The empirical success of Multi-agent reinforcement learning is encouraging, while few theoretical guarantees have been revealed. In this work, we prove that the plug-in solver approach, probably the most natural reinforcement learning algorithm, achieves minimax sample complexity for turn-based stochastic game (TBSG). Specifically, we plan in an empirical TBSG by utilizing a `simulator' that allows sampling from arbitrary state-action pair. We show that the empirical Nash equilibrium strategy is an approximate Nash equilibrium strategy in the true TBSG and give both problem-dependent and problem-independent bound. We develop absorbing TBSG and reward perturbation techniques to tackle the complex statistical dependence. The key idea is artificially introducing a suboptimality gap in TBSG and then the Nash equilibrium strategy lies in a finite set.
School of Computer Science(计算机科学学院);University of Waterloo(滑铁卢大学);Vector Institute(向量研究所)
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 o…
Toyota Technological Institute at Chicago(芝加哥丰田技术学院);Tel Aviv University(特拉维夫大学);Technion(以色列理工学院)
Which classes can be learned properly in the online model? -- that is, by an algorithm that at each round uses a predictor from the concept class. While there are simple and natural cases where improper learning is necessary, it is natural to ask how complex must the improper predictors be in such cases. Can one always achieve nearly optimal mistake/regret bounds using "simple" predictors? In this work, we give a complete characterization of when this is possible, thus settling an open problem which has been studied since the pioneering works of Angluin (1987) and Littlestone (1988). More prec…
We consider the problem of online learning and its application to solving minimax games. For the online learning problem, Follow the Perturbed Leader (FTPL) is a widely studied algorithm which enjoys the optimal $O(T^{1/2})$ worst-case regret guarantee for both convex and nonconvex losses. In this work, we show that when the sequence of loss functions is predictable, a simple modification of FTPL which incorporates optimism can achieve better regret guarantees, while retaining the optimal worst-case regret guarantee for unpredictable sequences. A key challenge in obtaining these tighter regret…
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 …
Tsinghua University(清华大学);University of Toronto(多伦多大学);Vector Institute(向量研究所)
Many tasks in modern machine learning can be formulated as finding equilibria in \emph{sequential} games. In particular, two-player zero-sum sequential games, also known as minimax optimization, have received growing interest. It is tempting to apply gradient descent to solve minimax optimization given its popularity and success in supervised learning. However, it has been noted that naive application of gradient descent fails to find some local minimax and can converge to non-local-minimax points. In this paper, we propose \emph{Follow-the-Ridge} (FR), a novel algorithm that provably converge…
We prove a new minimax theorem connecting the worst-case Bayesian regret and minimax regret under partial monitoring with no assumptions on the space of signals or decisions of the adversary. We then generalise the information-theoretic tools of Russo and Van Roy (2016) for proving Bayesian regret bounds and combine them with the minimax theorem to derive minimax regret bounds for various partial monitoring settings. The highlight is a clean analysis of `non-degenerate easy' and `hard' finite partial monitoring, with new regret bounds that are independent of arbitrarily large game-dependent co…
We design and analyze minimax-optimal algorithms for online linear optimization games where the player's choice is unconstrained. The player strives to minimize regret, the difference between his loss and the loss of a post-hoc benchmark strategy. The standard benchmark is the loss of the best strategy chosen from a bounded comparator set. When the the comparison set and the adversary's gradients satisfy L_infinity bounds, we give the value of the game in closed form and prove it approaches sqrt(2T/pi) as T -> infinity. Interesting algorithms result when we consider soft constraints on the com…
University of Waterloo(滑铁卢大学);Waterloo AI Institute(滑铁卢人工智能研究所);Vector Institute(向量研究所);Borealis AI
Differential games, in particular two-player sequential zero-sum games (a.k.a. minimax optimization), have been an important modeling tool in applied science and received renewed interest in machine learning due to many recent applications, such as adversarial training, generative models and reinforcement learning. However, existing theory mostly focuses on convex-concave functions with few exceptions. In this work, we propose two novel Newton-type algorithms for nonconvex-nonconcave minimax optimization. We prove their local convergence at strict local minimax points, which are surrogates of …
Wide applications of differentiable two-player sequential games (e.g., image generation by GANs) have raised much interest and attention of researchers to study efficient and fast algorithms. Most of the existing algorithms are developed based on nice properties of simultaneous games, i.e., convex-concave payoff functions, but are not applicable in solving sequential games with different settings. Some conventional gradient descent ascent algorithms theoretically and numerically fail to find the local Nash equilibrium of the simultaneous game or the local minimax (i.e., local Stackelberg equil…
University of Toronto(多伦多大学);Princeton University(普林斯顿大学);Northeastern University(东北大学)
Smooth minimax games often proceed by simultaneous or alternating gradient updates. Although algorithms with alternating updates are commonly used in practice, the majority of existing theoretical analyses focus on simultaneous algorithms for convenience of analysis. In this paper, we study alternating gradient descent-ascent (Alt-GDA) in minimax games and show that Alt-GDA is superior to its simultaneous counterpart~(Sim-GDA) in many settings. We prove that Alt-GDA achieves a near-optimal local convergence rate for strongly convex-strongly concave (SCSC) problems while Sim-GDA converges at a …
University of California, Berkeley(加州大学伯克利分校);Microsoft Research, India(微软印度研究院)
Minimax optimization has found extensive applications in modern machine learning, in settings such as generative adversarial networks (GANs), adversarial training and multi-agent reinforcement learning. As most of these applications involve continuous nonconvex-nonconcave formulations, a very basic question arises---"what is a proper definition of local optima?" Most previous work answers this question using classical notions of equilibria from simultaneous games, where the min-player and the max-player act simultaneously. In contrast, most applications in machine learning, including GANs and …
Massachusetts Institute of Technology(麻省理工学院);École Polytechnique Fédérale de Lausanne(洛桑联邦理工学院);University of California, Berkeley(加州大学伯克利分校)
Min-max optimization problems involving nonconvex-nonconcave objectives have found important applications in adversarial training and other multi-agent learning settings. Yet, no known gradient descent-based method is guaranteed to converge to (even local notions of) min-max equilibrium in the nonconvex-nonconcave setting. For all known methods, there exist relatively simple objectives for which they cycle or exhibit other undesirable behavior different from converging to a point, let alone to some game-theoretically meaningful one~\cite{flokas2019poincare,hsieh2021limits}. The only known conv…
Yale University(耶鲁大学);Simons Institute for the Theory of Computing(西蒙斯理论计算研究所);Massachusetts Institute of Technology(麻省理工学院);University of Southern California(南加利福尼亚大学)
We study the problem of switching-constrained online convex optimization (OCO), where the player has a limited number of opportunities to change her action. While the discrete analog of this online learning task has been studied extensively, previous work in the continuous setting has neither established the minimax rate nor algorithmically achieved it. In this paper, we show that $ T $-round switching-constrained OCO with fewer than $ K $ switches has a minimax regret of $ Θ(\frac{T}{\sqrt{K}}) $. In particular, it is at least $ \frac{T}{\sqrt{2K}} $ for one dimension and at least $ \frac{T}{…
Recently, researchers have discovered that the state-of-the-art object classifiers can be fooled easily by small perturbations in the input unnoticeable to human eyes. It is also known that an attacker can generate strong adversarial examples if she knows the classifier parameters. Conversely, a defender can robustify the classifier by retraining if she has access to the adversarial examples. We explain and formulate this adversarial example problem as a two-player continuous zero-sum game, and demonstrate the fallacy of evaluating a defense or an attack as a static problem. To find the best w…
Matching Multi-Loop Complexities with a Single Loop: Optimal Optimization Stationarity and Best-Known Game Stationarity in Nonconvex--Concave Minimax Optimization
Sharif University of Technology(谢里夫理工大学);University of Pennsylvania(宾夕法尼亚大学)
Two main concepts studied in machine learning theory are generalization gap (difference between train and test error) and excess risk (difference between test error and the minimum possible error). While information-theoretic tools have been used extensively to study the generalization gap of learning algorithms, the information-theoretic nature of excess risk has not yet been fully investigated. In this paper, some steps are taken toward this goal. We consider the frequentist problem of minimax excess risk as a zero-sum game between the algorithm designer and the world. Then, we argue that it…
UC Berkeley(加州大学伯克利分校);University of Pennsylvania(宾夕法尼亚大学)
We study the regret of optimal strategies for online convex optimization games. Using von Neumann's minimax theorem, we show that the optimal regret in this adversarial setting is closely related to the behavior of the empirical minimization algorithm in a stochastic process setting: it is equal to the maximum, over joint distributions of the adversary's action sequence, of the difference between a sum of minimal expected losses and the minimal empirical loss. We show that the optimal regret has a natural geometric interpretation, since it can be viewed as the gap in Jensen's inequality for a …
University of Pennsylvania(宾夕法尼亚大学);Rice University(莱斯大学)
We introduce a simple but general online learning framework in which a learner plays against an adversary in a vector-valued game that changes every round. Even though the learner's objective is not convex-concave (and so the minimax theorem does not apply), we give a simple algorithm that can compete with the setting in which the adversary must announce their action first, with optimally diminishing regret. We demonstrate the power of our framework by using it to (re)derive optimal bounds and efficient algorithms across a variety of domains, ranging from multicalibration to a large set of no …
Stanford University(斯坦福大学);EPFL(洛桑联邦理工学院);Delft University of Technology(代尔夫特理工大学)
We introduce a distributionally robust minimium mean square error estimation model with a Wasserstein ambiguity set to recover an unknown signal from a noisy observation. The proposed model can be viewed as a zero-sum game between a statistician choosing an estimator -- that is, a measurable function of the observation -- and a fictitious adversary choosing a prior -- that is, a pair of signal and noise distributions ranging over independent Wasserstein balls -- with the goal to minimize and maximize the expected squared estimation error, respectively. We show that if the Wasserstein balls are…
We consider the problem of two-player zero-sum games. This problem is formulated as a min-max Markov game in the literature. The solution of this game, which is the min-max payoff, starting from a given state is called the min-max value of the state. In this work, we compute the solution of the two-player zero-sum game utilizing the technique of successive relaxation that has been successfully applied in the literature to compute a faster value iteration algorithm in the context of Markov Decision Processes. We extend the concept of successive relaxation to the setting of two-player zero-sum g…
We study algorithms for online linear optimization in Hilbert spaces, focusing on the case where the player is unconstrained. We develop a novel characterization of a large class of minimax algorithms, recovering, and even improving, several previous results as immediate corollaries. Moreover, using our tools, we develop an algorithm that provides a regret bound of $\mathcal{O}\Big(U \sqrt{T \log(U \sqrt{T} \log^2 T +1)}\Big)$, where $U$ is the $L_2$ norm of an arbitrary comparator and both $T$ and $U$ are unknown to the player. This bound is optimal up to $\sqrt{\log \log T}$ terms. When $T$ …
University of Pennsylvania(宾夕法尼亚大学);The University of Texas at Austin(德克萨斯大学奥斯汀分校)
Minimax optimization has been central in addressing various applications in machine learning, game theory, and control theory. Prior literature has thus far mainly focused on studying such problems in the continuous domain, e.g., convex-concave minimax optimization is now understood to a significant extent. Nevertheless, minimax problems extend far beyond the continuous domain to mixed continuous-discrete domains or even fully discrete domains. In this paper, we study mixed continuous-discrete minimax problems where the minimization is over a continuous variable belonging to Euclidean space an…
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…
The Hong Kong University of Science Technology(香港科技大学);Peking University(北京大学);University of Virginia(弗吉尼亚大学)
Offline reinforcement learning (RL) aims at learning an optimal strategy using a pre-collected dataset without further interactions with the environment. While various algorithms have been proposed for offline RL in the previous literature, the minimax optimality has only been (nearly) established for tabular Markov decision processes (MDPs). In this paper, we focus on offline RL with linear function approximation and propose a new pessimism-based algorithm for offline linear MDP. At the core of our algorithm is the uncertainty decomposition via a reference function, which is new in the litera…
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)
Despite the success of generative adversarial networks (GANs) in generating visually appealing images, they are notoriously challenging to train. In order to stabilize the learning dynamics in minimax games, we propose a novel recursive reasoning algorithm: Level $k$ Gradient Play (Lv.$k$ GP) algorithm. In contrast to many existing algorithms, our algorithm does not require sophisticated heuristics or curvature information. We show that as $k$ increases, Lv.$k$ GP converges asymptotically towards an accurate estimation of players' future strategy. Moreover, we justify that Lv.$\infty$ GP natur…
We show that a version of the generalised information ratio of Lattimore and Gyorgy (2020) determines the asymptotic minimax regret for all finite-action partial monitoring games provided that (a) the standard definition of regret is used but the latent space where the adversary plays is potentially infinite; or (b) the regret introduced by Rustichini (1999) is used and the latent space is finite. Our results are complemented by a number of examples. For any $p \in [1/2,1]$ there exists an infinite partial monitoring game for which the minimax regret over $n$ rounds is $n^p$ up to subpolynomia…
Balance, Imbalance, and Rebalance: Understanding Robust Overfitting from a Minimax Game Perspective
Department of Engineering, University of Cambridge(剑桥大学工程系);School of Mathematical Sciences, Peking University(北京大学数学科学学院);Institute for Artificial Intelligence, Peking University(北京大学人工智能研究院);Peng Cheng Laboratory(鹏城实验室)
World-class human players have been outperformed in a number of complex two person games (Go, Chess, Checkers) by Deep Reinforcement Learning systems. However, owing to tractability considerations minimax regret of a learning system cannot be evaluated in such games. In this paper we consider simple games (Noughts-and-Crosses and Hexapawn) in which minimax regret can be efficiently evaluated. We use these games to compare Cumulative Minimax Regret for variants of both standard and deep reinforcement learning against two variants of a new Meta-Interpretive Learning system called MIGO. In our ex…
University of Pennsylvania(宾夕法尼亚大学);Carnegie Mellon University(卡内基梅隆大学)
This paper studies multi-agent reinforcement learning in Markov games, with the goal of learning Nash equilibria or coarse correlated equilibria (CCE) sample-optimally. All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called \myalg~and an adaptive sampling scheme tha…
Göteborgs Universitet(哥德堡大学);Chalmers University of Technology(查尔姆斯理工大学)
Bayesian methods suffer from the problem of how to specify prior beliefs. One interesting idea is to consider worst-case priors. This requires solving a stochastic zero-sum game. In this paper, we extend well-known results from bandit theory in order to discover minimax-Bayes policies and discuss when they are practical.
We consider the problem of designing minimax estimators for estimating the parameters of a probability distribution. Unlike classical approaches such as the MLE and minimum distance estimators, we consider an algorithmic approach for constructing such estimators. We view the problem of designing minimax estimators as finding a mixed strategy Nash equilibrium of a zero-sum game. By leveraging recent results in online learning with non-convex losses, we provide a general algorithm for finding a mixed-strategy Nash equilibrium of general non-convex non-concave zero-sum games. Our algorithm requir…
Singapore University of Technology and Design (SUTD)(新加坡科技设计大学)
Self-supervised (SS) learning is a powerful approach for representation learning using unlabeled data. Recently, it has been applied to Generative Adversarial Networks (GAN) training. Specifically, SS tasks were proposed to address the catastrophic forgetting issue in the GAN discriminator. In this work, we perform an in-depth analysis to understand how SS tasks interact with learning of generator. From the analysis, we identify issues of SS tasks which allow a severely mode-collapsed generator to excel the SS tasks. To address the issues, we propose new SS tasks based on a multi-class minimax…
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)
University College London(伦敦大学学院);Shanghai Jiao Tong University(上海交通大学);Alibaba Group(阿里巴巴集团);Tianjin University(天津大学);Birkbeck, University of London(伦敦大学伯贝克学院)
This paper provides a unified account of two schools of thinking in information retrieval modelling: the generative retrieval focusing on predicting relevant documents given a query, and the discriminative retrieval focusing on predicting relevancy given a query-document pair. We propose a game theoretical minimax game to iteratively optimise both models. On one hand, the discriminative model, aiming to mine signals from labelled and unlabelled data, provides guidance to train the generative model towards fitting the underlying relevance distribution over documents given the query. On the othe…
Training generative adversarial networks (GANs) is known to be difficult, especially for financial time series. This paper first analyzes the well-posedness problem in GANs minimax games and the convexity issue in GANs objective functions. It then proposes a stochastic control framework for hyper-parameters tuning in GANs training. The weak form of dynamic programming principle and the uniqueness and the existence of the value function in the viscosity sense for the corresponding minimax game are established. In particular, explicit forms for the optimal adaptive learning rate and batch size a…
Despite remarkable empirical success, the training dynamics of generative adversarial networks (GAN), which involves solving a minimax game using stochastic gradients, is still poorly understood. In this work, we analyze last-iterate convergence of simultaneous gradient descent (simGD) and its variants under the assumption of convex-concavity, guided by a continuous-time analysis with differential equations. First, we show that simGD, as is, converges with stochastic sub-gradients under strict convexity in the primal variable. Second, we generalize optimistic simGD to accommodate an optimism r…
Generative adversarial networks (GANs) represent a zero-sum game between two machine players, a generator and a discriminator, designed to learn the distribution of data. While GANs have achieved state-of-the-art performance in several benchmark learning tasks, GAN minimax optimization still poses great theoretical and empirical challenges. GANs trained using first-order optimization methods commonly fail to converge to a stable solution where the players cannot improve their objective, i.e., the Nash equilibrium of the underlying game. Such issues raise the question of the existence of Nash e…
Centre for Pattern Recognition and Data Analytics(模式识别与数据分析中心)
Generative Adversarial Networks (GANs) were intuitively and attractively explained under the perspective of game theory, wherein two involving parties are a discriminator and a generator. In this game, the task of the discriminator is to discriminate the real and generated (i.e., fake) data, whilst the task of the generator is to generate the fake data that maximally confuses the discriminator. In this paper, we propose a new viewpoint for GANs, which is termed as the minimizing general loss viewpoint. This viewpoint shows a connection between the general loss of a classification problem regar…
Green security domains feature defenders who plan patrols in the face of uncertainty about the adversarial behavior of poachers, illegal loggers, and illegal fishers. Importantly, the deterrence effect of patrols on adversaries' future behavior makes patrol planning a sequential decision-making problem. Therefore, we focus on robust sequential patrol planning for green security following the minimax regret criterion, which has not been considered in the literature. We formulate the problem as a game between the defender and nature who controls the parameter values of the adversarial behavior a…
Min-max optimization problems arise in several key machine learning setups, including adversarial learning and generative modeling. In their general form, in absence of convexity/concavity assumptions, finding pure equilibria of the underlying two-player zero-sum game is computationally hard [Daskalakis et al., 2021]. In this work we focus instead in finding mixed equilibria, and consider the associated lifted problem in the space of probability measures. By adding entropic regularization, our main result establishes global convergence towards the global equilibrium by using simultaneous gradi…
We provide a general mechanism to design online learning algorithms based on a minimax analysis within a drifting-games framework. Different online learning settings (Hedge, multi-armed bandit problems and online convex optimization) are studied by converting into various kinds of drifting games. The original minimax analysis for drifting games is then used and generalized by applying a series of relaxations, starting from choosing a convex surrogate of the 0-1 loss function. With different choices of surrogates, we not only recover existing algorithms, but also propose new algorithms that are…