Sampling Equilibria: Fast No-Regret Learning in Structured Games
Daniel Beaglehole, Max Hopkins, Daniel Kane, Sihan Liu, Shachar Lovett

TL;DR
This paper introduces efficient algorithms for learning and computing approximate Nash equilibria in structured games by enabling fast sampling in the multiplicative weights update method, overcoming previous computational barriers.
Contribution
It demonstrates that RWM can be efficiently approximated in structured games, leading to faster algorithms for equilibrium computation in complex game settings.
Findings
Efficient polylogarithmic time sampling in structured games.
First polynomial-time algorithms for approximate Nash equilibria in these games.
Applicable to multi-player, multi-resource variants of classical games.
Abstract
Learning and equilibrium computation in games are fundamental problems across computer science and economics, with applications ranging from politics to machine learning. Much of the work in this area revolves around a simple algorithm termed \emph{randomized weighted majority} (RWM), also known as "Hedge" or "Multiplicative Weights Update," which is well known to achieve statistically optimal rates in adversarial settings (Littlestone and Warmuth '94, Freund and Schapire '99). Unfortunately, RWM comes with an inherent computational barrier: it requires maintaining and sampling from a distribution over all possible actions. In typical settings of interest the action space is exponentially large, seemingly rendering RWM useless in practice. In this work, we refute this notion for a broad variety of \emph{structured} games, showing it is possible to efficiently (approximately) sample…
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Taxonomy
TopicsAdvanced Bandit Algorithms Research · Adversarial Robustness in Machine Learning · Bayesian Modeling and Causal Inference
