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 time-varying zero-sum game


On the Last-iterate Convergence in Time-varying Zero-sum Games: Extra Gradient Succeeds where Optimism Fails

Neural Information Processing Systems

Last-iterate convergence has received extensive study in two player zero-sum games starting from bilinear, convex-concave up to settings that satisfy the MVI condition. Typical methods that exhibit last-iterate convergence for the aforementioned games include extra-gradient (EG) and optimistic gradient descent ascent (OGDA). However, all the established last-iterate convergence results hold for the restrictive setting where the underlying repeated game does not change over time.Recently, a line of research has focused on regret analysis of OGDA in time-varying games, i.e., games where payoffs evolve with time; the last-iterate behavior of OGDA and EG in time-varying environments remains unclear though. In this paper, we study the last-iterate behavior of various algorithms in two types of unconstrained, time-varying, bilinear zero-sum games: periodic and convergent perturbed games. These models expand upon the usual repeated game formulation and incorporate external environmental factors, such as the seasonal effects on species competition and vanishing external noise. In periodic games, we prove that EG will converge while OGDA and momentum method will diverge. This is quite surprising, as to the best of our knowledge, it is the first result that indicates EG and OGDA have qualitatively different last-iterate behaviors and do not exhibit similar behavior. In convergent perturbed games, we prove all these algorithms converge as long as the game itself stabilizes with a faster rate than $1/t$.


On the Last-iterate Convergence in Time-varying Zero-sum Games: Extra Gradient Succeeds where Optimism Fails

Neural Information Processing Systems

Last-iterate convergence has received extensive study in two player zero-sum games starting from bilinear, convex-concave up to settings that satisfy the MVI condition. Typical methods that exhibit last-iterate convergence for the aforementioned games include extra-gradient (EG) and optimistic gradient descent ascent (OGDA). However, all the established last-iterate convergence results hold for the restrictive setting where the underlying repeated game does not change over time.Recently, a line of research has focused on regret analysis of OGDA in time-varying games, i.e., games where payoffs evolve with time; the last-iterate behavior of OGDA and EG in time-varying environments remains unclear though. In this paper, we study the last-iterate behavior of various algorithms in two types of unconstrained, time-varying, bilinear zero-sum games: periodic and convergent perturbed games. These models expand upon the usual repeated game formulation and incorporate external environmental factors, such as the seasonal effects on species competition and vanishing external noise.


No-Regret Learning in Time-Varying Zero-Sum Games

arXiv.org Machine Learning

Learning from repeated play in a fixed two-player zero-sum game is a classic problem in game theory and online learning. We consider a variant of this problem where the game payoff matrix changes over time, possibly in an adversarial manner. We first present three performance measures to guide the algorithmic design for this problem: 1) the well-studied individual regret, 2) an extension of duality gap, and 3) a new measure called dynamic Nash Equilibrium regret, which quantifies the cumulative difference between the player's payoff and the minimax game value. Next, we develop a single parameter-free algorithm that simultaneously enjoys favorable guarantees under all these three performance measures. These guarantees are adaptive to different non-stationarity measures of the payoff matrices and, importantly, recover the best known results when the payoff matrix is fixed. Our algorithm is based on a two-layer structure with a meta-algorithm learning over a group of black-box base-learners satisfying a certain property, along with several novel ingredients specifically designed for the time-varying game setting. Empirical results further validate the effectiveness of our algorithm.