Research map / Optimization / Nonconvex and smooth optimization
From Average-Iterate to Last-Iterate Convergence in Games: A Reduction and Its Applications
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Proposes A2L, a black-box reduction that makes the last iterates of a new uncoupled dynamics equal the average iterates of an original dynamics in games with linear utilities, yielding improved last-iterate rates for OMWU in zero-sum polymatrix games under gradient and bandit feedback.
Problem
Achieving fast anytime last-iterate convergence of uncoupled learning dynamics in games, which typically requires problem-specific analysis, especially under bandit feedback.
Approach
Players play the running average of an online learner's iterates and recover the unseen utility vector via u^t = t·ū^t − (t−1)·ū^{t−1}, which is exact under linear utilities; the learner then receives the same utilities as if played alone, so the last iterate of the new dynamics equals the average iterate of the original. Under bandit feedback, a sampling-based utility estimator with epsilon-unifo
Key results
- A2L-OMWU achieves O(log d / T) last-iterate convergence under gradient feedback in zero-sum polymatrix games, versus previous poly(d)/T rates.
- A2L-OMWU-Bandit achieves high-probability Õ(d^{1/5} T^{-1/5}) last-iterate rate under bandit feedback, improving on Õ(sqrt(d) T^{-1/8}) and Õ(sqrt(d) T^{-1/6}).
- The A2L-OMWU dynamics yield O(log d log T) dynamic regret per player.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Apply A2L to OMWU | OMWU in zero-sum polymatrix games with gradient feedback · Zero-sum polymatrix games, gradient feedback | last-iterate convergence rate: O(\poly(d) / T) -> O(\log d\cdot T^{-1}) | Helped |
| Apply A2L to OMWU | OMWU in zero-sum games · Zero-sum games, gradient feedback | last-iterate convergence rate: O(\frac{\log d \log T}{T}) -> O(\log d\cdot T^{-1}) | Helped |
| Add bandit utility estimation to A2L-OMWU | A2L-OMWU · Zero-sum polymatrix games, bandit feedback | last-iterate convergence rate: \Tilde{O}(T^{-1/8}) -> \Tilde{O}(T^{-1/5}); \Tilde{O}(T^{-1/6}) -> \Tilde{O}(T^{-1/5}) | Helped |
| Use B_t = t^4 instead of B_t = d·t^4 (ablation) | A2L-OMWU-Bandit · Zero-sum polymatrix games, bandit feedback | last-iterate convergence rate: \Tilde{O}(d^{\frac{1}{5}}k^{-\frac{1}{5}}) -> \Tilde{O}(dk^{-\frac{1}{5}}) | Mixed |
| Apply A2L to PRD | PRD in Fisher markets with Gross Substitutes utilities · Fisher markets with Gross Substitutes utilities | last-iterate convergence rate: O(1/T) | Helped |
Surprising findings
- Naive first-order error analysis under bandit feedback gives only T^{-1/7}; a second-order error analysis is needed to reach T^{-1/5}.
- Playing averaged strategies and recovering unseen utilities makes the last iterate of the new dynamics exactly equal the average iterate of the original one.
Limitations
- Reduction requires linear utilities in own strategy and in opponents' joint strategy; does not directly cover concave min-max or general nonlinear games.
- Requires computing and playing running averages, unlike EG/OG which do not average.
- Bandit rate depends on epoch lengths growing as t^4, so sampling cost grows quickly.
Experimental setup
Metrics: total gap (duality gap) last-iterate convergence rate dynamic regret
Baselines: OMWU (average-iterate) accelerated optimistic gradient entropy regularized extragradient mirror-descent bandit last-iterate algorithm (T^{-1/8}/T^{-1/6}) best-response bandit algorithm (T^{-1/8})
Builds on: Optimistic Multiplicative Weights Update anytime online-to-batch regret bounded by variation in utility
Closest papers by meaning
- Near-Optimal Last-Iterate Convergence for Zero-Sum Games with Bandit Feedback and Opponent Actions (NeurIPS 2026 · similarity 0.95)
- Fast Last-Iterate Convergence of Learning in Games Requires Forgetful Algorithms (NeurIPS 2024 · similarity 0.93)
- The Harder Path: Last Iterate Convergence for Uncoupled Learning in Zero-Sum Games with Bandit Feedback (ICML 2025 · similarity 0.91)
- Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games (ICLR 2025 · similarity 0.91)
- Accelerated Regularized Learning in Finite N-Person Games (NeurIPS 2024 · similarity 0.91)
- Learning Imperfect Information Extensive-form Games with Last-iterate Convergence under Bandit Feedback (ICML 2025 · similarity 0.89)
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