Convergence of \text{log}(1/\epsilon) for Gradient-Based Algorithms in Zero-Sum Games without the Condition Number: A Smoothed Analysis

Neural Information Processing Systems 

Gradient-based algorithms have shown great promise in solving large (two-player) zero-sum games. However, their success has been mostly confined to the low-precision regime since the number of iterations grows polynomially in 1/\epsilon, where \epsilon 0 is the duality gap. While it has been well-documented that linear convergence---an iteration complexity scaling as \text{log}(1/\epsilon) ---can be attained even with gradient-based algorithms, that comes at the cost of introducing a dependency on certain condition number-like quantities which can be exponentially large in the description of the game. To address this shortcoming, we examine the iteration complexity of several gradient-based algorithms in the celebrated framework of smoothed analysis, and we show that they have polynomial smoothed complexity, in that their number of iterations grows as a polynomial in the dimensions of the game, \text{log}(1/\epsilon), and 1/\sigma, where \sigma measures the magnitude of the smoothing perturbation. Our result applies to optimistic gradient and extra-gradient descent/ascent, as well as a certain iterative variant of Nesterov's smoothing technique.