Research map / Optimization / Nonconvex and smooth optimization
Last-iterate Convergence in Regularized Graphon Mean Field Game
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Gives the first last-iterate convergence rates for regularized mirror descent in monotone graphon mean-field games, under full information, tabular bandit, and linear bandit feedback.
Problem
Last-iterate convergence of discrete-time algorithms to Nash equilibrium in graphon mean-field games (GMFG), especially under bandit feedback where exact costs and transitions are unknown.
Approach
Applies KL-regularized online mirror descent to monotone GMFGs and proves last-iterate convergence (in KL to the NE policy weighted by NE state distribution), with importance-sampling gradient estimators and value estimation under bandit feedback, and ridge-regression-based value estimation in linear GMFGs.
Key results
- Tabular monotone GMFG under bandit feedback: last-iterate rate O(T^{-1/4}) for the KL-based distance D(pi_t).
- With exact cost and transition knowledge, the rate improves to O(T^{-1}), i.e., D(pi_{t+1}) <= H^3/(lambda t).
- Linear GMFG under bandit feedback achieves last-iterate rate O(T^{-1/5}); mirror descent matches fictitious play in two of four environments.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use exact cost and transition functions instead of bandit feedback | Tabular mirror descent for monotone GMFG · Tabular monotone GMFG | last-iterate convergence rate: O(T^{-1/4}) -> O(T^{-1}) | Helped |
Surprising findings
- Mirror descent matches or beats fictitious play in only two of four environments, despite much lower computational cost per iteration.
- The bandit-feedback tabular rate (T^{-1/4}) is derived with a learning rate schedule that is not the one used in the experiments (fixed eta=0.1, gamma=0.1).
Limitations
- Convergence is measured by a weighted KL metric and requires a weakly monotone (strictly monotone for uniqueness) game assumption.
- Experiments use fixed learning and exploration rates rather than the theoretical schedules, and only four small OpenSpiel environments are tested.
Experimental setup
Benchmarks: Crowd Modeling Crowd Avoidance Predator Prey Periodic Aversion
Metrics: exploitability
Baselines: fictitious play
Builds on: mirror descent fictitious play graphon mean field games
Closest papers by meaning
- Last Iterate Convergence in Monotone Mean Field Games (NeurIPS 2025 · similarity 0.93)
- Near-Optimal Last-Iterate Convergence for Zero-Sum Games with Bandit Feedback and Opponent Actions (NeurIPS 2026 · similarity 0.89)
- Learning Mean Field Games on Sparse Graphs: A Hybrid Graphex Approach (ICLR 2024 · similarity 0.89)
- From Average-Iterate to Last-Iterate Convergence in Games: A Reduction and Its Applications (NeurIPS 2025 · similarity 0.89)
- Graphon Mean Field Games with a Representative Player: Analysis and Learning Algorithm (ICML 2024 · similarity 0.88)
- Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games (ICLR 2025 · similarity 0.88)
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