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Zailin Ma

Publications and source records attributed to Zailin Ma.

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Last-Iterate Convergence of Policy Dynamics in Zero-Sum Networked Separable Markov Games

Solving Nash equilibria for general multi-player Markov games is computationally intractable, while two-player zero-sum Markov games admit fast last-iterate policy-optimization methods. Finite-horizon zero-sum networked separable Markov games occupy an important middle ground: they retain global competition structure through pairwise interactions, while preserving computational tractability of Nash equilibria (NE) in the full-information and known-transition setting. Existing algorithms for this class either proceed through equilibrium-collapse arguments for a simplified setting where a single controller determines the transition probability, or backward dynamic programming that relies on equilibrium solvers at each stage. However, the design and analysis of direct policy-update approaches remain inadequate. To address this issue, we propose the entropy-regularized optimistic multiplicative weights update (ER-OMWU), a complementary single-loop policy dynamic that updates players' policies symmetrically and returns an approximate NE in the last iteration. We provide a first last-iterate convergence analysis of policy dynamics in the games of interest: after $\widetilde{O}(1/{\epsilon})$ iterations, the returned policy is an $\epsilon$-approximate Nash equilibrium. The result preserves the near-linear convergence rate achieved by policy optimization in two-player zero-sum Markov games, but extends the policy-dynamics viewpoint to a more complicated but structured multi-player setting.

cs.GT

On the Generalization Properties of Learning the Random Feature Models with Learnable Activation Functions

This paper studies the generalization properties of a recently proposed kernel method, the Random Feature models with Learnable Activation Functions (RFLAF). By applying a data-dependent sampling scheme for generating features, we provide by far the sharpest bounds on the required number of features for learning RFLAF in both the regression and classification tasks. We provide a unified theorem that describes the complexity of the feature number $s$, and discuss the results for the plain sampling scheme and the data-dependent leverage weighted scheme. Through weighted sampling, the bound on $s$ in the MSE loss case is improved from $Ω(1/ε^2)$ to $\tildeΩ((1/ε)^{1/t})$ in general $(t\geq 1)$, and even to $Ω(1)$ when the Gram matrix has a finite rank. For the Lipschitz loss case, the bound is improved from $Ω(1/ε^2)$ to $\tildeΩ((1/ε^2)^{1/t})$. To learn the weighted RFLAF, we also propose an algorithm to find an approximate kernel and then apply the leverage weighted sampling. Empirical results show that the weighted RFLAF achieves the same performances with a significantly fewer number of features compared to the plainly sampled RFLAF, validating our theories and the effectiveness of this method.

cs.LG

Falcon: Fast Visuomotor Policies via Partial Denoising

Diffusion policies are widely adopted in complex visuomotor tasks for their ability to capture multimodal action distributions. However, the multiple sampling steps required for action generation significantly harm real-time inference efficiency, which limits their applicability in real-time decision-making scenarios. Existing acceleration techniques either require retraining or degrade performance under low sampling steps. Here we propose Falcon, which mitigates this speed-performance trade-off and achieves further acceleration. The core insight is that visuomotor tasks exhibit sequential dependencies between actions. Falcon leverages this by reusing partially denoised actions from historical information rather than sampling from Gaussian noise at each step. By integrating current observations, Falcon reduces sampling steps while preserving performance. Importantly, Falcon is a training-free algorithm that can be applied as a plug-in to further improve decision efficiency on top of existing acceleration techniques. We validated Falcon in 48 simulated environments and 2 real-world robot experiments. demonstrating a 2-7x speedup with negligible performance degradation, offering a promising direction for efficient visuomotor policy design.

cs.RO

Learning Expressive Random Feature Models via Parametrized Activations

The random feature (RF) method is a powerful kernel approximation technique, but it typically uses fixed activation functions, limiting its adaptability across diverse tasks. To overcome this limitation, we introduce the Random Feature Model with Learnable Activation Functions (RFLAF), a novel statistical model that parameterizes activation functions as weighted sums of basis functions within the random feature framework. Examples of basis functions include radial basis functions (RBFs), spline functions, polynomials, and so forth. For theoretical results, we consider RBFs as representative basis functions. We start with a single RBF as the activation, and then extend the results to multiple RBFs, demonstrating that RF models with a learnable activation component substantially expand the represented function space. We provide estimates on the required number of samples and random features to achieve low excess risk. In our experiments, we test RFLAF with three types of bases: radial basis functions, spline functions and polynomials. Experimental results show that RFLAFs with RBFs and splines consistently outperform other RF models, where RBFs are three times more computationally efficient than splines. We then unfreeze the first-layer parameters and retrain the models, validating the expressivity advantage of learnable activation components on regular two-layer neural networks. Our work provides a deeper understanding of learnable activation components within modern neural network architectures.

cs.LG

Near-Optimal Last-iterate Convergence of Policy Optimization in Zero-sum Polymatrix Markov games

Computing approximate Nash equilibria in multi-player general-sum Markov games is a computationally intractable task. However, multi-player Markov games with certain cooperative or competitive structures might circumvent this intractability. In this paper, we focus on multi-player zero-sum polymatrix Markov games, where players interact in a pairwise fashion while remain overall competitive. To the best of our knowledge, we propose the first policy optimization algorithm called Entropy-Regularized Optimistic-Multiplicative-Weights-Update (ER-OMWU) for finding approximate Nash equilibria in finite-horizon zero-sum polymatrix Markov games with full information feedback. We provide last-iterate convergence guarantees for finding an $ε$-approximate Nash equilibrium within $\tilde{O}(1/ε)$ iterations, which is near-optimal compared to the optimal $O(1/ε)$ iteration complexity in two-player zero-sum Markov games, which is a degenerate case of zero-sum polymatrix games with only two players involved. Our algorithm combines the regularized and optimistic learning dynamics with separated smooth value update within a single loop, where players update strategies in a symmetric and almost uncoupled manner. It provides a natural dynamics for finding equilibria and is more probable to be adapted to a sample-efficient and fully decentralized implementation where only partial information feedback is available in the future.

cs.GT