Α Descent-based Method on the Duality Gap for Solving Zero-sum Games
Proceedings of the Thirty-Fourth International Joint Conference on Artificial Intelligence. Main Track. Pages 3839-3847.
https://doi.org/10.24963/ijcai.2025/427
Keywords
- Machine Learning: ML: Game Theory
- Game Theory and Economic Paradigms: GTEP: Noncooperative games
- Game Theory and Economic Paradigms: GTEP: Other
Abstract
We focus on the design of algorithms for finding equilibria in 2-player zero-sum games. Although it is well known that such problems can be solved by a single linear program, there has been a surge of interest in recent years for simpler algorithms, motivated in part by applications in machine learning. Our work proposes such a method, inspired by the observation that the duality gap (a standard metric for evaluating convergence in min-max optimization problems) is a convex function for bilinear zero-sum games. To this end, we analyze a descent-based approach, variants of which have also been used as a subroutine in a series of algorithms for approximating Nash equilibria in general non-zero-sum games.
In particular, we study a steepest descent approach, by finding the direction that minimises the directional derivative of the duality gap function.
Our main theoretical result is that the derived algorithms achieve a geometric decrease in the duality gap until we reach an approximate equilibrium. Finally, we complement this with an experimental evaluation, which provides promising findings. Our algorithm is comparable with (and in some cases outperforms) some of the standard approaches for solving 0-sum games, such as OGDA (Optimistic Gradient Descent/Ascent), even with thousands of available strategies per player.
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1 Introduction
Our work focuses on the design of algorithms for finding Nash equilibria in 2-player bilinear zero-sum games. Zerosum games have played a fundamental role both in game theory, being among the first classes of games formally studied, and in optimization, as it is easily seen that their equilibrium solutions correspond to solving a min-max optimization problem. Even further, solving zero-sum games is in fact equivalent to solving linear programs, as properly demonstrated in [Adler, 2013].
Despite the fact that a single linear program (and its dual) suffices to find a Nash equilibrium, there has been a surge of interest in recent years, for faster algorithms, motivated in part by applications in machine learning. One reason for this is that we may have very large games to solve, corresponding to LPs with thousands of variables and constraints. A second reason could be that e.g., in learning environments, the players may be using iterative algorithms that can only observe limited information, hence it would be impossible to run a single LP for the entire game. As an additional motivation, finding new algorithms for such a fundamental problem can provide insights that could be of further value and interest.
The above considerations have led to a variety of approaches and algorithms, spanning already a few decades of research. Some of the earlier works on this domain have focused purely on an optimization viewpoint. In parallel to this, significant attention has been drawn to learning-oriented algorithms, such as first-order methods. The latter class of algorithms performs gradient descent or ascent on the utility functions of the two players, and some of the proposed variants have been very successful in practice, such as the optimistic gradient and the extra gradient methods [Korpelevich, 1976; Popov, 1980]. Several works have focused on theoretical guarantees for their performance, and a standard metric used in the analysis is the duality gap. This is simply the sum of the regrets of the two players in a given profile, and therefore the goal often amounts to proving appropriate rates of decrease for the duality gap over the iterations of an algorithm.
Our work is motivated by the observation that the duality gap is a convex function for zero-sum games. This naturally gives rise to the suggestion that instead of performing gradient descent on the utility function of a player, which is not a convex function, we could apply a descent procedure directly on the duality gap. It is not straightforward that this can indeed be useful as it is not a priori clear that we can perform a descent step fast (i.e., finding the direction to move to). Nevertheless, it can form the basis for investigating new approaches for zero-sum games.
1.1 Our Contributions
Motivated by the above discussion, we propose and analyze an optimization approach for finding approximate Nash equilibria in zero-sum games. Our algorithm is a descentbased method applied to the duality gap function, and is essentially an adaptation of a subroutine in the algorithms of [Tsaknakis and Spirakis, 2008; Deligkas et al., 2017; Deligkas et al., 2023] which are for general games, tailored to zero-sum games and with a different objective function. The method is applying a steepest descent approach, where we find in each step the direction that minimises the directional derivative of the duality gap function and move towards that. In Section 3 we provide the algorithm and our theoretical analysis. Our main result is that the derived algorithm achieves a geometric decrease in the duality gap until we reach an approximate equilibrium. This implies that the algorithm terminates after at most O( 1ρ · log ( 1δ )) iterations with a δ-approximate equilibrium, where ρ is a parameter, related to the computation of the directional derivative. We exhibit that the method can also be further customized and show that a different variant also converges after O( 1 √δ ) iterations.
In Section 4, we complement our theoretical analysis with an experimental evaluation. Even though the method does need to solve a linear program in each iteration to find the desirable direction, this turns out to be of much smaller size on average (in terms of the number of constraints) than solving the linear program of the entire game. We compare our method against standard LP solvers, but also against stateof-the-art procedures for zero-sum games, such as Optimistic Gradient Descent-Ascent (OGDA). Our findings are promising and reveal that the running time is comparable to (and often outperforms) OGDA, even with thousands of strategies per player. We therefore conclude that the overall approach deserves further exploration, as there are also potential ways of accelerating its running time, discussed in Section 4.
1.2 RelatedWork
As already mentioned, conceptually, the works most related to ours are [Tsaknakis and Spirakis, 2008; Deligkas et al., 2017; Deligkas et al., 2023]. Although these papers do not consider zero-sum games, they do utilize a descent-based part as a starting point. The main differences with our work is that first of all, their descent is performed with respect to the maximum regret among the two players, whereas we use the duality gap function. Furthermore the descent phase is only a subroutine of their algorithms, since it does not suffice to establish guarantees for general games. Hence their focus is less on the decent phase itself and more on utilizing further procedures to produce approximate equilibria.
There is a plethora of algorithms for linear programming and zero-sum games, which is impossible to list here, but we comment on what we feel are most relevant. When focusing on optimization algorithms for zero-sum games, [Hoda et al., 2010] use Nesterov's first order smoothing techniques to achieve an ϵ-equilibrium in O(1/ϵ) iterations, with added benefits of simplicity and rather low computational cost per iteration. Following up on that work, [Gilpin et al., 2012] propose an iterated version of Nesterov's smoothing technique, which runs within O( ||A|| δ(A) · ln(1/ϵ)) iterations. However, while this is a significant improvement, the complexity depends on a condition measure δ(A), with A being the payoff matrix, not necessarily bounded by a constant. Another optimization approach that is relevant in spirit to ours is via the Nikaido-Isoda function [Nikaido and Isoda, 1955] and its variants. E.g., in [Raghunathan et al., 2019] they run a descent method on the Gradient NI function, which is convex for zero-sum games. We are not aware though of any direct connection to the duality gap function that we use here.
Apart from the optimization viewpoint, there has been great interest in designing faster learning algorithms for zerosum games. Although this direction started already several decades ago, e.g. with the fictitious play algorithm [Brown, 1951; Robinson, 1951], it has received significant attention more recently given the relevance to formulating GANs in deep learning [Goodfellow et al., 2014] and also other applications in machine learning. Some of the earlier and standard results in this area concern convergence on average. That is, it has been known that by using no-regret algorithms, such as the Multiplicative Weights Update (MWU) methods [Arora et al., 2012] the empirical average of the players' strategies over time converges to a Nash equilibrium in zero-sum games. Similarly, one could also utilize the so-called Gradient Descent/Ascent (GDA) algorithms.
Within the last decade, there has also been a great interest in algorithms attaining the more robust notion of lastiterate convergence. This means that the strategy profile (xt, yt), reached at iteration t, converges to the actual equilibrium as t → ∞. Negative results in [Bailey and Piliouras, 2018] and [Mertikopoulos et al., 2018] exhibit that several no-regret algorithms such as many MWU as well as GDA variants, do not satisfy last-iterate convergence. Motivated by this, there has been a series of works on obtaining algorithms with provable last iterate convergence. The positive results that have been obtained for zero-sum games is that improved versions of Gradient Descent such as the Extra Gradient method [Korpelevich, 1976] or the Optimistic Gradient method [Popov, 1980] attain last iterate convergence. In particular, [Daskalakis et al., 2018] and [Liang and Stokes, 2019] show that the optimistic variant of GDA (referred to as OGDA) converges for zero-sum games. Analogously, OMWU (the optimistic version of MWU) also attains last iterate convergence, shown in [Daskalakis and Panageas, 2019] and further analyzed in [Wei et al., 2021]. The rate of convergence of optimistic gradient methods in terms of the duality gap was studied in [Cai et al., 2022; Gorbunov et al., 2022], and was later improved to O(1/t) in [Cai and Zheng, 2023]. Further approaches with convergence guarantees have also been proposed, based on variations of the Mirror-Prox method [Fasoulakis et al., 2022] as well as primal-dual hybrid gradient methods [Lu and Yang, 2023].
Finally, several of the methods mentioned above are applicable beyond bilinear min-max problems (e.g., to convexconcave). For even more general games, [Diakonikolas et al., 2021] obtain positive results for a class of non-convex and non-concave problems. Multi-player games are also studied, among others in [Golowich et al., 2020], where Optimistic Gradient is analyzed. The picture however is overall more complex for general games with negative results also established in [Daskalakis et al., 2021].
2 Preliminaries
We consider bilinear zero-sum games (R, -R), with n pure strategies per player, where R is the payoff matrix of the row player. We assume R ∈ [0, 1]n×n without loss of generality 1 . We consider mixed strategies x ∈ ∆n-1 as a probability distribution (column vector) on the pure strategies of a player, with ∆n-1 be the (n - 1)-dimensional simplex. We also denote by ei the distribution corresponding to a pure strategy i, with 1 in the index i and zero elsewhere. A strategy profile is a pair (x, y), where x is the strategy of the row player and y is the strategy of the column player. Under a profile (x, y), the expected payoff of the row player is x⊤Ry and the expected payoff of the column player is -x⊤Ry.
A pure strategy i is a ρ-best-response strategy against y for the row player, for ρ ∈ [0, 1], if and only if, e⊤i Ry + ρ ≥ e⊤j Ry, for any j. Similarly, a pure strategy j for the column player is a ρ-best-response strategy against some strategy x of the row player if and only if xT Rej ≤ xT Rei + ρ, for any i. Having these, we define as BRρ r (y) the set of the ρbest-response pure strategies of the row player against y and as BRρ c (x) the set of the ρ-best-response pure strategies of the column player against x. For ρ = 0, we will use BRr(y) and BRc(x) for the best response sets.
Definition 1 (Nash equilibrium [Nash, 1951; Von Neumann, 1928]). A strategy profile (x∗ , y∗ ) is a Nash equilibrium in the game (R,-R), if and only if, for any i, j,
where v is the value of the row player (value of the game).
Definition 2 (δ-Nash equilibrium). A strategy profile (x, y) is a δ-Nash equilibrium (in short, δ-NE) in the game (R, -R), with δ ∈ [0, 1], if and only if, for any i, j,
With these at hand, we can now define the regret functions of the players as follows.
Definition 3 (Regret of a player). For a game (R,-R), the regret function fR : ∆n-1 ×∆n-1 → [0, 1] of the row player under a strategy profile (x, y) is
Similarly, for the column player the regret function is
An important quantity for evaluating the performance or convergence of algorithms is the sum of the regrets, i.e., the function V (x, y) = fR(x, y)+f-R(x, y) = maxi e⊤i Ryminj x⊤Rej. This is referred to in the bibliography as the duality gap in the case of zero-sum games.
1 We can easily see that we can do scaling for any R ∈ Rn×n s.t. R ∈ [0, 1]n×n keeping exactly the same Nash equilibria.
2.1 Warmup: Duality Gap Properties
Next, we present some known results about the duality gap function V (x, y) and its connection to Nash equilibria.
Theorem 1. The duality gap V (x, y) is convex in its domain.
Theorem 2. A strategy profile (x∗ , y∗ ) is a Nash equilibrium of the game (R, -R), if and only if, it is a (global) minimum 2 of the function V (x, y).
Similarly to the previous theorem, we also have the following.
Theorem 3. Let (x, y) be a strategy profile in a zero-sum game. If V (x, y) ≤ δ, then (x, y) is a δ-NE.
3 Descent-based Algorithms on the Duality Gap: Theoretical Analysis
In this section, we present our main algorithm along with some improved variants, based on a gradient-descent approach for the function V (x, y) in zero-sum games. The algorithm can be seen as an adaptation 3 of a descent procedure that forms the initial phase of algorithms proposed for general non-zero-sum games, in [Tsaknakis and Spirakis, 2008; Deligkas et al., 2017; Deligkas et al., 2023]. The main idea behind the algorithm is that since the global minimum of the duality gap function V (x, y) is a Nash equilibrium and the duality gap is a convex function for zero-sum bilinear games, we use a descent method based on the directional derivative of V (x, y). This differs substantially from applying the more common idea of gradient descent/ascent (GDA) on the utility functions of the players, which are not convex functions. To identify the direction that minimizes the directional derivative at every step we use linear programming (albeit solving much smaller linear programs on average than the program describing the zero-sum game itself). As a drawback of the method, we note that it requires the full knowledge of the payoff matrix instead of just gradient feedback in each iteration.
To begin with, we define first the directional derivative.
Definition 4. The directional derivative of the duality gap at a point z = (x, y), with respect to a direction z′ = (x′ , y′ ) ∈ ∆n-1 ×∆n-1 is the limit, if it exists,
We provide below a much more convenient form for the directional derivative that facilitates the remaining analysis.
Theorem 4. The directional derivative of the duality gap V at a point z = (x, y) with respect to a direction z′ = (x′ , y′ ) ∈ ∆n-1 ×∆n-1 , is given by
Furthermore, by the definition of directional derivative we have the following consequence.
2 Note that the set of Nash equilibria in zero-sum games and the set of optimal solutions, minimizing the duality gap are convex and identical to each other.
3 Here as the objective function we use the sum of the regrets instead of the maximum of the two regrets.
Lemma 1. Given δ ∈ [0, 1], let z = (x, y) be a strategy profile that is not a δ-Nash equilibrium. Then
where z′ = (x′ , y′ ) ∈ ∆n-1 × ∆n-1 is a direction that minimizes the directional derivative.
The proof of Lemma 1 follows by a more general result presented in Lemma 3 below (using also Lemma 2). In a similar manner to Definition 4, we define now an approximate version of the directional derivative. The reason we do that will become clear later on, in order to show that the duality gap decreases from one iteration of the algorithm to the next. The main idea in the definition below is to include approximate best responses in the maximization and minimization terms involved in the statement of Theorem 4. Namely, for ρ>0, recall the definition of BRρ r (y) as the set of ρ-best response strategies of the row player against strategy y of the column player (and similarly for BRρ c (x)).
Definition 5 (ρ-directional derivative). The ρ-directional derivative of the duality gap V at a point z = (x, y) with respect to a direction z′ = (x′ , y′ ) ∈ ∆n-1 ×∆n-1 is
Lemma 2. It holds that for any direction z′ = (x′ , y′ ) ∈ ∆n-1 ×∆n-1 , and for any ρ > 0,
Lemma 3. Given δ ∈ [0, 1], let z = (x, y) be a strategy profile that is not a δ-Nash equilibrium. Then
where z′ = (x′ , y′ ) ∈ ∆n-1 × ∆n-1 is a direction that minimizes the ρ-directional derivative.
The proofs of these lemmas and any other missing proofs from this section are deferred to the full version of this work in [Fasoulakis et al., 2025].
3.1 The Main Algorithm
We now present our algorithm. Algorithm 1 takes as input a game and 3 parameters, namely δ ∈ (0, 1], which refers to the approximation guarantee that is desired, ρ ∈ (0, 1] which involves the approximation to the directional derivative, and ϵ, which refers to the size of the step taken in each iteration. Our theoretical analysis will require ρ and ϵ to be correlated.
Observation 1. If ρ = 1, then Algorithm 2 returns an exact Nash equilibrium of the game (R, -R).
We conclude the presentation of our main algorithm with the following remark.
Remark 1. The choice of ρ demonstrates the trade off between global optimization (Linear Programming) and the descent-based approach. In the extreme case where ρ = 1, Observation 1 shows one iteration would suffice, solving the (large) linear program of the entire zero-sum game. On the other hand, when ρ is small, close to 0, then the method solves in each iteration rather small linear programs in Algorithm 2 (dependent on the sets BRρ c (x), BRρ r (y)).
Algorithm 1 The gradient descent-based algorithm
Input: A 0-sum game (R, -R), an approximation parameter δ ∈ (0, 1], a constant ρ ∈ (0, 1], and a constant ϵ ∈ (0, 1]. Output: A δ-NE strategy profile.
- 1: Pick an arbitrary strategy profile (x, y)
- 2: while V (x, y) > δ do
- 3: (x′ , y′ ) = FindDirection(x, y, ρ)
- 4: (x, y) = (1 - ε) · (x, y) + ε · (x′ , y′ )
- 5: return (x, y).
Algorithm 2 FindDirection(x, y, ρ)
Input: A strategy profile (x, y) and parameter ρ ∈ (0, 1]. Output: The direction (x′ , y′ ) that minimizes the ρdirectional derivative.
- 1: Solve the linear program (w.r.t. (x′ , y′ ) and γ):
- 2: minimize γ
- 3: s.t. γ ≥ (ei)⊤Ry′ - (x′ )⊤Rej ,
- 4: for any i ∈ BRρ r (y), for any j ∈ BRρ c (x),
- 5: and with x′ , y′ ∈ ∆n-1 .
- 6: return (x′ , y′ ).
3.2 Proof of Correctness and Rate of Convergence
Our main result is the following theorem.
Theorem 5. For any constants δ, ρ ∈ (0, 1], and with ϵ = ρ/2, Algorithm 1 returns a δ-Nash equilibrium in bilinear zero-sum games after at most O( 1 ρ·δ log 1δ ) iterations, and with a geometric rate of convergence for the duality gap.
To prove Theorem 5, we will start with the following auxiliary lemma. The interpretation of the lemma is that when the column player moves from y to the strategy (1-ϵ)y+ϵy′ , it is still better for the row player to choose a strategy from the set BRρ(y), as long as ρ is large enough.
Lemma 4. If ε ≤ ρ2 , then it holds that
Similarly, for the column player, it holds that
We can now establish that the duality gap decreases geometrically, as long as we have not yet found a δ-approximate equilibrium. We first show an additive decrease.
Lemma 5. Let ϵ ≤ ρ2 and suppose that after t iterations we are at a profile (xt , yt ), which is not a δ-Nash equilibrium. Then,
where (xt+1 , yt+1 ) is the strategy profile at iteration t + 1.
Proof. To shorten notation, let xt = x, yt = y, x′t = x′ , y′t =y′ , zt = (x, y), zt+1 = (xt+1 , yt+1 ). Then we have
Similar to the arguments used for the proof of Theorem 4, we have that
Note that since ε ≤ ρ2 , Lemma 4 applies and zeroes out the last term. Respectively, we obtain that
Hence,
where the last inequality follows from Lemma 3.
The next step is to turn the additive decrease of Lemma 5 into a multiplicative decrease.
Corollary 1. For ϵ = ρ/2, we have that
Proof. Using Lemma 5, we get that V (zt+1 ) ≤ (1 - c) · V (zt ) with c = ε·δ V (zt ) ≥ ρ·δ 4 , since V (x, y) ≤ 2 for any profile, and ε = ρ2 .
Finally, we can complete the proof of our main theorem.
Proof of Theorem 5. We have already proved the geometric decrease of the duality gap, for constant ρ and δ. Hence, the algorithm eventually will satisfy that the duality gap is at most δ and will terminate with a δ-NE. It remains to bound the number of iterations that are needed. Suppose that the algorithm terminates after t iterations, with profile (xt , yt ). By repeatedly applying Corollary 1, we have that
Algorithm 3 Decaying Delta Speedup
Input: A 0-sum game (R, -R), an approximation parameter δ ∈ (0, 1] and a constant ρ ∈ (0, 1]. Output: A δ-NE strategy profile.
- 1: Pick an arbitrary strategy profile (x, y)
- 2: Set i = 0, δ0 = 1, ε = ρ2 .
- 3: while TRUE do
- 4: i = i + 1, δi = δi-1/2.
- 5: Update (x, y) via Algorithm 1 ((R,-R), δi, ρ, ε).
- 6: if δi ≤ δ then break
- 7: return (x, y).
with c = ρ·δ 4 . In order to ensure that V (xt , yt ) ≤ δ, it suffices to have that 2 · (1 - c)t ≤ δ, since V (x0 , y0 ) ≤ 2.
where the last inequality holds due to log x ≤ x - 1, for x ≥ 1. Since 1-c c = O( 1c ), the proof is completed by substituting the value of c. □
Finally, we note that the worst-case complexity of each iteration occurs when Algorithm 2 has to solve LPs of size similar to the initial game. Empirically however, these LPs are of much smaller size as discussed in Section 4.
3.3 Decaying Schedule Speedups
In this section, we present a different implementation of our main approach, which results in an improved analysis. The idea is to gradually decay δ and use it to bound c, instead of the more coarse approximation of V (x, y) ≤ 2, that we used in the proof of Theorem 5. This is presented as Algorithm 3.
Theorem 6. Algorithm 3 maintains a geometric decrease rate in the duality gap and reaches a δ-NE after at most O( 1ρ · log ( 1δ )) iterations.
Proof. We think of the iterations of the entire algorithm as divided into epochs, where each epoch corresponds to a new value for δ. Fix an epoch i, with i > 0. Within this epoch, Algorithm 1 is run with approximation parameter δi. Consider an arbitrary iteration of Algorithm 1 during this epoch, say at time t + 1, starting with the profile zt = (xt , yt ) and ending at the profile zt+1 = (xt+1 , yt+1 ). By Lemma 5, we have that V (zt+1 ) ≤ V (zt )-ϵ · δi = (1-ci) · V (zt ), where ci = ϵ·δi V (zt ) = ρ·δi 2·V (zt ) . Since we are at epoch i, we know that V (zt ) ≤ δi-1 = 2 · δi, because the duality gap was at most δi-1 at the beginning of epoch i and within the epoch it only decreases further due to Lemma 5 (for epoch 1, it is even better, since V (zt ) ≤ V (z0 ) ≤ 2 = 2δ0 ≤ 4δ1, where z0 is the initial profile). Therefore, ci ≥ ρ·δi 2·δi-1 = ρ4 . Hence, we have established that in any iteration, regardless of the epoch:

Since ρ is constant, we have a geometric decrease, and this proves the first part of the theorem.
To bound the total number of iterations, let ti be the number of iterations of Algorithm 1 within epoch i, after which, the algorithm achieves a δi-NE. Then, similar to the proof of Theorem 5, and since in the beginning of epoch i, the duality gap is at most δi-1, we have that ti should satisfy
Thus, at epoch i, we need ti = O( 1ρ ) to reach a δi-NE. Next, note that if k is the total number of epochs required to achieve a δ-NE, when starting with δ0, it holds that δ0 2k ≤ δ =⇒ k ≥ log δ0 δ . Since δ0 = 1, the number of required epochs is O(log 1δ ). Therefore, the total number of iterations for the entire algorithm is O( 1ρ · log 1δ ).
To demonstrate the flexibility of our approach, we conclude the theoretical exploration with yet another variation, where we additionally use a decreasing schedule for the value of ρ. Specifically, this gives rise to the following scheme which we refer to as Algorithm 4.
- Use the same schedule for δi as Algorithm 3.
- At iteration i set ρi = √δi, for Algorithm 1 (with εi = ρi 2 ). Note that we have now eliminated the dependence on ρ but at the expense of making more expensive the dependence on δ. This new algorithm has the following performance.
Theorem 7. Algorithm 4 reaches a δ-Nash equilibrium after at most O( 1 √δ ) iterations, for any constant δ.
4 Experimental Evaluation
All our algorithms were implemented in Python 3.10.9, and were run on a Macbook M1 Pro(10 core) with 16GB RAM. Before proceeding to our main findings, we exhibit first that the geometric decrease in the duality gap can indeed be observed experimentally. Figure 1 shows a typical behavior of our algorithms, in terms of the duality gap. The figure here is for a random game of size n = 1000.
4.1 FromTheory to Implementation
We deem useful to discuss first how to approach the selection of the parameters that the algorithms depend on. We have seen in Algorithm 1 and its variants two families of parameters: ρi and δi. A third parameter is the learning rate ε, which is the step size that we take in each iteration.
Choice of ε. We have established that as long as ε ≤ ρ/2, the points along the line (1-ε) · (x, y)+ε · (x′ , y′ ) decrease the duality gap (Lemma 5). Note, though, that the problem of minimizing V along this set is a convex optimization problem. Hence, we can try to find the optimal εi at each iteration i, and there are a few possible approaches for this: line search, ternary search or even solving it exactly using dynamic programming. We decided to use the following heuristic: for large values of the duality gap, namely V > 0.1, we employ ternary search and as the duality gap decreases we use line search but only on a small part of the line. More specifically, once V ≤ 0.1 we start with ε = 0.2 and decrease it by 10% across iterations. We decided upon this method since we noticed that experiments conform to theory for smaller values of V and ρ. Finally, a more ML-like approach would be to set a constant ε, similarly to a constant step size η in gradient methods. While this approach has merit, it did not show improved performance.
Choice of ρ (and a new algorithm). The most critical parameter regarding the running time of our algorithms is ρ, since it controls the size of the LPs in Algorithm 2, i.e., the number of constraints, via the sets of ρ-approximate best responses, BRρ r (y) and BRρ c (x). We need ρ to be large enough to avoid having only a single best response, in which case our algorithms reduces to Best Response Dynamics, while at the same time it should be small enough so that the LPs have small size and we can solve them fast. Our experimentation did not reveal any particular range of ρ with a consistently better performance. As a result, in addition to our existing algorithms, we developed one more approach, independent of ρ: we fix a number k (much smaller than n), and in every iteration, we include in the approximate best response set of each player its top k better responses. We refer to this approach as the Fixed Support Variant in the sequel. We used k=100 for our experiments and point to our full version in [Fasoulakis et al., 2025] for justification.
Optimizing FindDirection. For this we used two implementation tricks. The first one is quite simple: it is easy to observe that the LP of Algorithm 2 is equivalent to solving two smaller LPs, one per player; it turns out that solving it this way is faster. The second trick revolves around ρ. Recall that the direction we find is itself an approximation. Hence, solving the LP approximately is meaningful, in the sense that it provides an even coarser approximate direction. It turns out that even a 0.1 approximate solution (which is achievable by setting an appropriate parameter in the LP solver) works for most cases, and results in significantly less running time.
4.2 Comparisons between Our Variants
We report first on our comparisons between Algorithm 3 with ρ = 0.001, henceforth called the Constant ρ Variant, Algorithm 4 with ρi = 0.01√δi, which we refer to as the Adaptive ρ Variant and our Fixed Support Variant discussed in Section 4.1. We note that for the variant with the adaptive value of ρ, we did not follow precisely the values presented by our theoretical analysis, of ρi = √δi. Although theoretically equivalent, this change was only to avoid a blowup in the number of best response strategies used in Algorithm 2 during the first iterations, i.e. for δ1 and δ2 we would have ρ > 0.7, which is quite large and undesirable.

To test our algorithms we generated random games of size n × n, where each entry is picked uniformly at random from [0, 1]. The size of the games range from 500 to 5000 pure strategies with a step of 500. For each size we generate 30 games and solve them to an accuracy of δ = 0.01. We used two types of initialization in all methods, the fully uniform strategy profile and the profile (e1, e1), i.e., first row, first column. The latter has the advantage of not being too close to a Nash equilibrium from the start, in almost all games, and reveals more clearly the exploration that the method performs. The averaged results are presented in Figure 2, where we show both the actual time and the number of iterations. In terms of actual time, our Fixed Support variant is the clear winner. Although Figure 2 reveals that as n grows, the Fixed ρ variant attains a lower number of iterations, this does not translate into improved running time. The intuition for this is that as n grows and ρ remains constant, we expect a larger number of strategies to be ρ-best responses. Consequently, the LP in Algorithm 2 is closer to the full LP and thus more informative, but at the same time more expensive to solve.
As a result of these comparisons, we select our Fixed Support variant as the variant to compare against other methods from the literature in the next subsection.
4.3 Comparisons with LP and Gradient Methods
We compared our Fixed Support variant against solving directly the full LP with a standard LP solver, and against a prominent first order method. Regarding the LP solver, we used the standard method of SciPy. We note that we used the same method for the smaller LPs that we solve in Algorithm 2 of our methods. To maintain an equal comparison with our algorithms, we used a tolerance of 0.01. As for first order methods, we compared against the last-iterate performance of Optimistic Gradient Descent Ascent (OGDA), which is among the fastest gradient based methods, with step size η = 0.01. Another popular method is Optimistic Multiplicative Weights Update (OMWU), which however does not behave as well in practice, as also explained in [Cai et al., 2024].

For each value of n that we used, we generated 50 uniformly random games and 50 games using the Gaussian distribution. We also generated more structured but still random games, such as games with low rank. We present here the comparisons for the uniformly random games and we refer to the full version for the other classes of games. As in Section 4.2, we used two different initializations: starting from (e1, e1) and starting from the uniform strategy profile: ( 1n , . . . , 1n ). The average running time can be seen in Figure 3. We summarize our findings as follows:
- The LP solver was far slower, even for lower values of n, as shown in the left subplot, and we dropped it from the experiments with larger games.
- When the initialization is (e1, e1) (or any pure strategy profile), the advantage of our method is more clear (see left subplot of Figure 3). When we start with the uniform profile, we observe that our method is slower for smaller games but becomes faster in very large games (right subplot).
- Another observation is that our method seems smoother with less sharp jumps than OGDA when starting from (e1, e1) while the opposite holds for the uniform profile.
We view as the main takeaway of our experiments that our method is comparable to OGDA and in several cases even outperforms OGDA. One limitation of our current implementation is the choice of δ = 0.01. For much lower accuracies, our methods occasionally get stuck. We therefore feel that the overall approach deserves further exploration, especially on potential ways of accelerating its execution.
5 Conclusions
We have analyzed a descent-based method for the duality gap in zero-sum games. Our goal has been to demonstrate the potential of such algorithms as a proof of concept. We expect that our method can be further optimized in practice and find this a promising direction for future work. In particular, one idea to explore is whether we can reuse the LP solutions we get in Algorithm 2 from one iteration to the next (since we only change the current solution slightly by a step of size ϵ). Exploring such warm start strategies (see e.g. [Yildirim and Wright, 2002]) could provide significant speedups.
Acknowledgments
This work was partially supported by the framework of the H.F.R.I call "Basic research Financing (Horizontal support of all Sciences)" under the National Recovery and Resilience Plan "Greece 2.0" funded by the European Union - NextGenerationEU (H.F.R.I. Project Number: 15877), by the research project "Learning approaches for solution concepts in games (LASCON)" of the internal grants 2022 of the ICS-FORTH, and by the project MIS 5154714 of the National Recovery and Resilience Plan Greece 2.0 funded by the European Union under the NextGenerationEU Program.
@inproceedings{ijcai2025p427,
title = {Α Descent-based Method on the Duality Gap for Solving Zero-sum Games},
author = {Fasoulakis, Michail and Markakis, Evangelos and Roussakis, Georgios and Santorinaios, Christodoulos},
booktitle = {Proceedings of the Thirty-Fourth International Joint Conference on
Artificial Intelligence, {IJCAI-25}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {James Kwok},
pages = {3839--3847},
year = {2025},
month = {8},
note = {Main Track},
doi = {10.24963/ijcai.2025/427},
url = {https://doi.org/10.24963/ijcai.2025/427},
}
TY - CPAPER TI - Α Descent-based Method on the Duality Gap for Solving Zero-sum Games AU - Fasoulakis, Michail AU - Markakis, Evangelos AU - Roussakis, Georgios AU - Santorinaios, Christodoulos T2 - Proceedings of the Thirty-Fourth International Joint Conference on Artificial Intelligence, IJCAI-25 PB - International Joint Conferences on Artificial Intelligence Organization PY - 2025 SP - 3839 EP - 3847 DO - 10.24963/ijcai.2025/427 UR - https://doi.org/10.24963/ijcai.2025/427 ER -Copied
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