Motivated by Generative Adversarial Networks, we study the computation of Nash equilibrium in concave network zero-sum games (NZSGs), a multiplayer generalization of two-player zero-sum games first proposed with linear payoffs. Extending previous results, we show that various game theoretic properties of convex-concave two-player zero-sum games are preserved in this generalization. We then generalize last iterate convergence results obtained previously in two-player zero-sum games. We analyze convergence rates when players update their strategies using Gradient Ascent, and its variant, Optimistic Gradient Ascent, showing last iterate convergence in three settings -- when the payoffs of players are linear, strongly concave and Lipschitz, and strongly concave and smooth. We provide experimental results that support these theoretical findings.
JD Explore Academy, JD.com Inc(京东集团京东探索研究院);University of Chicago(芝加哥大学)
Large scale convex-concave minimax problems arise in numerous applications, including game theory, robust training, and training of generative adversarial networks. Despite their wide applicability, solving such problems efficiently and effectively is challenging in the presence of large amounts of data using existing stochastic minimax methods. We study a class of stochastic minimax methods and develop a communication-efficient distributed stochastic extragradient algorithm, LocalAdaSEG, with an adaptive learning rate suitable for solving convex-concave minimax problems in the Parameter-Serve…
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…
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 …
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 …
Universidad de Santiago de Chile(智利圣地亚哥大学);Lancaster University(兰卡斯特大学);Univ. Grenoble Alpes(格勒诺布尔阿尔卑斯大学);CNRS(法国国家科学研究中心);Inria(法国国家信息与自动化研究所)
This paper examines the long-run behavior of learning with bandit feedback in non-cooperative concave games. The bandit framework accounts for extremely low-information environments where the agents may not even know they are playing a game; as such, the agents' most sensible choice in this setting would be to employ a no-regret learning algorithm. In general, this does not mean that the players' behavior stabilizes in the long run: no-regret learning may lead to cycles, even with perfect gradient information. However, if a standard monotonicity condition is satisfied, our analysis shows that …
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…
Iterative Minimax Games with Coupled Linear Constraints
Department of Mathematics, Shanghai University, Shanghai 200444, People’s Republic of China(上海大学数学系);LSEC, ICMSEC, Academy of Mathematics and Systems Science, Chinese Academy of Sciences, Beijing 100190, China(中国科学院数学与系统科学研究院);Newtouch Center for Mathematics of Shanghai University, Shanghai 200444, People’s Republic of China(上海大学数学中心)
The University of Iowa(爱荷华大学);Nanjing University(南京大学)
In this paper, we present a simple analysis of {\bf fast rates} with {\it high probability} of {\bf empirical minimization} for {\it stochastic composite optimization} over a finite-dimensional bounded convex set with exponential concave loss functions and an arbitrary convex regularization. To the best of our knowledge, this result is the first of its kind. As a byproduct, we can directly obtain the fast rate with {\it high probability} for exponential concave empirical risk minimization with and without any convex regularization, which not only extends existing results of empirical risk mini…
Google Research, Brain Team(谷歌研究院大脑团队);DeepMind Paris(巴黎深度思维);Univ. Lille, CNRS, Inria, Centrale Lille, UMR 9189 CRIStAL(里尔大学、法国国家科学研究中心、法国国家信息与自动化研究所、里尔中央理工学院、CRISTAL联合研究单位)
Concave Utility Reinforcement Learning (CURL) extends RL from linear to concave utilities in the occupancy measure induced by the agent's policy. This encompasses not only RL but also imitation learning and exploration, among others. Yet, this more general paradigm invalidates the classical Bellman equations, and calls for new algorithms. Mean-field Games (MFGs) are a continuous approximation of many-agent RL. They consider the limit case of a continuous distribution of identical agents, anonymous with symmetric interests, and reduce the problem to the study of a single representative agent in…
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…
Matching Multi-Loop Complexities with a Single Loop: Optimal Optimization Stationarity and Best-Known Game Stationarity in Nonconvex--Concave Minimax Optimization
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…
Mila(米拉);Université de Montréal(蒙特利尔大学);Facebook AI Research(Facebook人工智能研究院)
The success of adversarial formulations in machine learning has brought renewed motivation for smooth games. In this work, we focus on the class of stochastic Hamiltonian methods and provide the first convergence guarantees for certain classes of stochastic smooth games. We propose a novel unbiased estimator for the stochastic Hamiltonian gradient descent (SHGD) and highlight its benefits. Using tools from the optimization literature we show that SHGD converges linearly to the neighbourhood of a stationary point. To guarantee convergence to the exact solution, we analyze SHGD with a decreasing…
University of Washington(华盛顿大学);Microsoft Research Redmond(微软研究院雷德蒙德分院);Princeton University(普林斯顿大学);Institute for Advanced Study(高等研究院)
Given a separation oracle for a convex set $K \subset \mathbb{R}^n$ that is contained in a box of radius $R$, the goal is to either compute a point in $K$ or prove that $K$ does not contain a ball of radius $ε$. We propose a new cutting plane algorithm that uses an optimal $O(n \log (κ))$ evaluations of the oracle and an additional $O(n^2)$ time per evaluation, where $κ= nR/ε$. $\bullet$ This improves upon Vaidya's $O( \text{SO} \cdot n \log (κ) + n^{ω+1} \log (κ))$ time algorithm [Vaidya, FOCS 1989a] in terms of polynomial dependence on $n$, where $ω< 2.373$ is the exponent of matrix multipli…
University of Toronto(多伦多大学);Vector Institute(向量研究所);Princeton University(普林斯顿大学)
Smooth game optimization has recently attracted great interest in machine learning as it generalizes the single-objective optimization paradigm. However, game dynamics is more complex due to the interaction between different players and is therefore fundamentally different from minimization, posing new challenges for algorithm design. Notably, it has been shown that negative momentum is preferred due to its ability to reduce oscillation in game dynamics. Nevertheless, the convergence rate of negative momentum was only established in simple bilinear games. In this paper, we extend the analysis …
We introduce a new algorithm for the numerical computation of Nash equilibria of competitive two-player games. Our method is a natural generalization of gradient descent to the two-player setting where the update is given by the Nash equilibrium of a regularized bilinear local approximation of the underlying game. It avoids oscillatory and divergent behaviors seen in alternating gradient descent. Using numerical experiments and rigorous analysis, we provide a detailed comparison to methods based on \emph{optimism} and \emph{consensus} and show that our method avoids making any unnecessary chan…
A Fisher-Rao gradient flow for entropic mean-field min-max games
Heriot-Watt University(赫瑞瓦特大学);Maxwell Institute for Mathematical Sciences(麦克斯韦数学研究所);University of Edinburgh(爱丁堡大学);The Alan Turing Institute(阿兰·图灵研究所);Simtopia(Simtopia公司)
Univ. Grenoble Alpes(格勒诺布尔大学);Inria(法国国家信息与自动化研究所);LJK(让·昆廷诺实验室);CNRS(法国国家科学研究中心);Grenoble INP(格勒诺布尔理工学院);LIG(格勒诺布尔信息与信号处理实验室);Criteo AI Lab(Criteo人工智能实验室)
In game-theoretic learning, several agents are simultaneously following their individual interests, so the environment is non-stationary from each player's perspective. In this context, the performance of a learning algorithm is often measured by its regret. However, no-regret algorithms are not created equal in terms of game-theoretic guarantees: depending on how they are tuned, some of them may drive the system to an equilibrium, while others could produce cyclic, chaotic, or otherwise divergent trajectories. To account for this, we propose a range of no-regret policies based on optimistic m…
University of Washington(华盛顿大学);Tsinghua University(清华大学);Peking University(北京大学);Princeton University(普林斯顿大学);Microsoft Research(微软研究院)
Bandit problems with linear or concave reward have been extensively studied, but relatively few works have studied bandits with non-concave reward. This work considers a large family of bandit problems where the unknown underlying reward function is non-concave, including the low-rank generalized linear bandit problems and two-layer neural network with polynomial activation bandit problem. For the low-rank generalized linear bandit problem, we provide a minimax-optimal algorithm in the dimension, refuting both conjectures in [LMT21, JWWN19]. Our algorithms are based on a unified zeroth-order o…
We consider a class of concave continuous games in which the corresponding admissible strategy profile of each player underlies affine coupling constraints. We propose a novel algorithm that leads the relevant population dynamic toward Nash equilibrium. This algorithm is based on a mirror ascent algorithm, which suits with the framework of no-regret online learning, and on the augmented Lagrangian method. The decentralization aspect of the algorithm corresponds to the aspects that the iterate of each player requires the local information about how she contributes to the coupling constraints an…
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…