A wide array of modern machine learning applications - from adversarial models to multi-agent reinforcement learning - can be formulated as non-cooperative games whose Nash equilibria represent the system's desired operational states. Despite having a highly non-convex loss landscape, many cases of interest possess a latent convex structure that could potentially be leveraged to yield convergence to equilibrium. Driven by this observation, our paper proposes a flexible first-order method that successfully exploits such "hidden structures" and achieves convergence under minimal assumptions for the transformation connecting the players' control variables to the game's latent, convex-structured layer. The proposed method - which we call preconditioned hidden gradient descent (PHGD) - hinges on a judiciously chosen gradient preconditioning scheme related to natural gradient methods. Importantly, we make no separability assumptions for the game's hidden structure, and we provide explicit convergence rate guarantees for both deterministic and stochastic environments.
Recent developments in domains such as non-local games, quantum interactive proofs, and quantum generative adversarial networks have renewed interest in quantum game theory and, specifically, quantum zero-sum games. Central to classical game theory is the efficient algorithmic computation of Nash equilibria, which represent optimal strategies for both players. In 2008, Jain and Watrous proposed the first classical algorithm for computing equilibria in quantum zero-sum games using the Matrix Multiplicative Weight Updates (MMWU) method to achieve a convergence rate of $\mathcal{O}(d/\epsilon^2)$ iterations to $\epsilon$-Nash equilibria in the $4^d$-dimensional spectraplex. In this work, we propose a hierarchy of quantum optimization algorithms that generalize MMWU via an extra-gradient mechanism. Notably, within this proposed hierarchy, we introduce the Optimistic Matrix Multiplicative Weights Update (OMMWU) algorithm and establish its average-iterate convergence complexity as $\mathcal{O}(d/\epsilon)$ iterations to $\epsilon$-Nash equilibria. This quadratic speed-up relative to Jain and Watrous' original algorithm sets a new benchmark for computing $\epsilon$-Nash equilibria in quantum zero-sum games.
In this paper, we study the problem of learning in quantum games - and other classes of semidefinite games - with scalar, payoff-based feedback. For concreteness, we focus on the widely used matrix multiplicative weights (MMW) algorithm and, instead of requiring players to have full knowledge of the game (and/or each other's chosen states), we introduce a suite of minimal-information matrix multiplicative weights (3MW) methods tailored to different information frameworks. The main difficulty to attaining convergence in this setting is that, in contrast to classical finite games, quantum games have an infinite continuum of pure states (the quantum equivalent of pure strategies), so standard importance-weighting techniques for estimating payoff vectors cannot be employed. Instead, we borrow ideas from bandit convex optimization and we design a zeroth-order gradient sampler adapted to the semidefinite geometry of the problem at hand. As a first result, we show that the 3MW method with deterministic payoff feedback retains the $\mathcal{O}(1/\sqrt{T})$ convergence rate of the vanilla, full information MMW algorithm in quantum min-max games, even though the players only observe a single scalar. Subsequently, we relax the algorithm's information requirements even further and we provide a 3MW method that only requires players to observe a random realization of their payoff observable, and converges to equilibrium at an $\mathcal{O}(T^{-1/4})$ rate. Finally, going beyond zero-sum games, we show that a regularized variant of the proposed 3MW method guarantees local convergence with high probability to all equilibria that satisfy a certain first-order stability condition.
In this paper, we examine the long-run behavior of regularized, no-regret learning in finite games. A well-known result in the field states that the empirical frequencies of no-regret play converge to the game's set of coarse correlated equilibria; however, our understanding of how the players' actual strategies evolve over time is much more limited - and, in many cases, non-existent. This issue is exacerbated further by a series of recent results showing that only strict Nash equilibria are stable and attracting under regularized learning, thus making the relation between learning and pointwise solution concepts particularly elusive. In lieu of this, we take a more general approach and instead seek to characterize the \emph{setwise} rationality properties of the players' day-to-day play. To that end, we focus on one of the most stringent criteria of setwise strategic stability, namely that any unilateral deviation from the set in question incurs a cost to the deviator - a property known as closedness under better replies (club). In so doing, we obtain a far-reaching equivalence between strategic and dynamic stability: a product of pure strategies is closed under better replies if and only if its span is stable and attracting under regularized learning. In addition, we estimate the rate of convergence to such sets, and we show that methods based on entropic regularization (like the exponential weights algorithm) converge at a geometric rate, while projection-based methods converge within a finite number of iterations, even with bandit, payoff-based feedback.
Many modern machine learning applications - from online principal component analysis to covariance matrix identification and dictionary learning - can be formulated as minimization problems on Riemannian manifolds, and are typically solved with a Riemannian stochastic gradient method (or some variant thereof). However, in many cases of interest, the resulting minimization problem is not geodesically convex, so the convergence of the chosen solver to a desirable solution - i.e., a local minimizer - is by no means guaranteed. In this paper, we study precisely this question, that is, whether stochastic Riemannian optimization algorithms are guaranteed to avoid saddle points with probability 1. For generality, we study a family of retraction-based methods which, in addition to having a potentially much lower per-iteration cost relative to Riemannian gradient descent, include other widely used algorithms, such as natural policy gradient methods and mirror descent in ordinary convex spaces. In this general setting, we show that, under mild assumptions for the ambient manifold and the oracle providing gradient information, the policies under study avoid strict saddle points / submanifolds with probability 1, from any initial condition. This result provides an important sanity check for the use of gradient methods on manifolds as it shows that, almost always, the limit state of a stochastic Riemannian algorithm can only be a local minimizer.
In this paper, we introduce a class of learning dynamics for general quantum games, that we call "follow the quantum regularized leader" (FTQL), in reference to the classical "follow the regularized leader" (FTRL) template for learning in finite games. We show that the induced quantum state dynamics decompose into (i) a classical, commutative component which governs the dynamics of the system's eigenvalues in a way analogous to the evolution of mixed strategies under FTRL; and (ii) a non-commutative component for the system's eigenvectors which has no classical counterpart. Despite the complications that this non-classical component entails, we find that the FTQL dynamics incur no more than constant regret in all quantum games. Moreover, adjusting classical notions of stability to account for the nonlinear geometry of the state space of quantum games, we show that only pure quantum equilibria can be stable and attracting under FTQL while, as a partial converse, pure equilibria that satisfy a certain "variational stability" condition are always attracting. Finally, we show that the FTQL dynamics are Poincar\'e recurrent in quantum min-max games, extending in this way a very recent result for the quantum replicator dynamics.
We examine the last-iterate convergence rate of Bregman proximal methods - from mirror descent to mirror-prox - in constrained variational inequalities. Our analysis shows that the convergence speed of a given method depends sharply on the Legendre exponent of the underlying Bregman regularizer (Euclidean, entropic, or other), a notion that measures the growth rate of said regularizer near a solution. In particular, we show that boundary solutions exhibit a clear separation of regimes between methods with a zero and non-zero Legendre exponent respectively, with linear convergence for the former versus sublinear for the latter. This dichotomy becomes even more pronounced in linearly constrained problems where, specifically, Euclidean methods converge along sharp directions in a finite number of steps, compared to a linear rate for entropic methods.
We propose and analyze exact and inexact regularized Newton-type methods for finding a global saddle point of a \textit{convex-concave} unconstrained min-max optimization problem. Compared to their first-order counterparts, investigations of second-order methods for min-max optimization are relatively limited, as obtaining global rates of convergence with second-order information is much more involved. In this paper, we highlight how second-order information can be used to speed up the dynamics of dual extrapolation methods {despite inexactness}. Specifically, we show that the proposed algorithms generate iterates that remain within a bounded set and the averaged iterates converge to an $\epsilon$-saddle point within $O(\epsilon^{-2/3})$ iterations in terms of a gap function. Our algorithms match the theoretically established lower bound in this context and our analysis provides a simple and intuitive convergence analysis for second-order methods without requiring any compactness assumptions. Finally, we present a series of numerical experiments on synthetic and real data that demonstrate the efficiency of the proposed algorithms.
Learning in stochastic games is a notoriously difficult problem because, in addition to each other's strategic decisions, the players must also contend with the fact that the game itself evolves over time, possibly in a very complicated manner. Because of this, the convergence properties of popular learning algorithms - like policy gradient and its variants - are poorly understood, except in specific classes of games (such as potential or two-player, zero-sum games). In view of this, we examine the long-run behavior of policy gradient methods with respect to Nash equilibrium policies that are second-order stationary (SOS) in a sense similar to the type of sufficiency conditions used in optimization. Our first result is that SOS policies are locally attracting with high probability, and we show that policy gradient trajectories with gradient estimates provided by the REINFORCE algorithm achieve an $\mathcal{O}(1/\sqrt{n})$ distance-squared convergence rate if the method's step-size is chosen appropriately. Subsequently, specializing to the class of deterministic Nash policies, we show that this rate can be improved dramatically and, in fact, policy gradient methods converge within a finite number of iterations in that case.
In decentralized optimization environments, each agent $i$ in a network of $n$ optimization nodes possesses a private function $f_i$, and nodes communicate with their neighbors to cooperatively minimize the aggregate objective $\sum_{i=1}^n f_i$. In this setting, synchronizing the nodes' updates incurs significant communication overhead and computational costs, so much of the recent literature has focused on the analysis and design of asynchronous optimization algorithms where agents activate and communicate at arbitrary times, without requiring a global synchronization enforcer. Nonetheless, in most of the work on the topic, active nodes select a neighbor to contact based on a fixed probability (e.g., uniformly at random), a choice that ignores the optimization landscape at the moment of activation. Instead, in this work we introduce an optimization-aware selection rule that chooses the neighbor with the highest dual cost improvement (a quantity related to a consensus-based dualization of the problem at hand). This scheme is related to the coordinate descent (CD) method with a Gauss-Southwell (GS) rule for coordinate updates; in our setting however, only a subset of coordinates is accessible at each iteration (because each node is constrained to communicate only with its direct neighbors), so the existing literature on GS methods does not apply. To overcome this difficulty, we develop a new analytical framework for smooth and strongly convex $f_i$ that covers the class of set-wise CD algorithms -- a class that directly applies to decentralized scenarios, but is not limited to them -- and we show that the proposed set-wise GS rule achieves a speedup by a factor of up to the maximum degree in the network (which is of the order of $\Theta(n)$ in highly connected graphs). The speedup predicted by our theoretical analysis is subsequently validated in numerical experiments with synthetic data.