arXiv · 2410.02388
Boosting Perturbed Gradient Ascent for Last-Iterate Convergence in Games
Abstract
This paper presents a payoff perturbation technique, introducing a strong convexity to players' payoff functions in games. This technique is specifically designed for first-order methods to achieve last-iterate convergence in games where the gradient of the payoff functions is monotone in the strategy profile space, potentially containing additive noise. Although perturbation is known to facilitate the convergence of learning algorithms, the magnitude of perturbation requires careful adjustment to ensure last-iterate convergence. Previous studies have proposed a scheme in which the magnitude is determined by the distance from a periodically re-initialized anchoring or reference strategy. Building upon this, we propose Gradient Ascent with Boosting Payoff Perturbation, which incorporates a novel perturbation into the underlying payoff function, maintaining the periodically re-initializing anchoring strategy scheme. This innovation empowers us to provide faster last-iterate convergence rates against the existing payoff perturbed algorithms, even in the presence of additive noise.
Explore related subjects
Keep this discovery
Explore connections, maps & timelines
Kenshi Abe, Mitsuki Sakamoto, Kaito Ariu, Atsushi Iwasaki. 2024-10-03. Boosting Perturbed Gradient Ascent for Last-Iterate Convergence in Games. https://arxiv.org/abs/2410.02388
Cite the original work for its findings. Save a collection to share your selection of sources.