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Adaptively Perturbed Mirror Descent for Learning in Games
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Proposes Adaptively Perturbed Mirror Descent (APMD), which keeps the payoff-perturbation strength fixed but periodically resets the slingshot (anchor) strategy to the current strategy, giving non-asymptotic last-iterate gap rates in full and noisy feedback for monotone games.
Problem
Last-iterate convergence to Nash equilibrium in smooth monotone games when gradient feedback is noisy; existing payoff-perturbation methods need carefully decayed perturbation strengths and give only asymptotic guarantees.
Approach
Keep the perturbation strength mu constant and perturb payoffs by a divergence G from a slingshot strategy that is re-initialized to the current strategy every T_sigma iterations, so the perturbation magnitude adapts automatically; this yields non-asymptotic rates O(ln T/sqrt T) (full feedback) and O(ln T / T^{1/10}) (noisy feedback).
Key results
- APMD achieves last-iterate gap rate O(ln T/sqrt T) under full feedback with constant learning rate and T_sigma = Theta(ln T).
- Under noisy feedback APMD achieves E[GAP] = O(ln T / T^{1/10}) with T_sigma = Theta(T^{4/5}).
- In zero-sum polymatrix games APMD converges faster than MWU and OMWU under both full and noisy feedback (averaged over 100 seeds).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Apply adaptive slingshot payoff perturbation using squared L2 distance | Mirror Descent in zero-sum polymatrix games · 3BRPS and random payoff games with 10 and 50 actions, full feedback | gap function | Helped |
| Apply adaptive slingshot payoff perturbation | Mirror Descent in zero-sum polymatrix games · 3BRPS and random payoff games with 10 and 50 actions, noisy feedback | gap function | Helped |
| Use squared L2 distance rather than the tested KL-based divergences | APMD · 3BRPS and random payoff games with 10 and 50 actions, full feedback | gap function | Helped |
| Use squared L2 distance rather than the tested KL-based divergences | APMD · 3BRPS and random payoff games with 10 and 50 actions, noisy feedback | gap function | Mixed |
Surprising findings
- OMWU fails to converge under noisy feedback and orbits the equilibrium, per the reported experiments.
- The noisy-feedback rate is O(ln T / T^{1/10}) with T_sigma = Theta(T^{4/5}), much slower than the full-feedback rate.
Limitations
- The noisy-feedback rate O(ln T / T^{1/10}) is much slower than the full-feedback rate and may not be tight.
- Main theory is for squared l2 distances with bounded gradients; general divergences only have asymptotic convergence results.
- Experiments are limited to two small zero-sum polymatrix games.
Experimental setup
Datasets: random payoff games (synthetic) three-player biased rock-paper-scissors
Benchmarks: three-player biased rock-paper-scissors three-player random payoff games (10 and 50 actions)
Metrics: gap function
Baselines: MWU OMWU
Builds on: mirror descent optimistic mirror descent mutant FTRL multiplicative weights update
Closest papers by meaning
- Boosting Perturbed Gradient Ascent for Last-Iterate Convergence in Games (ICLR 2025 · similarity 0.93)
- Local and Adaptive Mirror Descents in Extensive-Form Games (NeurIPS 2024 · similarity 0.90)
- Optimistic Mirror Descent Either Converges to Nash or to Strong Coarse Correlated Equilibria in Bimatrix Games (NeurIPS 2022 · similarity 0.89)
- Stochastic No-regret Learning for General Games with Variance Reduction (ICLR 2023 · similarity 0.88)
- Learning to Steer Learners in Games (ICML 2025 · similarity 0.87)
- Uncoupled and Convergent Learning in Monotone Games under Bandit Feedback (NeurIPS 2025 · similarity 0.87)
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