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Yanzheng Chen 0001

dblp:325/9565-1 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
0000-0002-1502-4457ORCID · verified

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

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
1 paper
Mathematical optimization · 67% Algorithmic game theory and mechanism design · 33%
Artificial intelligence
1 paper
Multi-agent systems · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Mathematical optimization › continuous optimization › convex optimization › first-order methods
extragradient method
0.912025
Classic but Everlasting: Traditional Gradient-Based Algorithms Converge Fast Even in Time-Varying Multi-Player Games · ICLR 2025
Mathematical optimization › continuous optimization › convex optimization › first-order methods
gradient-based optimization
0.912025
Classic but Everlasting: Traditional Gradient-Based Algorithms Converge Fast Even in Time-Varying Multi-Player Games · ICLR 2025
Algorithmic game theory and mechanism design › game dynamics › equilibrium convergence
last-iterate convergence
0.912025
Classic but Everlasting: Traditional Gradient-Based Algorithms Converge Fast Even in Time-Varying Multi-Player Games · ICLR 2025
Knowledge, reasoning and agents › Multi-agent systems › game theory
multi-player games
0.312025
Classic but Everlasting: Traditional Gradient-Based Algorithms Converge Fast Even in Time-Varying Multi-Player Games · ICLR 2025

Methods — techniques the papers use, named apart from their topics

tangent residual · 1.7optimistic gradient · 1.7
YearPublicationVenuePosition
2025 Classic but Everlasting: Traditional Gradient-Based Algorithms Converge Fast Even in Time-Varying Multi-Player Games
abstract
Last-iterate convergence behaviours of well-known algorithms are intensively investigated in various games, such as two-player bilinear zero-sum games. However, most known last-iterate convergence properties rely on strict settings where the underlying games must have time-invariant payoffs. Besides, the limited known attempts on the games with time-varying payoffs are in two-player bilinear time-varying zero-sum games and strictly monotone games. By contrast, in other time-varying games, the last-iterate behaviours of two classic algorithms, i.e., extra gradient (EG) and optimistic gradient (OG) algorithms, still lack research, especially the convergence rates in multi-player games. In this paper, we investigate the last-iterate behaviours of EG and OG algorithms for convergent perturbed games, which extend upon the usual model of time-invariant games and incorporate external factors, such as vanishing noises. Using the recently proposed notion of the tangent residual (or its modifications) as the potential function of games and the measure of proximity to the Nash equilibrium, we prove that the last-iterate convergence rates of EG and OG algorithms for perturbed games on bounded convex closed sets are $O({1}/{\sqrt{T}})$ if such games converge to monotone games at rates fast enough and that such a result holds true for certain unconstrained perturbed games. With this result, we address an open question asking for the last-iterate convergence rate of EG and OG algorithms in constrained and time-varying settings. The above convergence rates are similar to known tight results on corresponding time-invariant games.
Yanzheng Chen 0001
ICLR1