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Ioannis Anagnostides

Publications and source records attributed to Ioannis Anagnostides.

At least 55 records · Page 3Linked to original sources

Convergence of $\text{log}(1/ε)$ for Gradient-Based Algorithms in Zero-Sum Games without the Condition Number: A Smoothed Analysis

Gradient-based algorithms have shown great promise in solving large (two-player) zero-sum games. However, their success has been mostly confined to the low-precision regime since the number of iterations grows polynomially in $1/ε$, where $ε> 0$ is the duality gap. While it has been well-documented that linear convergence -- an iteration complexity scaling as $\textsf{log}(1/ε)$ -- can be attained even with gradient-based algorithms, that comes at the cost of introducing a dependency on certain condition number-like quantities which can be exponentially large in the description of the game. To address this shortcoming, we examine the iteration complexity of several gradient-based algorithms in the celebrated framework of smoothed analysis, and we show that they have polynomial smoothed complexity, in that their number of iterations grows as a polynomial in the dimensions of the game, $\textsf{log}(1/ε)$, and $1/σ$, where $σ$ measures the magnitude of the smoothing perturbation. Our result applies to optimistic gradient and extra-gradient descent/ascent, as well as a certain iterative variant of Nesterov's smoothing technique. From a technical standpoint, the proof proceeds by characterizing and performing a smoothed analysis of a certain error bound, the key ingredient driving linear convergence in zero-sum games. En route, our characterization also makes a natural connection between the convergence rate of such algorithms and perturbation-stability properties of the equilibrium, which is of interest beyond the model of smoothed complexity.

cs.GT↗

Computing Optimal Equilibria and Mechanisms via Learning in Zero-Sum Extensive-Form Games

We introduce a new approach for computing optimal equilibria via learning in games. It applies to extensive-form settings with any number of players, including mechanism design, information design, and solution concepts such as correlated, communication, and certification equilibria. We observe that optimal equilibria are minimax equilibrium strategies of a player in an extensive-form zero-sum game. This reformulation allows to apply techniques for learning in zero-sum games, yielding the first learning dynamics that converge to optimal equilibria, not only in empirical averages, but also in iterates. We demonstrate the practical scalability and flexibility of our approach by attaining state-of-the-art performance in benchmark tabular games, and by computing an optimal mechanism for a sequential auction design problem using deep reinforcement learning.

cs.GT↗

Optimistic Policy Gradient in Multi-Player Markov Games with a Single Controller: Convergence Beyond the Minty Property

Policy gradient methods enjoy strong practical performance in numerous tasks in reinforcement learning. Their theoretical understanding in multiagent settings, however, remains limited, especially beyond two-player competitive and potential Markov games. In this paper, we develop a new framework to characterize optimistic policy gradient methods in multi-player Markov games with a single controller. Specifically, under the further assumption that the game exhibits an equilibrium collapse, in that the marginals of coarse correlated equilibria (CCE) induce Nash equilibria (NE), we show convergence to stationary $ε$-NE in $O(1/ε^2)$ iterations, where $O(\cdot)$ suppresses polynomial factors in the natural parameters of the game. Such an equilibrium collapse is well-known to manifest itself in two-player zero-sum Markov games, but also occurs even in a class of multi-player Markov games with separable interactions, as established by recent work. As a result, we bypass known complexity barriers for computing stationary NE when either of our assumptions fails. Our approach relies on a natural generalization of the classical Minty property that we introduce, which we anticipate to have further applications beyond Markov games.

cs.GT↗

On the Complexity of Computing Sparse Equilibria and Lower Bounds for No-Regret Learning in Games

Characterizing the performance of no-regret dynamics in multi-player games is a foundational problem at the interface of online learning and game theory. Recent results have revealed that when all players adopt specific learning algorithms, it is possible to improve exponentially over what is predicted by the overly pessimistic no-regret framework in the traditional adversarial regime, thereby leading to faster convergence to the set of coarse correlated equilibria (CCE). Yet, despite considerable recent progress, the fundamental complexity barriers for learning in normal- and extensive-form games are poorly understood. In this paper, we make a step towards closing this gap by first showing that -- barring major complexity breakthroughs -- any polynomial-time learning algorithms in extensive-form games need at least $2^{\log^{1/2 - o(1)} |\mathcal{T}|}$ iterations for the average regret to reach below even an absolute constant, where $|\mathcal{T}|$ is the number of nodes in the game. This establishes a superpolynomial separation between no-regret learning in normal- and extensive-form games, as in the former class a logarithmic number of iterations suffices to achieve constant average regret. Furthermore, our results imply that algorithms such as multiplicative weights update, as well as its \emph{optimistic} counterpart, require at least $2^{(\log \log m)^{1/2 - o(1)}}$ iterations to attain an $O(1)$-CCE in $m$-action normal-form games. These are the first non-trivial -- and dimension-dependent -- lower bounds in that setting for the most well-studied algorithms in the literature. From a technical standpoint, we follow a beautiful connection recently made by Foster, Golowich, and Kakade (ICML '23) between sparse CCE and Nash equilibria in the context of Markov games. Consequently, our lower bounds rule out polynomial-time algorithms well beyond the traditional online learning framework.

cs.GT↗

On the Convergence of No-Regret Learning Dynamics in Time-Varying Games

Most of the literature on learning in games has focused on the restrictive setting where the underlying repeated game does not change over time. Much less is known about the convergence of no-regret learning algorithms in dynamic multiagent settings. In this paper, we characterize the convergence of optimistic gradient descent (OGD) in time-varying games. Our framework yields sharp convergence bounds for the equilibrium gap of OGD in zero-sum games parameterized on natural variation measures of the sequence of games, subsuming known results for static games. Furthermore, we establish improved second-order variation bounds under strong convexity-concavity, as long as each game is repeated multiple times. Our results also apply to time-varying general-sum multi-player games via a bilinear formulation of correlated equilibria, which has novel implications for meta-learning and for obtaining refined variation-dependent regret bounds, addressing questions left open in prior papers. Finally, we leverage our framework to also provide new insights on dynamic regret guarantees in static games.

cs.LG↗

Near-Optimal $Φ$-Regret Learning in Extensive-Form Games

In this paper, we establish efficient and uncoupled learning dynamics so that, when employed by all players in multiplayer perfect-recall imperfect-information extensive-form games, the trigger regret of each player grows as $O(\log T)$ after $T$ repetitions of play. This improves exponentially over the prior best known trigger-regret bound of $O(T^{1/4})$, and settles a recent open question by Bai et al. (2022). As an immediate consequence, we guarantee convergence to the set of extensive-form correlated equilibria and coarse correlated equilibria at a near-optimal rate of $\frac{\log T}{T}$. Building on prior work, at the heart of our construction lies a more general result regarding fixed points deriving from rational functions with polynomial degree, a property that we establish for the fixed points of (coarse) trigger deviation functions. Moreover, our construction leverages a refined regret circuit for the convex hull, which -- unlike prior guarantees -- preserves the RVU property introduced by Syrgkanis et al. (NIPS, 2015); this observation has an independent interest in establishing near-optimal regret under learning dynamics based on a CFR-type decomposition of the regret.

cs.GT↗

Meta-Learning in Games

In the literature on game-theoretic equilibrium finding, focus has mainly been on solving a single game in isolation. In practice, however, strategic interactions -- ranging from routing problems to online advertising auctions -- evolve dynamically, thereby leading to many similar games to be solved. To address this gap, we introduce meta-learning for equilibrium finding and learning to play games. We establish the first meta-learning guarantees for a variety of fundamental and well-studied classes of games, including two-player zero-sum games, general-sum games, and Stackelberg games. In particular, we obtain rates of convergence to different game-theoretic equilibria that depend on natural notions of similarity between the sequence of games encountered, while at the same time recovering the known single-game guarantees when the sequence of games is arbitrary. Along the way, we prove a number of new results in the single-game regime through a simple and unified framework, which may be of independent interest. Finally, we evaluate our meta-learning algorithms on endgames faced by the poker agent Libratus against top human professionals. The experiments show that games with varying stack sizes can be solved significantly faster using our meta-learning techniques than by solving them separately, often by an order of magnitude.

cs.GT↗

Near-Optimal No-Regret Learning for Correlated Equilibria in Multi-Player General-Sum Games

Recently, Daskalakis, Fishelson, and Golowich (DFG) (NeurIPS`21) showed that if all agents in a multi-player general-sum normal-form game employ Optimistic Multiplicative Weights Update (OMWU), the external regret of every player is $O(\textrm{polylog}(T))$ after $T$ repetitions of the game. We extend their result from external regret to internal regret and swap regret, thereby establishing uncoupled learning dynamics that converge to an approximate correlated equilibrium at the rate of $\tilde{O}(T^{-1})$. This substantially improves over the prior best rate of convergence for correlated equilibria of $O(T^{-3/4})$ due to Chen and Peng (NeurIPS`20), and it is optimal -- within the no-regret framework -- up to polylogarithmic factors in $T$. To obtain these results, we develop new techniques for establishing higher-order smoothness for learning dynamics involving fixed point operations. Specifically, we establish that the no-internal-regret learning dynamics of Stoltz and Lugosi (Mach Learn`05) are equivalently simulated by no-external-regret dynamics on a combinatorial space. This allows us to trade the computation of the stationary distribution on a polynomial-sized Markov chain for a (much more well-behaved) linear transformation on an exponential-sized set, enabling us to leverage similar techniques as DFG to near-optimally bound the internal regret. Moreover, we establish an $O(\textrm{polylog}(T))$ no-swap-regret bound for the classic algorithm of Blum and Mansour (BM) (JMLR`07). We do so by introducing a technique based on the Cauchy Integral Formula that circumvents the more limited combinatorial arguments of DFG. In addition to shedding clarity on the near-optimal regret guarantees of BM, our arguments provide insights into the various ways in which the techniques by DFG can be extended and leveraged in the analysis of more involved learning algorithms.

cs.LG↗

Near-Optimal No-Regret Learning Dynamics for General Convex Games

A recent line of work has established uncoupled learning dynamics such that, when employed by all players in a game, each player's \emph{regret} after $T$ repetitions grows polylogarithmically in $T$, an exponential improvement over the traditional guarantees within the no-regret framework. However, so far these results have only been limited to certain classes of games with structured strategy spaces -- such as normal-form and extensive-form games. The question as to whether $O(\text{polylog} T)$ regret bounds can be obtained for general convex and compact strategy sets -- which occur in many fundamental models in economics and multiagent systems -- while retaining efficient strategy updates is an important question. In this paper, we answer this in the positive by establishing the first uncoupled learning algorithm with $O(\log T)$ per-player regret in general \emph{convex games}, that is, games with concave utility functions supported on arbitrary convex and compact strategy sets. Our learning dynamics are based on an instantiation of optimistic follow-the-regularized-leader over an appropriately \emph{lifted} space using a \emph{self-concordant regularizer} that is, peculiarly, not a barrier for the feasible region. Further, our learning dynamics are efficiently implementable given access to a proximal oracle for the convex strategy set, leading to $O(\log\log T)$ per-iteration complexity; we also give extensions when access to only a \emph{linear} optimization oracle is assumed. Finally, we adapt our dynamics to guarantee $O(\sqrt{T})$ regret in the adversarial regime. Even in those special cases where prior results apply, our algorithm improves over the state-of-the-art regret bounds either in terms of the dependence on the number of iterations or on the dimension of the strategy sets.

cs.GT↗

Optimistic Mirror Descent Either Converges to Nash or to Strong Coarse Correlated Equilibria in Bimatrix Games

We show that, for any sufficiently small fixed $ε> 0$, when both players in a general-sum two-player (bimatrix) game employ optimistic mirror descent (OMD) with smooth regularization, learning rate $η= O(ε^2)$ and $T = Ω(\text{poly}(1/ε))$ repetitions, either the dynamics reach an $ε$-approximate Nash equilibrium (NE), or the average correlated distribution of play is an $Ω(\text{poly}(ε))$-strong coarse correlated equilibrium (CCE): any possible unilateral deviation does not only leave the player worse, but will decrease its utility by $Ω(\text{poly}(ε))$. As an immediate consequence, when the iterates of OMD are bounded away from being Nash equilibria in a bimatrix game, we guarantee convergence to an exact CCE after only $O(1)$ iterations. Our results reveal that uncoupled no-regret learning algorithms can converge to CCE in general-sum games remarkably faster than to NE in, for example, zero-sum games. To establish this, we show that when OMD does not reach arbitrarily close to a NE, the (cumulative) regret of both players is not only negative, but decays linearly with time. Given that regret is the canonical measure of performance in online learning, our results suggest that cycling behavior of no-regret learning algorithms in games can be justified in terms of efficiency.

cs.GT↗

Uncoupled Learning Dynamics with $O(\log T)$ Swap Regret in Multiplayer Games

In this paper we establish efficient and \emph{uncoupled} learning dynamics so that, when employed by all players in a general-sum multiplayer game, the \emph{swap regret} of each player after $T$ repetitions of the game is bounded by $O(\log T)$, improving over the prior best bounds of $O(\log^4 (T))$. At the same time, we guarantee optimal $O(\sqrt{T})$ swap regret in the adversarial regime as well. To obtain these results, our primary contribution is to show that when all players follow our dynamics with a \emph{time-invariant} learning rate, the \emph{second-order path lengths} of the dynamics up to time $T$ are bounded by $O(\log T)$, a fundamental property which could have further implications beyond near-optimally bounding the (swap) regret. Our proposed learning dynamics combine in a novel way \emph{optimistic} regularized learning with the use of \emph{self-concordant barriers}. Further, our analysis is remarkably simple, bypassing the cumbersome framework of higher-order smoothness recently developed by Daskalakis, Fishelson, and Golowich (NeurIPS'21).

cs.GT↗

Sampling and Optimal Preference Elicitation in Simple Mechanisms

In this work we are concerned with the design of efficient mechanisms while eliciting limited information from the agents. First, we study the performance of sampling approximations in facility location games. Our key result is to show that for any $ε> 0$, a sample of size $c(ε) = Θ(1/ε^2)$ yields in expectation a $1 + ε$ approximation with respect to the optimal social cost of the generalized median mechanism on the metric space $(\mathbb{R}^d, \| \cdot \|_1)$, while the number of agents $n \to \infty$. Moreover, we study a series of exemplar environments from auction theory through a communication complexity framework, measuring the expected number of bits elicited from the agents; we posit that any valuation can be expressed with $k$ bits, and we mainly assume that $k$ is independent of the number of agents $n$. In this context, we show that Vickrey's rule can be implemented with an expected communication of $1 + ε$ bits from an average bidder, for any $ε> 0$, asymptotically matching the trivial lower bound. As a corollary, we provide a compelling method to increment the price in an English auction. We also leverage our single-item format with an efficient encoding scheme to prove that the same communication bound can be recovered in the domain of additive valuations through simultaneous ascending auctions, assuming that the number of items is a constant. Finally, we propose an ascending-type multi-unit auction under unit demand bidders; our mechanism announces at every round two separate prices and is based on a sampling algorithm that performs approximate selection with limited communication, leading again to asymptotically optimal communication. Our results do not require any prior knowledge on the agents' valuations, and mainly follow from natural sampling techniques.

cs.GT↗

Efficiently Computing Nash Equilibria in Adversarial Team Markov Games

Computing Nash equilibrium policies is a central problem in multi-agent reinforcement learning that has received extensive attention both in theory and in practice. However, provable guarantees have been thus far either limited to fully competitive or cooperative scenarios or impose strong assumptions that are difficult to meet in most practical applications. In this work, we depart from those prior results by investigating infinite-horizon \emph{adversarial team Markov games}, a natural and well-motivated class of games in which a team of identically-interested players -- in the absence of any explicit coordination or communication -- is competing against an adversarial player. This setting allows for a unifying treatment of zero-sum Markov games and Markov potential games, and serves as a step to model more realistic strategic interactions that feature both competing and cooperative interests. Our main contribution is the first algorithm for computing stationary $ε$-approximate Nash equilibria in adversarial team Markov games with computational complexity that is polynomial in all the natural parameters of the game, as well as $1/ε$. The proposed algorithm is particularly natural and practical, and it is based on performing independent policy gradient steps for each player in the team, in tandem with best responses from the side of the adversary; in turn, the policy for the adversary is then obtained by solving a carefully constructed linear program. Our analysis leverages non-standard techniques to establish the KKT optimality conditions for a nonlinear program with nonconvex constraints, thereby leading to a natural interpretation of the induced Lagrange multipliers. Along the way, we significantly extend an important characterization of optimal policies in adversarial (normal-form) team games due to Von Stengel and Koller (GEB `97).

cs.GT↗

Almost Universally Optimal Distributed Laplacian Solvers via Low-Congestion Shortcuts

In this paper, we refine the (almost) \emph{existentially optimal} distributed Laplacian solver recently developed by Forster, Goranci, Liu, Peng, Sun, and Ye (FOCS `21) into an (almost) \emph{universally optimal} distributed Laplacian solver. Specifically, when the topology is known, we show that any Laplacian system on an $n$-node graph with \emph{shortcut quality} $\text{SQ}(G)$ can be solved within $n^{o(1)} \text{SQ}(G) \log(1/\varepsilon)$ rounds, where $\varepsilon$ is the required accuracy. This almost matches our lower bound which guarantees that any correct algorithm on $G$ requires $\widetildeΩ(\text{SQ}(G))$ rounds, even for a crude solution with $\varepsilon \le 1/2$. Even in the unknown-topology case (i.e., standard CONGEST), the same bounds also hold in most networks of interest. Furthermore, conditional on conjectured improvements in state-of-the-art constructions of low-congestion shortcuts, the CONGEST results will match the known-topology ones. Moreover, following a recent line of work in distributed algorithms, we consider a hybrid communication model which enhances CONGEST with limited global power in the form of the node-capacitated clique (NCC) model. In this model, we show the existence of a Laplacian solver with round complexity $n^{o(1)} \log(1/\varepsilon)$. The unifying thread of these results, and our main technical contribution, is the study of novel \emph{congested} generalization of the standard \emph{part-wise aggregation} problem. We develop near-optimal algorithms for this primitive in the Supported-CONGEST model, almost-optimal algorithms in (standard) CONGEST, as well as a very simple algorithm for bounded-treewidth graphs with slightly worse bounds. This primitive can be readily used to accelerate the FOCS`21 Laplacian solver. We believe this primitive will find further independent applications.

cs.DC↗

Dimensionality, Coordination, and Robustness in Voting

We study the performance of voting mechanisms from a utilitarian standpoint, under the recently introduced framework of metric-distortion, offering new insights along three main lines. First, if $d$ represents the doubling dimension of the metric space, we show that the distortion of STV is $O(d \log \log m)$, where $m$ represents the number of candidates. For doubling metrics this implies an exponential improvement over the lower bound for general metrics, and as a special case it effectively answers a question left open by Skowron and Elkind (AAAI '17) regarding the distortion of STV under low-dimensional Euclidean spaces. More broadly, this constitutes the first nexus between the performance of any voting rule and the "intrinsic dimensionality" of the underlying metric space. We also establish a nearly-matching lower bound, refining the construction of Skowron and Elkind. Moreover, motivated by the efficiency of STV, we investigate whether natural learning rules can lead to low-distortion outcomes. Specifically, we introduce simple, deterministic and decentralized exploration/exploitation dynamics, and we show that they converge to a candidate with $O(1)$ distortion. Finally, driven by applications in facility location games, we consider several refinements and extensions of the standard metric-setting. Namely, we prove that the deterministic mechanism recently introduced by Gkatzelis, Halpern, and Shah (FOCS '20) attains the optimal distortion bound of $2$ under ultra-metrics, while it also comes close to our lower bound under distances satisfying approximate triangle inequalities.

cs.GT↗

On Last-Iterate Convergence Beyond Zero-Sum Games

Most existing results about \emph{last-iterate convergence} of learning dynamics are limited to two-player zero-sum games, and only apply under rigid assumptions about what dynamics the players follow. In this paper we provide new results and techniques that apply to broader families of games and learning dynamics. First, we use a regret-based analysis to show that in a class of games that includes constant-sum polymatrix and strategically zero-sum games, dynamics such as \emph{optimistic mirror descent (OMD)} have \emph{bounded second-order path lengths}, a property which holds even when players employ different algorithms and prediction mechanisms. This enables us to obtain $O(1/\sqrt{T})$ rates and optimal $O(1)$ regret bounds. Our analysis also reveals a surprising property: OMD either reaches arbitrarily close to a Nash equilibrium, or it outperforms the \emph{robust price of anarchy} in efficiency. Moreover, for potential games we establish convergence to an $ε$-equilibrium after $O(1/ε^2)$ iterations for mirror descent under a broad class of regularizers, as well as optimal $O(1)$ regret bounds for OMD variants. Our framework also extends to near-potential games, and unifies known analyses for distributed learning in Fisher's market model. Finally, we analyze the convergence, efficiency, and robustness of \emph{optimistic gradient descent (OGD)} in general-sum continuous games.

cs.GT↗

Faster No-Regret Learning Dynamics for Extensive-Form Correlated and Coarse Correlated Equilibria

A recent emerging trend in the literature on learning in games has been concerned with providing faster learning dynamics for correlated and coarse correlated equilibria in normal-form games. Much less is known about the significantly more challenging setting of extensive-form games, which can capture both sequential and simultaneous moves, as well as imperfect information. In this paper we establish faster no-regret learning dynamics for \textit{extensive-form correlated equilibria (EFCE)} in multiplayer general-sum imperfect-information extensive-form games. When all players follow our accelerated dynamics, the correlated distribution of play is an $O(T^{-3/4})$-approximate EFCE, where the $O(\cdot)$ notation suppresses parameters polynomial in the description of the game. This significantly improves over the best prior rate of $O(T^{-1/2})$. To achieve this, we develop a framework for performing accelerated \emph{Phi-regret minimization} via predictions. One of our key technical contributions -- that enables us to employ our generic template -- is to characterize the stability of fixed points associated with \emph{trigger deviation functions} through a refined perturbation analysis of a structured Markov chain. Furthermore, for the simpler solution concept of extensive-form \emph{coarse} correlated equilibrium (EFCCE) we give a new succinct closed-form characterization of the associated fixed points, bypassing the expensive computation of stationary distributions required for EFCE. Our results place EFCCE closer to \emph{normal-form coarse correlated equilibria} in terms of the per-iteration complexity, although the former prescribes a much more compelling notion of correlation. Finally, experiments conducted on standard benchmarks corroborate our theoretical findings.

cs.GT↗

Frequency-Domain Representation of First-Order Methods: A Simple and Robust Framework of Analysis

Motivated by recent applications in min-max optimization, we employ tools from nonlinear control theory in order to analyze a class of "historical" gradient-based methods, for which the next step lies in the span of the previously observed gradients within a time horizon. Specifically, we leverage techniques developed by Hu and Lessard (2017) to build a frequency-domain framework which reduces the analysis of such methods to numerically-solvable algebraic tasks, establishing linear convergence under a class of strongly monotone and co-coercive operators. On the applications' side, we focus on the Optimistic Gradient Descent (OGD) method, which augments the standard Gradient Descent with an additional past-gradient in the optimization step. The proposed framework leads to a simple and sharp analysis of OGD -- and generalizations thereof -- under a much broader regime of parameters. Notably, this characterization directly extends under adversarial noise in the observed value of the gradient. Moreover, our frequency-domain framework provides an exact quantitative comparison between simultaneous and alternating updates of OGD. An interesting byproduct is that OGD -- and variants thereof -- is an instance of PID control, arguably one of the most influential algorithms of the last century; this observation sheds more light to the stabilizing properties of "optimism".

math.OC↗