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Weiqiang Zheng

Publications and source records attributed to Weiqiang Zheng.

At least 19 recordsLinked to original sources

Algorithmic Collusion and the Complexity of Information-Value-Free Equilibria

A (coarse) correlated equilibrium (CE) is information-value-free (IVF) if a player can match the payoff obtained from recommendations by committing to a fixed action. Motivated by the problem of regulating algorithmic collusion, this refinement was introduced by Hartline, Wang, and Zhang [EC'26], who showed that it can be computed in polynomial time in explicitly represented normal-form game. In this paper, we examine the complexity of IVF(C)CEs in succinct games, which model more realistic strategic interactions that feature either many players or exponentially many pure strategies. We first show that computing an information-value-free CE is PPAD-complete in many-player polymatrix games or two-player Bayesian games, even when the approximation is a constant. We also prove an unconditional exponential query lower bound. Our results establish that IVFCEs are intractable, even in the centralized model, and rule out the existence of any efficient learning dynamics. This significantly strengthens the impossibility result of Hartline, Wang, and Zhang, which concerns a particular class of learning algorithms, and furnishes strong computational critiques of recent regulation on algorithmic collusion. To sidestep these hardness results, we examine the complexity of information-value-free CCE. Certain no-regret algorithms---such as regret matching or FTRL---provide a fully polynomial-time approximation scheme (FPTAS) for this problem. The complexity when the approximation is exponentially small turns out to be nuanced. On the one hand, leveraging no-regret dynamics, we establish membership in $\text{CLS} = \text{PPAD} \cap \text{PLS}$. On the other hand, we show that it is at least as hard as the P-matrix linear complementarity problem, and hence as hard as simple stochastic games. This shows that even IVFCCEs are unlikely to admit a polynomial-time algorithm barring a major breakthrough.

cs.GT

Optimal Alternating Regret for Online Learning and Games

We settle the minimax-optimal alternating regret, a regret notion motivated by alternating learning dynamics in games, for both online linear optimization (OLO) and online convex optimization (OCO). For OLO over the probability simplex $Δ_d$, we give an algorithm with $O(\log d)$ alternating regret that remains a constant for any time horizon $T$, and a matching lower bound. Our constant regret bound significantly improves previous results with $O(\log ^{2/3}d \cdot T^{1/3})$ regret [Cevher, Cutkosky, Kavis, Piliouras, Skoulakis, Viano, NeurIPS 2023, Hait, Li, Luo, Zhang, COLT 2025]. As a result, we obtain alternating learning dynamics with $O(\log d /T)$ convergence to Nash equilibria in two-player zero-sum games and $O(\log d /T)$ convergence to coarse correlated equilibria in two-player general-sum games. This is the first uncoupled learning dynamics with $O(1/T)$ convergence to CCE in two-player general-sum games, while all prior works suffer additional $\log T$ factors. For general OCO over a $d$-dimensional compact convex set, we give an algorithm with $O(d\log (1+T/d))$ alternating regret, improving the previous best of $\widetilde{O}(d^{2/3}T^{1/3})$. We also prove a matching lower bound of $Ω(d\log (1+T/d))$, showing that the $Ω(\log T)$ factor is unavoidable.

cs.LG

From Compensation Design to Budget-Feasible Mechanisms: A Constant Approximation for Subadditive Valuations

Budget-feasible mechanism design is a classic framework introduced by Singer, but there is still a wide gap between existing upper and lower bounds. In this paper, we significantly advance the state of the art. First, without computational constraints, we show that there exists a universally truthful budget-feasible mechanism with the following approximation ratios: - $3$ for monotone submodular valuations and $e+1$ for nonmonotone submodular valuations, improving over $3.798$ and $9.742$, respectively. - $e+1$ for XOS valuations, improving over $28$. In large markets, our approximation can be improved deterministically to $e$. - $2e+1$ for subadditive valuations, improving over $33$. In large markets, our approximation can be improved deterministically to $2e$. Moreover, for subadditive valuations, we obtain a constant-approximation mechanism that runs in polynomial time using demand queries. This improves over the previous best approximation of $O(\log \log n)$, resolving a long-standing open problem going back to Dobzinski, Papadimitriou, and Singer, who conjectured that a constant approximation requires exponentially many demand queries. We obtain these results through a simple and unifying framework based on non-truthful indirect mechanisms, recently coined compensation design. In particular, through a potential argument, we establish constant price-of-stability bounds for compensation design based on marginal-contribution payment rules, which we then translate into truthful direct mechanisms. For subadditive valuations, the core of the argument is a new smoothing lemma showing that every subadditive function can be approximated within a factor of $2$ by a self-bounding function. This is also of independent interest, readily addressing an open question in multiwinner elections by showing the existence of a $2e$-approximate core even under subadditive valuations.

cs.GT

Compensation Design

We introduce compensation design, the problem of designing payment rules that incentivize high-quality contributions in decentralized environments. Here, a budget-constrained principal with a monotone submodular value function aims to design a payment rule, while agents decide whether to opt in or out depending on their private cost. We show that a simple cost-oblivious and anonymous marginal-contribution payment rule guarantees that pure Nash equilibria always exist and attain a price of anarchy (PoA) of at most $2+o_λ(1)$ in the large-market regime ($λ\to 0$) where each individual cost is at most a $λ$ fraction of the budget. We further show that the factor $2$ is unavoidable among deterministic cost-oblivious rules. Surprisingly, we identify a counterexample showing that a payment rule based on the Shapley value may admit no pure Nash equilibria. We then extend our scope to coarse correlated equilibria. This is further motivated by our intractability result: although a pure Nash equilibrium always exists, computing one is PLS-complete. We establish that coarse correlated equilibria also attain a PoA bound of at most $2+o_λ(1)$, and this guarantee in fact extends even under the payment rule induced by the Shapley value. Moreover, we move beyond monotone submodular value functions and binary actions. First, for (monotone) XOS valuations, we show that no oracle-efficient payment rule can attain a PoA bound of $O(n^{1/2 - ε})$. Second, for submodular but non-monotone valuations, we show that a broad class of natural payment rules fails to guarantee a bounded PoA. Finally, we extend compensation design to the setting where each agent has a combinatorial action set. We provide randomized payment rules with logarithmic PoA guarantees for subadditive values, and matching lower bounds that apply even in the single-agent additive-value setting.

cs.GT

Gradient Dynamics in First-Price Auctions: Iterative Strategy Elimination via Cubic Potentials

We show that in discretised first-price auctions with complete information, if the buyers learn to bid with online gradient ascent, in time-average the outcome is (almost) the efficient outcome of the second-price auction. Our proof rests on two novel innovations in the analysis of online gradient ascent in normal-form games, which may be useful in a wider range of applications. First, we develop a potential-function-based argument for the analysis of gradient ascent in normal-form games, allowing us to deduce that certain strategies will not be played in time-average. We provide sufficient conditions which ensure this argument can be applied iteratively, resulting in a procedure reminiscent of iterative elimination of dominated strategies. Second, we develop a novel class of cubic "candidate potential functions", classifying a family of quadratic strategy modifications on the probability simplex against which online gradient ascent incurs no regret.

cs.GT

Accelerating Min-Max Optimization via Power-Law Stepsizes

We revisit the convergence guarantees of the Extragradient (EG) method for unconstrained biaffine min-max optimization. It is known that EG with a fixed stepsize achieves a $Θ(T^{-1/2})$ last-iterate convergence rate, which is slower than the optimal $\mathcal{O}(T^{-1})$ rate attainable by incorporating additional mechanisms such as anchoring. Motivated by recent advances showing that dynamic stepsizes alone can significantly accelerate gradient descent, we ask whether dynamic stepsizes can similarly accelerate the last-iterate convergence of EG. We present the first positive result in this direction. Specifically, we provide a deterministic dynamic stepsize schedule that accelerates the convergence rate of EG to $\mathcal{O}(T^{-2/3+\varepsilon})$ for any $\varepsilon > 0$. We also show that this rate is tight when the extrapolation and update steps of EG use the same stepsize. We then show that allowing different stepsizes for the extrapolation and update steps further improves the convergence rate to the near-optimal $\mathcal{O}(T^{-1+\varepsilon})$. Our analysis reduces stepsize scheduling to an optimization problem, whose solution leads to a stepsize schedule that follows (a discretization of) a power-law distribution. Our proposed stepsize schedules and analysis extend to other methods, such as Optimistic Gradient (OG), and suggest broader applicability to general min-max optimization problems.

math.OC

Last-Iterate Convergence of Anchored Gradient Descent

We study the monotone inclusion problem $0\in F(z)+A(z)$, where $F$ is monotone and Lipschitz, and $A$ is maximally monotone, a framework that encompasses monotone variational inequalities and convex-concave saddle-point problems with constraints or regularization. It is well known that vanilla gradient descent diverges for this problem, whereas optimism-based methods such as Extragradient and accelerated methods that combine both optimism and anchoring, such as Extra Anchored Gradient, achieve last-iterate convergence. However, the anchoring-only method, anchored gradient descent, has been studied only in the unconstrained setting [RYY19, SST+26]. In this note, we extend the anchored gradient descent method to the monotone inclusion problem and prove a last-iterate convergence rate of $O(1/\sqrt{T})$ in terms of the tangent residual. We build on the recent proof in the unconstrained setting [SST+26] and use techniques from [COZ24] to extend it to the general inclusion setting.

math.OC

Is Online Linear Optimization Sufficient for Strategic Robustness?

We consider bidding in repeated Bayesian first-price auctions. Bidding algorithms that achieve optimal regret have been extensively studied, but their strategic robustness to the seller's manipulation remains relatively underexplored. Bidding algorithms based on no-swap-regret algorithms achieve both desirable properties, but are suboptimal in terms of statistical and computational efficiency. In contrast, online gradient ascent is the only algorithm that achieves $O(\sqrt{TK})$ regret and strategic robustness [KSS24], where $T$ denotes the number of auctions and $K$ the number of bids. In this paper, we explore whether simple online linear optimization (OLO) algorithms suffice for bidding algorithms with both desirable properties. Our main result shows that sublinear linearized regret is sufficient for strategic robustness. Specifically, we construct simple black-box reductions that convert any OLO algorithm into a strategically robust no-regret bidding algorithm, in both known and unknown value distribution settings. For the known value distribution case, our reduction yields a bidding algorithm that achieves $O(\sqrt{T \log K})$ regret and strategic robustness (with exponential improvement on the $K$-dependence compared to [KSS24]). For the unknown value distribution case, our reduction gives a bidding algorithm with high-probability $O(\sqrt{T (\log K+\log(T/δ)})$ regret and strategic robustness, while removing the bounded density assumption made in [KSS24].

cs.GT

Asymptotic Universal Alignment: A New Alignment Framework via Test-Time Scaling

Aligning large language models (LLMs) to serve users with heterogeneous and potentially conflicting preferences is a central challenge for personalized and trustworthy AI. We formalize an ideal notion of universal alignment through test-time scaling: for each prompt, the model produces $k\ge 1$ candidate responses and a user selects their preferred one. We introduce $(k,f(k))$-robust alignment, which requires the $k$-output model to have win rate $f(k)$ against any other single-output model, and asymptotic universal alignment (U-alignment), which requires $f(k)\to 1$ as $k\to\infty$. Our main result characterizes the optimal convergence rate: there exists a family of single-output policies whose $k$-sample product policies achieve U-alignment at rate $f(k)=\frac{k}{k+1}$, and no method can achieve a faster rate in general. We show that popular post-training methods, including Nash learning from human feedback (NLHF), can fundamentally underutilize the benefits of test-time scaling. Even though NLHF is optimal for $k=1$, sampling from the resulting (often deterministic) policy cannot guarantee win rates above $\tfrac{1}{2}$ except for an arbitrarily small slack. This stems from a lack of output diversity: existing alignment methods can collapse to a single majority-preferred response, making additional samples redundant. In contrast, our approach preserves output diversity and achieves the optimal test-time scaling rate. In particular, we propose a family of symmetric multi-player alignment games and prove that any symmetric Nash equilibrium policy of the $(k+1)$-player alignment game achieves the optimal $(k,\frac{k}{k+1})$-robust alignment. Finally, we provide theoretical convergence guarantees for self-play learning dynamics in these games and extend the framework to opponents that also generate multiple responses.

cs.LG

Fisher Meets Lindahl: A Unified Duality Framework for Market Equilibrium

The Fisher market equilibrium for private goods and the Lindahl equilibrium for public goods are classic and fundamental solution concepts for market equilibria. While Fisher market equilibria have been well-studied, the theoretical foundations for Lindahl equilibria remain substantially underdeveloped. In this work, we propose a unified duality framework for market equilibria. We show that Lindahl equilibria of a public goods market correspond to Fisher market equilibria in a dual Fisher market with dual utilities, and vice versa. The dual utility is based on the indirect utility, and the correspondence between the two equilibria works by exchanging the roles of allocations and prices. Using the duality framework, we address the gaps concerning the computation and dynamics for Lindahl equilibria and obtain new insights and developments for Fisher market equilibria. First, we leverage this duality to analyze welfare properties of Lindahl equilibria. For concave homogeneous utilities, we prove that a Lindahl equilibrium maximizes Nash Social Welfare (NSW). For concave non-homogeneous utilities, we show that a Lindahl equilibrium achieves $(1/e)^{1/e}$ approximation to the optimal NSW, and the approximation ratio is tight. Second, we apply the duality framework to market dynamics, including proportional response dynamics (PRD) and tâtonnement. We obtain new market dynamics for the Lindahl equilibria from market dynamics in the dual Fisher market. We also use duality to extend PRD to markets with total complements utilities, the dual class of gross substitutes utilities. Finally, we apply the duality framework to markets with chores. We propose a program for private chores for general convex homogeneous disutilities that avoids the "poles" issue, whose KKT points correspond to Fisher market equilibria. We also initiate the study of the Lindahl equilibrium for public chores.

cs.GT

From Average-Iterate to Last-Iterate Convergence in Games: A Reduction and Its Applications

The convergence of online learning algorithms in games under self-play is a fundamental question in game theory and machine learning. Among various notions of convergence, last-iterate convergence is particularly desirable, as it reflects the actual decisions made by the learners and captures the day-to-day behavior of the learning dynamics. While many algorithms are known to converge in the average-iterate, achieving last-iterate convergence typically requires considerably more effort in both the design and the analysis of the algorithm. Somewhat surprisingly, we show in this paper that for a large family of games, there exists a simple black-box reduction that transforms the average iterates of an uncoupled learning dynamics into the last iterates of a new uncoupled learning dynamics, thus also providing a reduction from last-iterate convergence to average-iterate convergence. Our reduction applies to games where each player's utility is linear in both their own strategy and the joint strategy of all opponents. This family includes two-player bimatrix games and generalizations such as multi-player polymatrix games. By applying our reduction to the Optimistic Multiplicative Weights Update algorithm, we obtain new state-of-the-art last-iterate convergence rates for uncoupled learning dynamics in multi-player zero-sum polymatrix games: (1) an $O(\frac{\log d}{T})$ last-iterate convergence rate under gradient feedback, representing an exponential improvement in the dependence on the dimension $d$ (i.e., the maximum number of actions available to either player); and (2) an $\widetilde{O}(d^{\frac{1}{5}} T^{-\frac{1}{5}})$ last-iterate convergence rate under bandit feedback, improving upon the previous best rates of $\widetilde{O}(\sqrt{d} T^{-\frac{1}{8}})$ and $\widetilde{O}(\sqrt{d} T^{-\frac{1}{6}})$.

cs.GT

Proximal Regret and Proximal Correlated Equilibria: A New Tractable Solution Concept for Online Learning and Games

Learning and computation of equilibria are central problems in game theory, theory of computation, and artificial intelligence. In this work, we introduce proximal regret, a new notion of regret based on proximal operators that lies strictly between external and swap regret. When every player employs a no-proximal-regret algorithm in a general convex game, the empirical distribution of play converges to proximal correlated equilibria (PCE), a refinement of coarse correlated equilibria. Our framework unifies several emerging notions in online learning and game theory-such as gradient equilibrium and semicoarse correlated equilibrium-and introduces new ones. Our main result shows that the classic Online Gradient Descent (GD) algorithm achieves an optimal $O(\sqrt{T})$ bound on proximal regret, revealing that GD, without modification, minimizes a stronger regret notion than external regret. This provides a new explanation for the empirically superior performance of gradient descent in online learning and games. We further extend our analysis to Mirror Descent in the Bregman setting and to Optimistic Gradient Descent, which yields faster convergence in smooth convex games.

cs.GT

From Best Responses to Learning: Investment Efficiency in Dynamic Environment

We study the welfare of a mechanism in a dynamic environment where a learning investor can make a costly investment to change her value. In many real-world problems, the common assumption that the investor always makes the best responses, i.e., choosing her utility-maximizing investment option, is unrealistic due to incomplete information in a dynamically evolving environment. To address this, we consider an investor who uses a no-regret online learning algorithm to adaptively select investments through repeated interactions with the environment. We analyze how the welfare guarantees of approximation allocation algorithms extend from static to dynamic settings when the investor learns rather than best-responds, by studying the approximation ratio for optimal welfare as a measurement of an algorithm's performance against different benchmarks in the dynamic learning environment. First, we show that the approximation ratio in the static environment remains unchanged in the dynamic environment against the best-in-hindsight benchmark. Second, we provide tight characterizations of the approximation upper and lower bounds relative to a stronger time-varying benchmark. Bridging mechanism design with online learning theory, our work shows how robust welfare guarantees can be maintained even when an agent cannot make best responses but learns their investment strategies in complex, uncertain environments.

cs.GT

COMAL: A Convergent Meta-Algorithm for Aligning LLMs with General Preferences

Many alignment methods, including reinforcement learning from human feedback (RLHF), rely on the Bradley-Terry reward assumption, which is not always sufficient to capture the full range and complexity of general human preferences. We explore RLHF under a general preference framework by modeling the alignment problem as a two-player zero-sum game in a game-theoretic framework, where the Nash equilibrium policy guarantees a 50% win rate against any competing policy. However, previous self-play algorithms for finding the Nash policy either diverge or only converge to a Nash policy in a modified game, even in a simple synthetic setting, thereby failing to maintain the 50% win rate guarantee against all other policies. We propose a meta-algorithm, Convergent Meta Alignment Algorithm (COMAL), for language model alignment with general preferences, inspired by convergent algorithms in game theory. We provide theoretical analysis that our meta-algorithm converges to an exact Nash policy in the last iterate and demonstrate its effectiveness on a range of synthetic and preference optimization datasets. COMAL is simple and can be integrated with many existing methods designed for preference optimization with minimal changes, and empirically it consistently maintains above 60.2% and 56.8% win rates, when applied to Llama-3-8B-Instruct and Qwen2.5-7B, against all compared algorithms under controlled evaluations.

cs.LG

Nash Convergence of Mean-Based Learning Algorithms in First-Price Auctions

The convergence properties of learning dynamics in repeated auctions is a timely and important question, with numerous applications in, e.g., online advertising markets. This work focuses on repeated first-price auctions where bidders with fixed values learn to bid using mean-based algorithms -- a large class of online learning algorithms that include popular no-regret algorithms such as Multiplicative Weights Update and Follow the Perturbed Leader. We completely characterize the learning dynamics of mean-based algorithms, under two notions of convergence: (1) time-average: the fraction of rounds where bidders play a Nash equilibrium converges to 1; (2) last-iterate: the mixed strategy profile of bidders converges to a Nash equilibrium. Specifically, the results depend on the number of bidders with the highest value: - If the number is at least three, the dynamics almost surely converges to a Nash equilibrium of the auction, in both time-average and last-iterate. - If the number is two, the dynamics almost surely converges to a Nash equilibrium in time-average but not necessarily last-iterate. - If the number is one, the dynamics may not converge to a Nash equilibrium in time-average or last-iterate. Our discovery opens up new possibilities in the study of the convergence of learning dynamics.

cs.GT

On Tractable $Φ$-Equilibria in Non-Concave Games

While Online Gradient Descent and other no-regret learning procedures are known to efficiently converge to a coarse correlated equilibrium in games where each agent's utility is concave in their own strategy, this is not the case when utilities are non-concave -- a common scenario in machine learning applications involving strategies parameterized by deep neural networks, or when agents' utilities are computed by neural networks, or both. Non-concave games introduce significant game-theoretic and optimization challenges: (i) Nash equilibria may not exist; (ii) local Nash equilibria, though they exist, are intractable; and (iii) mixed Nash, correlated, and coarse correlated equilibria generally have infinite support and are intractable. To sidestep these challenges, we revisit the classical solution concept of $Φ$-equilibria introduced by Greenwald and Jafari [2003], which is guaranteed to exist for an arbitrary set of strategy modifications $Φ$ even in non-concave games [Stolz and Lugosi, 2007]. However, the tractability of $Φ$-equilibria in such games remains elusive. In this paper, we initiate the study of tractable $Φ$-equilibria in non-concave games and examine several natural families of strategy modifications. We show that when $Φ$ is finite, there exists an efficient uncoupled learning algorithm that converges to the corresponding $Φ$-equilibria. Additionally, we explore cases where $Φ$ is infinite but consists of local modifications. We show that approximating local $Φ$-equilibria beyond the first-order stationary regime is computationally intractable. In contrast, within this regime, we show Online Gradient Descent efficiently converges to $Φ$-equilibria for several natural infinite families of modifications, including a new structural family of modifications inspired by the well-studied proximal operator.

cs.GT

Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games

We study last-iterate convergence properties of algorithms for solving two-player zero-sum games based on Regret Matching$^+$ (RM$^+$). Despite their widespread use for solving real games, virtually nothing is known about their last-iterate convergence. A major obstacle to analyzing RM-type dynamics is that their regret operators lack Lipschitzness and (pseudo)monotonicity. We start by showing numerically that several variants used in practice, such as RM$^+$, predictive RM$^+$ and alternating RM$^+$, all lack last-iterate convergence guarantees even on a simple $3\times 3$ matrix game. We then prove that recent variants of these algorithms based on a smoothing technique, extragradient RM$^{+}$ and smooth Predictive RM$^+$, enjoy asymptotic last-iterate convergence (without a rate), $1/\sqrt{t}$ best-iterate convergence, and when combined with restarting, linear-rate last-iterate convergence. Our analysis builds on a new characterization of the geometric structure of the limit points of our algorithms, marking a significant departure from most of the literature on last-iterate convergence. We believe that our analysis may be of independent interest and offers a fresh perspective for studying last-iterate convergence in algorithms based on non-monotone operators.

cs.GT

On Separation Between Best-Iterate, Random-Iterate, and Last-Iterate Convergence of Learning in Games

Non-ergodic convergence of learning dynamics in games is widely studied recently because of its importance in both theory and practice. Recent work (Cai et al., 2024) showed that a broad class of learning dynamics, including Optimistic Multiplicative Weights Update (OMWU), can exhibit arbitrarily slow last-iterate convergence even in simple $2 \times 2$ matrix games, despite many of these dynamics being known to converge asymptotically in the last iterate. It remains unclear, however, whether these algorithms achieve fast non-ergodic convergence under weaker criteria, such as best-iterate convergence. We show that for $2\times 2$ matrix games, OMWU achieves an $O(T^{-1/6})$ best-iterate convergence rate, in stark contrast to its slow last-iterate convergence in the same class of games. Furthermore, we establish a lower bound showing that OMWU does not achieve any polynomial random-iterate convergence rate, measured by the expected duality gaps across all iterates. This result challenges the conventional wisdom that random-iterate convergence is essentially equivalent to best-iterate convergence, with the former often used as a proxy for establishing the latter. Our analysis uncovers a new connection to dynamic regret and presents a novel two-phase approach to best-iterate convergence, which could be of independent interest.

cs.LG