We develop an algorithmic framework for solving convex optimization problems using no-regret game dynamics. By converting the problem of minimizing a convex function into an auxiliary problem of solving a min-max game in a sequential fashion, we can consider a range of strategies for each of the two-players who must select their actions one after the other. A common choice for these strategies are so-called no-regret learning algorithms, and we describe a number of such and prove bounds on their regret. We then show that many classical first-order methods for convex optimization -- including average-iterate gradient descent, the Frank-Wolfe algorithm, Nesterov's acceleration methods, and the accelerated proximal method -- can be interpreted as special cases of our framework as long as each player makes the correct choice of no-regret strategy. Proving convergence rates in this framework becomes very straightforward, as they follow from plugging in the appropriate known regret bounds. Our framework also gives rise to a number of new first-order methods for special cases of convex optimization that were not previously known.
翻译:我们开发了一个算法框架,用不累录游戏动态解决混凝土优化问题。 通过将最小化的混凝土功能问题转换成以顺序方式解决微轴游戏的辅助问题,我们可以考虑每个必须逐一选择其动作的两玩家的一系列战略。这些战略的共同选择是所谓的“不累录学习算法 ”, 我们描述了一系列这样的算法, 并证明其悔恨的界限。 然后我们展示了许多典型的松动优化第一顺序方法, 包括平均酸梯度梯度下降、弗兰克-沃菲算法、内斯特罗夫加速法和加速准模式等, 只要每个玩家正确选择不计策略, 就可以被解释为我们框架的特例。 这个框架中的趋同率就变得非常简单, 因为它们是从适当已知的后悔圈套中插入的。 我们的框架还产生了一些新的先订序方法, 用于以前所不为人们所知的峰化特别案例。