arXiv:2604.16087cs.LGstat.ML2026-04ICML被引 3

提出最优收敛率算法,解决零和博弈中无通信下的最后迭代收敛问题。

The Harder Path: Last Iterate Convergence for Uncoupled Learning in Zero-Sum Games with Bandit Feedback

  • 设计两类无耦合算法,平衡探索与利用,实现最优收敛率。
  • 证明最后迭代收敛率下界为Ω(T^{-1/4}),劣于平均迭代的Ω(T^{-1/2})。
  • 适用于无通信、仅带通反馈的多智能体零和博弈学习场景。

我们研究在重复博弈和带通反馈下零和矩阵博弈中的学习问题。重点关注无需玩家间通信的无耦合算法,确保策略分布的最后迭代收敛至纳什均衡。尽管非带通情形已有广泛研究,但该设定最近才被探索,此前最佳可实现的可利用差距界为𝒪(T^{-1/8})。我们证明:对于无耦合算法,保证策略分布收敛至纳什均衡会损害性能,其最优可达收敛率为Ω(T^{-1/4}),远低于平均迭代常见的Ω(T^{-1/2})。随后提出两种算法,分别基于探索-利用权衡和两步镜面下降正则化,均达到该最优率(常数与对数因子内)。

原文摘要 · Abstract (English)

We study the problem of learning in zero-sum matrix games with repeated play and bandit feedback. Specifically, we focus on developing uncoupled algorithms that guarantee, without communication between players, the convergence of the last-iterate to a Nash equilibrium. Although the non-bandit case has been studied extensively, this setting has only been explored recently, with a bound of $\mathcal{O}(T^{-1/8})$ on the exploitability gap. We show that, for uncoupled algorithms, guaranteeing convergence of the policy profiles to a Nash equilibrium is detrimental to the performance, with the best attainable rate being $Ω(T^{-1/4})$ in contrast to the usual $Ω(T^{-1/2})$ rate for convergence of the average iterates. We then propose two algorithms that achieve this optimal rate up to constant and logarithmic factors. The first algorithm leverages a straightforward trade-off between exploration and exploitation, while the second employs a regularization technique based on a two-step mirror descent approach.

博弈学习零和博弈带通反馈收敛性分析

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