Research map / Bandits and online learning / Online convex optimization and games
The Harder Path: Last Iterate Convergence for Uncoupled Learning in Zero-Sum Games with Bandit Feedback
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Shows that uncoupled last-iterate convergence under bandit feedback in zero-sum matrix games is harder (Omega(T^{-1/4}) for L2 rather than T^{-1/2}), and proposes an explore-exploit wrapper and a regularized EXP3 with a doubling trick that match the rate up to log factors.
Problem
Last-iterate convergence to Nash equilibrium for uncoupled learning in zero-sum matrix games with bandit feedback, where the best known rate was O(T^{-1/8}) on exploitability gap.
Approach
Proves a lower bound showing that last-iterate guarantees for uncoupled bandit learners are strictly harder than average-iterate guarantees, then matches it with (i) a synchronized explore-or-exploit wrapper around an anytime regret-based algorithm and (ii) a two-step KL-regularized EXP3 whose regularization is tuned to T, made anytime via a doubling trick with a shared seed.
Key results
- Lower bound: no uncoupled bandit learner can achieve L^p last-iterate rate better than Omega(T^{-1/(2+p)}) for p in (0,2], versus O(T^{-1/2}) for average iterates.
- Explore-or-exploit wrapper around EXP3-IX attains tilde-O(T^{-1/(2+p)}) L^p last-iterate rate for p in (0,2].
- Regularized EXP3 with tau ~ T^{-1/4} attains L^2 exploitability gap O(T^{-1/4} sqrt(log)) at the fixed horizon T; the doubling-trick variant gives anytime O((A+B)/t)^{1/4} rate.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Require last-iterate convergence rather than convergence of the average iterates | uncoupled learning with bandit feedback · Zero-sum matrix games | exploitability gap convergence rate: \Omega(T^{-1/4}) vs. \Omega(T^{-1/2}) | Hurt |
| Use EOE to transform an anytime regret-based algorithm into a last-iterate algorithm | EXP3 · Zero-sum matrix games, L^p last-iterate (p in (0,2]) | exploitability gap convergence rate: \tcO(T^{-1/(2+p)}) | Helped |
| Use strong regularization and unbiased bandit loss estimates | Regularized EXP3 · Zero-sum matrix games, L^2 last-iterate | exploitability gap convergence rate: \cO(T^{-1/4}) | Helped |
| Apply a doubling trick that trades off between the old and new instances | Regularized EXP3 · Zero-sum matrix games, L^2 last-iterate | exploitability gap convergence rate: \tcO(T^{-1/4}) | Helped |
| Use horizon-dependent regularization | Regularized EXP3 · Zero-sum matrix games, L^2 last-iterate over the full sequence | exploitability gap convergence rate: f^t\asymp \min\pa{1,\frac{T^{1/4}}{t^{1/2}}} | Hurt |
Surprising findings
- Guaranteeing last-iterate convergence of policy profiles is provably harder for uncoupled bandit learners than average-iterate convergence (T^{-1/4} vs T^{-1/2} for L2).
Limitations
- Explore-or-exploit wrapper requires shared random seed between players and computing averages at nearly every iteration.
- Regularized algorithm needs horizon-dependent regularization; anytime version requires doubling trick with synchronization.
- Lower bound for p>2 is loose and only conjectured tight.
Experimental setup
Metrics: L^p norm of exploitability gap
Baselines: EXP3-IX-based last-iterate method (O(T^{-1/8})) Mirror descent with regularized pseudo-gradient
Builds on: EXP3 EXP3-IX Optimistic Mirror Descent
Closest papers by meaning
- Near-Optimal Last-Iterate Convergence for Zero-Sum Games with Bandit Feedback and Opponent Actions (NeurIPS 2026 · similarity 0.93)
- From Average-Iterate to Last-Iterate Convergence in Games: A Reduction and Its Applications (NeurIPS 2025 · similarity 0.91)
- Uncoupled and Convergent Learning in Monotone Games under Bandit Feedback (NeurIPS 2025 · similarity 0.91)
- Fast Last-Iterate Convergence of Learning in Games Requires Forgetful Algorithms (NeurIPS 2024 · similarity 0.91)
- Learning Imperfect Information Extensive-form Games with Last-iterate Convergence under Bandit Feedback (ICML 2025 · similarity 0.91)
- Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games (ICLR 2025 · similarity 0.90)
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