OCJun 2
Bregman meets Lévy: Stochastic mirror descent with heavy-tailed noise in continuous and discrete timePierre-Louis Cauvin, Panayotis Mertikopoulos
We study the robustness of stochastic mirror descent (SMD) under heavy-tailed noise, focusing on whether the method retains its convergence guarantees when run with infinite-variance stochastic gradient input. To address this question in a principled manner, we begin by introducing a continuous-time model of SMD as a stochastic differential equation (SDE) driven by a centered Lévy noise process with finite $p$-th order moments, $1 < p \leq 2$. This scheme -- which we call the Lévy mirror flow (LMF) -- arises naturally as the scaling limit of SMD in the presence of heavy-tailed noise. In particular, when $p < 2$ -- the heavy noise regime -- the trajectories of LMF generically exhibit jump discontinuities of arbitrary magnitude which, if frequent enough, lead to infinite variance. Nonetheless, despite this highly singular behavior, we show that LMF attains $ε$-optimality within $\mathcal{O}(ε^{-p/(p-1)})$ time in the convex case, and within $\mathcal{\tilde O}(ε^{-1/(p-1)})$ time for (relatively) strongly convex objectives. These guarantees provide a transparent characterization of the impact of frequent long jumps on the convergence of the process, and percolate to a series of matching discrete-time guarantees for several variants of SMD under heavy-tailed noise.
OCMay 25
Explicit Second-Order Min-Max Optimization: Practical Algorithms and Complexity AnalysisTianyi Lin, Panayotis Mertikopoulos, Michael I. Jordan
We propose and analyze several inexact regularized Newton-type methods for finding a global saddle point of convex-concave unconstrained min-max optimization problems. Compared to first-order methods, our understanding of second-order methods for min-max optimization is relatively limited, as obtaining global rates of convergence with second-order information can be much more involved. In this paper, we examine how second-order information is used to speed up extra-gradient methods, even under inexactness. In particular, we show that the proposed methods generate iterates that remain within a bounded set and that the averaged iterates converge to an $ε$-saddle point within $O(ε^{-2/3})$ iterations in terms of a restricted gap function. We also provide a simple routine for solving the subproblem at each iteration, requiring a single Schur decomposition and $O(\log\log(1/ε))$ calls to a linear system solver in a quasi-upper-triangular system. Thus, our method improves the existing line-search-based second-order min-max optimization methods by shaving off an $O(\log\log(1/ε))$ factor in the required number of Schur decompositions. Finally, we evaluate our method on both synthetic benchmarks and a real-world application arising from AUC maximization on standard LIBSVM datasets, and find that the proposed second-order approach delivers stronger practical efficiency than representative first-order methods on these problems.
GTJun 8, 2022
A unified stochastic approximation framework for learning in gamesPanayotis Mertikopoulos, Ya-Ping Hsieh, Volkan Cevher
We develop a flexible stochastic approximation framework for analyzing the long-run behavior of learning in games (both continuous and finite). The proposed analysis template incorporates a wide array of popular learning algorithms, including gradient-based methods, the exponential/multiplicative weights algorithm for learning in finite games, optimistic and bandit variants of the above, etc. In addition to providing an integrated view of these algorithms, our framework further allows us to obtain several new convergence results, both asymptotic and in finite time, in both continuous and finite games. Specifically, we provide a range of criteria for identifying classes of Nash equilibria and sets of action profiles that are attracting with high probability, and we also introduce the notion of coherence, a game-theoretic property that includes strict and sharp equilibria, and which leads to convergence in finite time. Importantly, our analysis applies to both oracle-based and bandit, payoff-based methods - that is, when players only observe their realized payoffs.
GTJun 13, 2022
No-Regret Learning in Games with Noisy Feedback: Faster Rates and Adaptivity via Learning Rate SeparationYu-Guan Hsieh, Kimon Antonakopoulos, Volkan Cevher et al.
We examine the problem of regret minimization when the learner is involved in a continuous game with other optimizing agents: in this case, if all players follow a no-regret algorithm, it is possible to achieve significantly lower regret relative to fully adversarial environments. We study this problem in the context of variationally stable games (a class of continuous games which includes all convex-concave and monotone games), and when the players only have access to noisy estimates of their individual payoff gradients. If the noise is additive, the game-theoretic and purely adversarial settings enjoy similar regret guarantees; however, if the noise is multiplicative, we show that the learners can, in fact, achieve constant regret. We achieve this faster rate via an optimistic gradient scheme with learning rate separation -- that is, the method's extrapolation and update steps are tuned to different schedules, depending on the noise profile. Subsequently, to eliminate the need for delicate hyperparameter tuning, we propose a fully adaptive method that attains nearly the same guarantees as its non-adapted counterpart, while operating without knowledge of either the game or of the noise profile.
GTOct 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.
OCNov 4, 2023
Riemannian stochastic optimization methods avoid strict saddle pointsYa-Ping Hsieh, Mohammad Reza Karimi, Andreas Krause et al.
Many modern machine learning applications - from online principal component analysis to covariance matrix identification and dictionary learning - can be formulated as minimization problems on Riemannian manifolds, and are typically solved with a Riemannian stochastic gradient method (or some variant thereof). However, in many cases of interest, the resulting minimization problem is not geodesically convex, so the convergence of the chosen solver to a desirable solution - i.e., a local minimizer - is by no means guaranteed. In this paper, we study precisely this question, that is, whether stochastic Riemannian optimization algorithms are guaranteed to avoid saddle points with probability 1. For generality, we study a family of retraction-based methods which, in addition to having a potentially much lower per-iteration cost relative to Riemannian gradient descent, include other widely used algorithms, such as natural policy gradient methods and mirror descent in ordinary convex spaces. In this general setting, we show that, under mild assumptions for the ambient manifold and the oracle providing gradient information, the policies under study avoid strict saddle points / submanifolds with probability 1, from any initial condition. This result provides an important sanity check for the use of gradient methods on manifolds as it shows that, almost always, the limit state of a stochastic Riemannian algorithm can only be a local minimizer.
GTFeb 5, 2023
Learning in quantum gamesKyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos
In this paper, we introduce a class of learning dynamics for general quantum games, that we call "follow the quantum regularized leader" (FTQL), in reference to the classical "follow the regularized leader" (FTRL) template for learning in finite games. We show that the induced quantum state dynamics decompose into (i) a classical, commutative component which governs the dynamics of the system's eigenvalues in a way analogous to the evolution of mixed strategies under FTRL; and (ii) a non-commutative component for the system's eigenvectors which has no classical counterpart. Despite the complications that this non-classical component entails, we find that the FTQL dynamics incur no more than constant regret in all quantum games. Moreover, adjusting classical notions of stability to account for the nonlinear geometry of the state space of quantum games, we show that only pure quantum equilibria can be stable and attracting under FTQL while, as a partial converse, pure equilibria that satisfy a certain "variational stability" condition are always attracting. Finally, we show that the FTQL dynamics are Poincaré recurrent in quantum min-max games, extending in this way a very recent result for the quantum replicator dynamics.
GTNov 4, 2023
The equivalence of dynamic and strategic stability under regularized learning in gamesVictor Boone, Panayotis Mertikopoulos
In this paper, we examine the long-run behavior of regularized, no-regret learning in finite games. A well-known result in the field states that the empirical frequencies of no-regret play converge to the game's set of coarse correlated equilibria; however, our understanding of how the players' actual strategies evolve over time is much more limited - and, in many cases, non-existent. This issue is exacerbated further by a series of recent results showing that only strict Nash equilibria are stable and attracting under regularized learning, thus making the relation between learning and pointwise solution concepts particularly elusive. In lieu of this, we take a more general approach and instead seek to characterize the \emph{setwise} rationality properties of the players' day-to-day play. To that end, we focus on one of the most stringent criteria of setwise strategic stability, namely that any unilateral deviation from the set in question incurs a cost to the deviator - a property known as closedness under better replies (club). In so doing, we obtain a far-reaching equivalence between strategic and dynamic stability: a product of pure strategies is closed under better replies if and only if its span is stable and attracting under regularized learning. In addition, we estimate the rate of convergence to such sets, and we show that methods based on entropic regularization (like the exponential weights algorithm) converge at a geometric rate, while projection-based methods converge within a finite number of iterations, even with bandit, payoff-based feedback.
QUANT-PHNov 17, 2023
A Quadratic Speedup in Finding Nash Equilibria of Quantum Zero-Sum GamesFrancisca Vasconcelos, Emmanouil-Vasileios Vlatakis-Gkaragkounis, Panayotis Mertikopoulos et al.
Recent developments in domains such as non-local games, quantum interactive proofs, and quantum generative adversarial networks have renewed interest in quantum game theory and, specifically, quantum zero-sum games. Central to classical game theory is the efficient algorithmic computation of Nash equilibria, which represent optimal strategies for both players. In 2008, Jain and Watrous proposed the first classical algorithm for computing equilibria in quantum zero-sum games using the Matrix Multiplicative Weight Updates (MMWU) method to achieve a convergence rate of $\mathcal{O}(d/ε^2)$ iterations to $ε$-Nash equilibria in the $4^d$-dimensional spectraplex. In this work, we propose a hierarchy of quantum optimization algorithms that generalize MMWU via an extra-gradient mechanism. Notably, within this proposed hierarchy, we introduce the Optimistic Matrix Multiplicative Weights Update (OMMWU) algorithm and establish its average-iterate convergence complexity as $\mathcal{O}(d/ε)$ iterations to $ε$-Nash equilibria. This quadratic speed-up relative to Jain and Watrous' original algorithm sets a new benchmark for computing $ε$-Nash equilibria in quantum zero-sum games.
OCNov 15, 2022
The rate of convergence of Bregman proximal methods: Local geometry vs. regularity vs. sharpnessWaïss Azizian, Franck Iutzeler, Jérôme Malick et al.
We examine the last-iterate convergence rate of Bregman proximal methods - from mirror descent to mirror-prox and its optimistic variants - as a function of the local geometry induced by the prox-mapping defining the method. For generality, we focus on local solutions of constrained, non-monotone variational inequalities, and we show that the convergence rate of a given method depends sharply on its associated Legendre exponent, a notion that measures the growth rate of the underlying Bregman function (Euclidean, entropic, or other) near a solution. In particular, we show that boundary solutions exhibit a stark separation of regimes between methods with a zero and non-zero Legendre exponent: the former converge at a linear rate, while the latter converge, in general, sublinearly. This dichotomy becomes even more pronounced in linearly constrained problems where methods with entropic regularization achieve a linear convergence rate along sharp directions, compared to convergence in a finite number of steps under Euclidean regularization.
GTJul 25, 2024
Nested replicator dynamics, nested logit choice, and similarity-based learningPanayotis Mertikopoulos, William H. Sandholm
We consider a model of learning and evolution in games whose action sets are endowed with a partition-based similarity structure intended to capture exogenous similarities between strategies. In this model, revising agents have a higher probability of comparing their current strategy with other strategies that they deem similar, and they switch to the observed strategy with probability proportional to its payoff excess. Because of this implicit bias toward similar strategies, the resulting dynamics - which we call the nested replicator dynamics - do not satisfy any of the standard monotonicity postulates for imitative game dynamics; nonetheless, we show that they retain the main long-run rationality properties of the replicator dynamics, albeit at quantitatively different rates. We also show that the induced dynamics can be viewed as a stimulus-response model in the spirit of Erev & Roth (1998), with choice probabilities given by the nested logit choice rule of Ben-Akiva (1973) and McFadden (1978). This result generalizes an existing relation between the replicator dynamics and the exponential weights algorithm in online learning, and provides an additional layer of interpretation to our analysis and results.
LGJun 19, 2022
Nested banditsMatthieu Martin, Panayotis Mertikopoulos, Thibaud Rahier et al.
In many online decision processes, the optimizing agent is called to choose between large numbers of alternatives with many inherent similarities; in turn, these similarities imply closely correlated losses that may confound standard discrete choice models and bandit algorithms. We study this question in the context of nested bandits, a class of adversarial multi-armed bandit problems where the learner seeks to minimize their regret in the presence of a large number of distinct alternatives with a hierarchy of embedded (non-combinatorial) similarities. In this setting, optimal algorithms based on the exponential weights blueprint (like Hedge, EXP3, and their variants) may incur significant regret because they tend to spend excessive amounts of time exploring irrelevant alternatives with similar, suboptimal costs. To account for this, we propose a nested exponential weights (NEW) algorithm that performs a layered exploration of the learner's set of alternatives based on a nested, step-by-step selection method. In so doing, we obtain a series of tight bounds for the learner's regret showing that online learning problems with a high degree of similarity between alternatives can be resolved efficiently, without a red bus / blue bus paradox occurring.
OCJun 14, 2022
Riemannian stochastic approximation algorithmsMohammad Reza Karimi, Ya-Ping Hsieh, Panayotis Mertikopoulos et al.
We examine a wide class of stochastic approximation algorithms for solving (stochastic) nonlinear problems on Riemannian manifolds. Such algorithms arise naturally in the study of Riemannian optimization, game theory and optimal transport, but their behavior is much less understood compared to the Euclidean case because of the lack of a global linear structure on the manifold. We overcome this difficulty by introducing a suitable Fermi coordinate frame which allows us to map the asymptotic behavior of the Riemannian Robbins-Monro (RRM) algorithms under study to that of an associated deterministic dynamical system. In so doing, we provide a general template of almost sure convergence results that mirrors and extends the existing theory for Euclidean Robbins-Monro schemes, despite the significant complications that arise due to the curvature and topology of the underlying manifold. We showcase the flexibility of the proposed framework by applying it to a range of retraction-based variants of the popular optimistic / extra-gradient methods for solving minimization problems and games, and we provide a unified treatment for their convergence.
GTNov 4, 2023
Payoff-based learning with matrix multiplicative weights in quantum gamesKyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos et al.
In this paper, we study the problem of learning in quantum games - and other classes of semidefinite games - with scalar, payoff-based feedback. For concreteness, we focus on the widely used matrix multiplicative weights (MMW) algorithm and, instead of requiring players to have full knowledge of the game (and/or each other's chosen states), we introduce a suite of minimal-information matrix multiplicative weights (3MW) methods tailored to different information frameworks. The main difficulty to attaining convergence in this setting is that, in contrast to classical finite games, quantum games have an infinite continuum of pure states (the quantum equivalent of pure strategies), so standard importance-weighting techniques for estimating payoff vectors cannot be employed. Instead, we borrow ideas from bandit convex optimization and we design a zeroth-order gradient sampler adapted to the semidefinite geometry of the problem at hand. As a first result, we show that the 3MW method with deterministic payoff feedback retains the $\mathcal{O}(1/\sqrt{T})$ convergence rate of the vanilla, full information MMW algorithm in quantum min-max games, even though the players only observe a single scalar. Subsequently, we relax the algorithm's information requirements even further and we provide a 3MW method that only requires players to observe a random realization of their payoff observable, and converges to equilibrium at an $\mathcal{O}(T^{-1/4})$ rate. Finally, going beyond zero-sum games, we show that a regularized variant of the proposed 3MW method guarantees local convergence with high probability to all equilibria that satisfy a certain first-order stability condition.
OCJul 15, 2022
Pick your Neighbor: Local Gauss-Southwell Rule for Fast Asynchronous Decentralized OptimizationMarina Costantini, Nikolaos Liakopoulos, Panayotis Mertikopoulos et al.
In decentralized optimization environments, each agent $i$ in a network of $n$ nodes has its own private function $f_i$, and nodes communicate with their neighbors to cooperatively minimize the aggregate objective $\sum_{i=1}^n f_i$. In this setting, synchronizing the nodes' updates incurs significant communication overhead and computational costs, so much of the recent literature has focused on the analysis and design of asynchronous optimization algorithms, where agents activate and communicate at arbitrary times without needing a global synchronization enforcer. However, most works assume that when a node activates, it selects the neighbor to contact based on a fixed probability (e.g., uniformly at random), a choice that ignores the optimization landscape at the moment of activation. Instead, in this work we introduce an optimization-aware selection rule that chooses the neighbor providing the highest dual cost improvement (a quantity related to a dualization of the problem based on consensus). This scheme is related to the coordinate descent (CD) method with the Gauss-Southwell (GS) rule for coordinate updates; in our setting however, only a subset of coordinates is accessible at each iteration (because each node can communicate only with its neighbors), so the existing literature on GS methods does not apply. To overcome this difficulty, we develop a new analytical framework for smooth and strongly convex $f_i$ that covers the class of set-wise CD algorithms -- a class that directly applies to decentralized scenarios, but is not limited to them -- and we show that the proposed set-wise GS rule achieves a speedup factor of up to the maximum degree in the network (which is in the order of $Θ(n)$ for highly connected graphs). The speedup predicted by our analysis is validated in numerical experiments with synthetic data.
GTDec 9, 2025
Robust equilibria in continuous games: From strategic to dynamic robustnessKyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos et al.
In this paper, we examine the robustness of Nash equilibria in continuous games, under both strategic and dynamic uncertainty. Starting with the former, we introduce the notion of a robust equilibrium as those equilibria that remain invariant to small -- but otherwise arbitrary -- perturbations to the game's payoff structure, and we provide a crisp geometric characterization thereof. Subsequently, we turn to the question of dynamic robustness, and we examine which equilibria may arise as stable limit points of the dynamics of "follow the regularized leader" (FTRL) in the presence of randomness and uncertainty. Despite their very distinct origins, we establish a structural correspondence between these two notions of robustness: strategic robustness implies dynamic robustness, and, conversely, the requirement of strategic robustness cannot be relaxed if dynamic robustness is to be maintained. Finally, we examine the rate of convergence to robust equilibria as a function of the underlying regularizer, and we show that entropically regularized learning converges at a geometric rate in games with affinely constrained action spaces.
GTDec 9, 2025
Multi-agent learning under uncertainty: Recurrence vs. concentrationKyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos et al.
In this paper, we examine the convergence landscape of multi-agent learning under uncertainty. Specifically, we analyze two stochastic models of regularized learning in continuous games -- one in continuous and one in discrete time with the aim of characterizing the long-run behavior of the induced sequence of play. In stark contrast to deterministic, full-information models of learning (or models with a vanishing learning rate), we show that the resulting dynamics do not converge in general. In lieu of this, we ask instead which actions are played more often in the long run, and by how much. We show that, in strongly monotone games, the dynamics of regularized learning may wander away from equilibrium infinitely often, but they always return to its vicinity in finite time (which we estimate), and their long-run distribution is sharply concentrated around a neighborhood thereof. We quantify the degree of this concentration, and we show that these favorable properties may all break down if the underlying game is not strongly monotone -- underscoring in this way the limits of regularized learning in the presence of persistent randomness and uncertainty.
LGFeb 2
Efficient Swap Regret Minimization in Combinatorial BanditsAndreas Kontogiannis, Vasilis Pollatos, Panayotis Mertikopoulos et al.
This paper addresses the problem of designing efficient no-swap regret algorithms for combinatorial bandits, where the number of actions $N$ is exponentially large in the dimensionality of the problem. In this setting, designing efficient no-swap regret translates to sublinear -- in horizon $T$ -- swap regret with polylogarithmic dependence on $N$. In contrast to the weaker notion of external regret minimization - a problem which is fairly well understood in the literature - achieving no-swap regret with a polylogarithmic dependence on $N$ has remained elusive in combinatorial bandits. Our paper resolves this challenge, by introducing a no-swap-regret learning algorithm with regret that scales polylogarithmically in $N$ and is tight for the class of combinatorial bandits. To ground our results, we also demonstrate how to implement the proposed algorithm efficiently -- that is, with a per-iteration complexity that also scales polylogarithmically in $N$ -- across a wide range of well-studied applications.
OCOct 23, 2022
Explicit Second-Order Min-Max Optimization: Practical Algorithms and Complexity AnalysisTianyi Lin, Panayotis Mertikopoulos, Michael I. Jordan
We propose and analyze several inexact regularized Newton-type methods for finding a global saddle point of \emph{convex-concave} unconstrained min-max optimization problems. Compared to first-order methods, our understanding of second-order methods for min-max optimization is relatively limited, as obtaining global rates of convergence with second-order information can be much more involved. In this paper, we examine how second-order information is used to speed up extra-gradient methods, even under inexactness. In particular, we show that the proposed methods generate iterates that remain within a bounded set and that the averaged iterates converge to an $ε$-saddle point within $O(ε^{-2/3})$ iterations in terms of a restricted gap function. We also provide a simple routine for solving the subproblem at each iteration, requiring a single Schur decomposition and $O(\log\log(1/ε))$ calls to a linear system solver in a quasi-upper-triangular system. Thus, our method improves the existing line-search-based second-order min-max optimization methods by shaving off an $O(\log\log(1/ε))$ factor in the required number of Schur decompositions. Finally, we conduct experiments on synthetic and real data to demonstrate the efficiency of the proposed methods.
GTMay 12, 2024
A geometric decomposition of finite games: Convergence vs. recurrence under exponential weightsDavide Legacci, Panayotis Mertikopoulos, Bary Pradelski
In view of the complexity of the dynamics of learning in games, we seek to decompose a game into simpler components where the dynamics' long-run behavior is well understood. A natural starting point for this is Helmholtz's theorem, which decomposes a vector field into a potential and an incompressible component. However, the geometry of game dynamics - and, in particular, the dynamics of exponential / multiplicative weights (EW) schemes - is not compatible with the Euclidean underpinnings of Helmholtz's theorem. This leads us to consider a specific Riemannian framework based on the so-called Shahshahani metric, and introduce the class of incompressible games, for which we establish the following results: First, in addition to being volume-preserving, the continuous-time EW dynamics in incompressible games admit a constant of motion and are Poincaré recurrent - i.e., almost every trajectory of play comes arbitrarily close to its starting point infinitely often. Second, we establish a deep connection with a well-known decomposition of games into a potential and harmonic component (where the players' objectives are aligned and anti-aligned respectively): a game is incompressible if and only if it is harmonic, implying in turn that the EW dynamics lead to Poincaré recurrence in harmonic games.
GTDec 27, 2023
Exploiting hidden structures in non-convex games for convergence to Nash equilibriumIosif Sakos, Emmanouil-Vasileios Vlatakis-Gkaragkounis, Panayotis Mertikopoulos et al.
A wide array of modern machine learning applications - from adversarial models to multi-agent reinforcement learning - can be formulated as non-cooperative games whose Nash equilibria represent the system's desired operational states. Despite having a highly non-convex loss landscape, many cases of interest possess a latent convex structure that could potentially be leveraged to yield convergence to equilibrium. Driven by this observation, our paper proposes a flexible first-order method that successfully exploits such "hidden structures" and achieves convergence under minimal assumptions for the transformation connecting the players' control variables to the game's latent, convex-structured layer. The proposed method - which we call preconditioned hidden gradient descent (PHGD) - hinges on a judiciously chosen gradient preconditioning scheme related to natural gradient methods. Importantly, we make no separability assumptions for the game's hidden structure, and we provide explicit convergence rate guarantees for both deterministic and stochastic environments.
GTDec 28, 2024
No-regret learning in harmonic games: Extrapolation in the face of conflicting interestsDavide Legacci, Panayotis Mertikopoulos, Christos H. Papadimitriou et al.
The long-run behavior of multi-agent learning - and, in particular, no-regret learning - is relatively well-understood in potential games, where players have aligned interests. By contrast, in harmonic games - the strategic counterpart of potential games, where players have conflicting interests - very little is known outside the narrow subclass of 2-player zero-sum games with a fully-mixed equilibrium. Our paper seeks to partially fill this gap by focusing on the full class of (generalized) harmonic games and examining the convergence properties of follow-the-regularized-leader (FTRL), the most widely studied class of no-regret learning schemes. As a first result, we show that the continuous-time dynamics of FTRL are Poincaré recurrent, that is, they return arbitrarily close to their starting point infinitely often, and hence fail to converge. In discrete time, the standard, "vanilla" implementation of FTRL may lead to even worse outcomes, eventually trapping the players in a perpetual cycle of best-responses. However, if FTRL is augmented with a suitable extrapolation step - which includes as special cases the optimistic and mirror-prox variants of FTRL - we show that learning converges to a Nash equilibrium from any initial condition, and all players are guaranteed at most O(1) regret. These results provide an in-depth understanding of no-regret learning in harmonic games, nesting prior work on 2-player zero-sum games, and showing at a high level that harmonic games are the canonical complement of potential games, not only from a strategic, but also from a dynamic viewpoint.
GTDec 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.
OCMar 20, 2025
The global convergence time of stochastic gradient descent in non-convex landscapes: Sharp estimates via large deviationsWaïss Azizian, Franck Iutzeler, Jérôme Malick et al.
In this paper, we examine the time it takes for stochastic gradient descent (SGD) to reach the global minimum of a general, non-convex loss function. We approach this question through the lens of randomly perturbed dynamical systems and large deviations theory, and we provide a tight characterization of the global convergence time of SGD via matching upper and lower bounds. These bounds are dominated by the most "costly" set of obstacles that the algorithm may need to overcome in order to reach a global minimizer from a given initialization, coupling in this way the global geometry of the underlying loss landscape with the statistics of the noise entering the process. Finally, motivated by applications to the training of deep neural networks, we also provide a series of refinements and extensions of our analysis for loss functions with shallow local minima.
GTJun 16, 2025
The impact of uncertainty on regularized learning in gamesPierre-Louis Cauvin, Davide Legacci, Panayotis Mertikopoulos
In this paper, we investigate how randomness and uncertainty influence learning in games. Specifically, we examine a perturbed variant of the dynamics of "follow-the-regularized-leader" (FTRL), where the players' payoff observations and strategy updates are continually impacted by random shocks. Our findings reveal that, in a fairly precise sense, "uncertainty favors extremes": in any game, regardless of the noise level, every player's trajectory of play reaches an arbitrarily small neighborhood of a pure strategy in finite time (which we estimate). Moreover, even if the player does not ultimately settle at this strategy, they return arbitrarily close to some (possibly different) pure strategy infinitely often. This prompts the question of which sets of pure strategies emerge as robust predictions of learning under uncertainty. We show that (a) the only possible limits of the FTRL dynamics under uncertainty are pure Nash equilibria; and (b) a span of pure strategies is stable and attracting if and only if it is closed under better replies. Finally, we turn to games where the deterministic dynamics are recurrent - such as zero-sum games with interior equilibria - and we show that randomness disrupts this behavior, causing the stochastic dynamics to drift toward the boundary on average.
OCJun 13, 2024
What is the long-run distribution of stochastic gradient descent? A large deviations analysisWaïss Azizian, Franck Iutzeler, Jérôme Malick et al.
In this paper, we examine the long-run distribution of stochastic gradient descent (SGD) in general, non-convex problems. Specifically, we seek to understand which regions of the problem's state space are more likely to be visited by SGD, and by how much. Using an approach based on the theory of large deviations and randomly perturbed dynamical systems, we show that the long-run distribution of SGD resembles the Boltzmann-Gibbs distribution of equilibrium thermodynamics with temperature equal to the method's step-size and energy levels determined by the problem's objective and the statistics of the noise. In particular, we show that, in the long run, (a) the problem's critical region is visited exponentially more often than any non-critical region; (b) the iterates of SGD are exponentially concentrated around the problem's minimum energy state (which does not always coincide with the global minimum of the objective); (c) all other connected components of critical points are visited with frequency that is exponentially proportional to their energy level; and, finally (d) any component of local maximizers or saddle points is "dominated" by a component of local minimizers which is visited exponentially more often.
LGSep 13, 2021
Zeroth-order non-convex learning via hierarchical dual averagingAmélie Héliou, Matthieu Martin, Panayotis Mertikopoulos et al.
We propose a hierarchical version of dual averaging for zeroth-order online non-convex optimization - i.e., learning processes where, at each stage, the optimizer is facing an unknown non-convex loss function and only receives the incurred loss as feedback. The proposed class of policies relies on the construction of an online model that aggregates loss information as it arrives, and it consists of two principal components: (a) a regularizer adapted to the Fisher information metric (as opposed to the metric norm of the ambient space); and (b) a principled exploration of the problem's state space based on an adapted hierarchical schedule. This construction enables sharper control of the model's bias and variance, and allows us to derive tight bounds for both the learner's static and dynamic regret - i.e., the regret incurred against the best dynamic policy in hindsight over the horizon of play.
OCJul 16, 2021
Adaptive first-order methods revisited: Convex optimization without Lipschitz requirementsKimon Antonakopoulos, Panayotis Mertikopoulos
We propose a new family of adaptive first-order methods for a class of convex minimization problems that may fail to be Lipschitz continuous or smooth in the standard sense. Specifically, motivated by a recent flurry of activity on non-Lipschitz (NoLips) optimization, we consider problems that are continuous or smooth relative to a reference Bregman function - as opposed to a global, ambient norm (Euclidean or otherwise). These conditions encompass a wide range of problems with singular objectives, such as Fisher markets, Poisson tomography, D-design, and the like. In this setting, the application of existing order-optimal adaptive methods - like UnixGrad or AcceleGrad - is not possible, especially in the presence of randomness and uncertainty. The proposed method - which we call adaptive mirror descent (AdaMir) - aims to close this gap by concurrently achieving min-max optimal rates in problems that are relatively continuous or smooth, including stochastic ones.
OCJul 6, 2021
Distributed stochastic optimization with large delaysZhengyuan Zhou, Panayotis Mertikopoulos, Nicholas Bambos et al.
One of the most widely used methods for solving large-scale stochastic optimization problems is distributed asynchronous stochastic gradient descent (DASGD), a family of algorithms that result from parallelizing stochastic gradient descent on distributed computing architectures (possibly) asychronously. However, a key obstacle in the efficient implementation of DASGD is the issue of delays: when a computing node contributes a gradient update, the global model parameter may have already been updated by other nodes several times over, thereby rendering this gradient information stale. These delays can quickly add up if the computational throughput of a node is saturated, so the convergence of DASGD may be compromised in the presence of large delays. Our first contribution is that, by carefully tuning the algorithm's step-size, convergence to the critical set is still achieved in mean square, even if the delays grow unbounded at a polynomial rate. We also establish finer results in a broad class of structured optimization problems (called variationally coherent), where we show that DASGD converges to a global optimum with probability $1$ under the same delay assumptions. Together, these results contribute to the broad landscape of large-scale non-convex stochastic optimization by offering state-of-the-art theoretical guarantees and providing insights for algorithm design.
OCJul 5, 2021
The Last-Iterate Convergence Rate of Optimistic Mirror Descent in Stochastic Variational InequalitiesWaïss Azizian, Franck Iutzeler, Jérôme Malick et al.
In this paper, we analyze the local convergence rate of optimistic mirror descent methods in stochastic variational inequalities, a class of optimization problems with important applications to learning theory and machine learning. Our analysis reveals an intricate relation between the algorithm's rate of convergence and the local geometry induced by the method's underlying Bregman function. We quantify this relation by means of the Legendre exponent, a notion that we introduce to measure the growth rate of the Bregman divergence relative to the ambient norm near a solution. We show that this exponent determines both the optimal step-size policy of the algorithm and the optimal rates attained, explaining in this way the differences observed for some popular Bregman functions (Euclidean projection, negative entropy, fractional power, etc.).
GTJul 4, 2021
Learning in nonatomic games, Part I: Finite action spaces and population gamesSaeed Hadikhanloo, Rida Laraki, Panayotis Mertikopoulos et al.
We examine the long-run behavior of a wide range of dynamics for learning in nonatomic games, in both discrete and continuous time. The class of dynamics under consideration includes fictitious play and its regularized variants, the best-reply dynamics (again, possibly regularized), as well as the dynamics of dual averaging / "follow the regularized leader" (which themselves include as special cases the replicator dynamics and Friedman's projection dynamics). Our analysis concerns both the actual trajectory of play and its time-average, and we cover potential and monotone games, as well as games with an evolutionarily stable state (global or otherwise). We focus exclusively on games with finite action spaces; nonatomic games with continuous action spaces are treated in detail in Part II of this paper.
OCMay 27, 2021
Optimization in Open Networks via Dual AveragingYu-Guan Hsieh, Franck Iutzeler, Jérôme Malick et al.
In networks of autonomous agents (e.g., fleets of vehicles, scattered sensors), the problem of minimizing the sum of the agents' local functions has received a lot of interest. We tackle here this distributed optimization problem in the case of open networks when agents can join and leave the network at any time. Leveraging recent online optimization techniques, we propose and analyze the convergence of a decentralized asynchronous optimization method for open networks.
GTApr 26, 2021
Adaptive Learning in Continuous Games: Optimal Regret Bounds and Convergence to Nash EquilibriumYu-Guan Hsieh, Kimon Antonakopoulos, Panayotis Mertikopoulos
In game-theoretic learning, several agents are simultaneously following their individual interests, so the environment is non-stationary from each player's perspective. In this context, the performance of a learning algorithm is often measured by its regret. However, no-regret algorithms are not created equal in terms of game-theoretic guarantees: depending on how they are tuned, some of them may drive the system to an equilibrium, while others could produce cyclic, chaotic, or otherwise divergent trajectories. To account for this, we propose a range of no-regret policies based on optimistic mirror descent, with the following desirable properties: i) they do not require any prior tuning or knowledge of the game; ii) they all achieve O(\sqrt{T}) regret against arbitrary, adversarial opponents; and iii) they converge to the best response against convergent opponents. Also, if employed by all players, then iv) they guarantee O(1) social regret; while v) the induced sequence of play converges to Nash equilibrium with O(1) individual regret in all variationally stable games (a class of games that includes all monotone and convex-concave zero-sum games).
GTJan 12, 2021
Survival of the strictest: Stable and unstable equilibria under regularized learning with partial informationAngeliki Giannou, Emmanouil-Vasileios Vlatakis-Gkaragkounis, Panayotis Mertikopoulos
In this paper, we examine the Nash equilibrium convergence properties of no-regret learning in general N-player games. For concreteness, we focus on the archetypal follow the regularized leader (FTRL) family of algorithms, and we consider the full spectrum of uncertainty that the players may encounter - from noisy, oracle-based feedback, to bandit, payoff-based information. In this general context, we establish a comprehensive equivalence between the stability of a Nash equilibrium and its support: a Nash equilibrium is stable and attracting with arbitrarily high probability if and only if it is strict (i.e., each equilibrium strategy has a unique best response). This equivalence extends existing continuous-time versions of the folk theorem of evolutionary game theory to a bona fide algorithmic learning setting, and it provides a clear refinement criterion for the prediction of the day-to-day behavior of no-regret learning in games
LGDec 21, 2020
Multi-Agent Online Optimization with Delays: Asynchronicity, Adaptivity, and OptimismYu-Guan Hsieh, Franck Iutzeler, Jérôme Malick et al.
In this paper, we provide a general framework for studying multi-agent online learning problems in the presence of delays and asynchronicities. Specifically, we propose and analyze a class of adaptive dual averaging schemes in which agents only need to accumulate gradient feedback received from the whole system, without requiring any between-agent coordination. In the single-agent case, the adaptivity of the proposed method allows us to extend a range of existing results to problems with potentially unbounded delays between playing an action and receiving the corresponding feedback. In the multi-agent case, the situation is significantly more complicated because agents may not have access to a global clock to use as a reference point; to overcome this, we focus on the information that is available for producing each prediction rather than the actual delay associated with each feedback. This allows us to derive adaptive learning strategies with optimal regret bounds, even in a fully decentralized, asynchronous environment. Finally, we also analyze an "optimistic" variant of the proposed algorithm which is capable of exploiting the predictability of problems with a slower variation and leads to improved regret bounds.
OCOct 22, 2020
Adaptive extra-gradient methods for min-max optimization and gamesKimon Antonakopoulos, E. Veronica Belmega, Panayotis Mertikopoulos
We present a new family of min-max optimization algorithms that automatically exploit the geometry of the gradient data observed at earlier iterations to perform more informative extra-gradient steps in later ones. Thanks to this adaptation mechanism, the proposed method automatically detects whether the problem is smooth or not, without requiring any prior tuning by the optimizer. As a result, the algorithm simultaneously achieves order-optimal convergence rates, i.e., it converges to an $\varepsilon$-optimal solution within $\mathcal{O}(1/\varepsilon)$ iterations in smooth problems, and within $\mathcal{O}(1/\varepsilon^2)$ iterations in non-smooth ones. Importantly, these guarantees do not require any of the standard boundedness or Lipschitz continuity conditions that are typically assumed in the literature; in particular, they apply even to problems with singularities (such as resource allocation problems and the like). This adaptation is achieved through the use of a geometric apparatus based on Finsler metrics and a suitably chosen mirror-prox template that allows us to derive sharp convergence rates for the methods at hand.
GTOct 19, 2020
No-regret learning and mixed Nash equilibria: They do not mixLampros Flokas, Emmanouil-Vasileios Vlatakis-Gkaragkounis, Thanasis Lianeas et al.
Understanding the behavior of no-regret dynamics in general $N$-player games is a fundamental question in online learning and game theory. A folk result in the field states that, in finite games, the empirical frequency of play under no-regret learning converges to the game's set of coarse correlated equilibria. By contrast, our understanding of how the day-to-day behavior of the dynamics correlates to the game's Nash equilibria is much more limited, and only partial results are known for certain classes of games (such as zero-sum or congestion games). In this paper, we study the dynamics of "follow-the-regularized-leader" (FTRL), arguably the most well-studied class of no-regret dynamics, and we establish a sweeping negative result showing that the notion of mixed Nash equilibrium is antithetical to no-regret learning. Specifically, we show that any Nash equilibrium which is not strict (in that every player has a unique best response) cannot be stable and attracting under the dynamics of FTRL. This result has significant implications for predicting the outcome of a learning process as it shows unequivocally that only strict (and hence, pure) Nash equilibria can emerge as stable limit points thereof.
LGOct 16, 2020
Online non-convex optimization with imperfect feedbackAmélie Héliou, Matthieu Martin, Panayotis Mertikopoulos et al.
We consider the problem of online learning with non-convex losses. In terms of feedback, we assume that the learner observes - or otherwise constructs - an inexact model for the loss function encountered at each stage, and we propose a mixed-strategy learning policy based on dual averaging. In this general context, we derive a series of tight regret minimization guarantees, both for the learner's static (external) regret, as well as the regret incurred against the best dynamic policy in hindsight. Subsequently, we apply this general template to the case where the learner only has access to the actual loss incurred at each stage of the process. This is achieved by means of a kernel-based estimator which generates an inexact model for each round's loss function using only the learner's realized losses as input.
LGOct 13, 2020
Regret minimization in stochastic non-convex learning via a proximal-gradient approachNadav Hallak, Panayotis Mertikopoulos, Volkan Cevher
Motivated by applications in machine learning and operations research, we study regret minimization with stochastic first-order oracle feedback in online constrained, and possibly non-smooth, non-convex problems. In this setting, the minimization of external regret is beyond reach for first-order methods, so we focus on a local regret measure defined via a proximal-gradient mapping. To achieve no (local) regret in this setting, we develop a prox-grad method based on stochastic first-order feedback, and a simpler method for when access to a perfect first-order oracle is possible. Both methods are min-max order-optimal, and we also establish a bound on the number of prox-grad queries these methods require. As an important application of our results, we also obtain a link between online and offline non-convex stochastic optimization manifested as a new prox-grad scheme with complexity guarantees matching those obtained via variance reduction techniques.
OCJun 19, 2020
On the Almost Sure Convergence of Stochastic Gradient Descent in Non-Convex ProblemsPanayotis Mertikopoulos, Nadav Hallak, Ali Kavis et al.
This paper analyzes the trajectories of stochastic gradient descent (SGD) to help understand the algorithm's convergence properties in non-convex problems. We first show that the sequence of iterates generated by SGD remains bounded and converges with probability $1$ under a very broad range of step-size schedules. Subsequently, going beyond existing positive probability guarantees, we show that SGD avoids strict saddle points/manifolds with probability $1$ for the entire spectrum of step-size policies considered. Finally, we prove that the algorithm's rate of convergence to Hurwicz minimizers is $\mathcal{O}(1/n^{p})$ if the method is employed with a $Θ(1/n^p)$ step-size schedule. This provides an important guideline for tuning the algorithm's step-size as it suggests that a cool-down phase with a vanishing step-size could lead to faster convergence; we demonstrate this heuristic using ResNet architectures on CIFAR.
OCJun 16, 2020
The limits of min-max optimization algorithms: convergence to spurious non-critical setsYa-Ping Hsieh, Panayotis Mertikopoulos, Volkan Cevher
Compared to ordinary function minimization problems, min-max optimization algorithms encounter far greater challenges because of the existence of periodic cycles and similar phenomena. Even though some of these behaviors can be overcome in the convex-concave regime, the general case is considerably more difficult. On that account, we take an in-depth look at a comprehensive class of state-of-the art algorithms and prevalent heuristics in non-convex / non-concave problems, and we establish the following general results: a) generically, the algorithms' limit points are contained in the ICT sets of a common, mean-field system; b) the attractors of this system also attract the algorithms in question with arbitrarily high probability; and c) all algorithms avoid the system's unstable sets with probability 1. On the surface, this provides a highly optimistic outlook for min-max algorithms; however, we show that there exist spurious attractors that do not contain any stationary points of the problem under study. In this regard, our work suggests that existing min-max algorithms may be subject to inescapable convergence failures. We complement our theoretical analysis by illustrating such attractors in simple, two-dimensional, almost bilinear problems.
OCMar 23, 2020
Explore Aggressively, Update Conservatively: Stochastic Extragradient Methods with Variable Stepsize ScalingYu-Guan Hsieh, Franck Iutzeler, Jérôme Malick et al.
Owing to their stability and convergence speed, extragradient methods have become a staple for solving large-scale saddle-point problems in machine learning. The basic premise of these algorithms is the use of an extrapolation step before performing an update; thanks to this exploration step, extra-gradient methods overcome many of the non-convergence issues that plague gradient descent/ascent schemes. On the other hand, as we show in this paper, running vanilla extragradient with stochastic gradients may jeopardize its convergence, even in simple bilinear models. To overcome this failure, we investigate a double stepsize extragradient algorithm where the exploration step evolves at a more aggressive time-scale compared to the update step. We show that this modification allows the method to converge even with stochastic gradients, and we derive sharp convergence rates under an error bound condition.
MLMar 21, 2020
A new regret analysis for Adam-type algorithmsAhmet Alacaoglu, Yura Malitsky, Panayotis Mertikopoulos et al.
In this paper, we focus on a theory-practice gap for Adam and its variants (AMSgrad, AdamNC, etc.). In practice, these algorithms are used with a constant first-order moment parameter $β_{1}$ (typically between $0.9$ and $0.99$). In theory, regret guarantees for online convex optimization require a rapidly decaying $β_{1}\to0$ schedule. We show that this is an artifact of the standard analysis and propose a novel framework that allows us to derive optimal, data-dependent regret bounds with a constant $β_{1}$, without further assumptions. We also demonstrate the flexibility of our analysis on a wide range of different algorithms and settings.
OCFeb 23, 2020
Finite-Time Last-Iterate Convergence for Multi-Agent Learning in GamesTianyi Lin, Zhengyuan Zhou, Panayotis Mertikopoulos et al.
In this paper, we consider multi-agent learning via online gradient descent in a class of games called $λ$-cocoercive games, a fairly broad class of games that admits many Nash equilibria and that properly includes unconstrained strongly monotone games. We characterize the finite-time last-iterate convergence rate for joint OGD learning on $λ$-cocoercive games; further, building on this result, we develop a fully adaptive OGD learning algorithm that does not require any knowledge of problem parameter (e.g. cocoercive constant $λ$) and show, via a novel double-stopping time technique, that this adaptive algorithm achieves same finite-time last-iterate convergence rate as non-adaptive counterpart. Subsequently, we extend OGD learning to the noisy gradient feedback case and establish last-iterate convergence results -- first qualitative almost sure convergence, then quantitative finite-time convergence rates -- all under non-decreasing step-sizes. To our knowledge, we provide the first set of results that fill in several gaps of the existing multi-agent online learning literature, where three aspects -- finite-time convergence rates, non-decreasing step-sizes, and fully adaptive algorithms have been unexplored before.
OCAug 22, 2019
On the convergence of single-call stochastic extra-gradient methodsYu-Guan Hsieh, Franck Iutzeler, Jérôme Malick et al.
Variational inequalities have recently attracted considerable interest in machine learning as a flexible paradigm for models that go beyond ordinary loss function minimization (such as generative adversarial networks and related deep learning systems). In this setting, the optimal $\mathcal{O}(1/t)$ convergence rate for solving smooth monotone variational inequalities is achieved by the Extra-Gradient (EG) algorithm and its variants. Aiming to alleviate the cost of an extra gradient step per iteration (which can become quite substantial in deep learning applications), several algorithms have been proposed as surrogates to Extra-Gradient with a \emph{single} oracle call per iteration. In this paper, we develop a synthetic view of such algorithms, and we complement the existing literature by showing that they retain a $\mathcal{O}(1/t)$ ergodic convergence rate in smooth, deterministic problems. Subsequently, beyond the monotone deterministic case, we also show that the last iterate of single-call, \emph{stochastic} extra-gradient methods still enjoys a $\mathcal{O}(1/t)$ local convergence rate to solutions of \emph{non-monotone} variational inequalities that satisfy a second-order sufficient condition.
OCFeb 9, 2019
Forward-backward-forward methods with variance reduction for stochastic variational inequalitiesRadu Ioan Bot, Panayotis Mertikopoulos, Mathias Staudigl et al.
We develop a new stochastic algorithm with variance reduction for solving pseudo-monotone stochastic variational inequalities. Our method builds on Tseng's forward-backward-forward (FBF) algorithm, which is known in the deterministic literature to be a valuable alternative to Korpelevich's extragradient method when solving variational inequalities over a convex and closed set governed by pseudo-monotone, Lipschitz continuous operators. The main computational advantage of Tseng's algorithm is that it relies only on a single projection step and two independent queries of a stochastic oracle. Our algorithm incorporates a variance reduction mechanism and leads to almost sure (a.s.) convergence to an optimal solution. To the best of our knowledge, this is the first stochastic look-ahead algorithm achieving this by using only a single projection at each iteration..
GTOct 3, 2018
Bandit learning in concave $N$-person gamesMario Bravo, David S. Leslie, Panayotis Mertikopoulos
This paper examines the long-run behavior of learning with bandit feedback in non-cooperative concave games. The bandit framework accounts for extremely low-information environments where the agents may not even know they are playing a game; as such, the agents' most sensible choice in this setting would be to employ a no-regret learning algorithm. In general, this does not mean that the players' behavior stabilizes in the long run: no-regret learning may lead to cycles, even with perfect gradient information. However, if a standard monotonicity condition is satisfied, our analysis shows that no-regret learning based on mirror descent with bandit feedback converges to Nash equilibrium with probability $1$. We also derive an upper bound for the convergence rate of the process that nearly matches the best attainable rate for single-agent bandit stochastic optimization.
OCSep 25, 2018
Hessian barrier algorithms for linearly constrained optimization problemsImmanuel M. Bomze, Panayotis Mertikopoulos, Werner Schachinger et al.
In this paper, we propose an interior-point method for linearly constrained optimization problems (possibly nonconvex). The method - which we call the Hessian barrier algorithm (HBA) - combines a forward Euler discretization of Hessian Riemannian gradient flows with an Armijo backtracking step-size policy. In this way, HBA can be seen as an alternative to mirror descent (MD), and contains as special cases the affine scaling algorithm, regularized Newton processes, and several other iterative solution methods. Our main result is that, modulo a non-degeneracy condition, the algorithm converges to the problem's set of critical points; hence, in the convex case, the algorithm converges globally to the problem's minimum set. In the case of linearly constrained quadratic programs (not necessarily convex), we also show that the method's convergence rate is $\mathcal{O}(1/k^ρ)$ for some $ρ\in(0,1]$ that depends only on the choice of kernel function (i.e., not on the problem's primitives). These theoretical results are validated by numerical experiments in standard non-convex test functions and large-scale traffic assignment problems.
GTSep 10, 2018
Multi-agent online learning in time-varying gamesBenoit Duvocelle, Panayotis Mertikopoulos, Mathias Staudigl et al.
We examine the long-run behavior of multi-agent online learning in games that evolve over time. Specifically, we focus on a wide class of policies based on mirror descent, and we show that the induced sequence of play (a) converges to Nash equilibrium in time-varying games that stabilize in the long run to a strictly monotone limit; and (b) it stays asymptotically close to the evolving equilibrium of the sequence of stage games (assuming they are strongly monotone). Our results apply to both gradient-based and payoff-based feedback - i.e., the "bandit feedback" case where players only get to observe the payoffs of their chosen actions.
LGJul 7, 2018
Optimistic mirror descent in saddle-point problems: Going the extra (gradient) milePanayotis Mertikopoulos, Bruno Lecouat, Houssam Zenati et al.
Owing to their connection with generative adversarial networks (GANs), saddle-point problems have recently attracted considerable interest in machine learning and beyond. By necessity, most theoretical guarantees revolve around convex-concave (or even linear) problems; however, making theoretical inroads towards efficient GAN training depends crucially on moving beyond this classic framework. To make piecemeal progress along these lines, we analyze the behavior of mirror descent (MD) in a class of non-monotone problems whose solutions coincide with those of a naturally associated variational inequality - a property which we call coherence. We first show that ordinary, "vanilla" MD converges under a strict version of this condition, but not otherwise; in particular, it may fail to converge even in bilinear models with a unique solution. We then show that this deficiency is mitigated by optimism: by taking an "extra-gradient" step, optimistic mirror descent (OMD) converges in all coherent problems. Our analysis generalizes and extends the results of Daskalakis et al. (2018) for optimistic gradient descent (OGD) in bilinear problems, and makes concrete headway for establishing convergence beyond convex-concave games. We also provide stochastic analogues of these results, and we validate our analysis by numerical experiments in a wide array of GAN models (including Gaussian mixture models, as well as the CelebA and CIFAR-10 datasets).