The applications of regret minimization (Section L4.2) show how no-external-regret dynamics recover several solution concepts of interest, including Nash equilibria in two-player zero-sum games, normal-form coarse-correlated equilibria in multiplayer general-sum games, and more generally convex-concave saddle point problems.
In this lecture, we begin exploring how no-external-regret dynamics can be constructed, starting from normal-form games.
L5.1 No-regret algorithms for normal-form games
For a player in normal-form games the strategy space corresponds to the probability simplex \(\Delta (A)\) of all distributions over the actions available to the player. As a reminder, constructing a regret minimizer for \(\Delta (A)\) means that we need to build a mathematical object that supports two operations:
NextStrategy() asks the regret minimizer to output the next strategy, which is a point \(\boldsymbol{x}^{(t)} \in \Delta (A)\);
ObserveUtility\((u^{(t)})\) provides the environment’s feedback to the regret minimizer, in the form of a utility function \(u^{(t)}\). For today, we will focus on a case of particular relevance for normal-form games: the case of linear utilities (as such are the utilities in a normal-form game). In particular, to fix notation, we will let
where \(\boldsymbol{g}^{(t)} \in \mathbb{R}^{n}\) is the vector that defines the linear function (called with the letter \(\boldsymbol{g}\) to suggest the idea of it being the “gradient vector”) and \(\left\langle ⋅,⋅ \right\rangle\) denotes the standard dot product. Since the utility in the game cannot be unbounded, we assume that the \(\boldsymbol{g}^{(t)}\) can be arbitrary but bounded in norm.
In this notation, the (external) regret is defined as the quantity
Our goal is to make sure that the regret grows sublinearly in \(T\) no matter the utility vectors \(\boldsymbol{g}^{(t)}\) chosen by the environment.
General principle. Most algorithms known today for the task operate by prioritizing actions based on how much regret they have incurred. In particular, a key quantity to define modern algorithms is the vector of cumulated actions regrets
(Note that \(\text{Reg}^{(t)} = \operatorname*{max}_{a \in A} r_{a}^{(t)}\).) The natural question is: how to prioritize?
L5.1.1 Follow-the-leader
Perhaps the most natural idea would be to always play the action with the highest cumulated regret (breaking ties, say, lexicograpsically). After all, this is the action we wish the most we had played in the past. This algorithm is called follow-the-leader (FTL). Unfortunately, this idea is known not to work. To see that, consider the following sequence of gradient vectors:
In this case, at time \(1\), we pick the first action and score a utility of 0. We then compute \(\boldsymbol{r}^{(1)} = (0, 1/2)\) and at time \(t=2\) pick the second action since it has the highest regret. This results in a score of 0 and an updated regret vector \(\boldsymbol{r}^{(2)} = (1, 1/2)\) So, at time \(t=3\), we will pick the first action, resulting again in a score of 0 and an updated regret \(\boldsymbol{r}^{(3)} = (1, 3/2)\) and so on… Overall, it’s easy to see that in all this jumping around, the regrets grow linearly.
Where to go from here? A few ideas seem natural:
We can replace picking the action with the highest regret with picking actions proportionally to their regret; this leads to the algorithm called Regret Matching, which we will discuss in Section L5.1.2.
We can smooth out the maximum operator by using the softmax function. This leads to the multiplicative weights update algorithm, which we will discuss in Section L5.1.4.
We can regularize the maximum operator by adding a term that penalizes large jumps in the strategy space. This leads to a very flexible algorithm called follow-the-regularized-leader algorithm, which we will discuss in Section L5.2 as well as in the supplementary reading on predictive learning algorithms (Section S4.1).
All these ideas work. Before we move on, though, it is worth knowing that—while flawed—the follow-the-leader algorithm is not completely hopeless.
RemarkL5.1(Fictitious play).
In the canonical learning setup (Definition L4.8), the use of follow-the-leader by all players goes under the name of fictitious play [Bro49[Bro49]BrownBrown, G. W. (1949). Some notes on computation of games solutions. Rand Corporation.] [Bro51[Bro51]BrownBrown, G. W. (1951). Iterative solution of games by fictitious play. Act. Anal. Prod Allocation, 13(1), 374.]. In certain classes of games, including two-player zero-sum games, fictitious play is able to recover a Nash equilibrium, albeit with a potentially exponentially slow convergence rate [Rob51[Rob51]RobinsonRobinson, J. (1951). An iterative method of solving a game. Annals of Mathematics, 54(2), 296–301. link].
L5.1.2 The Regret Matching (RM) algorithm
The Regret Matching algorithm [HM00[HM00]Hart and Mas-ColellHart, S., & Mas-Colell, A. (2000). A Simple Adaptive Procedure Leading to Correlated Equilibrium. Econometrica, 68(5), 1127–1150. link] picks probabilities proportional to the “ReLU” of the cumulated regrets, that is,
The Regret Matching algorithm (Algorithm L5.1) is an external regret minimizer, and satisfies the regret bound \(\text{Reg}^{(T)} \le \Omega \sqrt{T}\), where \(\Omega\) is the maximum norm of \(\Vert \boldsymbol{g}^{(t)} - \left\langle \boldsymbol{g}^{(t)},\boldsymbol{x}^{(t)} \right\rangle \mathbf{1}\Vert_{2}\) up to time \(T\).
In particular, if all the gradient vectors satisfy \(\Vert \boldsymbol{g}^{(t)}\Vert_{∞} \le 1\) at all times \(t\) then the regret satisfies
(this is always true, not just for Regret Matching). Plugging in the definition (1) of how \(\boldsymbol{x}^{(t+1)}\) is constructed, we therefore conclude that
applied to \(\boldsymbol{a} = \boldsymbol{r}^{(t)}\) and \(\boldsymbol{b} = \boldsymbol{g}^{(t+1)} - \left\langle \boldsymbol{g}^{(t+1)},\boldsymbol{x}^{(t+1)} \right\rangle \mathbf{1}\). In particular, since by definition \(\boldsymbol{a} + \boldsymbol{b} = \boldsymbol{r}^{(t+1)}\), we have
Our interest for the regret bound under the specific condition that \(\Vert \boldsymbol{g}^{(t)}\Vert_{∞} \le 1\) is as follows.
RemarkL5.3.
Within the canonical learning setup (Definition L4.8), the entries of \(\boldsymbol{g}^{(t)}\) are the expected payoffs of all actions of the players. Thus, the condition \(\Vert \boldsymbol{g}^{(t)}\Vert_{∞} \le 1\) corresponds to the condition that the game’s payoffs lie in \([-1,1]\).
As of today, Regret Matching and its variants are still often some of the most practical algorithms for learning in games.
RemarkL5.4.
One very appealing property of the Regret Matching algorithm is its lack of hyperparameters. It just works “out of the box”.
L5.1.3 The Regret Matching+ (RM+) algorithm
The Regret Matching+ algorithm [Tam14[Tam14]TammelinTammelin, O. (2014). Solving large imperfect information games using CFR+. Arxiv. link][TBJB15[TBJB15]Tammelin, Burch, Johanson and BowlingTammelin, O., Burch, N., Johanson, M., & Bowling, M. (2015). Solving Heads-up Limit Texas Hold'em. International Joint Conference on Artificial Intelligence (IJCAI).] is given in Algorithm L5.2. It differs from RM only on the last line, where a further thresholding is added. That small change has the effect that actions with negative cumulated regret (that is, “bad” actions) are treated as actions with \(0\) regret. Hence, intuitively, if a bad action were to become good over time, it would take less time for RM+ to notice and act on that change. Because of that, Regret Matching+ has stronger practical performance and is often preferred over Regret Matching in the game solving literature.
With a simple modification to the analysis of RM, the same bound as RM can be proven.
TheoremL5.5(Regret bound for RM+).
The RM+ algorithm (Algorithm L5.2) is an external regret minimizer, and satisfies the regret bound \(\text{Reg}^{(T)} \le \Omega \sqrt{T}\), where \(\Omega\) is the maximum norm \(\Vert \boldsymbol{g}^{(t)} - \left\langle \boldsymbol{g}^{(t)},\boldsymbol{x}^{(t)} \right\rangle \mathbf{1}\Vert_{2}\) up to time \(T\).
So again, if all the gradient vectors satisfy \(\Vert \boldsymbol{g}^{(t)}\Vert_{∞} \le 1\) at all times \(t\) then the regret satisfies
where \(η > 0\) is an inverse temperature parameter, then we obtain the multiplicative weights update algorithm [FS97[FS97]Freund and SchapireFreund, Y., & Schapire, R. E. (1997). A decision-theoretic generalization of on-line learning and an application to boosting. Journal of Computer and System Sciences, 55(1), 119–139.].
Compared to RM, MWU has a different flavor: it uses softmax instead of ReLU. This change in prioritization function has a pretty significant impact on the regret bound that multiplicative weights guarantees. In particular, the following can be shown:
TheoremL5.6(Regret bound for MWU).
The regret cumulated by the MWU algorithm can be upper bounded as
no matter the sequence of gradient vectors \(\boldsymbol{g}^{(t)}\) chosen by the environment. In particular, if all the gradient vectors satisfy \(\Vert \boldsymbol{g}^{(t)}\Vert_{∞} \le 1\) at all times \(t\) and \(η = \sqrt{\operatorname{log} |A|/ T}\), the regret satisfies
For now, we remark a crucial aspect of MWU. Compared with the regret bound of RM and RM+, the regret bound of MWU has only a logarithmic dependence on the number of actions \(|A|\). Despite in practice RM/RM+ tend to outperform MWU (all while getting rid of any hyperparameter tuning), this property has profound theoretical implications, especially in combinatorial games where the effective number of actions is exponential. The gist of it is that several important classes of games can be converted into exponentially large normal-form games (this is the case of sequential games, for example). Since MWU only has logarithmic dependence on the number of actions of the resulting normal-form games, this shows that—at least ignoring computation—external regret minimization is possible with polynomial dependence on the game size even in these classes of complex, structured games.
L5.2 More general approaches: FTRL and OMD
Finally, we turn our attention to the third way of obtaining no-regret algorithms, that is, by considering a regularized (i.e., smoothed) version of the follow-the-leader algorithm discussed above. The idea is that, instead of playing by always putting 100% of the probability mass on the action with highest cumulated regret, we look for the distribution that maximizes the expected cumulated regret, minus some regularization term that prevents us from putting all the mass on a single action.
DefinitionL5.7(Distance-generating function for a set).
A function \(ψ : \mathcal{X} \to \mathbb{R}\), differentiable on the relative interior, is a distance-generating function if it is \(1\)-strongly convex with respect to a specified norm. At points where the gradients exist, this means
with respect to some norm \(\Vert \cdot \Vert\). Bregman divergences below are evaluated where their second argument is differentiable. Initialize the algorithms at a minimizer of \(ψ\); for entropy on the simplex this is the uniform distribution.
L5.2.1 FTRL in the normal-form case
DefinitionL5.8(FTRL, simplex case).
Let \(ψ\) be a distance-generating function for the strategy set \(\Delta (A)\). The follow-the-regularized-leader algorithm (FTRL; sometimes also called “regularized follow-the-leader”) defines the choice of strategy11In particular, \(\boldsymbol{x}^{(1)} \coloneqq \mathop{\operatorname{arg}\hspace{2.83pt}\operatorname*{min}}\limits_{\hat{\boldsymbol{x}} \in \Delta (A)} ψ(\hat{\boldsymbol{x}})\) since the regrets of all actions are \(0\) at the beginning.
The regularization term \(-ψ(\hat{\boldsymbol{x}})\)limits the amount of variation between consecutive strategies. This makes intuitive sense: if \(η \to 0\), \(\boldsymbol{x}^{(t)}\) is constant (and equal to \(\mathop{\operatorname{arg}\hspace{2.83pt}\operatorname*{min}}\limits_{\hat{\boldsymbol{x}} \in \Delta (A)} ψ(\hat{\boldsymbol{x}})\)). When \(η = ∞\), we recover the follow-the-leader algorithm, where strategies can jump arbitrarily. For intermediate \(η\), as you might expect, the amount of variation between strategies at consecutive times is bounded above by a quantity proportional to \(η\):
\[\displaystyle \left\Vert \boldsymbol{x}^{\left(t+1\right)} - \boldsymbol{x}^{\left(t\right)}\right\Vert \le η \left\Vert \boldsymbol{g}^{\left(t\right)}\right\Vert_{∗},\]
where \(\Vert \cdot \Vert_{∗}\) is the dual norm of \(\Vert \cdot \Vert\).
We will see the regret bound for FTRL in the general case in Section L5.2.3.
L5.2.2 OMD in the normal-form case
The last general method that we mention today is the online mirror descent (OMD) algorithm. This is the online generalization of the mirror descent optimization method, one of the workhorses of modern optimization theory. A good way to think about OMD is as a generalization of gradient ascent.
DefinitionL5.9(OMD, simplex case).
Let \(ψ : \Delta (A) \to \mathbb{R}\) be a distance-generating function. The online mirror descent algorithm (OMD) defines the choice of strategy
is called the Bregman divergence associated with \(ψ\).
Two choices of regularizer are standard for the probability simplex:
The negative entropy function \(H(\boldsymbol{x}) \coloneqq \sum_{a \in A} x_{a} \operatorname{log} x_{a}\). This is 1-strongly convex with respect to the \(ℓ_{1}\) norm \(\Vert \cdot \Vert_{1}\) (and therefore also with respect to \(\Vert \cdot \Vert_{2}\)). OMD instantiated with this regularizer leads to the multiplicative weights update algorithm seen in Section L5.1.4; see also Section L5.2.4.
The squared Euclidean norm\(ψ(\boldsymbol{x}) \coloneqq \frac{1}{2} \Vert \boldsymbol{x}\Vert_{2}^{2}\), which is 1-strongly convex with respect to the \(ℓ_{2}\) norm \(\Vert \cdot \Vert_{2}\). OMD instantiated with this regularizer leads to the online projected gradient descent algorithm, which we will discuss in Section L5.2.5.
L5.2.3 The general case
FTRL and OMD apply well beyond the case of probability simplices. In fact, they can be applied to any convex and compact domain \(\mathcal{X}\). In this case, the vector of regrets \(\boldsymbol{r}^{(t)}\) must be replaced with the cumulative gradient vector \(\sum_{τ=1}^{t} \boldsymbol{g}^{(τ)}\), as follows:
DefinitionL5.10(FTRL, general version).
For a generic convex and compact domain \(\mathcal{X}\), the FTRL algorithm produces strategies \(\boldsymbol{x}^{(t)}\) by solving the optimization problem
For \(t\ge 2\), after initializing \(\boldsymbol{x}^{(1)}\) as above, the OMD algorithm produces strategies \(\boldsymbol{x}^{(t)}\) by solving the optimization problem
We also remark the following connection between the two algorithms.
RemarkL5.12.
For linear utilities and a fixed learning rate, FTRL and OMD agree when the mirror updates stay in the interior of the regularizer’s domain without additional active constraints. Their dual-coordinate updates then telescope. Entropy on the simplex is an example (working within its affine hull). With additional constraints, the required projections can make the two algorithms different.
We mention the following regret bound for the general case. The supplementary reading on predictive regret bounds (Section S4.1.2) gives a stronger result when feedback is predictable.
TheoremL5.13(Regret bound for FTRL and OMD).
The regret cumulated by the FTRL and OMD algorithms is upper bounded by
where \(B=\operatorname*{max}_{\boldsymbol{x} \in \mathcal{X}} ψ(\boldsymbol{x})-\operatorname*{min}_{\boldsymbol{x} \in \mathcal{X}} ψ(\boldsymbol{x})\) for FTRL, and \(B=\operatorname*{max}_{\boldsymbol{x} \in \mathcal{X}} \operatorname{D}_{ψ} (\boldsymbol{x} \parallel \boldsymbol{x}^{(1)})\) for OMD. The latter reduces to the former when the initial minimizer lies in the relative interior. We assume these quantities are finite. As above, \(\Vert \cdot \Vert_{∗}\) is the dual norm. In particular, if the norm of the gradient vectors is bounded, then by picking learning rate \(η = \frac{1}{\sqrt{T}}\), we obtain that \(\text{Reg}^{(T)}\) is bounded as roughly \(\sqrt{T}\) (a sublinear function!) at all times \(T\).
L5.2.4 Multiplicative weights update (MWU) as a special case
Multiplicative weights update is the special case of both FTRL and OMD in which the regularizer \(ψ\) is set to the negative entropy function
at which \(H(\overline{\boldsymbol{x}}) = m ⋅ \frac{1}{m} \operatorname{log} \frac{1}{m} = -\operatorname{log} m\).
Plugging the bound above into the general analysis of FTRL and OMD algorithms (Theorem L5.13) yields Theorem L5.6.
L5.2.5 Online Projected Gradient Ascent
In the special case in which \(ψ(\boldsymbol{x}) \coloneqq \frac{1}{2} \Vert \boldsymbol{x}\Vert_{2}^{2}\), then the OMD algorithm reduces to online projected gradient ascent.
The online projected gradient ascent algorithm is the special case of OMD in which the regularizer is (half) the squared Euclidean norm, that is, \(ψ(\boldsymbol{x}) = \frac{1}{2} \Vert \boldsymbol{x}\Vert_{2}^{2}\). The choice of strategy is given by
Since the squared Euclidean norm is \(1\)-strongly convex with respect to the \(ℓ_{2}\) norm, the regret bound for OGD can be derived from the general bound for OMD (Theorem L5.13) and is as follows.
TheoremL5.16(Regret bound for OGD).
Let \(D\) be the Euclidean diameter of \(\mathcal{X}\). With any initial point in \(\mathcal{X}\), projected gradient ascent satisfies
On the simplex, \(D \le \sqrt{2}\). If \(\Vert \boldsymbol{g}^{(t)}\Vert_{∞} \le 1\), then \(\Vert \boldsymbol{g}^{(t)}\Vert_{2}^{2} \le |A|\). Choosing \(η=\sqrt{\frac{2}{T|A|}}\) therefore gives
The next plots illustrate the behavior of OGD and MWU in a simple \(2 \times 2\) game.
ExampleL5.17.
The adjacent plots show the behavior of the online projected gradient ascent (OGD) and multiplicative weights update (MWU) algorithms in the \(2 \times 2\) game given by
The purple dot indicates the starting strategy. The gray dotted line tracks the profile of average strategies, which converges to an approximate Nash equilibrium as proved by the regret-to-equilibrium argument (Theorem L4.9).
0011OGD(𝜂=0.1)𝑥(𝑡)2𝑦(𝑡)20011MWU(𝜂=0.25)𝑥(𝑡)2𝑦(𝑡)2
Bibliography for this lecture
[Bro49]
Brown, G. W. (1949). Some notes on computation of games solutions. Rand Corporation.
[Bro51]
Brown, G. W. (1951). Iterative solution of games by fictitious play. Act. Anal. Prod Allocation, 13(1), 374.
[Rob51]
Robinson, J. (1951). An iterative method of solving a game. Annals of Mathematics, 54(2), 296–301. link
[HM00]
Hart, S., & Mas-Colell, A. (2000). A Simple Adaptive Procedure Leading to Correlated Equilibrium. Econometrica, 68(5), 1127–1150. link
[Tam14]
Tammelin, O. (2014). Solving large imperfect information games using CFR+. Arxiv. link
[TBJB15]
Tammelin, O., Burch, N., Johanson, M., & Bowling, M. (2015). Solving Heads-up Limit Texas Hold'em. International Joint Conference on Artificial Intelligence (IJCAI).
[FS97]
Freund, Y., & Schapire, R. E. (1997). A decision-theoretic generalization of on-line learning and an application to boosting. Journal of Computer and System Sciences, 55(1), 119–139.
Changelog
2025-10-05: Fixed typos (thanks George Cao!).
2025-11-30: Fixed typo in summation \(t \to τ\) (thanks Sophie Wang!).
Notes
1In particular, \(\boldsymbol{x}^{(1)} \coloneqq \mathop{\operatorname{arg}\hspace{2.83pt}\operatorname*{min}}\limits_{\hat{\boldsymbol{x}} \in \Delta (A)} ψ(\hat{\boldsymbol{x}})\) since the regrets of all actions are \(0\) at the beginning.