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Fast Convergence of Regularized Learning in Games

2 July 2015
Vasilis Syrgkanis
Alekh Agarwal
Haipeng Luo
Robert Schapire
ArXiv (abs)PDFHTML
Abstract

We show that natural classes of regularized learning algorithms with a form of recency bias achieve faster convergence rates to approximate efficiency and to coarse correlated equilibria in multiplayer normal form games. When each player in a game uses an algorithm from our class, their individual regret decays at O(T−3/4)O(T^{-3/4})O(T−3/4), while the sum of utilities converges to an approximate optimum at O(T−1)O(T^{-1})O(T−1)--an improvement upon the worst case O(T−1/2)O(T^{-1/2})O(T−1/2) rates. We show a black-box reduction for any algorithm in the class to achieve O~(T−1/2)\tilde{O}(T^{-1/2})O~(T−1/2) rates against an adversary, while maintaining the faster rates against algorithms in the class. Our results extend those of [Rakhlin and Shridharan 2013] and [Daskalakis et al. 2014], who only analyzed two-player zero-sum games for specific algorithms.

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