# Implicit regularisation in stochastic gradient descent: from single-objective to two-player games

arXiv: https://arxiv.org/abs/2307.05789 · HTML: https://mlsanity.com/paper/2307.05789/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 20 references that are in the map.
- First posted on arXiv 11 Jul 2023.

## Builds on (most cited first, 19 of 19)

- [Explaining and Harnessing Adversarial Examples](https://mlsanity.com/paper/1412.6572/) (2014)
- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [On Large-Batch Training for Deep Learning: Generalization Gap and Sharp Minima](https://mlsanity.com/paper/1609.04836/) (2016)
- [Continual Lifelong Learning with Neural Networks: A Review](https://mlsanity.com/paper/1802.07569/) (2018)
- [A Comprehensive Survey on Transfer Learning](https://mlsanity.com/paper/1911.02685/) (2019)
- [Gradient Descent on Neural Networks Typically Occurs at the Edge of Stability](https://mlsanity.com/paper/2103.00065/) (2021)
- [In Search of the Real Inductive Bias: On the Role of Implicit Regularization in Deep Learning](https://mlsanity.com/paper/1412.6614/) (2014)
- [Implicit Bias of Gradient Descent on Linear Convolutional Networks](https://mlsanity.com/paper/1806.00468/) (2018)
- [On the Origin of Implicit Regularization in Stochastic Gradient Descent](https://mlsanity.com/paper/2101.12176/) (2021)
- [Implicit Gradient Regularization](https://mlsanity.com/paper/2009.11162/) (2020)
- [Implicit regularization for deep neural networks driven by an Ornstein-Uhlenbeck like process](https://mlsanity.com/paper/1904.09080/) (2019)
- [Implicit Regularization in Deep Learning May Not Be Explainable by Norms](https://mlsanity.com/paper/2005.06398/) (2020)
- [Stochastic Training is Not Necessary for Generalization](https://mlsanity.com/paper/2109.14119/) (2021)
- [A Review of Deep Transfer Learning and Recent Advancements](https://mlsanity.com/paper/2201.09679/) (2022)
- [Implicit Regularization in ReLU Networks with the Square Loss](https://mlsanity.com/paper/2012.05156/) (2020)
- [Uncertainty Estimation Using a Single Deep Deterministic Neural Network](https://mlsanity.com/paper/2003.02037/) (2020)
- [Implicit competitive regularization in GANs](https://mlsanity.com/paper/1910.05852/) (2019)
- [Discretization Drift in Two-Player Games](https://mlsanity.com/paper/2105.13922/) (2021)
- [On a continuous time model of gradient descent dynamics and instability in deep learning](https://mlsanity.com/paper/2302.01952/) (2023)

## Built on by (most cited first, 2 of 2)

- [Implicit biases in multitask and continual learning from a backward error analysis perspective](https://mlsanity.com/paper/2311.00235/) (2023)
- [Corridor Geometry in Gradient-Based Optimization](https://mlsanity.com/paper/2402.08818/) (2024)

## Abstract (arXiv)

Recent years have seen many insights on deep learning optimisation being brought forward by finding implicit regularisation effects of commonly used gradient-based optimisers. Understanding implicit regularisation can not only shed light on optimisation dynamics, but it can also be used to improve performance and stability across problem domains, from supervised learning to two-player games such as Generative Adversarial Networks. An avenue for finding such implicit regularisation effects has been quantifying the discretisation errors of discrete optimisers via continuous-time flows constructed by backward error analysis (BEA). The current usage of BEA is not without limitations, since not all the vector fields of continuous-time flows obtained using BEA can be written as a gradient, hindering the construction of modified losses revealing implicit regularisers. In this work, we provide a novel approach to use BEA, and show how our approach can be used to construct continuous-time flows with vector fields that can be written as gradients. We then use this to find previously unknown implicit regularisation effects, such as those induced by multiple stochastic gradient descent steps while accounting for the exact data batches used in the updates, and in generally differentiable two-player games.
