Research map / Learning theory and algorithms / Submodular and game algorithms
Sparsified Linear Programming for Zero-Sum Equilibrium Finding
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Factor the payoff matrix sparsely before solving the equilibrium LP | LP equilibrium solving · Explicitly specified games | wall-clock time to target Nash gap | Helped |
| Factor the payoff matrix sparsely before solving with simplex | No-limit poker endgames · River 1–7 | time (s) | Helped |
| Factor the payoff matrix before simplex rather than leave it unfactored (ablation) | Gurobi simplex · No-limit poker endgames | memory (MB): 5569 -> 259 | Helped |
| Factor the payoff matrix before simplex rather than leave it unfactored (ablation) | Gurobi simplex · River 2 | time (s): 830 -> 113 | Helped |
| Allow inner iterations to grow linearly with outer iterations instead of using an exponentially increasing limit (ablation) | LPsparse · Game solving | runtime | Helped |
| Initialize the factorization search with a random basis vector rather than a random vector (ablation) | Sparse matrix factorization · Sparse extensive-form game payoff matrices | factorization effectiveness | Helped |
| Use the 1-norm instead of the 0-norm in the factorization objective (ablation) | Sparse matrix factorization · Experiments | factorization performance | No clear effect |
| Use sparse factorization rather than SVD-based factorization | Payoff matrix compression · Poker endgames | matrix sparsity: 58{,}707{,}847 -> 740{,}218 | Helped |
Closest papers by meaning
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- Convergence of $\text{log}(1/\epsilon)$ for Gradient-Based Algorithms in Zero-Sum Games without the Condition Number: A Smoothed Analysis (NeurIPS 2024 · similarity 0.87)
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