Convergence to a saddle point for convex-concave functions has been studied for decades, while recent years has seen a surge of interest in non-convex (zero-sum) smooth games, motivated by their recent wide applications. It remains an intriguing research challenge how local optimal points are defined and which algorithm can converge to such points. An interesting concept is known as the local minimax point, which strongly correlates with the widely-known gradient descent ascent algorithm. This paper aims to provide a comprehensive analysis of local minimax points, such as their relation with other solution concepts and their optimality conditions. We find that local saddle points can be regarded as a special type of local minimax points, called uniformly local minimax points, under mild continuity assumptions. In (non-convex) quadratic games, we show that local minimax points are (in some sense) equivalent to global minimax points. Finally, we study the stability of gradient algorithms near local minimax points. Although gradient algorithms can converge to local/global minimax points in the non-degenerate case, they would often fail in general cases. This implies the necessity of either novel algorithms or concepts beyond saddle points and minimax points in non-convex smooth games.
National Key Laboratory for Novel Software Technology, Nanjing University(南京大学计算机软件新技术国家重点实验室)
In this paper, we study adaptive online convex optimization, and aim to design a universal algorithm that achieves optimal regret bounds for multiple common types of loss functions. Existing universal methods are limited in the sense that they are optimal for only a subclass of loss functions. To address this limitation, we propose a novel online method, namely Maler, which enjoys the optimal $O(\sqrt{T})$, $O(d\log T)$ and $O(\log T)$ regret bounds for general convex, exponentially concave, and strongly convex functions respectively. The essential idea is to run multiple types of learning alg…
We study convergence properties of Stochastic Gradient Descent (SGD) for convex objectives without assumptions on smoothness or strict convexity. We consider the question of establishing that with high probability the objective evaluated at the candidate minimizer returned by SGD is close to the minimal value of the objective. We compare this result concerning the final candidate minimzer (i.e. the final model parameters learned after all gradient steps) to the online learning techniques of [Zin03] that take a rolling average of the model parameters at the different steps of SGD.
Optimization problems with rank constraints appear in many diverse fields such as control, machine learning and image analysis. Since the rank constraint is non-convex, these problems are often approximately solved via convex relaxations. Nuclear norm regularization is the prevailing convexifying technique for dealing with these types of problem. This paper introduces a family of low-rank inducing norms and regularizers which includes the nuclear norm as a special case. A posteriori guarantees on solving an underlying rank constrained optimization problem with these convex relaxations are prov…
Min-max saddle point games appear in a wide range of applications in machine leaning and signal processing. Despite their wide applicability, theoretical studies are mostly limited to the special convex-concave structure. While some recent works generalized these results to special smooth non-convex cases, our understanding of non-smooth scenarios is still limited. In this work, we study special form of non-smooth min-max games when the objective function is (strongly) convex with respect to one of the player's decision variable. We show that a simple multi-step proximal gradient descent-ascen…
Difference-of-Convex (DC) minimization, referring to the problem of minimizing the difference of two convex functions, has been found rich applications in statistical learning and studied extensively for decades. However, existing methods are primarily based on multi-stage convex relaxation, only leading to weak optimality of critical points. This paper proposes a coordinate descent method for minimizing a class of DC functions based on sequential nonconvex approximation. Our approach iteratively solves a nonconvex one-dimensional subproblem globally, and it is guaranteed to converge to a coor…
Neural networks (NNs) have been extremely successful across many tasks in machine learning. Quantization of NN weights has become an important topic due to its impact on their energy efficiency, inference time and deployment on hardware. Although post-training quantization is well-studied, training optimal quantized NNs involves combinatorial non-convex optimization problems which appear intractable. In this work, we introduce a convex optimization strategy to train quantized NNs with polynomial activations. Our method leverages hidden convexity in two-layer neural networks from the recent lit…
Columbia University(哥伦比亚大学);Singapore University of Technology and Design(新加坡科技设计大学)
Many recent AI architectures are inspired by zero-sum games, however, the behavior of their dynamics is still not well understood. Inspired by this, we study standard gradient descent ascent (GDA) dynamics in a specific class of non-convex non-concave zero-sum games, that we call hidden zero-sum games. In this class, players control the inputs of smooth but possibly non-linear functions whose outputs are being applied as inputs to a convex-concave game. Unlike general zero-sum games, these games have a well-defined notion of solution; outcomes that implement the von-Neumann equilibrium of the …
Columbia University(哥伦比亚大学);Singapore University of Technology and Design(新加坡科技设计大学)
We study a wide class of non-convex non-concave min-max games that generalizes over standard bilinear zero-sum games. In this class, players control the inputs of a smooth function whose output is being applied to a bilinear zero-sum game. This class of games is motivated by the indirect nature of the competition in Generative Adversarial Networks, where players control the parameters of a neural network while the actual competition happens between the distributions that the generator and discriminator capture. We establish theoretically, that depending on the specific instance of the problem …
Understanding the fundamental mechanism behind the success of deep neural networks is one of the key challenges in the modern machine learning literature. Despite numerous attempts, a solid theoretical analysis is yet to be developed. In this paper, we develop a novel unified framework to reveal a hidden regularization mechanism through the lens of convex optimization. We first show that the training of multiple three-layer ReLU sub-networks with weight decay regularization can be equivalently cast as a convex optimization problem in a higher dimensional space, where sparsity is enforced via a…
Policy gradients methods apply to complex, poorly understood, control problems by performing stochastic gradient descent over a parameterized class of polices. Unfortunately, even for simple control problems solvable by standard dynamic programming techniques, policy gradient algorithms face non-convex optimization problems and are widely understood to converge only to a stationary point. This work identifies structural properties -- shared by several classic control problems -- that ensure the policy gradient objective function has no suboptimal stationary points despite being non-convex. Whe…
We consider the use of no-regret algorithms to compute equilibria for particular classes of convex-concave games. While standard regret bounds would lead to convergence rates on the order of $O(T^{-1/2})$, recent work \citep{RS13,SALS15} has established $O(1/T)$ rates by taking advantage of a particular class of optimistic prediction algorithms. In this work we go further, showing that for a particular class of games one achieves a $O(1/T^2)$ rate, and we show how this applies to the Frank-Wolfe method and recovers a similar bound \citep{D15}. We also show that such no-regret techniques can ev…
In this short note, we consider the problem of solving a min-max zero-sum game. This problem has been extensively studied in the convex-concave regime where the global solution can be computed efficiently. Recently, there have also been developments for finding the first order stationary points of the game when one of the player's objective is concave or (weakly) concave. This work focuses on the non-convex non-concave regime where the objective of one of the players satisfies Polyak-Łojasiewicz (PL) Condition. For such a game, we show that a simple multi-step gradient descent-ascent algorithm…
University of Wisconsin-Madison(威斯康星大学麦迪逊分校);Shandong University(山东大学)
Making the gradients small is a fundamental optimization problem that has eluded unifying and simple convergence arguments in first-order optimization, so far primarily reserved for other convergence criteria, such as reducing the optimality gap. We introduce a novel potential function-based framework to study the convergence of standard methods for making the gradients small in smooth convex optimization and convex-concave min-max optimization. Our framework is intuitive and it provides a lens for viewing algorithms that make the gradients small as being driven by a trade-off between reducing…
Department of Operations Research and Financial Engineering, Princeton University(普林斯顿大学运筹学与金融工程系)
In this paper, zero-sum mean-field type games (ZSMFTG) with linear dynamics and quadratic cost are studied under infinite-horizon discounted utility function. ZSMFTG are a class of games in which two decision makers whose utilities sum to zero, compete to influence a large population of indistinguishable agents. In particular, the case in which the transition and utility functions depend on the state, the action of the controllers, and the mean of the state and the actions, is investigated. The optimality conditions of the game are analysed for both open-loop and closed-loop controls, and expl…
We study reinforcement learning for two-player zero-sum Markov games with simultaneous moves in the finite-horizon setting, where the transition kernel of the underlying Markov games can be parameterized by a linear function over the current state, both players' actions and the next state. In particular, we assume that we can control both players and aim to find the Nash Equilibrium by minimizing the duality gap. We propose an algorithm Nash-UCRL based on the principle "Optimism-in-Face-of-Uncertainty". Our algorithm only needs to find a Coarse Correlated Equilibrium (CCE), which is computatio…
Learning to play optimally against any mixture over a diverse set of strategies is of important practical interests in competitive games. In this paper, we propose simplex-NeuPL that satisfies two desiderata simultaneously: i) learning a population of strategically diverse basis policies, represented by a single conditional network; ii) using the same network, learn best-responses to any mixture over the simplex of basis policies. We show that the resulting conditional policies incorporate prior information about their opponents effectively, enabling near optimal returns against arbitrary mixt…
Google AI Princeton(谷歌AI普林斯顿);Princeton University(普林斯顿大学)
We consider online learning in an adversarial, non-convex setting under the assumption that the learner has an access to an offline optimization oracle. In the general setting of prediction with expert advice, Hazan et al. (2016) established that in the optimization-oracle model, online learning requires exponentially more computation than statistical learning. In this paper we show that by slightly strengthening the oracle model, the online and the statistical learning models become computationally equivalent. Our result holds for any Lipschitz and bounded (but not necessarily convex) functio…
Federated learning is a distributed learning paradigm where multiple agents, each only with access to local data, jointly learn a global model. There has recently been an explosion of research aiming not only to improve the accuracy rates of federated learning, but also provide certain guarantees around social good properties such as total error. One branch of this research has taken a game-theoretic approach, and in particular, prior work has viewed federated learning as a hedonic game, where error-minimizing players arrange themselves into federating coalitions. This past work proves the exi…
Solving Hierarchical Information-Sharing Dec-POMDPs: An Extensive-Form Game Approach
Université de Lyon(里昂大学);INSA Lyon(里昂国立应用科学学院);Inria(法国国家信息与自动化研究所);Université de Lorraine(洛林大学);CNRS(法国国家科学研究中心);Bernoulli Institute(伯努利研究所);University of Groningen(格罗宁根大学)
Lehigh University(利哈伊大学);University of Canterbury(坎特伯雷大学)
In this work we introduce the concept of an Underestimate Sequence (UES), which is motivated by Nesterov's estimate sequence. Our definition of a UES utilizes three sequences, one of which is a lower bound (or under-estimator) of the objective function. The question of how to construct an appropriate sequence of lower bounds is addressed, and we present lower bounds for strongly convex smooth functions and for strongly convex composite functions, which adhere to the UES framework. Further, we propose several first order methods for minimizing strongly convex functions in both the smooth and co…
Department of Computer Science, Princeton University(普林斯顿大学计算机科学系)
We consider regret minimization in repeated games with non-convex loss functions. Minimizing the standard notion of regret is computationally intractable. Thus, we define a natural notion of regret which permits efficient optimization and generalizes offline guarantees for convergence to an approximate local optimum. We give gradient-based methods that achieve optimal regret, which in turn guarantee convergence to equilibrium in this framework.
Decoding Game: On Minimax Optimality of Heuristic Text Generation Strategies
Department of Electrical and Computer Engineering, Princeton University(普林斯顿大学电气工程与计算机科学系);Department of Operations Research and Financial Engineering, Princeton University(普林斯顿大学运筹学与金融工程系)
Mila, Université de Montréal(蒙特利尔大学米拉研究所);XTX Markets;DeepMind
Adversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in reinforcement learning which have been applied to complex games such as Go or Poker. In practice, a \emph{single} pair of networks is typically trained in order to find an approximate equilibrium of a highly nonconcave-nonconvex adversarial problem. However, while a classic result in game theory states such an equilibrium exists in concave-convex games, there is no a…
In this paper, we study two problems: (1) estimation of a $d$-dimensional log-concave distribution and (2) bounded multivariate convex regression with random design with an underlying log-concave density or a compactly supported distribution with a continuous density. First, we show that for all $d \ge 4$ the maximum likelihood estimators of both problems achieve an optimal risk of $Θ_d(n^{-2/(d+1)})$ (up to a logarithmic factor) in terms of squared Hellinger distance and $L_2$ squared distance, respectively. Previously, the optimality of both these estimators was known only for $d\le 3$. We a…
Technische Universität München(慕尼黑工业大学);Munich Center for Quantum Science and Technology(慕尼黑量子科学与技术中心)
In this work, we study the system of interacting non-cooperative two Q-learning agents, where one agent has the privilege of observing the other's actions. We show that this information asymmetry can lead to a stable outcome of population learning, which generally does not occur in an environment of general independent learners. The resulting post-learning policies are almost optimal in the underlying game sense, i.e., they form a Nash equilibrium. Furthermore, we propose in this work a Q-learning algorithm, requiring predictive observation of two subsequent opponent's actions, yielding an opt…