This paper investigates the problem of computing the equilibrium of competitive games, which is often modeled as a constrained saddle-point optimization problem with probability simplex constraints. Despite recent efforts in understanding the last-iterate convergence of extragradient methods in the unconstrained setting, the theoretical underpinnings of these methods in the constrained settings, especially those using multiplicative updates, remain highly inadequate, even when the objective function is bilinear. Motivated by the algorithmic role of entropy regularization in single-agent reinforcement learning and game theory, we develop provably efficient extragradient methods to find the quantal response equilibrium (QRE) -- which are solutions to zero-sum two-player matrix games with entropy regularization -- at a linear rate. The proposed algorithms can be implemented in a decentralized manner, where each player executes symmetric and multiplicative updates iteratively using its own payoff without observing the opponent's actions directly. In addition, by controlling the knob of entropy regularization, the proposed algorithms can locate an approximate Nash equilibrium of the unregularized matrix game at a sublinear rate without assuming the Nash equilibrium to be unique. Our methods also lead to efficient policy extragradient algorithms for solving entropy-regularized zero-sum Markov games at a linear rate. All of our convergence rates are nearly dimension-free, which are independent of the size of the state and action spaces up to logarithm factors, highlighting the positive role of entropy regularization for accelerating convergence.
翻译:本文调查了计算竞争性游戏平衡的问题。 竞争性游戏通常被模拟成一个有限的马鞍优化问题,有概率简单限制。 尽管最近努力理解在不受限制的环境下,超升级方法的最后地步趋同,但这些方法在受限制的环境下的理论基础,特别是那些使用倍增更新的方法,仍然非常不足,即使目标功能是双线的,即使目标功能是双向的。我们受单一试剂强化学习和游戏理论中的变相正规化算法作用的驱动,我们开发了可被察觉到的高效超高级方法,以找到四级反应平衡(QRE) -- -- 这是以直线速正规化的零和二位玩者矩阵游戏的解决方案。提议的算法可以以分散的方式实施,让每个玩家在不直接观察对手动作的情况下使用对称和倍增版的更新。 此外,通过控制精度正规化的Knopy 正规化矩阵游戏(QRE), 将非正规化矩阵游戏的近端平流化平衡定位为次直线率, 也假设所有超正级的平级变正正正正平比率。