Fast Convergence of Regularized Learning in Games
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Abstract (arXiv)
We show that natural classes of regularized learning algorithms with a form of recency bias achieve faster convergence rates to approximate efficiency and to coarse correlated equilibria in multiplayer normal form games. When each player in a game uses an algorithm from our class, their individual regret decays at O(T-3/4), while the sum of utilities converges to an approximate optimum at O(T-1)--an improvement upon the worst case O(T-1/2) rates. We show a black-box reduction for any algorithm in the class to achieve tildeO(T-1/2) rates against an adversary, while maintaining the faster rates against algorithms in the class. Our results extend those of [Rakhlin and Shridharan 2013] and [Daskalakis et al. 2014], who only analyzed two-player zero-sum games for specific algorithms.
Key facts. Cited by 149 papers in the map (data through 13 Oct 2026). First posted on arXiv 2 Jul 2015.
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Citing papers per year: 2021: 30; 2022: 21; 2023: 24; 2024: 23; 2025: 29; 2026: 22.
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