11.7GTOct 17, 2022
On the convergence of policy gradient methods to Nash equilibria in general stochastic gamesAngeliki Giannou, Kyriakos Lotidis, Panayotis Mertikopoulos et al.
Learning in stochastic games is a notoriously difficult problem because, in addition to each other's strategic decisions, the players must also contend with the fact that the game itself evolves over time, possibly in a very complicated manner. Because of this, the convergence properties of popular learning algorithms - like policy gradient and its variants - are poorly understood, except in specific classes of games (such as potential or two-player, zero-sum games). In view of this, we examine the long-run behavior of policy gradient methods with respect to Nash equilibrium policies that are second-order stationary (SOS) in a sense similar to the type of sufficiency conditions used in optimization. Our first result is that SOS policies are locally attracting with high probability, and we show that policy gradient trajectories with gradient estimates provided by the REINFORCE algorithm achieve an $\mathcal{O}(1/\sqrt{n})$ distance-squared convergence rate if the method's step-size is chosen appropriately. Subsequently, specializing to the class of deterministic Nash policies, we show that this rate can be improved dramatically and, in fact, policy gradient methods converge within a finite number of iterations in that case.
9.8MLJun 28, 2023
Stochastic Methods in Variational Inequalities: Ergodicity, Bias and RefinementsEmmanouil-Vasileios Vlatakis-Gkaragkounis, Angeliki Giannou, Yudong Chen et al.
For min-max optimization and variational inequalities problems (VIP) encountered in diverse machine learning tasks, Stochastic Extragradient (SEG) and Stochastic Gradient Descent Ascent (SGDA) have emerged as preeminent algorithms. Constant step-size variants of SEG/SGDA have gained popularity, with appealing benefits such as easy tuning and rapid forgiveness of initial conditions, but their convergence behaviors are more complicated even in rudimentary bilinear models. Our work endeavors to elucidate and quantify the probabilistic structures intrinsic to these algorithms. By recasting the constant step-size SEG/SGDA as time-homogeneous Markov Chains, we establish a first-of-its-kind Law of Large Numbers and a Central Limit Theorem, demonstrating that the average iterate is asymptotically normal with a unique invariant distribution for an extensive range of monotone and non-monotone VIPs. Specializing to convex-concave min-max optimization, we characterize the relationship between the step-size and the induced bias with respect to the Von-Neumann's value. Finally, we establish that Richardson-Romberg extrapolation can improve proximity of the average iterate to the global solution for VIPs. Our probabilistic analysis, underpinned by experiments corroborating our theoretical discoveries, harnesses techniques from optimization, Markov chains, and operator theory.
3.3GTDec 29, 2024
Accelerated regularized learning in finite N-person gamesKyriakos Lotidis, Angeliki Giannou, Panayotis Mertikopoulos et al.
Motivated by the success of Nesterov's accelerated gradient algorithm for convex minimization problems, we examine whether it is possible to achieve similar performance gains in the context of online learning in games. To that end, we introduce a family of accelerated learning methods, which we call "follow the accelerated leader" (FTXL), and which incorporates the use of momentum within the general framework of regularized learning - and, in particular, the exponential/multiplicative weights algorithm and its variants. Drawing inspiration and techniques from the continuous-time analysis of Nesterov's algorithm, we show that FTXL converges locally to strict Nash equilibria at a superlinear rate, achieving in this way an exponential speed-up over vanilla regularized learning methods (which, by comparison, converge to strict equilibria at a geometric, linear rate). Importantly, FTXL maintains its superlinear convergence rate in a broad range of feedback structures, from deterministic, full information models to stochastic, realization-based ones, and even when run with bandit, payoff-based information, where players are only able to observe their individual realized payoffs.