L04: Learning in games
Foundations
Gabriele Farina
MIT 6.7980 · Topics in Multiagent Learning · Fall 2026
Can learning lead to equilibrium?
Can equilibrium arise from natural
dynamics of learning agents?
It depends on what “arise” means—and whether the agents are good enough.
Suitable notions of equilibrium can be extracted efficiently, no matter the number of players, actions, whether the game is simultaneous or sequential, etc.
This is despite the fact that multiagent learning can give rise to formally chaotic dynamics.
How do we formalize learning?
1. Interaction model At every round
Choose a strategy
→
Observe feedback
→
Update
Next round:
Consider that everything is nonstationary: no fixed objective to optimize once and for all...
Interaction model: what can the agent do and see?
Several choices to make:
Strategy
One action
or
* Distribution
→
Feedback
Expected utility of the played distribution Single real number
or
* Utility of every action (counterfactuals) Entire loss function; equivalently, vector of values for each of the actions the learner can pick
The simplest model; directly tied to convex optimization; the basis for more complicated settings.
Good news: sampling and utility estimation reduce the other models to this core.
The full-information model: Notation
| Strategy set Nonempty, convex, compact; for normal-form games, . | |
| Our choice at round Chosen using the feedback from earlier rounds. | |
| Utility function at round Our utility is . |
Choose , then observe , then update for round .
Normal-form games: linear utility
Example (RPS): . Our distribution is ; the opponent’s is .
Our payoff matrix
What feedback is revealed?
We give via its gradient:
Bandit feedback? (L06)
One number ; the utilities of counterfactual alternatives are hidden.
Idea: Estimate a utility vector from the observed utility, then feed the estimate to the learner.
The notion of regret
Consider this scenario:
Can you say you learned if, looking back at the history of play, you wish you could throw out everything you’ve done, and stick to one time-independent strategy instead?
should not grow too large (to be defined later...)
Φ-Regret
External regret is a very basic desideratum: a bare minimum.
“We should not wish to go back and throw out everything.”
How about more fine-grained changes?
Can you say you learned if, looking back at the history of play, you wish you could apply one deterministic transformation to everything you’ve done, and do substantially better?
A framework: Φ-regret
External regret
Constant replacement: discard the input strategy. Here, always rock.
Average joint play is an -CCE, with .
Two-player zero-sum: average strategies have Nash gap .
Internal regret
One action-to-action switch: move all mass from to ; leave the rest unchanged.
Average joint play is an -CE, with .
Swap regret
A replacement for every action: allow all stochastic maps of the simplex.
I.e., is column-stochastic. Column of gives the replacement distribution for action .
Average joint play is an -CE, with .
Trigger deviations in sequential games
Connections between regret and equilibria go well beyond normal-form games.
Example: Sequential games.
Follow recommendations until the trigger; then switch to a fixed continuation plan.
Average correlated play is an -EFCE, with .
Sublinear regret is enough
In light of the previous connections,
Any nontrivial regret guarantee is already interesting. (Say, even or is enough asymptotically.)
A natural goal is then to make sure that
The surprising might of external regret
From external regret to Φ-regret
External regret “feels” like such a weak notion of rationality: just make sure you stay competitive with throwing out everything and use a fixed strategy...
General -regret can be reduced to external regret (albeit on a more complex space) by a beautiful construction of Gordon, Greenwald, and Marks (2008).
Idea: Embed an external regret minimizer on and a fixed-point oracle.
The minimax theorem
The existence of no-regret algorithms is enough to prove the minimax theorem (under the hypotheses we saw last time). Bonus: it proves it constructively. It teaches us how to construct an offense strategy from defense strategies.
Let a regret minimizer play against an opponent who best responds each round.
Part I: Weak duality
Let
The -player plays offense
1. chooses
→
2. responds
The -player plays defense
1. chooses
→
2. responds
von Neumann’s minimax theorem guarantees .
1. The direction is free. No smart construction is needed. Why?
2. Idea: In , the -player can always reuse the commitment that guarantees .
3. Let be a maximizer in . Then
Part II: Strong duality via regret
Interesting direction (strong duality): .
Claim: is an offense strategy (i.e., approximate solution to ), and satisfies
I. The no-regret -learner receives utility . Hence,
II. Divide by and rearrange:
Concluding the proof. The last step comes from . Why is that true?
. Letting , we conclude .
External regret learns best responses
A basic sanity check: when the environment is static, learning should exploit it. (Multiagent learning extends single-agent learning)
Against stationary stochastic opponents, a no-external-regret learner guarantees that
is a best response.
Proof sketch
If opponents play according to , .
So:
Zero-sum self-play
is the sum of unilateral deviation gains; exactly at Nash.
Any no-regret learners: convergence of averages
Any pair of no-regret learners works.
Remark: the theorem refers to the average of strategies, not the last strategy.
Last-iterate convergence
Suitable optimistic dynamics also make the current strategies converge in zero-sum games. (See S04)
Proof sketch
Idea: write regret guarantees for the two players and sum
Coarse correlated equilibrium
For any number of players and actions
Sublinear external regret for every player makes the average joint distribution approach CCE.