Constant regret in general games via higher-order optimism
Authors: Omar Abbadi, Rida Laraki, Panayotis Mertikopoulos
Organizations: Univ. Mohammed VI Polytechnic, CMSIS, MCGT, 11103 Rabat, Morocco · Univ. Grenoble Alpes, CNRS, Inria, Grenoble INP, LIG, 38000 Grenoble, France
Abstract
We introduce an uncoupled learning algorithm which, when employed by all players of an arbitrary N-player normal form game with up to K actions per player, guarantees O(N3log2K) individual regret, uniformly over the horizon of play. The proposed algorithm - which we call higher-order optimism with discounting (HOOD) is a variant of optimistic follow-the-regularized-leader (OptFTRL) that combines a discounted (N+1)-th order predictor with entropic regularization over a suitable "lifting" of the game's strategy space. This combination of ingredients is purposefully designed to dampen large oscillations of the induced sequence of play in a controlled manner, removing in this way a key stumbling block of previous attempts to achieve constant regret in general games. Our approach bears several striking similarities to the concurrent - and completely independent - work of Liu, Farina, and Ozdaglar (arXiv:2608.31166), who very recently derived an O(N21log4K) regret bound through the use of higher-order optimism and an exponential moving average estimator.
Uncoupled no-regret dynamics provide a decentralized route to equilibrium, but prior guarantees for individual regret retain a polylogarithmic dependence on the horizon. We remove this dependence for every finite N-player normal-form game under full-information feedback. We introduce \emph{ECHO-OFTRL}: optimistic follow-the-regularized-leader (OFTRL) equipped with an EMA cascade for high-order optimism (ECHO), where EMA denotes exponential moving average. The algorithm is deterministic and fully uncoupled. If mmax denotes the largest action-set size, then, simultaneously for every horizon T≥1, it guarantees that each of the N players in the game incurs regret upper bounded by O(poly(N,logmmax)). Our algorithm leverages a new form of optimism inspired by modern filter design.
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.
Swap regret governs the rate at which uncoupled learning dynamics converge to correlated equilibria in multiplayer general-sum games. Under full-information feedback, the best previous guarantee when every player follows the same dynamics grows logarithmically in the horizon T. We construct uncoupled dynamics under which every player incurs only O(nm2logmlogT) swap regret, where n is the number of players and m bounds the number of actions per player. To our knowledge, this is the first sublogarithmic individual guarantee in this setting, and it implies that the time-averaged product distribution of play is an O(nm2logmlogT/T)-approximate correlated equilibrium. The key algorithmic choice is to combine the Blum--Mansour reduction with optimistic follow-the-regularized-leader using a hybrid regularizer that separately weights negative Shannon entropy and the log-barrier: the entropy controls the optimistic prediction error, whereas the log-barrier controls the transition-matrix movement through its Bregman divergence. A new sensitivity theorem for stationary distributions of Markov chains, which involves neither mixing parameters nor the smallest transition probability, transfers this control to the played strategies and yields a simpler analysis without local-norm or self-concordance arguments. The guarantee is preserved by an adversarially robust variant that additionally ensures O(nm2logmlogT+mTlogm) swap regret against arbitrary utility sequences, and by a horizon-free variant that requires no prior knowledge of T.