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Ruichen Luo

Publications and source records attributed to Ruichen Luo.

4 recordsLinked to original sources

Efficient Gradient Methods for Distributed Saddle Problems

The distributed setting for Saddle Problems (SPs) has recently emerged as a framework for various modern applications in machine learning and multiagent systems. Despite its relevance, the theoretical foundations of this setting have not yet been thoroughly established. In this paper, we advance this research direction by formalizing the distributed setup for SPs and providing rigorous definitions of communication and computational costs. Our main result is a novel decoupled method that achieves optimal communication cost within the zero-respecting framework. Our method is based on a multi-stage reduction to the decoupled minimization of residual norms, which yields strict improvements over the best known communication cost for the class and the long-standing oracle cost of the Extragradient method. Further, we show by a matching lower bound that our method is communication-optimal within the family of gradient-span algorithms. Finally, we study the extension of distributed SP into Variational Inequality Problem (VIP), which generalizes two-player zero-sum games to multiplayer general-sum games. We show that our decoupled method achieves a new state-of-the-art communication complexity for this broader class.

math.OC

Monotone Near-Zero-Sum Games: A Generalization of Convex-Concave Minimax

Zero-sum and non-zero-sum (aka general-sum) games are relevant in a wide range of applications. While general non-zero-sum games are computationally hard, researchers focus on the special class of monotone games for gradient-based algorithms. However, there is a substantial gap between the gradient complexity of monotone zero-sum and monotone general-sum games. Moreover, in many practical scenarios of games the zero-sum assumption needs to be relaxed. To address these issues, we define a new intermediate class of monotone near-zero-sum games that contains monotone zero-sum games as a special case. Then, we present a novel algorithm that transforms the near-zero-sum games into a sequence of zero-sum subproblems, improving the gradient-based complexity for the class. Finally, we demonstrate the applicability of this new class to model practical scenarios of games motivated from the literature.

cs.GT

Revisiting LocalSGD and SCAFFOLD: Improved Rates and Missing Analysis

LocalSGD and SCAFFOLD are widely used methods in distributed stochastic optimization, with numerous applications in machine learning, large-scale data processing, and federated learning. However, rigorously establishing their theoretical advantages over simpler methods, such as minibatch SGD (MbSGD), has proven challenging, as existing analyses often rely on strong assumptions, unrealistic premises, or overly restrictive scenarios. In this work, we revisit the convergence properties of LocalSGD and SCAFFOLD under a variety of existing or weaker conditions, including gradient similarity, Hessian similarity, weak convexity, and Lipschitz continuity of the Hessian. Our analysis shows that (i) LocalSGD achieves faster convergence compared to MbSGD for weakly convex functions without requiring stronger gradient similarity assumptions; (ii) LocalSGD benefits significantly from higher-order similarity and smoothness; and (iii) SCAFFOLD demonstrates faster convergence than MbSGD for a broader class of non-quadratic functions. These theoretical insights provide a clearer understanding of the conditions under which LocalSGD and SCAFFOLD outperform MbSGD.

math.OC

Linear Equations with Min and Max Operators: Computational Complexity

We consider a class of optimization problems defined by a system of linear equations with min and max operators. This class of optimization problems has been studied under restrictive conditions, such as, (C1) the halting or stability condition; (C2) the non-negative coefficients condition; (C3) the sum up to 1 condition; and (C4) the only min or only max oerator condition. Several seminal results in the literature focus on special cases. For example, turn-based stochastic games correspond to conditions C2 and C3; and Markov decision process to conditions C2, C3, and C4. However, the systematic computational complexity study of all the cases has not been explored, which we address in this work. Some highlights of our results are: with conditions C2 and C4, and with conditions C3 and C4, the problem is NP-complete, whereas with condition C1 only, the problem is in UP intersects coUP. Finally, we establish the computational complexity of the decision problem of checking the respective conditions.

cs.CC