In large systems, it is important for agents to learn to act effectively, but sophisticated multi-agent learning algorithms generally do not scale. An alternative approach is to find restricted classes of games where simple, efficient algorithms converge. It is shown that stage learning efficiently converges to Nash equilibria in large anonymous games if best-reply dynamics converge. Two features are identified that improve convergence. First, rather than making learning more difficult, more agents are actually beneficial in many settings. Second, providing agents with statistical information about the behavior of others can significantly reduce the number of observations needed.
@cite_24: 
@cite_5: A learning rule is uncoupled if a player does not condition his strategy on the opponent's payoffs. It is radically uncoupled if a player does not condition his strategy on the opponent's actions or payoffs. We demonstrate a family of simple, radically uncoupled learning rules whose period-by-period behavior comes arbitrarily close to Nash equilibrium behavior in any finite two-person game.
@cite_1: We construct an uncoupled randomized strategy of repeated play such that, if every player follows such a strategy, then the joint mixed strategy profiles converge, almost surely, to a Nash equilibrium of the one-shot game. The procedure requires very little in terms of players' information about the game. In fact, players' actions are based only on their own past payoffs and, in a variant of the strategy, players need not even know that their payoffs are determined through other players' actions. The procedure works for general finite games and is based on appropriate modifications of a simple stochastic learning rule introduced by Foster and Young.
@cite_20: A person learns by trial and error if he occasionally tries out new strategies, rejecting choices that are erroneous in the sense that they do not lead to higher payoffs. In a game, however, strategies can become erroneous due to a change of behavior by someone else. We introduce a learning rule in which behavior is conditional on whether a player experiences an error of the first or second type. This rule, called interactive trial and error learning, implements Nash equilibrium behavior in any game with generic payoffs and at least one pure Nash equilibrium.
Foster and Young @cite_5 use a stage-learning procedure that converges to Nash equilibrium for two-player games. Germano and Lugosi @cite_1 showed that it converges for generic @math -player games (games where best replies are unique). Young @cite_20 uses a similar algorithm without explicit stages that also converges for generic @math -player games. Rather than selecting best replies, in these algorithms agents choose new actions randomly when not in equilibrium. Unfortunately, these algorithms involve searching the whole strategy space, so their convergence time is exponential. Another algorithm that uses stages to provide a stable learning environment is the ESRL algorithm for coordinated exploration @cite_24 .