We introduce a new algorithm for the numerical computation of Nash equilibria of competitive two-player games. Our method is a natural generalization of gradient descent to the two-player setting where the update is given by the Nash equilibrium of a regularized bilinear local approximation of the underlying game. It avoids oscillatory and divergent behaviors seen in alternating gradient descent. Using numerical experiments and rigorous analysis, we provide a detailed comparison to methods based...
9,510
Papers
2,238
With Code
23.5%
Code Rate
Recent Code Drops
— active repos in this categorySinkSLOT: Sinkhorn via Sparse Lifted Optimal Transport
Quantum Natural Gradient
MPLAPACK version 2.0.1 user manual
Benchopt: Reproducible, efficient and collaborative optimization benchmarks
CMA-ES with Margin: Lower-Bounding Marginal Probability for Mixed-Integer Black-Box Optimization
TSSOS: A Moment-SOS hierarchy that exploits term sparsity
9,510 papers
While the Transformer architecture has achieved remarkable success across various domains, a thorough theoretical foundation explaining its optimization dynamics is yet to be fully developed. In this study, we aim to bridge this understanding gap by answering the following two core questions: (1) Which types of Transformer architectures allow Gradient Descent (GD) to achieve guaranteed convergence? and (2) Under what initial conditions and architectural specifics does the Transformer achieve rap...
Zero-sum games arise in a wide variety of problems, including robust optimization and adversarial learning. However, algorithms deployed for finding a local Nash equilibrium in these games often converge to non-Nash stationary points. This highlights a key challenge: for any algorithm, the stability properties of its underlying dynamical system can cause non-Nash points to be potential attractors. To overcome this challenge, algorithms must account for subtleties involving the curvatures of play...
Last-iterate convergence has received extensive study in two player zero-sum games starting from bilinear, convex-concave up to settings that satisfy the MVI condition. Typical methods that exhibit last-iterate convergence for the aforementioned games include extra-gradient (EG) and optimistic gradient descent ascent (OGDA). However, all the established last-iterate convergence results hold for the restrictive setting where the underlying repeated game does not change over time. Recently, a line...
Last-iterate behaviors of learning algorithms in repeated two-player zero-sum games have been extensively studied due to their wide applications in machine learning and related tasks. Typical algorithms that exhibit the last-iterate convergence property include optimistic and extra-gradient methods. However, most existing results establish these properties under the assumption that the game is time-independent. Recently, (Feng et al, 2023) studied the last-iterate behaviors of optimistic and ext...
We consider the problem of sampling from a probability distribution $π$. It is well known that this can be written as an optimisation problem over the space of probability distribution in which we aim to minimise a divergence from $π$. and The optimisation problem is normally solved through gradient flows in the space of probability distribution with an appropriate metric. We show that the Kullback--Leibler divergence is the only divergence in the family of Bregman divergences whose gradient flo...
We study online optimization methods for zero-sum games, a fundamental problem in adversarial learning in machine learning, economics, and many other domains. Traditional methods approximate Nash equilibria (NE) using either regret-based methods (time-average convergence) or contraction-map-based methods (last-iterate convergence). We propose a new method based on Hamiltonian dynamics in physics and prove that it can characterize the set of NE in a finite (linear) number of iterations of alterna...
We consider online learning in multi-player smooth monotone games. Existing algorithms have limitations such as (1) being only applicable to strongly monotone games; (2) lacking the no-regret guarantee; (3) having only asymptotic or slow $O(\frac{1}{\sqrt{T}})$ last-iterate convergence rate to a Nash equilibrium. While the $O(\frac{1}{\sqrt{T}})$ rate is tight for a large class of algorithms including the well-studied extragradient algorithm and optimistic gradient algorithm, it is not optimal f...
A constrained version of the online convex optimization (OCO) problem is considered. With slotted time, for each slot, first an action is chosen. Subsequently the loss function and the constraint violation penalty evaluated at the chosen action point is revealed. For each slot, both the loss function as well as the function defining the constraint set is assumed to be smooth and strongly convex. In addition, once an action is chosen, local information about a feasible set within a small neighbor...
We consider the problem of finding a Nash equilibrium (NE) in a general-sum game, where player $i$'s objective is $f_i(x)=f_i(x_1,...,x_n)$, with $x_j\in\mathbb{R}^{d_j}$ denoting the strategy variables of player $j$. Our focus is on investigating first-order gradient-based algorithms and their variations, such as the block coordinate descent (BCD) algorithm, for tackling this problem. We introduce a set of conditions, called the $n$-sided PL condition, which extends the well-established gradien...
Policy gradient methods, where one searches for the policy of interest by maximizing the value functions using first-order information, become increasingly popular for sequential decision making in reinforcement learning, games, and control. Guaranteeing the global optimality of policy gradient methods, however, is highly nontrivial due to nonconcavity of the value functions. In this exposition, we highlight recent progresses in understanding and developing policy gradient methods with global co...
We introduce a computationally efficient algorithm for zeroth-order bandit convex optimisation and prove that in the adversarial setting its regret is at most $d^{3.5} \sqrt{n} \mathrm{polylog}(n, d)$ with high probability where $d$ is the dimension and $n$ is the time horizon. In the stochastic setting the bound improves to $M d^{2} \sqrt{n} \mathrm{polylog}(n, d)$ where $M \in [d^{-1/2}, d^{-1 / 4}]$ is a constant that depends on the geometry of the constraint set and the desired computational...
We consider the online convex optimization (OCO) problem with quadratic and linear switching cost in the limited information setting, where an online algorithm can choose its action using only gradient information about the previous objective function. For $L$-smooth and $μ$-strongly convex objective functions, we propose an online multiple gradient descent (OMGD) algorithm and show that its competitive ratio for the OCO problem with quadratic switching cost is at most $4(L + 5) + \frac{16(L + 5...
In this work, we study online convex optimization with a fixed constraint function $g : \mathbb{R}^d \rightarrow \mathbb{R}$. Prior work on this problem has shown $O(\sqrt{T})$ regret and cumulative constraint satisfaction $\sum_{t=1}^{T} g(x_t) \leq 0$, while only accessing the constraint value and subgradient at the played actions $g(x_t), \partial g(x_t)$. Using the same constraint information, we show a stronger guarantee of anytime constraint satisfaction $g(x_t) \leq 0 \ \forall t \in [T]$...
This paper presents a payoff perturbation technique, introducing a strong convexity to players' payoff functions in games. This technique is specifically designed for first-order methods to achieve last-iterate convergence in games where the gradient of the payoff functions is monotone in the strategy profile space, potentially containing additive noise. Although perturbation is known to facilitate the convergence of learning algorithms, the magnitude of perturbation requires careful adjustment ...
In recent times, significant advancements have been made in delving into the optimization landscape of policy gradient methods for achieving optimal control in linear time-invariant (LTI) systems. Compared with state-feedback control, output-feedback control is more prevalent since the underlying state of the system may not be fully observed in many practical settings. This paper analyzes the optimization landscape inherent to policy gradient methods when applied to static output feedback (SOF) ...
We study bimatrix two-player games and investigate the last-iterate convergence and stability of equilibria for the iterates generated by the optimistic exponential weights method. In contrast to prior work, we allow the step sizes $η_x$ and $η_y$ to differ. Our first main result establishes, under the assumption that the set of fixed points is finite, a sufficient condition for global last-iterate convergence in the special case of zero-sum games, which constrains only the product $η_xη_y$ of t...
We propose a novel approach for analyzing dynamic regret of first-order constrained online convex optimization algorithms for strongly convex and Lipschitz-smooth objectives. Crucially, we provide a general analysis that is applicable to a wide range of first-order algorithms that can be expressed as an interconnection of a linear dynamical system in feedback with a first-order oracle. By leveraging Integral Quadratic Constraints (IQCs), we derive a semi-definite program which, when feasible, pr...
Constrained Online Convex Optimization (COCO) can be seen as a generalization of the standard Online Convex Optimization (OCO) framework. At each round, a cost function and constraint function are revealed after a learner chooses an action. The goal is to minimize both the regret and cumulative constraint violation (CCV) against an adaptive adversary. We show for the first time that is possible to obtain the optimal $O(\sqrt{T})$ bound on both regret and CCV, improving the best known bounds of $...
Black-box variational inference is widely used in situations where there is no proof that its stochastic optimization succeeds. We suggest this is due to a theoretical gap in existing stochastic optimization proofs: namely the challenge of gradient estimators with unusual noise bounds, and a composite non-smooth objective. For dense Gaussian variational families, we observe that existing gradient estimators based on reparameterization satisfy a quadratic noise bound and give novel convergence gu...