Weiqiang Zheng

GT
h-index3
8papers
108citations
Novelty70%
AI Score39

8 Papers

18.2OCJun 10, 2022
Accelerated Algorithms for Constrained Nonconvex-Nonconcave Min-Max Optimization and Comonotone Inclusion

Yang Cai, Argyris Oikonomou, Weiqiang Zheng

We study constrained comonotone min-max optimization, a structured class of nonconvex-nonconcave min-max optimization problems, and their generalization to comonotone inclusion. In our first contribution, we extend the Extra Anchored Gradient (EAG) algorithm, originally proposed by Yoon and Ryu (2021) for unconstrained min-max optimization, to constrained comonotone min-max optimization and comonotone inclusion, achieving an optimal convergence rate of $O\left(\frac{1}{T}\right)$ among all first-order methods. Additionally, we prove that the algorithm's iterations converge to a point in the solution set. In our second contribution, we extend the Fast Extra Gradient (FEG) algorithm, as developed by Lee and Kim (2021), to constrained comonotone min-max optimization and comonotone inclusion, achieving the same $O\left(\frac{1}{T}\right)$ convergence rate. This rate is applicable to the broadest set of comonotone inclusion problems yet studied in the literature. Our analyses are based on simple potential function arguments, which might be useful for analyzing other accelerated algorithms.

19.6OCApr 20, 2022
Tight Last-Iterate Convergence of the Extragradient and the Optimistic Gradient Descent-Ascent Algorithm for Constrained Monotone Variational Inequalities

Yang Cai, Argyris Oikonomou, Weiqiang Zheng

The monotone variational inequality is a central problem in mathematical programming that unifies and generalizes many important settings such as smooth convex optimization, two-player zero-sum games, convex-concave saddle point problems, etc. The extragradient algorithm by Korpelevich [1976] and the optimistic gradient descent-ascent algorithm by Popov [1980] are arguably the two most classical and popular methods for solving monotone variational inequalities. Despite their long histories, the following major problem remains open. What is the last-iterate convergence rate of the extragradient algorithm or the optimistic gradient descent-ascent algorithm for monotone and Lipschitz variational inequalities with constraints? We resolve this open problem by showing that both the extragradient algorithm and the optimistic gradient descent-ascent algorithm have a tight $O\left(\frac{1}{\sqrt{T}}\right)$ last-iterate convergence rate for arbitrary convex feasible sets, which matches the lower bound by Golowich et al. [2020a,b]. Our rate is measured in terms of the standard gap function. At the core of our results lies a non-standard performance measure -- the tangent residual, which can be viewed as an adaptation of the norm of the operator that takes the local constraints into account. We use the tangent residual (or a slight variation of the tangent residual) as the the potential function in our analysis of the extragradient algorithm (or the optimistic gradient descent-ascent algorithm) and prove that it is non-increasing between two consecutive iterates.

7.3GTNov 1, 2023
Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games

Yang Cai, Gabriele Farina, Julien Grand-Clément et al.

We study last-iterate convergence properties of algorithms for solving two-player zero-sum games based on Regret Matching$^+$ (RM$^+$). Despite their widespread use for solving real games, virtually nothing is known about their last-iterate convergence. A major obstacle to analyzing RM-type dynamics is that their regret operators lack Lipschitzness and (pseudo)monotonicity. We start by showing numerically that several variants used in practice, such as RM$^+$, predictive RM$^+$ and alternating RM$^+$, all lack last-iterate convergence guarantees even on a simple $3\times 3$ matrix game. We then prove that recent variants of these algorithms based on a smoothing technique, extragradient RM$^{+}$ and smooth Predictive RM$^+$, enjoy asymptotic last-iterate convergence (without a rate), $1/\sqrt{t}$ best-iterate convergence, and when combined with restarting, linear-rate last-iterate convergence. Our analysis builds on a new characterization of the geometric structure of the limit points of our algorithms, marking a significant departure from most of the literature on last-iterate convergence. We believe that our analysis may be of independent interest and offers a fresh perspective for studying last-iterate convergence in algorithms based on non-monotone operators.

11.5LGOct 30, 2024Code
COMAL: A Convergent Meta-Algorithm for Aligning LLMs with General Preferences

Yixin Liu, Argyris Oikonomou, Weiqiang Zheng et al.

Many alignment methods, including reinforcement learning from human feedback (RLHF), rely on the Bradley-Terry reward assumption, which is not always sufficient to capture the full range and complexity of general human preferences. We explore RLHF under a general preference framework by modeling the alignment problem as a two-player zero-sum game in a game-theoretic framework, where the Nash equilibrium policy guarantees a 50% win rate against any competing policy. However, previous self-play algorithms for finding the Nash policy either diverge or only converge to a Nash policy in a modified game, even in a simple synthetic setting, thereby failing to maintain the 50% win rate guarantee against all other policies. We propose a meta-algorithm, Convergent Meta Alignment Algorithm (COMAL), for language model alignment with general preferences, inspired by convergent algorithms in game theory. We provide theoretical analysis that our meta-algorithm converges to an exact Nash policy in the last iterate and demonstrate its effectiveness on a range of synthetic and preference optimization datasets. COMAL is simple and can be integrated with many existing methods designed for preference optimization with minimal changes, and empirically it consistently maintains above 60.2% and 56.8% win rates, when applied to Llama-3-8B-Instruct and Qwen2.5-7B, against all compared algorithms under controlled evaluations.

5.9GTJun 4, 2025
From Average-Iterate to Last-Iterate Convergence in Games: A Reduction and Its Applications

Yang Cai, Haipeng Luo, Chen-Yu Wei et al.

The convergence of online learning algorithms in games under self-play is a fundamental question in game theory and machine learning. Among various notions of convergence, last-iterate convergence is particularly desirable, as it reflects the actual decisions made by the learners and captures the day-to-day behavior of the learning dynamics. While many algorithms are known to converge in the average-iterate, achieving last-iterate convergence typically requires considerably more effort in both the design and the analysis of the algorithm. Somewhat surprisingly, we show in this paper that for a large family of games, there exists a simple black-box reduction that transforms the average iterates of an uncoupled learning dynamics into the last iterates of a new uncoupled learning dynamics, thus also providing a reduction from last-iterate convergence to average-iterate convergence. Our reduction applies to games where each player's utility is linear in both their own strategy and the joint strategy of all opponents. This family includes two-player bimatrix games and generalizations such as multi-player polymatrix games. By applying our reduction to the Optimistic Multiplicative Weights Update algorithm, we obtain new state-of-the-art last-iterate convergence rates for uncoupled learning dynamics in multi-player zero-sum polymatrix games: (1) an $O(\frac{\log d}{T})$ last-iterate convergence rate under gradient feedback, representing an exponential improvement in the dependence on the dimension $d$ (i.e., the maximum number of actions available to either player); and (2) an $\widetilde{O}(d^{\frac{1}{5}} T^{-\frac{1}{5}})$ last-iterate convergence rate under bandit feedback, improving upon the previous best rates of $\widetilde{O}(\sqrt{d} T^{-\frac{1}{8}})$ and $\widetilde{O}(\sqrt{d} T^{-\frac{1}{6}})$.

9.4LGMar 4, 2025
On Separation Between Best-Iterate, Random-Iterate, and Last-Iterate Convergence of Learning in Games

Yang Cai, Gabriele Farina, Julien Grand-Clément et al.

Non-ergodic convergence of learning dynamics in games is widely studied recently because of its importance in both theory and practice. Recent work (Cai et al., 2024) showed that a broad class of learning dynamics, including Optimistic Multiplicative Weights Update (OMWU), can exhibit arbitrarily slow last-iterate convergence even in simple $2 \times 2$ matrix games, despite many of these dynamics being known to converge asymptotically in the last iterate. It remains unclear, however, whether these algorithms achieve fast non-ergodic convergence under weaker criteria, such as best-iterate convergence. We show that for $2\times 2$ matrix games, OMWU achieves an $O(T^{-1/6})$ best-iterate convergence rate, in stark contrast to its slow last-iterate convergence in the same class of games. Furthermore, we establish a lower bound showing that OMWU does not achieve any polynomial random-iterate convergence rate, measured by the expected duality gaps across all iterates. This result challenges the conventional wisdom that random-iterate convergence is essentially equivalent to best-iterate convergence, with the former often used as a proxy for establishing the latter. Our analysis uncovers a new connection to dynamic regret and presents a novel two-phase approach to best-iterate convergence, which could be of independent interest.

12.2GTJun 15, 2024
Fast Last-Iterate Convergence of Learning in Games Requires Forgetful Algorithms

Yang Cai, Gabriele Farina, Julien Grand-Clément et al.

Self-play via online learning is one of the premier ways to solve large-scale two-player zero-sum games, both in theory and practice. Particularly popular algorithms include optimistic multiplicative weights update (OMWU) and optimistic gradient-descent-ascent (OGDA). While both algorithms enjoy $O(1/T)$ ergodic convergence to Nash equilibrium in two-player zero-sum games, OMWU offers several advantages including logarithmic dependence on the size of the payoff matrix and $\widetilde{O}(1/T)$ convergence to coarse correlated equilibria even in general-sum games. However, in terms of last-iterate convergence in two-player zero-sum games, an increasingly popular topic in this area, OGDA guarantees that the duality gap shrinks at a rate of $O(1/\sqrt{T})$, while the best existing last-iterate convergence for OMWU depends on some game-dependent constant that could be arbitrarily large. This begs the question: is this potentially slow last-iterate convergence an inherent disadvantage of OMWU, or is the current analysis too loose? Somewhat surprisingly, we show that the former is true. More generally, we prove that a broad class of algorithms that do not forget the past quickly all suffer the same issue: for any arbitrarily small $δ>0$, there exists a $2\times 2$ matrix game such that the algorithm admits a constant duality gap even after $1/δ$ rounds. This class of algorithms includes OMWU and other standard optimistic follow-the-regularized-leader algorithms.

5.9GTOct 8, 2021Code
Nash Convergence of Mean-Based Learning Algorithms in First-Price Auctions

Xiaotie Deng, Xinyan Hu, Tao Lin et al.

The convergence properties of learning dynamics in repeated auctions is a timely and important question, with numerous applications in, e.g., online advertising markets. This work focuses on repeated first-price auctions where bidders with fixed values learn to bid using mean-based algorithms -- a large class of online learning algorithms that include popular no-regret algorithms such as Multiplicative Weights Update and Follow the Perturbed Leader. We completely characterize the learning dynamics of mean-based algorithms, under two notions of convergence: (1) time-average: the fraction of rounds where bidders play a Nash equilibrium converges to 1; (2) last-iterate: the mixed strategy profile of bidders converges to a Nash equilibrium. Specifically, the results depend on the number of bidders with the highest value: - If the number is at least three, the dynamics almost surely converges to a Nash equilibrium of the auction, in both time-average and last-iterate. - If the number is two, the dynamics almost surely converges to a Nash equilibrium in time-average but not necessarily last-iterate. - If the number is one, the dynamics may not converge to a Nash equilibrium in time-average or last-iterate. Our discovery opens up new possibilities in the study of the convergence of learning dynamics.