Fast Convergence of Regularized Learning in Games
Syrgkanis, Vasilis, Agarwal, Alekh, Luo, Haipeng, Schapire, Robert E.
–arXiv.org Artificial Intelligence
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 $O(T^{-3/4})$, while the sum of utilities converges to an approximate optimum at $O(T^{-1})$--an improvement upon the worst case $O(T^{-1/2})$ rates. We show a black-box reduction for any algorithm in the class to achieve $\tilde{O}(T^{-1/2})$ 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.
arXiv.org Artificial Intelligence
Dec-10-2015
- Country:
- Europe > United Kingdom
- England > Cambridgeshire > Cambridge (0.04)
- North America > United States
- New Jersey > Mercer County
- Princeton (0.04)
- New York > New York County
- New York City (0.05)
- New Jersey > Mercer County
- Europe > United Kingdom
- Genre:
- Research Report (0.70)
- Industry:
- Leisure & Entertainment > Games (1.00)
- Technology:
- Information Technology
- Artificial Intelligence > Machine Learning (1.00)
- Game Theory (1.00)
- Mathematics of Computing (0.82)
- Information Technology