cs.LGJun 23, 2025

Online Learning in Stabilized Linear Dynamical Games with Adversarial Disturbances

Authors: Anas Barakat, John Lazarsfeld, Georgios Piliouras, Antonios Varvitsiotis

Organizations: Singapore University of Technology and Design* · Centre for Quantum Technologies, National University of Singapore · Archimedes/Athena RC, Greece

Abstract

We study online learning in linear dynamical games where multiple strategic agents act on a shared state evolving according to a linear dynamical system subject to adversarial disturbances. This setting lies beyond both single-agent nonstochastic online control and classical linear-quadratic games, which typically focus on quadratic objectives and noiseless or stochastic dynamics. Each agent seeks to minimize its own sequence of convex losses under full-state observability. Following the stabilizing-baseline paradigm in nonstochastic online control, we assume access to linear controllers that stabilize the noiseless system and focus on online adaptation by learning disturbance-action corrections. This extends adversarial online control to strategic multi-agent shared-state systems, where each agent's actions shape the state trajectory and hence the realized losses of all learners. Under state-only and aggregate-input feedback models, we analyze agents running online gradient descent with memory to update their own disturbance-action policies. We prove per-agent regret bounds that are sublinear and near-optimal in the time horizon, with population dependence that varies under the specified feedback, opponent policy, and stability assumptions. In the common-interest case, where all agents have identical cost functions, we show that the induced online problem forms a time-varying potential game and derive equilibrium tracking guarantees. Together, our results provide a theoretical framework for adversarial online learning in stabilized linear dynamical games, connecting online control with learning in games.

Figures & tables

Appendix figures & tables6 assets

Supplementary material from the paper’s appendix.

Appendix

Explore similar work

Aug 10, 2026

Regret, equilibrium, and learning in games: A guided tour

This note aims to serve as an entry point to the literature on learning in games, a topic with significant theoretical appeal and a wide range of applications -- from machine learning and data science to economics and beyond. Our presentation is structured around two complementary viewpoints: We first consider a single agent -- the learner -- engaged in a sequential decision process in an unknown, non-stationary, and possibly adversarial environment. We then examine what happens when the environment is shaped by the decisions of several interacting agents, not necessarily aware of each other's actions or goals, and all seeking to improve their individual rewards. In this general context, we examine a family of regularized learning policies based on best-responding to the past history of play, up to a regularization penalty intended to encourage exploration and prevent over-commitment to suboptimal choices. In the single-agent setting, we present some basic regret bounds for regularized learning in adversarial multi-armed bandits; in the multi-agent setting, we describe an ergodic equilibrium convergence result for zero-sum games in the spirit of classical results on fictitious play, as well as a "folk theorem" linking strategic and dynamic notions of stability -- Nash equilibria and attracting points of regularized learning, respectively. We pay special attention to the information available to the players and, through a unified analysis framework, we study both oracle- and payoff-based (bandit) methods. Our goal is to provide a coherent and comprehensible -- albeit, by necessity, not comprehensive -- account of some recent ideas in the field, and to discuss their implications for the study of rationality.
Aug 3, 2026

A Spectral Filtering Approach to Regret Analysis of Distributed Online Control for Linear Dynamical Systems

This paper studies the distributed online control problem over a network of linear time-invariant (LTI) systems in the presence of adversarial disturbances and time-varying convex costs. The network cost is characterized by the summation of local cost functions, where each local function is sequentially revealed only to the corresponding agent. The goal of each agent is to generate a control sequence, using only local observations and neighbor communication, that competes with the best {\it centralized} linear policy in hindsight. We extend the recently proposed Online Spectral Control framework from the centralized setting to the distributed setting. In particular, each agent applies a spectral controller obtained by convolving past disturbances with the leading eigenvectors of a Hankel matrix, while the controller parameters are updated through a distributed online gradient descent step over the local surrogate costs. We formulate this problem this problem as a {\it regret} minimization problem based on the spectral parameterization, and under standard assumptions, we establish a sublinear regret bound of O(Tpoly(log⁡T)γ3)O(\frac{\sqrt{T}\text{poly}(\log T)}{γ^3}), where TT is the time horizon and γγ denotes the stability margin. The resulting bound also captures the dependence on the network size and connectivity.
Aug 13, 2026

What preferences can - and cannot - predict in multi-agent online learning

We examine the interplay between ordinal, preference-based solution concepts in games and the long-run behavior of game dynamics, asking in particular to what extent the combinatorial data of a game -- its preference graph -- determine the outcomes of no-regret learning dynamics -- such as follow-the-regularized-leader (FTRL). In one direction, we show that the skeleton of every dynamically stable set (i.e. the set of pure profiles it contains) must also be preferentially stable, that is, it must be closed under profitable deviations. We then ask the converse question: when do preferences determine the long-run behavior of the players' learning dynamics? We begin by showing that preferences characterize asymptotic stability in the case of subgames -- i.e. subsets of pure profiles obtained by restricting players' action sets. Beyond this case however, the equivalence between dynamic and preferential stability collapses: concretely, we construct a three-player game with a preferentially stable set whose span is dynamically unstable, showing in this way that preferences do not suffice as a criterion of dynamic stability. We then bridge this gap via the notion of resilience under aggregate deviations, an easy-to-check payoff-based condition that guarantees asymptotic stability of arbitrary spans of pure strategies.