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Fast Convergence of Regularized Learning in Games

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arxiv 1507.00407 v5 pith:EE6DTBFP submitted 2015-07-02 cs.GT cs.AIcs.LG

classification cs.GTcs.AIcs.LG
keywords ratesalgorithmsclassgamesachievealgorithmapproximateconvergence
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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 2013] and [Daskalakis et al. 2014], who only analyzed two-player zero-sum games for specific algorithms.

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Cited by 2 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Provably Efficient Regularized Online RLHF with Generalized Bilinear Preferences

    cs.LG 2026-02 conditional novelty 7.0 of 10

    Under a low-rank bilinear preference model, any strongly convex regularizer—not just KL—yields polylogarithmic regret for greedy sampling and near-dimension-free regret for explore-then-commit.

  2. Prediction-Aware Learning in Multi-Agent Systems

    cs.GT 2025-01 accept novelty 6.0 of 10

    A contextual optimistic multiplicative weights algorithm (POMWU) achieves static-game regret, equilibrium convergence, and social welfare guarantees in time-varying games when players can predict the changing state of...

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