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 competitive gradient descent


Competitive Gradient Descent

Neural Information Processing Systems

We introduce a new algorithm for the numerical computation of Nash equilibria of competitive two-player games. Our method is a natural generalization of gradient descent to the two-player setting where the update is given by the Nash equilibrium of a regularized bilinear local approximation of the underlying game. It avoids oscillatory and divergent behaviors seen in alternating gradient descent. Using numerical experiments and rigorous analysis, we provide a detailed comparison to methods based on \emph{optimism} and \emph{consensus} and show that our method avoids making any unnecessary changes to the gradient dynamics while achieving exponential (local) convergence for (locally) convex-concave zero sum games. Convergence and stability properties of our method are robust to strong interactions between the players, without adapting the stepsize, which is not the case with previous methods. In our numerical experiments on non-convex-concave problems, existing methods are prone to divergence and instability due to their sensitivity to interactions among the players, whereas we never observe divergence of our algorithm. The ability to choose larger stepsizes furthermore allows our algorithm to achieve faster convergence, as measured by the number of model evaluations.


Reviews: Competitive Gradient Descent

Neural Information Processing Systems

This paper deals with the computation of Nash Equilibria in competitive two-player games where the x player is minimizing a function f(x,y) and the y player is minimizing a function g(x,y) . Such problems arise in a wide variety of domains, notably in training GANs, and there has been much recent interest in developing algorithms for solving such problems. Gradient Descent Ascent (GDA) is a natural candidate algorithm for finding Nash Equilibrium, but it will provably oscillate or diverge even in simple settings. As such, many recent works have modified GDA or proposed different algorithms or schemes to guarantee convergence. This paper proposes a new algorithm called Competitive Gradient Descent (CGD), which updates each player's iterates by adding the Nash Equilibrium of a regularized bilinear approximation of the game at the current iterates. CGD requires Hessian-vector products, making it a second-order algorithm.


Reviews: Competitive Gradient Descent

Neural Information Processing Systems

Overall, the reviewers appreciated the novelty and simplicity of the algorithm. The paper is also well written and the methods are well motivated. In terms of content for revision: The lack of discussion around Newton-style approximation and dropping of diagonal terms in the Jacobian was raised again the discussions (see updated reviews). Additionally, we also sought an expert reviewer during discussions. The additional reviewer included below: ---- Additional review: The paper proposes an interesting new method for solving games Min_x F(x,y) Min_y G(x,y) which is, in general, different from running online gradient descent on x and y in parallel, or other existing methods.


Competitive Gradient Descent

Neural Information Processing Systems

We introduce a new algorithm for the numerical computation of Nash equilibria of competitive two-player games. Our method is a natural generalization of gradient descent to the two-player setting where the update is given by the Nash equilibrium of a regularized bilinear local approximation of the underlying game. It avoids oscillatory and divergent behaviors seen in alternating gradient descent. Using numerical experiments and rigorous analysis, we provide a detailed comparison to methods based on \emph{optimism} and \emph{consensus} and show that our method avoids making any unnecessary changes to the gradient dynamics while achieving exponential (local) convergence for (locally) convex-concave zero sum games. Convergence and stability properties of our method are robust to strong interactions between the players, without adapting the stepsize, which is not the case with previous methods. In our numerical experiments on non-convex-concave problems, existing methods are prone to divergence and instability due to their sensitivity to interactions among the players, whereas we never observe divergence of our algorithm.


Competitive Gradient Descent

Schaefer, Florian, Anandkumar, Anima

Neural Information Processing Systems

We introduce a new algorithm for the numerical computation of Nash equilibria of competitive two-player games. Our method is a natural generalization of gradient descent to the two-player setting where the update is given by the Nash equilibrium of a regularized bilinear local approximation of the underlying game. It avoids oscillatory and divergent behaviors seen in alternating gradient descent. Using numerical experiments and rigorous analysis, we provide a detailed comparison to methods based on \emph{optimism} and \emph{consensus} and show that our method avoids making any unnecessary changes to the gradient dynamics while achieving exponential (local) convergence for (locally) convex-concave zero sum games. Convergence and stability properties of our method are robust to strong interactions between the players, without adapting the stepsize, which is not the case with previous methods.


Reproducibility Challenge NeurIPS 2019 Report on "Competitive Gradient Descent"

Kishan, Gopi

arXiv.org Machine Learning

Authors suggest their method is a natural generalization of gradient descent to the two-player scenario where the update is given by the Nash equilibrium of a regularized bilinear local approximation of the underlying game. It avoids oscillatory and divergent behaviors seen in alternating gradient descent. The paper proposes several experiments to establish the robustness of their method. This project aims at replicating their results. The paper provides a detailed comparison to methods based on optimism and consensus on the properties of convergence and stability of various discussed methods using numerical experiments and rigorous analysis. In order to understand these terms, comparison and proposed method and examine the results of the experiments, next section gives a necessary background of the original paper. 2 Background The traditional optimization is concerned with a single agent trying to optimize a cost function. It can be seen as min x R m f ( x). The agent has a clear objective to find ("Good local") minimum of f . Gradeint Descent (and its varients) are reliable Algorithmic Baseline for this purpose.


Implicit competitive regularization in GANs

Schäfer, Florian, Zheng, Hongkai, Anandkumar, Anima

arXiv.org Machine Learning

Generative adversarial networks (GANs) are capable of producing high quality samples, but they suffer from numerous issues such as instability and mode collapse during training. To combat this, we propose to model the generator and discriminator as agents acting under local information, uncertainty, and awareness of their opponent. By doing so we achieve stable convergence, even when the underlying game has no Nash equilibria. We call this mechanism implicit competitive regularization (ICR) and show that it is present in the recently proposed competitive gradient descent (CGD). When comparing CGD to Adam using a variety of loss functions and regularizers on CIFAR10, CGD shows a much more consistent performance, which we attribute to ICR. In our experiments, we achieve the highest inception score when using the WGAN loss (without gradient penalty or weight clipping) together with CGD. This can be interpreted as minimizing a form of integral probability metric based on ICR. Generative adversarial networks (GANs): (Goodfellow et al., 2014) are a class of generative models based on a competitive game between a generator that tries to generate realistic new data, and a discriminator, that tries to distinguish generated from real data.