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Accelerated Regularized Learning in Finite N-Person Games

NeurIPS 2024 · Optimization › Nonconvex and smooth optimization · approach: Equilibrium learning in zero-sum games · 0 citations (OpenAlex)

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Introduces "follow the accelerated leader" (FTXL), a Nesterov-style momentum version of regularized learning (FTRL/exponential weights) in finite games, proving superlinear local convergence to strict Nash equilibria under full, realization-based, and bandit feedback.

Problem

Regularized learning in games (FTRL, exponential weights) converges to strict Nash equilibria only at a geometric (linear) rate, and it is unknown whether Nesterov-style acceleration can be carried over to game-theoretic online learning.

Approach

Apply the continuous-time heavy-ball-with-vanishing-friction view of Nesterov's method to the score variables of FTRL, giving a second-order (payoff-momentum) learning scheme; with zero friction it is a discrete momentum update on scores whose mirror map gives strategies, achieving superlinear convergence to strict equilibria across feedback models.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use FTXL instead of first-order regularized learningLearning near strict Nash equilibria · Strict Nash equilibriaconvergence rate: \exp(-\Theta(\nRuns)) -> \exp \parens[\big]{-\Theta(\cramped{\nRuns^{2}})}Helped
Use FTXL with full-information feedbackFTXL · Strict Nash equilibria, full informationstrategy error bound: \exp(-\Theta(\nRuns)) -> \exp \parens[\big]{-\Theta(\cramped{\nRuns^{2}})}Helped
Use FTXL with realization-based feedbackFTXL · Strict Nash equilibria, realization-based feedbackstrategy error bound: \exp \parens[\big]{-\Theta(\cramped{\nRuns^{2}})}Helped
Use FTXL with bandit payoff feedbackFTXL · Strict Nash equilibria, bandit feedbackstrategy error bound: \exp \parens[\big]{-\Theta(\cramped{\nRuns^{2}})}Helped
Use bandit feedback instead of realization-based feedbackFTXL · Zero-sum and congestion gamesconvergence performanceHurt
Use non-vanishing friction instead of zero friction (ablation)FTXL · Single-player, two-action strict Nash gamestrategy error decay rate: \sim \exp\parens*{\Const - \frac{\step^2\horizon^2}{2(\step\fr+1)}}; \sim \exp\parens*{\Const - \frac{\step}{\fr}\run}Hurt
Use positive vanishing friction instead of zero friction (ablation)Continuous-time FTXL · Strict Nash equilibriaconvergence rate: \exp\parens*{\Const - \frac{\const\draft{t}^{2}}{2(\fr+1)}}Hurt

Surprising findings

Limitations

Experimental setup

Metrics: distance to strict Nash equilibrium convergence rate

Baselines: FTRL / exponential weights replicator dynamics

Builds on: Nesterov's accelerated gradient follow the regularized leader replicator dynamics heavy ball with vanishing friction

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