This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resemble a spinning top, with the upright axis representing transitive strength, and the radial axis, which corresponds to the number of cycles that exist at a particular transitive strength, representing the non-transitive dimension. We prove the existence of this geometry for a wide class of real world games, exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily re-constructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence in these games.
Adversarial training, a special case of multi-objective optimization, is an increasingly useful tool in machine learning. For example, two-player zero-sum games are important for generative modeling (GANs) and for mastering games like Go or Poker via self-play. A classic result in Game Theory states that one must mix strategies, as pure equilibria may not exist. Surprisingly, machine learning practitioners typically train a \emph{single} pair of agents -- instead of a pair of mixtures -- going against Nash's principle. Our main contribution is a notion of limited-capacity-equilibrium for which, as capacity grows, optimal agents -- not mixtures -- can learn increasingly expressive and realistic behaviors. We define \emph{latent games}, a new class of game where agents are mappings that transform latent distributions. Examples include generators in GANs, which transform Gaussian noise into distributions on images, and StarCraft II agents, which transform sampled build orders into policies. We show that minimax equilibria in latent games can be approximated by a \emph{single} pair of dense neural networks. Finally, we apply our latent game approach to solve differentiable Blotto, a game with an infinite strategy space.
We use matrix iteration theory to characterize acceleration in smooth games. We define the spectral shape of a family of games as the set containing all eigenvalues of the Jacobians of standard gradient dynamics in the family. Shapes restricted to the real line represent well-understood classes of problems, like minimization. Shapes spanning the complex plane capture the added numerical challenges in solving smooth games. In this framework, we describe gradient-based methods, such as extragradient, as transformations on the spectral shape. Using this perspective, we propose an optimal algorithm for bilinear games. For smooth and strongly monotone operators, we identify a continuum between convex minimization, where acceleration is possible using Polyak's momentum, and the worst case where gradient descent is optimal. Finally, going beyond first-order methods, we propose an accelerated version of consensus optimization.
We consider differentiable games: multi-objective minimization problems, where the goal is to find a Nash equilibrium. The machine learning community has recently started using extrapolation-based variants of the gradient method. A prime example is the extragradient, which yields linear convergence in cases like bilinear games, where the standard gradient method fails. The full benefits of extrapolation-based methods are not known: i) there is no unified analysis for a large class of games that includes both strongly monotone and bilinear games; ii) it is not known whether the rate achieved by extragradient can be improved, e.g. by considering multiple extrapolation steps. We answer these questions through new analysis of the extragradient's local and global convergence properties. Our analysis covers the whole range of settings between purely bilinear and strongly monotone games. It reveals that extragradient converges via different mechanisms at these extremes; in between, it exploits the most favorable mechanism for the given problem. We then present lower bounds on the rate of convergence for a wide class of algorithms with any number of extrapolations. Our bounds prove that the extragradient achieves the optimal rate in this class, and that our upper bounds are tight. Our precise characterization of the extragradient's convergence behavior in games shows that, unlike in convex optimization, the extragradient method may be much faster than the gradient method.
Many recent machine learning tools rely on differentiable game formulations. While several numerical methods have been proposed for these types of games, most of the work has been on convergence proofs or on upper bounds for the rate of convergence of those methods. In this work, we approach the question of fundamental iteration complexity by providing lower bounds. We generalise Nesterov's argument -- used in single-objective optimisation to derive a lower bound for a class of first-order black box optimisation algorithms -- to games. Moreover, we extend to games the p-SCLI framework used to derive spectral lower bounds for a large class of derivative-based single-objective optimisers. Finally, we propose a definition of the condition number arising from our lower bound analysis that matches the conditioning observed in upper bounds. Our condition number is more expressive than previously used definitions, as it covers a wide range of games, including bilinear games that lack strong convex-concavity.
Generative adversarial networks have been very successful in generative modeling, however they remain relatively hard to optimize compared to standard deep neural networks. In this paper, we try to gain insight into the optimization of GANs by looking at the game vector field resulting from the concatenation of the gradient of both players. Based on this point of view, we propose visualization techniques that allow us to make the following empirical observations. First, the training of GANs suffers from rotational behavior around locally stable stationary points, which, as we show, corresponds to the presence of imaginary components in the eigenvalues of the Jacobian of the game. Secondly, GAN training seems to converge to a stable stationary point which is a saddle point for the generator loss, not a minimum, while still achieving excellent performance. This counter-intuitive yet persistent observation questions whether we actually need a Nash equilibrium to get good performance in GANs.
A recent strategy to circumvent the exploding and vanishing gradient problem in RNNs, and to allow the stable propagation of signals over long time scales, is to constrain recurrent connectivity matrices to be orthogonal or unitary. This ensures eigenvalues with unit norm and thus stable dynamics and training. However this comes at the cost of reduced expressivity due to the limited variety of orthogonal transformations. We propose a novel connectivity structure based on the Schur decomposition and a splitting of the Schur form into normal and non-normal parts. This allows to parametrize matrices with unit-norm eigenspectra without orthogonality constraints on eigenbases. The resulting architecture ensures access to a larger space of spectrally constrained matrices, of which orthogonal matrices are a subset. This crucial difference retains the stability advantages and training speed of orthogonal RNNs while enhancing expressivity, especially on tasks that require computations over ongoing input sequences.
Recent works have shown that stochastic gradient descent (SGD) achieves the fast convergence rates of full-batch gradient descent for over-parameterized models satisfying certain interpolation conditions. However, the step-size used in these works depends on unknown quantities, and SGD's practical performance heavily relies on the choice of the step-size. We propose to use line-search methods to automatically set the step-size when training models that can interpolate the data. We prove that SGD with the classic Armijo line-search attains the fast convergence rates of full-batch gradient descent in convex and strongly-convex settings. We also show that under additional assumptions, SGD with a modified line-search can attain a fast rate of convergence for non-convex functions. Furthermore, we show that a stochastic extra-gradient method with a Lipschitz line-search attains a fast convergence rate for an important class of non-convex functions and saddle-point problems satisfying interpolation. We then give heuristics to use larger step-sizes and acceleration with our line-search techniques. We compare the proposed algorithms against numerous optimization methods for standard classification tasks using both kernel methods and deep networks. The proposed methods are robust and result in competitive performance across all models and datasets. Moreover, for the deep network models, SGD with our line-search results in both faster convergence and better generalization.
When optimizing over-parameterized models, such as deep neural networks, a large set of parameters can achieve zero training error. In such cases, the choice of the optimization algorithm and its respective hyper-parameters introduces biases that will lead to convergence to specific minimizers of the objective. Consequently, this choice can be considered as an implicit regularization for the training of over-parametrized models. In this work, we push this idea further by studying the discrete gradient dynamics of the training of a two-layer linear network with the least-square loss. Using a time rescaling, we show that, with a vanishing initialization and a small enough step size, this dynamics sequentially learns components that are the solutions of a reduced-rank regression with a gradually increasing rank.