Weiqiang Zheng

dblp:277/5088 · DBLP profile ↗
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16ranked-venue papers
0as first author
16since 2021 · last 2026
0000-0001-9989-4697ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 12 · 12 since 2021Theory of computation · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Proximal Regret and Proximal Correlated Equilibria: A New Tractable Solution Concept for Online Learning and Games
abstract
Learning and computation of equilibria are central problems in game theory, theory of computation, and artificial intelligence. In this work, we introduce proximal regret, a new notion of regret based on proximal operators that lies strictly between external and swap regret. When every player employs a no-proximal-regret algorithm in a general convex game, the empirical distribution of play converges to proximal correlated equilibria (PCE), a refinement of coarse correlated equilibria. Our framework unifies several emerging notions in online learning and game theory—such as gradient equilibrium and semicoarse correlated equilibrium—and introduces new ones. Our main result shows that the classic Online Gradient Descent (GD) algorithm achieves an optimal O(√T) bound on proximal regret, revealing that GD, without modification, minimizes a stronger regret notion than external regret. This provides a new explanation for the empirically superior performance of gradient descent in online learning and games. We further extend our analysis to Mirror Descent in the Bregman setting and to Optimistic Gradient Descent, which yields faster convergence in smooth convex games.
Yang Cai 0001, Constantinos Daskalakis, Chen-Yu Wei, Weiqiang Zheng
STOC5
2026 Fisher Meets Lindahl: A Unified Duality Framework for Market Equilibrium
abstract
The Fisher market equilibrium for private goods and the Lindahl equilibrium for public goods are classic and fundamental solution concepts for market equilibria. While Fisher market equilibria have been well-studied, the theoretical foundations for Lindahl equilibria remain substantially underdeveloped. In this work, we propose a unified duality framework for market equilibria. We show that Lindahl equilibria of a public goods market correspond to Fisher market equilibria in a dual Fisher market with dual utilities, and vice versa. The dual utility is based on the indirect utility, and the correspondence between the two equilibria works by exchanging the roles of allocations and prices. Using the duality framework, we address the gaps concerning the computation and dynamics for Lindahl equilibria and obtain new insights and developments for Fisher market equilibria. First, we leverage this duality to analyze welfare properties of Lindahl equilibria. For concave homogeneous utilities, we prove that a Lindahl equilibrium maximizes Nash Social Welfare (NSW). For concave non-homogeneous utilities, we show that a Lindahl equilibrium achieves $(1/e)^{1/e}$ approximation to the optimal NSW, and the approximation ratio is tight. Second, we apply the duality framework to market dynamics, including proportional response dynamics (PRD) and tâtonnement. We obtain new market dynamics for the Lindahl equilibria from market dynamics in the dual Fisher market. We also use duality to extend PRD to markets with total complements utilities, the dual class of gross substitutes utilities. Finally, we apply the duality framework to markets with chores. We propose a program for private chores for general convex homogeneous disutilities that avoids the "poles" issue, whose KKT points correspond to Fisher market equilibria. We also initiate the study of the Lindahl equilibrium for public chores.
Yixin Tao, Weiqiang Zheng
STOC2
2025 Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games
abstract
We study last-iterate convergence properties of algorithms for solving two-player zero-sum games based on Regret Matching$^+$ (RM$^+$). Despite their widespread use for solving real games, virtually nothing is known about their last-iterate convergence. A major obstacle to analyzing RM-type dynamics is that their regret operators lack Lipschitzness and (pseudo)monotonicity. We start by showing numerically that several variants used in practice, such as RM$^+$, predictive RM$^+$ and alternating RM$^+$, all lack last-iterate convergence guarantees even on a simple $3\times 3$ matrix game. We then prove that recent variants of these algorithms based on a smoothing technique, extragradient RM$^{+}$ and smooth Predictive RM$^+$, enjoy asymptotic last-iterate convergence (without a rate), $1/\sqrt{t}$ best-iterate convergence, and when combined with restarting, linear-rate last-iterate convergence. Our analysis builds on a new characterization of the geometric structure of the limit points of our algorithms, marking a significant departure from most of the literature on last-iterate convergence. We believe that our analysis may be of independent interest and offers a fresh perspective for studying last-iterate convergence in algorithms based on non-monotone operators.
Yang Cai 0001, Gabriele Farina, Julien Grand-Clément, Christian Kroer, Chung-wei Lee, Weiqiang Zheng
ICLR7
2025 From Average-Iterate to Last-Iterate Convergence in Games: A Reduction and Its Applications
abstract
The convergence of online learning algorithms in games under self-play is a fundamental question in game theory and machine learning. Among various notions of convergence, last-iterate convergence is particularly desirable, as it reflects the actual decisions made by the learners and captures the day-to-day behavior of the learning dynamics. While many algorithms are known to converge in the average-iterate, achieving last-iterate convergence typically requires considerably more effort in both the design and the analysis of the algorithm. Somewhat surprisingly, we show in this paper that for a large family of games, there exists a simple black-box reduction that transforms the average iterates of an uncoupled learning dynamics into the last iterates of a new uncoupled learning dynamics, thus also providing a reduction from last-iterate convergence to average-iterate convergence. Our reduction applies to games where each player’s utility is linear in both their own strategy and the joint strategy of all opponents. This family includes two-player bimatrix games and generalizations such as multi-player polymatrix games. By applying our reduction to the Optimistic Multiplicative Weights Update algorithm, we obtain new state-of-the-art last-iterate convergence rates for uncoupled learning dynamics in multi-player zero-sum polymatrix games: (1) an $O(\frac{\log d}{T})$ last-iterate convergence rate under gradient feedback, representing an exponential improvement in the dependence on the dimension $d$ (i.e., the maximum number of actions available to either player); and (2) an $\tilde{O}(d^{\frac{1}{5}}T^{-\frac{1}{5}})$ last-iterate convergence rate under bandit feedback, improving upon the previous best rates of $\tilde{O}(\sqrt{d}T^{-\frac{1}{8}})$ and $\tilde{O}(\sqrt{d}T^{-\frac{1}{6}})$.
Yang Cai 0001, Chen-Yu Wei, Weiqiang Zheng
NeurIPS4
2024 Near-Optimal Policy Optimization for Correlated Equilibrium in General-Sum Markov Games
abstract
We study policy optimization algorithms for computing correlated equilibria in multi-player general-sum Markov Games. Previous results achieve $\tilde{O}(T^{-1/2})$ convergence rate to a correlated equilibrium and an accelerated $\tilde{O}(T^{-3/4})$ convergence rate to the weaker notion of coarse correlated equilibrium. In this paper, we improve both results significantly by providing an uncoupled policy optimization algorithm that attains a near-optimal $\tilde{O}(T^{-1})$ convergence rate for computing a correlated equilibrium. Our algorithm is constructed by combining two main elements (i) smooth value updates and (ii) the \emph{optimistic-follow-the-regularized-leader} algorithm with the log barrier regularizer.
Yang Cai 0001, Chen-Yu Wei, Weiqiang Zheng
AISTATS4
2024 Learning Thresholds with Latent Values and Censored Feedback
abstract
In this paper, we investigate a problem of *actively* learning threshold in latent space, where the *unknown* reward $g(\gamma, v)$ depends on the proposed threshold $\gamma$ and latent value $v$ and it can be $only$ achieved if the threshold is lower than or equal to the *unknown* latent value. This problem has broad applications in practical scenarios, e.g., reserve price optimization in online auctions, online task assignments in crowdsourcing, setting recruiting bars in hiring, etc. We first characterize the query complexity of learning a threshold with the expected reward at most $\epsilon$ smaller than the optimum and prove that the number of queries needed can be infinitely large even when $g(\gamma, v)$ is monotone with respect to both $\gamma$ and $v$. On the positive side, we provide a tight query complexity $\tilde{\Theta}(1/\epsilon^3)$ when $g$ is monotone and the CDF of value distribution is Lipschitz. Moreover, we show a tight $\tilde{\Theta}(1/\epsilon^3)$ query complexity can be achieved as long as $g$ satisfies one-sided Lipschitzness, which provides a complete characterization for this problem. Finally, we extend this model to an online learning setting and demonstrate a tight $\Theta(T^{2/3})$ regret bound using continuous-arm bandit techniques and the aforementioned query complexity results.
Tao Lin 0013, Weiqiang Zheng, Zhe Feng 0004, Yifeng Teng, Xiaotie Deng
ICLR3
2024 Accelerated Algorithms for Constrained Nonconvex-Nonconcave Min-Max Optimization and Comonotone Inclusion
abstract
We study constrained comonotone min-max optimization, a structured class of nonconvex-nonconcave min-max optimization problems, and their generalization to comonotone inclusion. In our first contribution, we extend the *Extra Anchored Gradient (EAG)* algorithm, originally proposed by Yoon and Ryu (2021) for unconstrained min-max optimization, to constrained comonotone min-max optimization and comonotone inclusion, achieving an optimal convergence rate of $O\left(\frac{1}{T}\right)$ among all first-order methods. Additionally, we prove that the algorithm's iterations converge to a point in the solution set. In our second contribution, we extend the *Fast Extra Gradient (FEG)* algorithm, as developed by Lee and Kim (2021), to constrained comonotone min-max optimization and comonotone inclusion, achieving the same $O\left(\frac{1}{T}\right)$ convergence rate. This rate is applicable to the broadest set of comonotone inclusion problems yet studied in the literature. Our analyses are based on simple potential function arguments, which might be useful for analyzing other accelerated algorithms.
Yang Cai 0001, Argyris Oikonomou, Weiqiang Zheng
ICML3
2024 On Tractable Φ-Equilibria in Non-Concave Games
Yang Cai 0001, Constantinos Daskalakis, Chen-Yu Wei, Weiqiang Zheng
NeurIPS5
2024 Fast Last-Iterate Convergence of Learning in Games Requires Forgetful Algorithms
abstract
Self play via online learning is one of the premier ways to solve large-scale zero-sum games, both in theory and practice. Particularly popular algorithms include optimistic multiplicative weights update (OMWU) and optimistic gradient-descent-ascent (OGDA). While both algorithms enjoy $O(1/T)$ ergodic convergence to Nash equilibrium in two-player zero-sum games, OMWU offers several advantages, including logarithmic dependence on the size of the payoff matrix and $\tilde{O}(1/T)$ convergence to coarse correlated equilibria even in general-sum games. However, in terms of last-iterate convergence in two-player zero-sum games, an increasingly popular topic in this area, OGDA guarantees that the duality gap shrinks at a rate of $(1/\sqrt{T})$, while the best existing last-iterate convergence for OMWU depends on some game-dependent constant that could be arbitrarily large. This begs the question: is this potentially slow last-iterate convergence an inherent disadvantage of OMWU, or is the current analysis too loose? Somewhat surprisingly, we show that the former is true. More generally, we prove that a broad class of algorithms that do not forget the past quickly all suffer the same issue: for any arbitrarily small $\delta>0$, there exists a $2\times 2$ matrix game such that the algorithm admits a constant duality gap even after $1/\delta$ rounds. This class of algorithms includes OMWU and other standard optimistic follow-the-regularized-leader algorithms.
Yang Cai 0001, Gabriele Farina, Julien Grand-Clément, Christian Kroer, Chung-wei Lee, Weiqiang Zheng
NeurIPS7
2023 Accelerated Single-Call Methods for Constrained Min-Max Optimization
Yang Cai 0001, Weiqiang Zheng
ICLR2
2023 Doubly Optimal No-Regret Learning in Monotone Games
abstract
We consider online learning in multi-player smooth monotone games. Existing algorithms have limitations such as (1) being only applicable to strongly monotone games; (2) lacking the no-regret guarantee; (3) having only asymptotic or slow $\mathcal{O}(\frac{1}{\sqrt{T}})$ last-iterate convergence rate to a Nash equilibrium. While the $\mathcal{O}(\frac{1}{\sqrt{T}})$ rate is tight for a large class of algorithms including the well-studied extragradient algorithm and optimistic gradient algorithm, it is not optimal for all gradient-based algorithms. We propose the accelerated optimistic gradient (AOG) algorithm, the first doubly optimal no-regret learning algorithm for smooth monotone games. Namely, our algorithm achieves both (i) the optimal $\mathcal{O}(\sqrt{T})$ regret in the adversarial setting under smooth and convex loss functions and (ii) the optimal $\mathcal{O}(\frac{1}{T})$ last-iterate convergence rate to a Nash equilibrium in multi-player smooth monotone games. As a byproduct of the accelerated last-iterate convergence rate, we further show that each player suffers only an $\mathcal{O}(\log T)$ individual worst-case dynamic regret, providing an exponential improvement over the previous state-of-the-art $\mathcal{O}(\sqrt{T})$ bound.
Yang Cai 0001, Weiqiang Zheng
ICML2
2023 Uncoupled and Convergent Learning in Two-Player Zero-Sum Markov Games with Bandit Feedback
abstract
We revisit the problem of learning in two-player zero-sum Markov games, focusing on developing an algorithm that is *uncoupled*, *convergent*, and *rational*, with non-asymptotic convergence rates to Nash equilibrium. We start from the case of stateless matrix game with bandit feedback as a warm-up, showing an $\tilde{\mathcal{O}}(t^{-\frac{1}{8}})$ last-iterate convergence rate. To the best of our knowledge, this is the first result that obtains finite last-iterate convergence rate given access to only bandit feedback. We extend our result to the case of irreducible Markov games, providing a last-iterate convergence rate of $\tilde{\mathcal{O}}(t^{-\frac{1}{9+\varepsilon}})$ for any $\varepsilon>0$. Finally, we study Markov games without any assumptions on the dynamics, and show a *path convergence* rate, a new notion of convergence we defined, of $\tilde{\mathcal{O}}(t^{-\frac{1}{10}})$. Our algorithm removes the synchronization and prior knowledge requirement of Wei et al. (2021), which pursued the same goals as us for irreducible Markov games. Our algorithm is related to Chen et al. (2021) and Cen et al. (2021)'s and also builds on the entropy regularization technique. However, we remove their requirement of communications on the entropy values, making our algorithm entirely uncoupled.
Yang Cai 0001, Chen-Yu Wei, Weiqiang Zheng
NeurIPS4
2022 Finite-Time Last-Iterate Convergence for Learning in Multi-Player Games
abstract
We study the question of last-iterate convergence rate of the extragradient algorithm by Korpelevich [1976] and the optimistic gradient algorithm by Popov [1980] in multi-player games. We show that both algorithms with constant step-size have last-iterate convergence rate of $O(\frac{1}{\sqrt{T}})$ to a Nash equilibrium in terms of the gap function in smooth monotone games, where each player's action set is an arbitrary convex set. Previous results only study the unconstrained setting, where each player's action set is the entire Euclidean space. Our results address an open question raised in several recent work by Hsieh et al. [2019], Golowich et al. [2020a,b], who ask for last-iterate convergence rate of either the extragradient or the optimistic gradient algorithm in the constrained setting. Our convergence rates for both algorithms are tight and match the lower bounds by Golowich et al. [2020a,b]. At the core of our results lies a new notion -- the tangent residual, which we use to measure the proximity to equilibrium. We use the tangent residual (or a slight variation of the tangent residual) as the the potential function in our analysis of the extragradient algorithm (or the optimistic gradient algorithm) and prove that it is non-increasing between two consecutive iterates.
Yang Cai 0001, Argyris Oikonomou, Weiqiang Zheng
NeurIPS3
2022 Beyond the Worst Case: Semi-random Complexity Analysis of Winner Determination
Lirong Xia, Weiqiang Zheng
WINE2
2022 Nash Convergence of Mean-Based Learning Algorithms in First Price Auctions
abstract
Understanding the convergence properties of learning dynamics in repeated auctions is a timely and important question in the area of learning in auctions, with numerous applications in, e.g., online advertising markets. This work focuses on repeated first price auctions where bidders with fixed values for the item learn to bid using mean-based algorithms – a large class of online learning algorithms that include popular no-regret algorithms such as Multiplicative Weights Update and Follow the Perturbed Leader. We completely characterize the learning dynamics of mean-based algorithms, in terms of convergence to a Nash equilibrium of the auction, in two senses: (1) time-average: the fraction of rounds where bidders play a Nash equilibrium approaches 1 in the limit; (2) last-iterate: the mixed strategy profile of bidders approaches a Nash equilibrium in the limit. Specifically, the results depend on the number of bidders with the highest value: Our discovery opens up new possibilities in the study of convergence dynamics of learning algorithms.
Xiaotie Deng, Xinyan Hu, Tao Lin 0013, Weiqiang Zheng
WWW4
2021 The Smoothed Complexity of Computing Kemeny and Slater Rankings
abstract
The computational complexity of winner determination under common voting rules is a classical and fundamental topic in the field of computational social choice. Previous work has established the NP-hardness of winner determination under some commonly-studied voting rules, such as the Kemeny rule and the Slater rule. In a recent position paper, Baumeister, Hogrebe, and Rothe (2020) questioned the relevance of the worst-case nature of NP-hardness in social choice and proposed to conduct smoothed complexity analysis (Spielman and Teng 2009) under Blaser and Manthey’s (2015) framework. In this paper, we develop the first smoothed complexity results for winner determination in voting. We prove the smoothed hardness of Kemeny and Slater using the classical smoothed runtime analysis, and prove a parameterized typical-case smoothed easiness result for Kemeny. We also make an attempt of applying Blaser and Manthey’s (2015) smoothed complexity framework in social choice contexts by proving that the framework categorizes an always-exponential-time brute force search algorithm as being smoothed poly-time, under a natural noise model based on the well-studied Mallows model in social choice and statistics. Overall, our results show that smoothed complexity analysis in computational social choice is a challenging and fruitful topic.
Lirong Xia, Weiqiang Zheng
AAAI2