aiqbench analysis
This research presents a minimax-optimal algorithm for zero-sum matrix games under bandit feedback, significantly improving dimension dependence while maintaining computational efficiency. By combining adaptive averaging with corrected exponential weights, the method achieves optimal convergence rates that match theoretical lower bounds. This advancement is crucial for advancing game-theoretic machine learning in settings where full payoff matrices are not directly observable.
Minimax Last-Iterate Convergence in Matrix Games with Observed Actions
arXiv:2609.34656v1 Announce Type: new Abstract: We study last-iterate convergence in unknown two-player zero-sum matrix games with bandit payoff feedback and observed opponent actions. For games with $d$ actions per player, we develop an algorithm achieving a duality gap of $\widetilde{\mathcal{O}}(\sqrt{d/t})$ with high probability, simultaneously at every round $t$. This improves the dimension dependence of the best previously known guarantee by a factor of $d^{3/2}$. The rate matches a standard bandit lower bound, establishing minimax optimality in both the number of actions and the number of rounds, up to logarithmic factors. The algorithm is computationally efficient, requiring only $\mathcal{O}(d)$ time and memory per round. Our technical contribution is a joint design of adaptive averaging and corrected exponential weights that absorbs estimation variance, together with a potential argument that bounds phase durations.
Abstract:We study last-iterate convergence in unknown two-player zero-sum matrix games with bandit payoff feedback and observed opponent actions. For games with $d$ actions per player, we develop an algorithm achieving a duality gap of $\widetilde{\mathcal{O}}(\sqrt{d/t})$ with high probability, simultaneously at every round $t$. This improves the dimension dependence of the best previously known guarantee by a factor of $d^{3/2}$. The rate matches a standard bandit lower bound, establishing minimax optimality in both the number of actions and the number of rounds, up to logarithmic factors. The algorithm is computationally efficient, requiring only $\mathcal{O}(d)$ time and memory per round. Our technical contribution is a joint design of adaptive averaging and corrected exponential weights that absorbs estimation variance, together with a potential argument that bounds phase durations.
Machine Learning (cs.LG); Computer Science and Game Theory (cs.GT)
arXiv:2609.34656 [cs.LG]
(or arXiv:2609.34656v1 [cs.LG] for this version)
https://doi.org/10.48550/arXiv.2609.34656 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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