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Near-Optimal Last-Iterate Convergence for Zero-Sum Games ...
Soumita Hait · 2026-05-12 · via cs.LG updates on arXiv.org

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Abstract:Last-iterate convergence of learning dynamics in games has attracted significant recent attention. In two-player zero-sum games with bandit feedback, where only the loss of the selected action pair is observed, Fiegel et al. (2025) show a separation between average-iterate and last-iterate convergence in duality gap: while the optimal t^(-1/2) rate after t rounds is achievable for the former via standard no-regret algorithms, the latter cannot converge faster than t^(-1/3) in expectation or t^(-1/4) with high probability. However, in many practical settings, such as preference learning, the players observe not only their loss but also the opponent's action. This raises a natural question: can such additional information enable faster last-iterate convergence?
We answer this question affirmatively, showing that t^(-1/2) last-iterate convergence is achievable with high probability in this setting, via an efficient algorithm that updates its strategy infrequently by solving an estimated log-barrier-regularized game. We identify fundamental obstacles preventing standard analysis for multi-armed bandits, the single-player case, from generalizing to games, and develop a novel analysis to overcome them. Experiments confirm that our algorithm indeed converges faster than naive baselines and prior methods that do not exploit opponent-action feedback. Finally, we note that our results also improve those for dueling bandits, a special case with skew-symmetric game matrices.
Subjects: Machine Learning (cs.LG)
Cite as: arXiv:2605.09363 [cs.LG]
  (or arXiv:2605.09363v1 [cs.LG] for this version)
  https://doi.org/10.48550/arXiv.2605.09363

arXiv-issued DOI via DataCite (pending registration)

Submission history

From: Ping Li [view email]
[v1] Sun, 10 May 2026 06:23:19 UTC (104 KB)