and expert levels. O-MAPL: Offline Multi-agent Preference Learning B.1.2. MAMUJOCO DATASET Ma Mujoco (de Witt et al., 2020b) is a benchmark for continuous cooperative multi-agent robotic control. Derived from Open AI Gym s Mu Jo Co suite, Ma Mujoco introduces scenarios where multiple agents within a single robot must solve tasks cooperatively. We evaluate on the tasks Hopper-v2, Ant-v2, and Half Cheetah-v2. The offline dataset for Ma Mujoco was sourced from the work of Xiangsen et al., who used the HAPPO method to train agents. Each task includes datasets with varying quality levels: medium-replay, medium, and expert. B.2. LLM-based Preference Annotations To generate preference annotations for trajectory pairs, we utilized GPT-4o (Open AI, 2024). This model was prompted with detailed trajectory state information, including key metrics such as health points, shields, relative positions, cooldown times, agent types, and action meanings. The inclusion of such detailed state information significantly improves the ability of the LLM to evaluate trajectory pairs effectively. Following the methodology of DPM (Kang et al., 2024), we extracted critical state details such as the health points of allied and enemy agents, the number of agent deaths (both allied and enemy), and the total remaining health at the final state of each trajectory. These extracted metrics were then used to construct prompts for the LLM, as shown in Table 5. The Open AI Batch API (Open AI, 2025) was employed to submit these prompts to GPT-4o, and the associated token usage and costs are summarized in Table 4. The total cost for generating LLM-based annotations across all tasks was approximately $42, with each dataset containing 2,000 trajectory pairs. While this approach is effective, it becomes costly when scaling to larger datasets or additional tasks. It is important to note that this method is particularly suited for environments like SMACv1 and SMACv2, where trajectory states provide meaningful and interpretable information. However, the approach has limitations in environments such as Ma Mujoco, which lack detailed trajectory state information. In Ma Mujoco tasks, the trajectory states do not include interpretable metrics like health points or agent-specific details, making it infeasible to construct meaningful prompts for LLMs. As a result, only rule-based methods were used to generate preference labels for Ma Mujoco datasets. This limitation highlights a broader challenge of the DPM approach (Kang et al., 2024): it relies on the availability of meaningful final state information, which restricts its applicability to specific environments. It is less suitable for long-horizon transitions or environments with image-based observations, where extracting detailed and interpretable state information is either infeasible or computationally expensive. B.3. Implementation Details All experiments were implemented using Py Torch and executed in parallel on a single NVIDIA H100 NVL Tensor Core GPU to ensure computational efficiency. We developed two versions of our proposed method, O-MAPL, tailored to the specific characteristics of continuous and discrete action domains: Continuous Domain (Ma Mujoco): For continuous environments, we utilized a Gaussian distribution (torch.distributions.Normal) to model the policy. Each agent s action is sampled from this distribution, which is parameterized by the mean and standard deviation outputted by the policy network. Discrete Domains (SMACv1 & SMACv2): For discrete environments, we employed a Categorical distribution (torch.distributions.Categorical) to model the policy. The probability of each action for an agent is computed using the softmax operation over only the available actions for that agent. Actions that are not available are assigned a probability of zero. This ensures that the log-likelihood calculation is accurate and avoids penalizing the agent for infeasible actions. B.4. Hyperparameters Table 6 reports hyperparameters used consistently across all experiments: B.5. Baseline Comparisons We compared O-MAPL against four baseline methods to evaluate its performance: O-MAPL: Offline Multi-agent Preference Learning Tasks Completion Tokens Prompt Tokens Estimated API Cost 2c vs 64zg 5,920 2,498,000 $3.13 5m vs 6m 5,913 1,386,000 $1.74 6h vs 8z 5,941 1,462,000 $1.83 corridor 5,926 1,772,000 $2.22 protoss 5 vs 5 5,920 1,460,000 $1.83 protoss 10 vs 10 5,918 1,660,000 $2.08 protoss 10 vs 11 5,940 1,680,000 $2.11 protoss 20 vs 20 5,901 2,060,000 $2.58 protoss 20 vs 23 5,990 2,122,000 $2.66 terran 5 vs 5 5,990 1,442,000 $1.81 terran 10 vs 10 5,925 1,642,000 $2.06 terran 10 vs 11 5,930 1,662,000 $2.08 terran 20 vs 20 5,944 2,042,000 $2.56 terran 20 vs 23 5,977 2,104,000 $2.64 zerg 5 vs 5 5,940 1,448,000 $1.82 zerg 10 vs 10 5,914 1,648,000 $2.07 zerg 10 vs 11 5,912 1,668,000 $2.09 zerg 20 vs 20 5,942 2,048,000 $2.57 zerg 20 vs 23 5,913 2,110,000 $2.64 Total 112,756 33,914,000 $42.53 Table 4: GPT-4o API costs BC (Behavior Cloning): A simple BC supervised learning approach based on preferred trajectories in the dataset. IIPL (Independent Inverse Preference Learning): Implements IPL (Hejna & Sadigh, 2024) independently for each agent without considering inter-agent coordination. IPL-VDN (Inverse Preference Learning with VDN): Similar to our O-MAPL algorithm, except that the global Q and V functions are aggregated by summing the local Q-values of individual agents, instead of using a mixing network (Sunehag et al., 2017). SL-MARL (Supervised Learning for MARL): A two-step approach where the reward function is first learned via supervised learning, followed by policy training through a MARL algorithm (i.e. OMIGA (Wang et al., 2022)), using the learned reward function. B.6. Evaluation Metrics We report two key metrics to assess agent performance: Mean/Standard Deviation of Returns: Measures the average cumulative rewards achieved by the agents across episodes (applicable to all the environments). Mean/Standard Deviation of Win Rates: Applicable only to competitive environments (only applicable to SMACv1 and SMACv2). This metric evaluates the percentage of episodes where agents achieve victory. Each metric is computed as the average and standard deviation of the final results across all four random seeds. Additionally, we present evaluation curves for each method, depicting performance trends during the agent training process using offline datasets. O-MAPL: Offline Multi-agent Preference Learning You are a helpful and honest judge of good game playing and progress in the Star Craft Multi-Agent Challenge game. Always answer as helpfully as possible, while being truthful. If you don't know the answer to a question, please don't share false information. I'm looking to have you evaluate a scenario in the Star Craft Multi-Agent Challenge. Your role will be to assess how much the actions taken by multiple agents in a given situation have contributed to achieving victory. The basic information for the evaluation is as follows. - Scenario : 5m_vs_6m - Allied Team Agent Configuration : five Marines(Marines are ranged units in Star Craft 2). - Enemy Team Agent Configuration : six Marines(Marines are ranged units in Star Craft 2). - Situation Description : The situation involves the allied team and the enemy team engaging in combat, where victory is achieved by defeating all the enemies. - Objective : Defeat all enemy agents while ensuring as many allied agents as possible survive. * Important Notice : You should prefer the trajectory where our allies' health is preserved while significantly reducing the enemy's health. In similar situations, you should prefer shorter trajectory lengths. I will provide you with two trajectories, and you should select the better trajectory based on the outcomes of these trajectories. Regarding the trajectory, it will inform you about the final states, and you should select the better case based on these two trajectories. [Trajectory 1] 1. Final State Information 1) Allied Agents Health : 0.000, 0.000, 0.067, 0.067, 0.000 2) Enemy Agents Health : 0.000, 0.000, 0.000, 0.000, 0.000, 0.040 3) Number of Allied Deaths : 3 4) Number of Enemy Deaths : 5 5) Total Remaining Health of Allies : 0.133 6) Total Remaining Health of Enemies : 0.040 2. Total Number of Steps : 28 [Trajectory 2] 1. Final State Information 1) Allied Agents Health : 0.000, 0.000, 0.000, 0.000, 0.000 2) Enemy Agents Health : 0.120, 0.000, 0.000, 0.000, 0.000, 0.200 3) Number of Allied Deaths : 5 4) Number of Enemy Deaths : 4 5) Total Remaining Health of Allies : 0.000 6) Total Remaining Health of Enemies : 0.320 2. Total Number of Steps : 23 Your task is to inform which one is better between [Trajectory1] and [Trajectory2] based on the information mentioned above. For example, if [Trajectory 1] seems better, output #1, and if [Trajectory 2] seems better, output #2. If it's difficult to judge or they seem similar, please output #0. * Important : Generally, it is considered better when fewer allied agents are killed or injured while inflicting more damage on the enemy. Omit detailed explanations and just provide the answer. Table 5: Sample prompt to generate preference data in SMAC environments. O-MAPL: Offline Multi-agent Preference Learning Hyperparameter Value Optimizer Adam Learning rate (Q-value and policy networks) 1e-4 Tau (soft update target rate) 0.005 Gamma (discount factor) 0.99 Batch size 32 Agent hidden dimension 256 Mixer hidden dimension 64 Number of seeds 4 Number of episodes per evaluation step 32 Number of evaluation steps 100 Table 6: Hyperparameters used in all experiments. Notes on Evaluation: For Ma Mujoco, win rates are not applicable as it is not a competitive environment. Evaluation scores are averaged over the results of all four seeds to ensure statistical robustness. The performance trends and comparisons are visualized in detailed figures to provide insights into the training dynamics of each method. This setup ensures a fair and comprehensive comparison between O-MAPL and the baseline methods in both continuous and discrete multi-agent reinforcement learning tasks. B.7. Recovered Rewards Tasks Rule-based LLM-based Lower Higher Lower Higher 2c vs 64zg -8.36 0.26 9.25 0.67 -12.87 0.73 14.14 0.80 5m vs 6m -4.49 0.12 4.80 0.15 -4.02 0.20 4.51 0.18 6h vs 8z -4.72 0.28 5.15 0.22 -5.11 0.32 5.28 0.16 corridor -12.59 0.31 11.23 1.06 -12.97 0.33 10.93 0.45 protoss 5 vs 5 -6.31 0.22 6.54 0.51 -8.06 0.64 7.46 0.77 protoss 10 vs 10 -7.73 0.18 7.92 0.32 -10.65 1.15 9.32 0.91 protoss 10 vs 11 -7.95 0.69 8.31 0.91 -11.01 0.93 10.43 1.57 protoss 20 vs 20 -8.31 0.35 8.19 0.16 -10.57 0.86 9.54 0.74 protoss 20 vs 23 -8.01 0.22 9.10 0.14 -12.17 0.72 12.09 0.80 terran 5 vs 5 -6.85 0.30 6.93 0.56 -7.85 0.27 7.82 0.57 terran 10 vs 10 -8.25 0.82 7.35 0.61 -10.73 1.49 8.16 0.56 terran 10 vs 11 -8.53 0.67 9.62 0.54 -9.18 0.23 10.97 1.38 terran 20 vs 20 -8.59 0.36 8.44 0.22 -10.44 0.96 10.79 1.00 terran 20 vs 23 -8.49 0.65 8.91 0.27 -14.90 2.06 17.95 2.91 zerg 5 vs 5 -3.74 0.14 3.64 0.14 -5.09 0.19 3.51 0.06 zerg 10 vs 10 -4.16 0.16 4.27 0.16 -5.93 0.43 6.14 0.64 zerg 10 vs 11 -4.54 0.06 4.60 0.14 -7.28 0.50 6.20 0.50 zerg 20 vs 20 -5.31 0.08 5.25 0.20 -7.71 0.54 7.24 0.23 zerg 20 vs 23 -4.78 0.12 5.08 0.15 -8.26 1.13 8.00 0.43 Table 7: Mean/std recovered rewards of the higher and lower preferred trajectories Using recovered reward function R(o, a, o ) = Mθ[q(o, a)] γMθ[v(o )], we report the mean/std returns of the higher and lower preferred trajectories in Table 7. Across all tasks, the higher preferred trajectories consistently achieve positive rewards, while the lower preferred trajectories exhibit negative rewards. This indicates that the preference-based O-MAPL: Offline Multi-agent Preference Learning learning framework effectively captures and differentiates between preferred and less-preferred trajectories. The consistent separation in rewards suggests that the model successfully aligns policy learning with preference signals, reinforcing high-reward behaviors while penalizing undesirable ones. Moreover, the absolute values of both higher and lower preferred rewards tend to be more extreme in the LLM-based approach, compared to the Rule-based approach. This suggests that LLM-based learning amplifies both positive and negative behaviors, potentially leading to more decisive policy updates, which can be beneficial for clear preference-driven learning. There are noticeable variations in how different task domains respond to preference-based learning. The Protoss and Terran tasks exhibit larger reward variations, suggesting that these environments benefit more from preference learning. In contrast, Zerg tasks show more moderate reward differences, indicating that either the task dynamics are inherently more balanced or that preference signals have a weaker impact in these settings. Additionally, the corridor task, a structured navigation environment, shows similar performance across rule-based and LLM-based approaches. B.8. Additional Experimental Details B.8.1. RULE-BASED - RETURNS We present experimental details, in terms of returns, for all tasks (MAMu Jo Co, SMACv1, and SMACv2) using rule-based preference datasets. Table 8 reports the returns and Figure 4 plots the evaluation curves for Ma Mujoco tasks with Rule-based preference data and Figure The results demonstrate that O-MAPL consistently outperforms all baselines across Hopper-v2, Ant-v2, and Half Cheetah-v2, highlighting its effectiveness in rule-based preference learning. Notably, in Hopper-v2, O-MAPL achieves a 25.2% higher return than the next-best method, SL-MARL, suggesting superior preference alignment. While SL-MARL performs well in simpler environments, its advantage diminishes in Ant-v2 and Half Cheetah-v2, where IPL-VDN shows stronger results. BC significantly underperforms, reinforcing the need for preference-based learning over naive imitation. Tasks BC IIPL IPL-VDN SL-MARL O-MAPL Hopper-v2 808.1 39.1 782.0 81.5 846.6 65.4 890.0 88.7 1114.4 154.1 Ant-v2 1303.9 122.0 1312.0 155.6 1376.1 142.0 1334.1 150.9 1406.4 163.7 Half Cheetah-v2 4119.9 350.7 4028.8 430.0 4287.5 273.1 4233.9 303.1 4382.0 189.7 Table 8: Returns for MAMujoco tasks with Rule-based preference data. BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 4.5k Hopper-v2 Ant-v2 Half Cheetah-v2 Figure 4: Evaluation curves (returns) for MAMujoco tasks with Rule-based preference data. Table 9 report the returns and Figure 5 plots the evaluation curves for SMACv1 tasks. The results show that O-MAPL consistently achieves the highest returns across most SMACv1 tasks. While the performance differences are relatively small in simpler tasks like 2c vs 64zg and 5m vs 6m, O-MAPL outperforms all baselines in more complex scenarios such as 6h vs 8z, where it achieves 12.1, compared to the next-best method (SL-MARL, 11.8). Notably, SL-MARL struggles in the corridor task, achieving a significantly lower return (14.3) than other methods, suggesting that its reliance on a separate reward modeling phase may be less effective in environments requiring strong coordinated behaviors. O-MAPL: Offline Multi-agent Preference Learning Tasks BC IIPL IPL-VDN SL-MARL O-MAPL 2c vs 64zg 19.0 1.1 19.3 0.8 19.3 1.1 19.2 0.8 19.3 1.4 5m vs 6m 11.1 2.1 10.8 2.0 11.2 2.0 11.1 2.1 11.5 2.1 6h vs 8z 11.0 0.8 10.8 0.7 11.7 1.0 11.8 1.0 12.1 1.3 corridor 19.4 1.0 19.4 1.0 19.6 1.0 14.3 2.8 19.6 0.9 Table 9: Returns for SMACv1 tasks with Rule-based preference data. BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 20 2c_vs_64zg 5m_vs_6m 6h_vs_8z corridor Figure 5: Evaluation curves (returns) for SMACv1 tasks with Rule-based preference data. Table 10 shows the returns and Figure 6 plots the evaluation curves for SMACv2 tasks (the most complicated ones). The results show that O-MAPL consistently achieves competitive performance across all SMACv2 tasks, often outperforming other baselines. In Protoss tasks, O-MAPL achieves the highest returns in most cases, particularly in protoss 10 vs 10 and protoss 10 vs 11, suggesting its effectiveness in complex team-based coordination. Similarly, in Terran tasks, O-MAPL consistently outperforms SL-MARL and IPL-VDN, with a noticeable advantage in terran 20 vs 20 and terran 20 vs 23. In Zerg environments, O-MAPL continues to show strong results, outperforming all baselines in zerg 5 vs 5, zerg 10 vs 11, and zerg 20 vs 20. Tasks BC IIPL IPL-VDN SL-MARL O-MAPL protoss 5 vs 5 15.4 2.4 14.3 2.5 17.1 2.7 15.8 2.7 16.8 2.4 protoss 10 vs 10 16.0 2.0 15.4 2.1 17.8 2.3 16.4 2.4 17.9 1.9 protoss 10 vs 11 12.5 2.3 12.7 2.4 14.7 2.3 14.2 2.2 14.9 2.0 protoss 20 vs 20 16.7 1.8 16.9 1.6 18.0 1.5 17.3 1.6 18.0 1.5 protoss 20 vs 23 13.3 2.1 13.1 1.8 14.9 1.9 13.6 1.9 14.9 2.0 terran 5 vs 5 10.2 2.9 11.2 3.1 11.9 3.1 13.0 3.1 12.8 3.5 terran 10 vs 10 10.9 2.9 10.6 3.0 11.6 2.8 11.4 2.9 11.8 2.6 terran 10 vs 11 8.3 2.6 8.1 2.3 10.1 3.0 9.6 2.6 11.0 2.8 terran 20 vs 20 10.1 2.4 10.2 2.5 10.7 2.6 10.9 2.2 11.8 2.4 terran 20 vs 23 7.6 2.1 7.0 2.1 8.7 2.1 7.7 2.0 9.4 2.0 zerg 5 vs 5 11.2 2.8 10.5 2.8 12.1 2.7 12.7 3.1 13.1 3.5 zerg 10 vs 10 12.9 2.4 12.4 2.7 13.0 2.6 13.2 2.7 14.0 2.6 zerg 10 vs 11 11.1 2.7 10.7 2.7 12.1 2.5 11.8 2.1 12.8 2.7 zerg 20 vs 20 13.0 2.2 12.2 1.9 13.8 2.1 12.2 1.6 13.9 1.8 zerg 20 vs 23 12.1 2.3 11.3 1.7 12.1 1.8 12.2 1.6 12.7 2.0 Table 10: Returns for SMACv2 tasks with Rule-based preference data. O-MAPL: Offline Multi-agent Preference Learning BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 Protoss Terran Zerg 5_vs_5 10_vs_10 10_vs_11 20_vs_20 20_vs_23 Figure 6: Evaluation curves (returns) for SMACv2 tasks with Rule-based preference data. B.8.2. RULE-BASED - WINRATES For SMACv1 and SMACv2, win rates provide a more meaningful comparison of algorithm performance. The following tables and figures present win rates for SMAC tasks using rule-based preference data. Table 11 shows the winrates and Figure 7 plots the evaluation curves (in terms of winrates) for SMACv1 tasks. The results indicate that O-MAPL consistently achieves the highest winrates across most tasks. In 2c vs 64zg, O-MAPL outperforms all baselines, achieving a win rate of 74.4, surpassing IPL-VDN and SL-MARL. Similarly, in 5m vs 6m and 6h vs 8z, O-MAPL achieves the highest winrates, though the performance gap is less pronounced. Notably, in the corridor task, IPL-VDN slightly outperforms O-MAPL, while SL-MARL struggles significantly, indicating that its two-phase approach may be less effective in highly structured navigation tasks. These results suggest that O-MAPL is well-suited for complex coordination tasks, offering robust winrates across diverse SMACv1 environments. Tasks BC IIPL IPL-VDN SL-MARL O-MAPL 2c vs 64zg 59.6 25.0 60.4 24.7 71.1 22.0 63.5 24.0 74.4 24.7 5m vs 6m 16.8 18.0 14.3 17.0 16.8 18.0 16.0 18.9 19.3 19.6 6h vs 8z 0.6 3.8 0.2 2.2 2.5 7.6 1.6 6.8 4.5 11.0 corridor 89.3 15.5 89.8 15.4 93.9 11.6 49.0 22.8 93.2 13.5 Table 11: Winrates for SMACv1 tasks with Rule-based preference data. BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 2c_vs_64zg 5m_vs_6m 6h_vs_8z corridor Figure 7: Evaluation curves (in winrates) for SMACv1 tasks with Rule-based preference data. Table 12 shows the winrates and Figure 8 plots the evaluation curves (in terms of winrates) for SMACv2 tasks. The results, again, show that O-MAPL consistently achieves the highest winrates across most SMACv2 tasks. In the Protoss tasks, O-MAPL: Offline Multi-agent Preference Learning O-MAPL outperforms all baselines, particularly in protoss 10 vs 11 and protoss 20 vs 20, where it shows a significant improvement over the other methods. In Terran tasks, O-MAPL also achieves the best performance, with notable advantages in terran 20 vs 20 and terran 20 vs 23, where other methods struggle to achieve high winrates. Similarly, in Zerg tasks, O-MAPL consistently achieves the best results, particularly in zerg 20 vs 20 and zerg 20 vs 23. Tasks BC IIPL IPL-VDN SL-MARL O-MAPL protoss 5 vs 5 38.1 24.2 31.4 25.2 54.5 25.9 49.0 28.2 54.3 24.2 protoss 10 vs 10 38.7 24.2 28.5 21.8 47.9 27.2 40.6 23.2 53.7 23.6 protoss 10 vs 11 12.7 17.4 12.5 16.5 22.3 21.0 18.6 18.8 30.7 19.8 protoss 20 vs 20 39.8 24.9 35.4 21.5 57.0 24.8 38.7 23.1 59.8 23.2 protoss 20 vs 23 15.2 18.5 9.0 14.2 22.7 21.7 11.1 14.6 23.4 19.2 terran 5 vs 5 27.5 24.0 26.2 19.5 36.3 24.8 34.2 23.4 39.5 24.7 terran 10 vs 10 23.8 20.5 21.1 20.8 25.8 19.7 23.2 19.6 28.3 20.6 terran 10 vs 11 10.2 15.4 7.2 13.3 18.2 19.4 11.3 15.3 18.2 18.7 terran 20 vs 20 13.1 17.1 11.9 18.2 21.5 20.4 8.8 13.5 23.0 22.4 terran 20 vs 23 3.9 10.6 4.1 10.3 5.7 11.4 2.3 7.3 7.2 12.9 zerg 5 vs 5 23.4 21.1 23.6 21.0 31.1 20.4 33.0 22.5 35.2 25.7 zerg 10 vs 10 25.8 21.6 25.8 22.5 32.2 24.6 30.7 24.0 34.8 22.1 zerg 10 vs 11 19.3 20.1 12.9 17.4 22.5 20.5 19.3 18.0 23.4 21.1 zerg 20 vs 20 19.9 21.0 11.1 16.2 22.5 21.4 5.7 10.9 24.8 20.8 zerg 20 vs 23 13.1 17.7 7.8 12.8 12.5 15.3 7.6 13.1 18.8 18.5 Table 12: Winrates for SMACv2 tasks with Rule-based preference data. BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 Protoss Terran Zerg 5_vs_5 10_vs_10 10_vs_11 20_vs_20 20_vs_23 Figure 8: Evaluation curves (in winrates) for SMACv2 tasks with Rule-based preference data. B.8.3. LLM-BASED - RETURNS We present comparisons in terms of returns using LLM-based preference datasets. As noted earlier, only SMACv1 and SMACv2 are suitable for obtaining meaningful preference-based data from LLMs. Therefore, we report comparisons exclusively for SMAC tasks. Table 13 shows the returns and Figure 9 plots the evaluation curves (in terms of returns) for SMACv1 tasks. The results in Table 13 indicate that O-MAPL consistently achieves the highest or near-highest returns across all SMACv1 tasks using O-MAPL: Offline Multi-agent Preference Learning LLM-based preference data. In 6h vs 8z, O-MAPL shows a clear advantage, reaching 12.2, outperforming all baselines. Similarly, in corridor, it achieves the highest return (19.7), alongside IPL-VDN, while SL-MARL struggles significantly in this task. Across 2c vs 64zg and 5m vs 6m, performance differences are minimal, but O-MAPL remains competitive. These results highlight the effectiveness of O-MAPL in leveraging LLM-based preferences, particularly in more complex multi-agent coordination scenarios. Tasks BC IIPL IPL-VDN SL-MARL O-MAPL 2c vs 64zg 19.4 0.9 19.3 0.9 19.6 1.0 19.5 0.7 19.6 1.1 5m vs 6m 11.3 2.1 10.8 2.0 11.4 2.2 11.2 2.1 11.5 2.3 6h vs 8z 11.1 0.8 10.9 0.7 11.9 1.1 11.8 1.2 12.2 1.3 corridor 19.4 1.0 19.4 1.0 19.7 0.9 15.1 2.4 19.7 0.8 Table 13: Return comparison for SMACv1 tasks with LLM-based preference data. BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 20 2c_vs_64zg 5m_vs_6m 6h_vs_8z corridor Figure 9: Evaluation curves (in returns) for SMACv1 tasks with LLM-based preference data. Table 14 shows the returns and Figure 10 plots the evaluation curves (in terms of returns) for SMACv1 tasks. The results demonstrate that O-MAPL consistently achieves the highest returns across most SMACv2 tasks. In Protoss tasks, OMAPL outperforms other methods, particularly in protoss 10 vs 11 and protoss 20 vs 20, indicating its effectiveness in learning structured team-based strategies. In Terran tasks, O-MAPL generally achieves the best performance, with notable improvements in terran 20 vs 20, suggesting its strength in complex coordination settings. In Zerg tasks, O-MAPL maintains strong performance, particularly in zerg 20 vs 20, where it achieves the highest return. O-MAPL: Offline Multi-agent Preference Learning Tasks BC IIPL IPL-VDN SL-MARL O-MAPL protoss 5 vs 5 16.7 2.7 15.9 2.5 17.6 2.5 16.9 2.4 17.9 2.5 protoss 10 vs 10 16.5 2.0 16.6 2.2 17.9 1.8 17.5 1.8 18.0 2.1 protoss 10 vs 11 14.7 2.3 14.5 2.0 15.4 2.4 14.0 2.4 16.5 2.2 protoss 20 vs 20 17.2 1.7 17.6 1.7 18.5 1.3 18.2 1.9 18.9 1.5 protoss 20 vs 23 14.3 2.0 13.4 1.8 15.1 1.8 14.3 1.8 15.8 1.9 terran 5 vs 5 11.8 3.3 12.5 3.1 13.4 2.9 12.6 3.1 12.6 2.6 terran 10 vs 10 11.3 2.6 11.7 3.0 11.6 2.7 12.1 2.8 12.5 2.7 terran 10 vs 11 9.2 2.8 9.3 2.7 10.1 2.6 9.9 2.6 10.7 2.5 terran 20 vs 20 11.2 2.3 10.8 2.5 11.4 2.4 11.6 2.2 13.0 2.8 terran 20 vs 23 8.5 2.4 7.7 2.2 8.9 2.1 8.7 1.9 9.1 2.3 zerg 5 vs 5 11.4 2.7 11.6 3.0 12.8 3.3 11.8 2.9 12.9 2.6 zerg 10 vs 10 13.5 2.6 13.4 2.7 13.7 2.5 13.7 3.0 14.5 2.6 zerg 10 vs 11 12.0 2.3 11.9 2.7 11.7 2.0 12.8 2.4 12.6 2.5 zerg 20 vs 20 13.9 2.3 13.4 1.9 14.6 2.0 13.8 2.0 15.2 2.4 zerg 20 vs 23 12.6 2.0 12.1 1.9 12.4 2.3 12.6 1.9 12.4 2.2 Table 14: Return comparison for SMACv2 tasks with LLM-based preference data. BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 Protoss Terran Zerg 5_vs_5 10_vs_10 10_vs_11 20_vs_20 20_vs_23 Figure 10: Evaluation curves (in returns) for SMACv2 tasks with LLM-based preference data. B.8.4. LLM-BASED - WINRATES We present a comparison of winrates for SMAC tasks using LLM-based preference datasets. Table 15 shows the returns and Figure 11 plots the evaluation curves (in terms of winrates) for SMACv1 tasks. The results in Table 15 indicate that O-MAPL achieves the highest win rates across most SMACv1 tasks when using LLM-based preference data. In 2c vs 64zg, O-MAPL outperforms all other methods, achieving a win rate of 79.5, slightly higher than IPL-VDN (77.0) and significantly surpassing BC and IIPL. Similarly, in 5m vs 6m and 6h vs 8z, O-MAPL achieves the best performance, though the overall win rates in these tasks remain low, indicating the increased difficulty of these environments. In the corridor task, both O-MAPL and IPL-VDN achieve the highest win rate (94.5), demonstrating their effectiveness in structured navigation tasks, while SL-MARL struggles significantly with a win rate of only 57.6. O-MAPL: Offline Multi-agent Preference Learning Tasks BC IIPL IPL-VDN SL-MARL O-MAPL 2c vs 64zg 65.6 24.6 60.2 25.9 77.0 21.3 65.2 21.2 79.5 19.6 5m vs 6m 18.2 18.4 15.0 17.5 18.0 19.2 17.4 19.4 20.7 20.5 6h vs 8z 0.8 4.3 0.4 3.1 3.5 9.2 3.7 8.9 6.1 11.2 corridor 89.6 15.5 90.6 13.6 94.5 12.5 57.6 22.2 94.5 11.2 Table 15: Winrate comparison for SMACv1 tasks with LLM-based preference data. BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 2c_vs_64zg 5m_vs_6m 6h_vs_8z corridor Figure 11: Evaluation curves (in winrates) for SMACv1 tasks with LLM-based preference data. The results reported in Table 16 and Figure 12 demonstrate that O-MAPL consistently achieves the highest win rates across most SMACv2 tasks using LLM-based preference data. In the Protoss tasks, O-MAPL outperforms all baselines, particularly in protoss 10 vs 11 and protoss 20 vs 20, where it achieves substantial improvements over other methods. In Terran tasks, O-MAPL also shows strong performance, especially in terran 20 vs 20 and terran 20 vs 23, where other baselines struggle to achieve competitive win rates. In Zerg tasks, O-MAPL maintains an advantage, particularly in zerg 5 vs 5 and zerg 20 vs 20, suggesting that its approach generalizes well across different strategic settings. Overall, these results indicate that O-MAPL effectively integrates LLM-based preference data to improve decision-making and coordination in complex multi-agent environments. Tasks BC IIPL IPL-VDN SL-MARL O-MAPL protoss 5 vs 5 48.4 25.9 41.0 24.2 58.8 24.5 54.3 24.0 61.5 24.8 protoss 10 vs 10 46.3 24.0 41.0 24.4 57.0 23.4 52.5 22.1 61.1 24.8 protoss 10 vs 11 22.7 22.2 15.6 15.9 27.3 24.7 20.9 20.9 34.4 24.8 protoss 20 vs 20 48.4 25.3 43.6 23.6 61.5 22.1 51.8 25.0 64.5 23.5 protoss 20 vs 23 18.0 17.4 9.4 14.7 23.4 21.4 12.1 15.9 26.4 20.8 terran 5 vs 5 31.1 22.9 34.8 23.0 41.0 23.7 36.7 24.8 43.0 23.0 terran 10 vs 10 25.8 20.9 24.2 21.6 32.0 24.4 28.9 24.7 33.2 23.4 terran 10 vs 11 11.7 17.4 10.4 15.2 17.8 17.7 16.4 17.8 21.3 20.3 terran 20 vs 20 14.5 17.3 13.7 17.4 21.1 20.4 17.2 16.8 24.4 23.1 terran 20 vs 23 6.4 12.2 3.5 9.2 7.2 12.6 4.7 10.2 8.6 14.8 zerg 5 vs 5 31.1 22.3 26.0 22.2 34.8 23.6 35.0 23.2 40.8 21.6 zerg 10 vs 10 31.4 21.9 31.1 24.8 35.5 23.9 33.0 25.0 37.9 24.0 zerg 10 vs 11 20.1 18.2 18.6 20.6 22.7 18.3 23.0 21.1 26.0 23.0 zerg 20 vs 20 22.9 21.7 16.0 17.3 27.3 22.0 16.4 18.1 31.1 24.6 zerg 20 vs 23 15.8 18.5 10.4 15.2 16.4 19.9 13.7 17.4 16.0 19.4 Table 16: Winrate comparison for SMACv2 tasks with LLM-based preference data. O-MAPL: Offline Multi-agent Preference Learning BC IIPL IPL-VDN SL-MARL O-MAPL (ours) 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 0 50 100 Protoss Terran Zerg 5_vs_5 10_vs_10 10_vs_11 20_vs_20 20_vs_23 Figure 12: Evaluation curves (in winrates) for SMACv2 tasks with LLM-based preference data. B.8.5. IMPACT OF DATA RETENTION To analyze the effect of reducing the amount of preference data, experiments were conducted by retaining 25%, 50%, 75%, and 100% of the dataset. Both returns and winning rates were evaluated to assess the performance degradation or robustness under reduced data availability. This experiment highlights the sample efficiency of O-MAPL and its ability to generalize with limited data. IPL-VDN SL-MARL O-MAPL (ours) 25% 50% 75% 100% 25% 50% 75% 100% 25% 50% 75% 100% Ma Mujoco Hopper-v2 349.4 14.4 603.6 74.3 706.2 94.0 846.6 65.4 617.2 53.9 701.9 53.3 746.0 57.2 890.0 88.7 628.6 34.8 734.5 36.7 953.1 75.7 1114.4 154.1 Ant-v2 896.3 33.8 1141.5 73.1 1238.8 135.6 1376.1 142.0 953.0 32.3 1175.2 77.6 1281.3 108.0 1334.1 150.9 1189.3 14.0 1282.7 155.6 1294.7 167.1 1406.4 163.7 Half Cheetah-v2 2676.4 615.4 3501.2 336.7 3830.0 165.9 4287.5 273.1 3291.6 402.1 3817.0 244.4 4022.2 263.1 4233.9 303.1 3548.3 459.1 3943.0 271.3 4164.4 277.0 4382.0 189.7 2c vs 64zg 13.4 0.8 15.3 1.1 16.6 1.0 19.3 1.1 14.7 1.4 16.5 1.1 17.4 0.9 19.2 0.8 16.5 0.9 17.3 1.2 18.4 1.0 19.3 1.4 5m vs 6m 7.8 2.7 9.1 2.2 9.9 2.4 11.2 2.0 8.4 2.3 9.6 2.1 10.3 1.9 11.1 2.1 9.5 2.2 10.6 2.3 11.4 2.0 11.5 2.1 6h vs 8z 7.3 0.7 9.0 0.9 9.8 0.9 11.7 1.0 8.3 0.4 9.5 0.8 10.2 0.9 11.8 1.0 9.4 0.7 10.5 0.9 11.0 1.1 12.1 1.3 corridor 13.2 1.4 15.6 0.9 16.7 0.8 19.6 1.0 11.5 1.2 12.5 0.6 13.6 1.2 14.3 2.8 16.6 1.0 17.6 1.4 18.8 0.6 19.6 0.9 5 vs 5 10.9 2.3 14.2 2.4 14.3 2.3 17.1 2.7 12.5 2.6 12.4 2.0 14.6 1.9 15.8 2.7 13.8 2.2 14.1 2.0 16.4 2.1 16.8 2.4 10 vs 10 11.5 2.2 13.9 1.9 15.3 1.3 17.8 2.3 13.3 2.2 15.0 2.0 15.1 2.5 16.4 2.4 14.4 1.7 14.8 1.8 16.5 1.5 17.9 1.9 10 vs 11 10.6 2.2 11.8 1.5 13.5 2.0 14.7 2.3 10.6 1.8 10.7 1.7 11.6 2.0 14.2 2.2 12.4 2.2 14.5 2.1 14.8 2.2 14.9 2.0 20 vs 20 12.6 1.2 14.4 1.5 16.3 1.6 18.0 1.5 12.2 1.6 15.1 1.8 14.5 1.7 17.3 1.6 15.5 1.5 16.7 1.5 17.5 1.0 18.0 1.5 20 vs 23 9.6 1.6 11.8 1.9 12.6 1.5 14.9 1.9 10.4 2.0 11.2 1.8 12.5 1.7 13.6 1.9 12.2 1.6 13.4 1.7 14.0 1.6 14.9 2.0 5 vs 5 8.6 3.1 10.1 3.4 11.0 3.2 11.9 3.1 10.6 3.4 10.0 2.9 10.3 2.8 13.0 3.1 9.3 2.3 11.8 3.6 12.5 2.9 12.8 3.5 10 vs 10 8.2 3.5 8.7 1.9 11.7 3.0 11.6 2.8 8.0 2.5 9.1 2.1 10.2 2.7 11.4 2.9 9.5 2.4 10.7 2.9 11.4 2.2 11.8 2.6 10 vs 11 7.4 1.9 7.6 2.7 9.1 2.6 10.1 3.0 6.7 2.2 7.0 1.9 7.4 2.2 9.6 2.6 8.3 2.4 9.2 3.0 8.7 2.4 11.0 2.8 20 vs 20 7.2 2.1 10.3 3.0 11.2 2.7 10.7 2.6 9.3 1.8 8.7 2.3 10.6 1.8 10.9 2.2 8.2 2.4 9.5 1.7 11.2 2.0 11.8 2.4 20 vs 23 5.5 1.7 7.0 1.7 8.2 2.6 8.7 2.1 6.4 1.8 6.5 2.1 7.2 1.8 7.7 2.0 7.4 1.6 8.0 2.2 8.3 2.5 9.4 2.0 5 vs 5 7.3 2.5 9.4 2.7 11.9 3.1 12.1 2.7 10.0 3.3 10.8 2.8 12.1 3.2 12.7 3.1 10.6 3.1 12.0 3.2 12.4 3.7 13.1 3.5 10 vs 10 9.4 2.9 9.4 2.5 12.9 2.7 13.0 2.6 10.6 2.1 11.0 2.2 12.9 2.3 13.2 2.7 9.5 2.5 11.5 2.2 13.5 2.7 14.0 2.6 10 vs 11 8.0 2.4 8.9 2.3 10.2 2.7 12.1 2.5 7.9 1.5 9.2 2.0 11.6 2.2 11.8 2.1 9.5 2.3 10.7 2.3 12.4 2.4 12.8 2.7 20 vs 20 9.0 1.9 12.9 1.8 13.1 2.0 13.8 2.1 9.0 0.8 10.5 1.4 11.5 1.8 12.2 1.6 11.9 1.7 13.0 1.6 12.0 2.0 13.9 1.8 20 vs 23 9.2 2.1 9.8 1.6 11.0 1.7 12.1 1.8 8.9 1.5 9.5 1.5 9.9 1.7 12.2 1.6 10.4 1.9 10.2 2.2 12.5 2.0 12.7 2.0 Table 17: Returns Comparison with Reduced Preference Rule-based Data O-MAPL: Offline Multi-agent Preference Learning IPL-VDN SL-MARL O-MAPL (ours) 25% 50% 75% 100% 25% 50% 75% 100% 25% 50% 75% 100% 2c vs 64zg 14.4 0.8 16.5 0.9 17.4 1.0 19.6 1.0 15.9 1.1 17.6 0.5 18.5 0.7 19.5 0.7 17.5 0.8 18.0 1.2 19.0 1.3 19.6 1.1 5m vs 6m 8.2 2.1 9.4 1.8 10.0 2.0 11.4 2.2 8.8 1.9 10.2 2.4 11.0 2.2 11.2 2.1 9.4 1.6 11.4 2.0 11.8 2.6 11.5 2.3 6h vs 8z 7.8 0.7 9.4 1.0 10.3 0.9 11.9 1.1 8.7 0.6 10.1 0.9 10.8 0.7 11.8 1.2 10.0 0.9 11.1 1.3 12.1 1.4 12.2 1.3 corridor 14.3 1.1 16.4 1.2 17.5 1.0 19.7 0.9 12.8 1.0 13.6 1.2 14.6 1.3 15.1 2.4 17.1 0.9 18.6 0.6 19.3 1.1 19.7 0.8 5 vs 5 11.6 2.2 14.8 2.7 15.9 2.3 17.6 2.5 13.8 2.1 12.8 1.7 17.0 2.1 16.9 2.4 14.9 2.3 16.3 1.9 17.8 2.0 17.9 2.5 10 vs 10 12.5 1.7 15.2 2.0 15.1 1.6 17.9 1.8 13.4 1.8 14.7 2.1 16.0 2.0 17.5 1.8 14.8 1.8 16.9 1.9 16.9 1.5 18.0 2.1 10 vs 11 10.5 1.6 13.8 2.5 14.5 2.1 15.4 2.4 11.9 1.8 14.0 2.3 13.8 1.9 14.0 2.4 13.6 2.5 14.5 1.8 15.9 2.0 16.5 2.2 20 vs 20 12.8 1.4 14.2 1.3 17.8 1.4 18.5 1.3 14.1 1.2 16.2 1.4 15.8 1.8 18.2 1.9 16.7 1.7 17.5 1.5 18.2 1.3 18.9 1.5 20 vs 23 10.9 2.1 12.9 2.6 14.5 1.8 15.1 1.8 10.8 1.6 12.7 1.8 14.1 1.8 14.3 1.8 13.0 2.1 14.5 2.2 15.5 1.9 15.8 1.9 5 vs 5 11.8 3.3 12.6 3.9 12.4 3.0 13.4 2.9 10.5 2.8 12.1 3.2 13.3 3.0 12.6 3.1 10.5 2.4 12.0 2.9 12.3 2.9 12.6 2.6 10 vs 10 8.4 2.6 10.2 2.8 10.7 3.2 11.6 2.7 10.2 2.6 9.9 2.3 11.0 2.5 12.1 2.8 9.7 3.0 11.2 2.6 11.4 2.6 12.5 2.7 10 vs 11 7.5 3.2 8.5 2.9 8.4 2.3 10.1 2.6 8.0 2.3 8.0 2.6 8.5 1.7 9.9 2.6 8.2 2.0 9.6 2.9 10.5 2.4 10.7 2.5 20 vs 20 8.7 2.0 10.2 2.2 11.0 2.5 11.4 2.4 8.6 1.7 9.8 2.1 9.6 1.8 11.6 2.2 9.1 1.6 10.4 2.0 12.8 2.6 13.0 2.8 20 vs 23 5.8 2.2 7.3 2.4 8.2 2.1 8.9 2.1 6.8 1.7 7.6 2.2 7.6 2.4 8.7 1.9 8.1 2.1 8.7 1.5 9.0 2.1 9.1 2.3 5 vs 5 7.6 2.4 10.4 2.3 10.6 2.3 12.8 3.3 10.2 2.9 11.6 2.5 11.0 2.1 11.8 2.9 11.7 2.8 11.5 3.4 11.8 2.0 12.9 2.6 10 vs 10 9.5 2.7 12.1 2.3 12.0 2.0 13.7 2.5 11.1 1.9 12.0 2.6 12.3 2.4 13.7 3.0 12.9 1.8 13.4 2.9 13.2 2.3 14.5 2.6 10 vs 11 8.5 2.0 10.2 2.2 10.3 1.9 11.7 2.0 10.4 2.1 10.2 2.5 12.0 2.3 12.8 2.4 11.2 2.5 11.0 1.8 11.0 2.0 12.6 2.5 20 vs 20 9.6 2.3 13.3 2.2 13.5 1.9 14.6 2.0 10.4 1.8 11.1 1.4 11.8 1.5 13.8 2.0 12.4 1.8 12.8 1.4 15.0 1.8 15.2 2.4 20 vs 23 9.5 1.8 10.4 2.2 11.4 1.9 12.4 2.3 9.5 1.7 11.2 1.8 11.4 1.6 12.6 1.9 10.3 1.6 11.7 1.7 11.7 2.0 12.4 2.2 Table 18: Returns Comparison with Reduced Preference LLM-based Data B.8.6. COMPARISON OF 1-LAYER VS. 2-LAYER MIXERS This experiment evaluates the impact of using 1-layer linear mixers versus 2-layer non-linear mixers in the value decomposition process. The comparison is carried out on both returns and winning rates for SMACv1 and SMACv2 tasks, using both rule-based and LLM-based datasets. The goal is to validate the theoretical claim that 1-layer mixers provide better convexity and stability, while examining whether 2-layer mixers offer any practical advantage. Returns Winning Rates Rule-based LLM-based Rule-based LLM-based 1-layer 2-layer 1-layer 2-layer 1-layer 2-layer 1-layer 2-layer 2c vs 64zg 19.3 1.4 12.9 1.4 19.6 1.1 13.7 1.6 74.4 24.7 2.3 7.3 79.5 19.6 3.9 11.0 5m vs 6m 11.5 2.1 7.1 0.8 11.5 2.3 7.5 0.5 19.3 19.6 0.8 4.3 20.7 20.5 0.0 0.0 6h vs 8z 12.1 1.3 9.5 0.4 12.2 1.3 9.9 0.6 4.5 11.0 0.0 0.0 6.1 11.2 0.0 0.0 corridor 19.6 0.9 4.4 1.4 19.7 0.8 2.7 0.7 93.2 13.5 0.0 0.0 94.5 11.2 0.0 0.0 5 vs 5 16.8 2.4 13.8 2.7 17.9 2.5 16.3 2.9 54.3 24.2 36.7 25.8 61.5 24.8 48.4 29.3 10 vs 10 17.9 1.9 15.5 1.7 18.0 2.1 16.7 1.9 53.7 23.6 42.9 20.1 61.1 24.8 29.7 19.2 10 vs 11 14.9 2.0 13.7 2.1 16.5 2.2 13.3 2.1 30.7 19.8 14.1 16.2 34.4 24.8 21.1 17.8 20 vs 20 18.0 1.5 15.3 1.7 18.9 1.5 15.6 1.6 59.8 23.2 23.4 18.7 64.5 23.5 29.7 24.6 20 vs 23 14.9 2.0 12.5 1.6 15.8 1.9 13.5 1.6 23.4 19.2 9.8 16.5 26.4 20.8 11.7 16.5 5 vs 5 12.8 3.5 10.2 2.9 12.6 2.6 11.2 2.7 39.5 24.7 26.0 20.8 43.0 23.0 22.7 20.1 10 vs 10 11.8 2.6 9.0 2.6 12.5 2.7 10.0 2.4 28.3 20.6 19.4 23.0 33.2 23.4 26.7 22.0 10 vs 11 11.0 2.8 8.1 2.4 10.7 2.5 9.0 3.1 18.2 18.7 7.0 14.3 21.3 20.3 13.3 20.7 20 vs 20 11.8 2.4 9.4 2.0 13.0 2.8 11.9 2.4 23.0 22.4 12.0 16.5 24.4 23.1 10.9 15.2 20 vs 23 9.4 2.0 8.0 2.0 9.1 2.3 7.3 1.4 7.2 12.9 5.5 10.3 8.6 14.8 1.6 6.1 5 vs 5 13.1 3.5 10.1 3.7 12.9 2.6 9.4 3.0 35.2 25.7 30.6 30.6 40.8 21.6 25.6 24.4 10 vs 10 14.0 2.6 10.5 3.0 14.5 2.6 11.2 2.8 34.8 22.1 24.6 28.5 37.9 24.0 27.5 27.1 10 vs 11 12.8 2.7 11.9 1.9 12.6 2.5 11.7 1.8 23.4 21.1 15.6 16.2 26.0 23.0 10.9 13.9 20 vs 20 13.9 1.8 11.0 1.4 15.2 2.4 12.2 1.7 24.8 20.8 12.0 15.3 31.1 24.6 12.5 14.0 20 vs 23 12.7 2.0 10.8 1.4 12.4 2.2 9.9 1.5 18.8 18.5 3.1 8.3 16.0 19.4 3.9 9.1 Table 19: Comparison of our O-MAPL with 1-layer vs. 2-layer Mixers: Returns and Winning Rates (in percentage) B.8.7. COMPARISON OF GPT-4O VS. GPT-4O-MINI To evaluate the effect of preference data quality, the performance of O-MAPL is compared when using high-quality LLM-generated preferences (GPT-4o) versus lower-quality preferences (GPT-4o-mini). Both returns and winning rates are analyzed to understand the sensitivity of O-MAPL to the quality of preference annotations. O-MAPL: Offline Multi-agent Preference Learning Returns Winning Rates 4o 4o-mini 4o 4o-mini 2c vs 64zg 19.6 1.1 17.0 1.4 79.5 19.6 62.8 17.4 5m vs 6m 11.5 2.3 9.6 2.2 20.7 20.5 19.4 20.2 6h vs 8z 12.2 1.3 10.8 1.2 6.1 11.2 2.8 8.3 corridor 19.7 0.8 17.9 0.5 94.5 11.2 88.1 8.1 5 vs 5 17.9 2.5 15.6 2.4 61.5 24.8 58.1 28.8 10 vs 10 18.0 2.1 17.5 2.4 61.1 24.8 54.4 28.2 10 vs 11 16.5 2.2 14.2 2.5 34.4 24.8 29.1 22.8 20 vs 20 18.9 1.5 17.0 1.8 64.5 23.5 60.0 27.6 20 vs 23 15.8 1.9 15.2 2.6 26.4 20.8 26.2 30.9 5 vs 5 12.6 2.6 14.3 3.8 43.0 23.0 45.9 28.8 10 vs 10 12.5 2.7 9.6 3.3 33.2 23.4 30.0 30.9 10 vs 11 10.7 2.5 9.8 2.9 21.3 20.3 13.1 18.5 20 vs 20 13.0 2.8 11.7 2.5 24.4 23.1 20.6 26.9 20 vs 23 9.1 2.3 7.7 1.9 8.6 14.8 1.9 11.6 5 vs 5 12.9 2.6 11.2 3.4 40.8 21.6 38.3 28.8 10 vs 10 14.5 2.6 12.7 2.4 37.9 24.0 34.7 25.2 10 vs 11 12.6 2.5 11.0 2.8 26.0 23.0 22.5 23.6 20 vs 20 15.2 2.4 12.9 2.2 31.1 24.6 25.3 25.2 20 vs 23 12.4 2.2 10.2 2.2 16.0 19.4 14.2 16.6 Table 20: Comparison of our O-MAPL with GPT-4o vs. GPT-4o-mini: Returns and Winning Rates (in percentage)