Fast Convergence of Regularized Learning in Games
Vasilis Syrgkanis, Alekh Agarwal, Haipeng Luo, Robert E. Schapire

TL;DR
This paper demonstrates that certain regularized learning algorithms with recency bias enable faster convergence to equilibrium and efficiency in multiplayer games, improving upon previous worst-case rates.
Contribution
It introduces a class of regularized algorithms with recency bias that achieve faster convergence rates in multiplayer games, extending prior two-player zero-sum game results.
Findings
Regret decays at O(T^{-3/4}) for individual players.
Sum of utilities converges at O(T^{-1}) to an approximate optimum.
Black-box reduction achieves (T^{-1/2}) rates against adversaries.
Abstract
We show that natural classes of regularized learning algorithms with a form of recency bias achieve faster convergence rates to approximate efficiency and to coarse correlated equilibria in multiplayer normal form games. When each player in a game uses an algorithm from our class, their individual regret decays at , while the sum of utilities converges to an approximate optimum at --an improvement upon the worst case rates. We show a black-box reduction for any algorithm in the class to achieve rates against an adversary, while maintaining the faster rates against algorithms in the class. Our results extend those of [Rakhlin and Shridharan 2013] and [Daskalakis et al. 2014], who only analyzed two-player zero-sum games for specific algorithms.
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Taxonomy
TopicsAdvanced Bandit Algorithms Research · Reinforcement Learning in Robotics · Machine Learning and Algorithms
