rvu property
- North America > United States > New York > New York County > New York City (0.05)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- North America > United States > New Jersey > Mercer County > Princeton (0.04)
- North America > United States > New York > New York County > New York City (0.41)
- North America > United States > New Jersey > Mercer County > Princeton (0.40)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
Fast Convergence of Regularized Learning in Games
Syrgkanis, Vasilis, Agarwal, Alekh, Luo, Haipeng, Schapire, Robert E.
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~\cite{Rakhlin2013} and Daskalakis et al.~\cite{Daskalakis2014}, who only analyzed two-player zero-sum games for specific algorithms.
Fast Convergence of Regularized Learning in Games
Syrgkanis, Vasilis, Agarwal, Alekh, Luo, Haipeng, Schapire, Robert E.
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.
- North America > United States > New York > New York County > New York City (0.05)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- North America > United States > New Jersey > Mercer County > Princeton (0.04)