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[2310.19786] From External to Swap Regret 2.0: An Efficient Reduction and Oblivi...

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source link: https://arxiv.org/abs/2310.19786
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Computer Science > Machine Learning

[Submitted on 30 Oct 2023 (v1), last revised 6 Dec 2023 (this version, v3)]

From External to Swap Regret 2.0: An Efficient Reduction and Oblivious Adversary for Large Action Spaces

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We provide a novel reduction from swap-regret minimization to external-regret minimization, which improves upon the classical reductions of Blum-Mansour [BM07] and Stolz-Lugosi [SL05] in that it does not require finiteness of the space of actions. We show that, whenever there exists a no-external-regret algorithm for some hypothesis class, there must also exist a no-swap-regret algorithm for that same class. For the problem of learning with expert advice, our result implies that it is possible to guarantee that the swap regret is bounded by {\epsilon} after \log(N)^{O(1/\epsilon)} rounds and with O(N) per iteration complexity, where N is the number of experts, while the classical reductions of Blum-Mansour and Stolz-Lugosi require O(N/\epsilon^2) rounds and at least \Omega(N^2) per iteration complexity. Our result comes with an associated lower bound, which -- in contrast to that in [BM07] -- holds for oblivious and \ell_1-constrained adversaries and learners that can employ distributions over experts, showing that the number of rounds must be \tilde\Omega(N/\epsilon^2) or exponential in 1/\epsilon.
Our reduction implies that, if no-regret learning is possible in some game, then this game must have approximate correlated equilibria, of arbitrarily good approximation. This strengthens the folklore implication of no-regret learning that approximate coarse correlated equilibria exist. Importantly, it provides a sufficient condition for the existence of correlated equilibrium which vastly extends the requirement that the action set is finite, thus answering a question left open by [DG22; Ass+23]. Moreover, it answers several outstanding questions about equilibrium computation and learning in games.
Subjects: Machine Learning (cs.LG); Artificial Intelligence (cs.AI); Computer Science and Game Theory (cs.GT)
Cite as: arXiv:2310.19786 [cs.LG]
  (or arXiv:2310.19786v3 [cs.LG] for this version)
  https://doi.org/10.48550/arXiv.2310.19786

Submission history

From: Noah Golowich [view email]
[v1] Mon, 30 Oct 2023 17:50:29 UTC (328 KB)
[v2] Tue, 31 Oct 2023 17:57:22 UTC (332 KB)
[v3] Wed, 6 Dec 2023 07:34:24 UTC (345 KB)

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