No Arabic abstract
Two of the most prominent algorithms for solving unconstrained smooth games are the classical stochastic gradient descent-ascent (SGDA) and the recently introduced stochastic consensus optimization (SCO) (Mescheder et al., 2017). SGDA is known to converge to a stationary point for specific classes of games, but current convergence analyses require a bounded variance assumption. SCO is used successfully for solving large-scale adversarial problems, but its convergence guarantees are limited to its deterministic variant. In this work, we introduce the expected co-coercivity condition, explain its benefits, and provide the first last-iterate convergence guarantees of SGDA and SCO under this condition for solving a class of stochastic variational inequality problems that are potentially non-monotone. We prove linear convergence of both methods to a neighborhood of the solution when they use constant step-size, and we propose insightful stepsize-switching rules to guarantee convergence to the exact solution. In addition, our convergence guarantees hold under the arbitrary sampling paradigm, and as such, we give insights into the complexity of minibatching.
Smooth minimax games often proceed by simultaneous or alternating gradient updates. Although algorithms with alternating updates are commonly used in practice for many applications (e.g., GAN training), the majority of existing theoretical analyses focus on simultaneous algorithms for convenience of analysis. In this paper, we study alternating gradient descent-ascent (Alt-GDA) in minimax games and show that Alt-GDA is superior to its simultaneous counterpart (Sim-GDA) in many settings. In particular, we prove that Alt-GDA achieves a near-optimal local convergence rate for strongly convex-strongly concave (SCSC) problems while Sim-GDA converges at a much slower rate. To our knowledge, this is the emph{first} result of any setting showing that Alt-GDA converges faster than Sim-GDA by more than a constant. We further prove that the acceleration effect of alternating updates remains when the minimax problem has only strong concavity in the dual variables. Lastly, we adapt the theory of integral quadratic constraints and show that Alt-GDA attains the same rate emph{globally} for a class of SCSC minimax problems. Numerical experiments on quadratic minimax games validate our claims. Empirically, we demonstrate that alternating updates speed up GAN training significantly and the use of optimism only helps for simultaneous algorithms.
In the context of statistical supervised learning, the noiseless linear model assumes that there exists a deterministic linear relation $Y = langle theta_*, X rangle$ between the random output $Y$ and the random feature vector $Phi(U)$, a potentially non-linear transformation of the inputs $U$. We analyze the convergence of single-pass, fixed step-size stochastic gradient descent on the least-square risk under this model. The convergence of the iterates to the optimum $theta_*$ and the decay of the generalization error follow polynomial convergence rates with exponents that both depend on the regularities of the optimum $theta_*$ and of the feature vectors $Phi(u)$. We interpret our result in the reproducing kernel Hilbert space framework. As a special case, we analyze an online algorithm for estimating a real function on the unit interval from the noiseless observation of its value at randomly sampled points; the convergence depends on the Sobolev smoothness of the function and of a chosen kernel. Finally, we apply our analysis beyond the supervised learning setting to obtain convergence rates for the averaging process (a.k.a. gossip algorithm) on a graph depending on its spectral dimension.
We consider stochastic gradient descent and its averaging variant for binary classification problems in a reproducing kernel Hilbert space. In the traditional analysis using a consistency property of loss functions, it is known that the expected classification error converges more slowly than the expected risk even when assuming a low-noise condition on the conditional label probabilities. Consequently, the resulting rate is sublinear. Therefore, it is important to consider whether much faster convergence of the expected classification error can be achieved. In recent research, an exponential convergence rate for stochastic gradient descent was shown under a strong low-noise condition but provided theoretical analysis was limited to the squared loss function, which is somewhat inadequate for binary classification tasks. In this paper, we show an exponential convergence of the expected classification error in the final phase of the stochastic gradient descent for a wide class of differentiable convex loss functions under similar assumptions. As for the averaged stochastic gradient descent, we show that the same convergence rate holds from the early phase of training. In experiments, we verify our analyses on the $L_2$-regularized logistic regression.
We study the performance of the gradient play algorithm for multi-agent tabular Markov decision processes (MDPs), which are also known as stochastic games (SGs), where each agent tries to maximize its own total discounted reward by making decisions independently based on current state information which is shared between agents. Policies are directly parameterized by the probability of choosing a certain action at a given state. We show that Nash equilibria (NEs) and first order stationary policies are equivalent in this setting, and give a non-asymptotic global convergence rate analysis to an $epsilon$-NE for a subclass of multi-agent MDPs called Markov potential games, which includes the cooperative setting with identical rewards among agents as an important special case. Our result shows that the number of iterations to reach an $epsilon$-NE scales linearly, instead of exponentially, with the number of agents. Local geometry and local stability are also considered. For Markov potential games, we prove that strict NEs are local maxima of the total potential function and fully-mixed NEs are saddle points. We also give a local convergence rate around strict NEs for more general settings.
Many recent AI architectures are inspired by zero-sum games, however, the behavior of their dynamics is still not well understood. Inspired by this, we study standard gradient descent ascent (GDA) dynamics in a specific class of non-convex non-concave zero-sum games, that we call hidden zero-sum games. In this class, players control the inputs of smooth but possibly non-linear functions whose outputs are being applied as inputs to a convex-concave game. Unlike general zero-sum games, these games have a well-defined notion of solution; outcomes that implement the von-Neumann equilibrium of the hidden convex-concave game. We prove that if the hidden game is strictly convex-concave then vanilla GDA converges not merely to local Nash, but typically to the von-Neumann solution. If the game lacks strict convexity properties, GDA may fail to converge to any equilibrium, however, by applying standard regularization techniques we can prove convergence to a von-Neumann solution of a slightly perturbed zero-sum game. Our convergence guarantees are non-local, which as far as we know is a first-of-its-kind type of result in non-convex non-concave games. Finally, we discuss connections of our framework with generative adversarial networks.