Optimal last-iterate convergence in matrix games with bandit feedback using the log-barrier
Authors: Come Fiegel, Pierre Menard, Tadashi Kozuno, Michal Valko, Vianney Perchet
Organizations: ENSAE Paris – CREST, France · ENS Lyon, France · Isara Labs · Inria Fairplay, Paris, France · Criteo AI Lab
Abstract
We study the problem of learning minimax policies in zero-sum matrix games. Fiegel et al. (2025) recently showed that achieving last-iterate convergence in this setting is harder when the players are uncoupled, by proving a lower bound on the exploitability gap of Omega(t^{-1/4}). Some online mirror descent algorithms were proposed in the literature for this problem, but none have truly attained this rate yet. We show that the use of a log-barrier regularization, along with a dual-focused analysis, allows this O-tilde(t^{-1/4}) convergence with high-probability. We additionally extend our idea to the setting of extensive-form games, proving a bound with the same rate.
Last-iterate convergence of learning dynamics in games has attracted significant recent attention. In two-player zero-sum games with bandit feedback, where only the loss of the selected action pair is observed, Fiegel et al. (2025) show a separation between average-iterate and last-iterate convergence in duality gap: while the optimal t^(-1/2) rate after t rounds is achievable for the former via standard no-regret algorithms, the latter cannot converge faster than t^(-1/3) in expectation or t^(-1/4) with high probability. However, in many practical settings, such as preference learning, the players observe not only their loss but also the opponent's action. This raises a natural question: can such additional information enable faster last-iterate convergence? We answer this question affirmatively, showing that t^(-1/2) last-iterate convergence is achievable with high probability in this setting, via an efficient algorithm that updates its strategy infrequently by solving an estimated log-barrier-regularized game. We identify fundamental obstacles preventing standard analysis for multi-armed bandits, the single-player case, from generalizing to games, and develop a novel analysis to overcome them. Experiments confirm that our algorithm indeed converges faster than naive baselines and prior methods that do not exploit opponent-action feedback. Finally, we note that our results also improve those for dueling bandits, a special case with skew-symmetric game matrices.
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 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.
We study bimatrix two-player games and investigate the last-iterate convergence and stability of equilibria for the iterates generated by the optimistic exponential weights method. In contrast to prior work, we allow the step sizes ηx and ηy to differ. Our first main result establishes, under the assumption that the set of fixed points is finite, a sufficient condition for global last-iterate convergence in the special case of zero-sum games, which constrains only the product ηxηy of the step sizes. This condition is practically relevant and partially explains empirically observed behavior. Our second main result provides an almost-tight threshold for asymptotic stability and instability, again in terms of products of the step sizes, for general bimatrix games. This result is primarily of theoretical interest. We derive several known results and practically relevant step size bounds for special cases and illustrate our results by experiments.