Research map / Optimization / Nonconvex and smooth optimization
Efficient Learning in Polyhedral Games via Best-Response Oracles
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Proposes Approximate Reflected OMD with away-step Frank-Wolfe as the proximal oracle, enabling game learning with only O(log t) best-response oracle calls per iteration, with O(log N / N) Nash convergence in zero-sum games and last-iterate linear convergence.
Problem
Learning and equilibrium computation in polyhedral games (normal-form and extensive-form) when the learner can only access a best-response / linear minimization oracle, where prior methods needed O(T) oracle calls per iteration or converged only at O(1/sqrt(N)).
Approach
Use reflected online mirror descent with Euclidean regularizer, implementing approximate proximal steps via away-step Frank-Wolfe, which converges linearly over polytopes; the RVU analysis still holds with approximate prox steps. New facial distance lower bounds for sequence-form, flow, and matching polytopes make the linear rate scale well.
Key results
- Achieves O(log N / N) convergence to Nash equilibrium in two-player zero-sum games in terms of best-response oracle calls, improving on prior O(1/sqrt(N)).
- Uses only O(log t) best-response queries per iteration with constant social regret in zero-sum self-play and O(T^{1/4}) per-player regret in general-sum games.
- Proves linear last-iterate convergence in zero-sum games (with condition-number dependence) and O(1/sqrt(T)) best-iterate convergence without it; empirically the method outperforms other projection-free algorithms on EFG benchmarks for Nash computation.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use FW-ROMD instead of the compared existing algorithms | two-player zero-sum equilibrium computation · Two-player Kuhn poker, two-player Leduc poker, and two-player Liar's Dice | Nash gap | Helped |
| use FW-OMD instead of the compared algorithms | multiplayer CCE computation · Three-player Kuhn poker, three-player Liar's Dice, and three-player Goofspiel (3 ranks) | maximum individual average regret | Helped |
| add optimism | the compared learning algorithms · Experimental games | equilibrium error or average regret | Helped |
| add optimism to FW-OMD | FW-OMD in multiplayer CCE computation · Three-player games | maximum individual average regret | Hurt |
| use warmstarting and a fixed number of LMO calls per iteration (ablation) | FW-ROMD · Two-player Leduc poker and two-player Liar's Dice | Nash gap | Helped |
| use warmstarting and a fixed number of LMO calls per iteration (ablation) | FW-OMD · Three-player Liar's Dice and three-player Goofspiel (3 ranks) | maximum individual average regret | Helped |
| use warmstarting and a fixed number of LMO calls per iteration (ablation) | FW-ROMD or FW-OMD · Two-player and three-player Kuhn poker | equilibrium error or average regret | No clear effect |
Surprising findings
- The non-optimistic variant FWOMD performs best for computing coarse correlated equilibria, and optimism hurts it in that setting.
Limitations
- Last-iterate linear convergence depends on a game-dependent condition number (nu) that is generally hard to evaluate.
- General-sum guarantees are weaker, O(T^{1/4}) regret, and the non-optimistic variant has worse theoretical guarantees than existing methods.
Experimental setup
Datasets: Kuhn poker Leduc poker Liar's Dice Goofspiel
Benchmarks: Kuhn poker Leduc poker Liar's Dice Goofspiel (3 ranks)
Metrics: Nash gap average regret duality gap
Baselines: FTPL OFTPL fictitious play optimistic fictitious play best-response dynamics OFW FWOMD
Builds on: Frank-Wolfe away-step Frank-Wolfe optimistic FTPL RVU bounds reflected OMD
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