Fast Convergence of Regularized Learning in Games
Abstract
We show that natural classes of regularized learning algorithms with a form of recency bias achieve faster convergence rates to approximate efficiency and to coarse correlated equilibria in multiplayer normal form games. When each player in a game uses an algorithm from our class, their individual regret decays at $O(T^{-3/4})$, while the sum of utilities converges to an approximate optimum at $O(T^{-1})$--an improvement upon the worst case $O(T^{-1/2})$ rates. We show a black-box reduction for any algorithm in the class to achieve $\tilde{O}(T^{-1/2})$ rates against an adversary, while maintaining the faster rates against algorithms in the class. Our results extend those of Rakhlin and Shridharan~\cite{Rakhlin2013} and Daskalakis et al.~\cite{Daskalakis2014}, who only analyzed two-player zero-sum games for specific algorithms.
Cite
Text
Syrgkanis et al. "Fast Convergence of Regularized Learning in Games." Neural Information Processing Systems, 2015.Markdown
[Syrgkanis et al. "Fast Convergence of Regularized Learning in Games." Neural Information Processing Systems, 2015.](https://mlanthology.org/neurips/2015/syrgkanis2015neurips-fast/)BibTeX
@inproceedings{syrgkanis2015neurips-fast,
title = {{Fast Convergence of Regularized Learning in Games}},
author = {Syrgkanis, Vasilis and Agarwal, Alekh and Luo, Haipeng and Schapire, Robert E.},
booktitle = {Neural Information Processing Systems},
year = {2015},
pages = {2989-2997},
url = {https://mlanthology.org/neurips/2015/syrgkanis2015neurips-fast/}
}