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Monotone Near-Zero-Sum Games: A Generalization of Convex-Concave Minimax

Conference: ICLR 2026
OpenReview: https://openreview.net/forum?id=rAeAKiy116
Code: https://github.com/riekenluo/Monotone_Near_Zero_Sum_Games
Area: optimization / convex optimization / game theory / minimax optimization
Keywords: monotone games, near-zero-sum games, convex-concave minimax, Nash equilibrium, gradient complexity, black-box reduction

TL;DR

This paper defines a new game class between monotone zero-sum and general-sum games—monotone \(\delta\)-near-zero-sum games. It proposes the ICL algorithm to black-box reduce the problem into a sequence of zero-sum subproblems. When the game is "sufficiently close to zero-sum," the gradient complexity of non-zero-sum games is accelerated from \(O(L/\min\{\mu,\nu\})\) to \(O(L/\sqrt{\mu\nu})\), approaching the zero-sum optimal rate for the first time.

Background & Motivation

Background: Monotone games on compact convex strategy spaces represent one of the few computationally tractable classes in game theory. Over the past decade, minimax optimization research (Lin et al. 2020, Kovalev & Gasnikov 2022, Lan & Li 2023, etc.) has achieved the minimax optimal gradient complexity for monotone zero-sum games (convex-concave minimax): \(O\!\left(\frac{L}{\sqrt{\mu\nu}}\log\frac{D^2}{\varepsilon}\right)\), where \(\mu,\nu\) are the strong convexity/concavity moduli, \(L\) is smoothness, and \(D\) is the diameter.

Limitations of Prior Work: The complexity of monotone general-sum games has remained stuck at the old bounds of Tseng (1995) and Nemirovski (2004): \(O\!\left(\frac{L}{\min\{\mu,\nu\}}\log\frac{D^2}{\varepsilon}\right)\). When the condition numbers of the two players differ significantly (\(\mu\ll\nu\)), \(\sqrt{\mu\nu}\) is much larger than \(\min\{\mu,\nu\}\). Thus, a massive theoretical gap has existed between zero-sum and general-sum games for decades.

Key Challenge: Real-world games are often not strictly zero-sum—betting sites take commissions, third parties collect brokerage fees, or competition involves minor cooperative incentives (semi-cooperative games). All these require relaxing the zero-sum assumption. However, once moving away from zero-sum, acceleration techniques fail: zero-sum optimal algorithms rely on Catalyst regularization for smoothing, but in non-zero-sum settings, adding regularization terms degrades the problem into a Stackelberg game, causing the solution to deviate significantly from the Nash equilibrium. Smoothing techniques cannot be directly adapted.

Goal: To find an intermediate class between zero-sum and general-sum games that covers practical scenarios with "small perturbations" while allowing the reuse of fast zero-sum algorithms, thereby partially bridging the gap.

Core Idea: ① Measure how close a game is to zero-sum using a smoothness parameter \(\delta\)—decompose the utility into a "zero-sum part \(h\) + coupling part \(g\)," and let \(g\) be \(\delta\)-smooth. \(\delta=0\) recovers zero-sum, while \(\delta=L\) represents general-sum, with continuous interpolation in between. ② Iteratively linearize the coupling term to black-box reduce the near-zero-sum game into a series of zero-sum subproblems, each solved by an existing zero-sum optimal algorithm oracle.

Method

Overall Architecture

ICL (Iterative Coupling Linearization) is a black-box reduction framework consisting of an outer loop and an inner loop. The game operator is written as \(F=\nabla g + H\) (\(g\) is the joint convex coupling part, \(H\) is the operator for the convex-concave zero-sum part). The outer loop linearizes the "difficult" coupling term \(g\) at the current point \(z_t\), collapsing the subproblem into a standard strongly monotone zero-sum saddle point problem \(\min_x\max_y \varphi_t(x,y)\). The inner loop uses any existing zero-sum optimal algorithm to solve this subproblem to accuracy \(\varepsilon_t\) to obtain \(z_{t+1}\). The process is driven by a potential function \(\Delta(z)\), where reaching \(\Delta(z)=0\) is equivalent to finding a Nash equilibrium.

flowchart LR
    A["Near-zero-sum game<br/>F=∇g+H, g is δ-smooth"] --> B["Outer Loop t:<br/>Linearize coupling ∇g(z_t) at z_t"]
    B --> C["Collapse to zero-sum subproblem<br/>min_x max_y φ_t(x,y)"]
    C --> D["Inner Loop:<br/>Existing zero-sum optimal oracle solves to ε_t"]
    D --> E["z_{t+1}"]
    E -->|Potential Δ decreases| B
    E -->|Δ→0| F["ε-accurate Nash Equilibrium"]

Key Designs

1. Near-zero-sum parameter \(\delta\): Quantifying the "distance from zero-sum" with a scalar. The paper rewrites the utilities \(u_1, u_2\) using a symmetric decomposition: \(g=-\tfrac12(u_1+u_2)\) and \(h=\tfrac12(-u_1+u_2)\), such that \(u_1=-g-h\) and \(u_2=-g+h\). Here, \(h\) is the naturally convex-concave zero-sum part (satisfying Assumption 1: \(h-\tfrac\mu2\|x\|^2\) is convex in \(x\), \(h+\tfrac\nu2\|y\|^2\) is concave in \(y\)), and \(g\) is the joint convex coupling part (Assumption 2). The new Assumption 3 only requires \(g\) to be \(\delta\)-smooth (\(\delta\in[0,L]\)). When \(\delta=0\), \(g\) is affine and the game is zero-sum; when \(\delta=L\), it represents any general-sum game. This single-parameter characterization is powerful because it constrains only the smoothness of the coupling term, not its magnitude, allowing "near-zero-sumness" to be a structural quantity that algorithms can explicitly exploit.

2. Potential function \(\Delta(z)\): Translating "finding equilibrium" into "minimizing a decomposable scalar function." The paper defines: $\(\Delta(z)=\max_{\tilde z}\Big[\underbrace{g(z)-g(\tilde z)}_{\text{joint convex coupling}}+\underbrace{h(x,\tilde y)-h(\tilde x,y)}_{\text{convex-concave zero-sum}}\Big]\ge 0,\)$ and proves (Prop. 3–4) that in monotone games, \(z^*\) is a Nash equilibrium if and only if \(\Delta(z^*)=0\), and \(2\Delta(z)\) upper bounds the sum of regrets. Crucially, \(\Delta\) splits cleanly into a joint convex block and a convex-concave block. Since zero-sum blocks are handled efficiently by existing fast algorithms, only the joint convex coupling block needs to be "tamed" via linearization.

3. Coupling Linearization: Collapsing non-zero-sum subproblems into zero-sum saddle points. At step \(t\), ICL only performs a first-order expansion on the coupling term \(g\) within \(\Delta\) at \(z_t\): \(\langle\nabla g(z_t),\,z-\tilde z\rangle\), coupled with a proximal regularization \(\tfrac{1}{2\eta_t}(\|z-z_t\|^2-\|\tilde z-z_t\|^2)\). The zero-sum term \(h\) is preserved. This min-max problem decouples into two independent subproblems, which, by Sion's minimax theorem, unify into a single saddle-point objective: $\(\varphi_t(x,y)=\langle\nabla_x g(z_t),x\rangle+\tfrac{1}{2\eta_t}\|x-x_t\|^2+h(x,y)-\langle\nabla_y g(z_t),y\rangle-\tfrac{1}{2\eta_t}\|y-y_t\|^2.\)$ Since linear and quadratic proximal terms are additive, \(\varphi_t\) remains a standard \(\mu,\nu\)-strongly convex-concave zero-sum saddle point problem. Any zero-sum optimal algorithm (Lifted Primal-Dual is used in experiments) can be applied as a black-box oracle.

4. Descent Lemma + Step-size Selection: Translating \(\delta\) into convergence rate. The core is Lemma 5 (Descent Lemma): when the step size \(\eta_t\le 1/\delta\), then \(\left(\tfrac{1}{2\eta_t}+\tfrac{\min\{\mu,\nu\}}{2}\right)\|z_{t+1}-z^*\|^2\le \tfrac{1}{2\eta_t}\|z_t-z^*\|^2+\varepsilon_t\). The step size is limited by \(\delta\)—the closer the game is to zero-sum (smaller \(\delta\)), the larger the step size allowed and the faster the outer loop converges. By setting \(\eta=\min\{1/\delta,\,1/\min\{\mu,\nu\}\}\), the outer loop requires only \(\tilde O(1)\) iterations. Combining this with the inner loop complexity yields the Main Theorem for total gradient complexity: $\(\tilde O\!\left(\Big(\frac{L}{\sqrt{\mu\nu}}+\frac{L}{\min\{\mu,\nu\}}\cdot\min\Big\{1,\sqrt{\tfrac{\delta}{\mu+\nu}}\Big\}\Big)\log^2\frac{D^2}{\varepsilon}\right).\)$ When \(\delta=0\), the second term vanishes, recovering the zero-sum optimal rate \(O(L/\sqrt{\mu\nu})\). When \(\min\{\mu,\nu\}+\delta=o(\max\{\mu,\nu\})\), it is strictly superior to Tseng (1995)'s \(O(L/\min\{\mu,\nu\})\). This marks the first improvement in the complexity upper bound for non-zero-sum game classes in decades.

Key Experimental Results

Experiments aim to verify theory rather than target SOTA. A "matrix game with transaction fees" from Example 1 is used: \(n=m=10000\), \(\mu=10^{-4}\), \(\nu=1\), \(\varepsilon=10^{-7}\), sparse random matrix \(\|M\|=1\), and transaction fee \(\rho\) swept from 0% to 0.18%. ICL uses Lifted Primal-Dual as the inner loop, compared against standard VI methods OGDA and EG.

Main Results: Gradient Queries Required for Convergence (in thousands, 2-sigma / 10 runs)

Method \(\rho=\)0.00% 0.03% 0.06% 0.09% 0.12% 0.15% 0.18%
ICL (Ours) 9.1 22.6 42.2 65.0 75.7 113.7 123.8
OGDA (Popov 1980) 93.9 93.9 93.9 93.9 93.9 94.0 94.0
EG (Korpelevich 1976) 132.9 132.9 132.9 132.9 132.9 132.9 132.9

Key Findings

  • Faster when closer to zero-sum: ICL's query count increases monotonically with the transaction fee \(\rho\) (9.1k→123.8k). At \(\rho=0\) (pure zero-sum), it takes only 9.1k, which is over 10x faster than OGDA, validating the \(\min\{1,\sqrt{\delta/(\mu+\nu)}\}\) term in the main theorem.
  • VI methods fail to exploit near-zero-sum dividends: The query counts for OGDA/EG remain almost constant regardless of \(\rho\) (~94k / ~133k) because they operate directly on the operator \(F\) via Variational Inequality (VI) and are blind to the zero-sum structure.
  • Critical point aligns with theory: ICL is strictly faster than OGDA when \(\rho\le 0.12\%\). The theoretical acceleration condition predicted by Example 1 is \(\rho\|\mathrm{abs}(M)\|\ll\sqrt{\mu\nu}=1\%\), and the experimental threshold falls within this magnitude.

Highlights & Insights

  • A new problem class from a single scalar: Using \(\delta\) (coupling smoothness) as an interpolation axis transforms "near-zero-sumness" from a vague intuition into a provable, exploitable continuous structure, with clean degradation at \(\delta=0/L\).
  • Engineering value of black-box reduction: ICL does not invent a new kernel. Instead, it reuses any state-of-the-art zero-sum algorithm as an oracle. If zero-sum algorithms become faster in the future, near-zero-sum games automatically benefit. This also avoids the pitfall where Catalyst regularization in non-zero-sum settings leads to Stackelberg bias.
  • Convex restructuring expands scope: For games where the coupling term is not jointly convex (e.g., regularized matrix games), "convex restructuring" techniques reallocate quadratic terms to make the problem applicable. This brings real-world scenarios like "brokerage/exchange fees" and "competition with minor cooperation" under the theoretical umbrella.

Limitations & Future Work

  • The complexity contains a \(\log^2(D^2/\varepsilon)\) factor, which has one extra logarithmic factor compared to zero-sum games. Whether this can be eliminated remains an open question.
  • Lack of lower bounds: There are no matching lower bounds for this new class. Proving them might require difficult tools like non-quadratic function constructions.
  • Limited to two players: Multi-player near-zero-sum games are a highly non-trivial extension. Three-player zero-sum games are inherently as hard as two-player general-sum games, and zero-sum acceleration has not yet been extended to multi-player settings.
  • The experimental scale is relatively small and covers a limited set of applications; further empirical validation in larger near-zero-sum matrix games or semi-cooperative scenarios is needed.

This work sits at the intersection of two lines of research: minimax optimization (Nesterov 2005, Nemirovski 2004, Chambolle & Pock 2011, Lin et al. 2020, Kovalev & Gasnikov 2022, Lan & Li 2023), which pushed zero-sum complexity to minimax optimality, and monotone games/variational inequalities (Rosen 1965, Tseng 1995), which provide the old bounds for general-sum games. The contribution of this paper is building a bridge between them. The idea of potential function decomposition and coupling linearization also echoes traditions in variational inequalities and semi-cooperative games (Halpern & Rong 2013, Chen et al. 2017). Insight: When a gap exists between a "hard class" and an "easy class," introducing a structural parameter that measures "distance to the easy class" and iteratively linearizing the hard parts into easy subproblems is a powerful, generalizable acceleration paradigm beyond game theory.

Rating

  • Novelty: ⭐⭐⭐⭐⭐ Defines an entirely new class and improves the complexity upper bound for non-zero-sum games for the first time in decades.
  • Experimental Thoroughness: ⭐⭐⭐ As a theoretical paper, the experiments primarily serve to verify the theory with smaller scales, but the results align perfectly with theoretical predictions.
  • Writing Quality: ⭐⭐⭐⭐ The decomposition notation, potential function, and reduction logic progress logically. Main theorems and special cases are clearly articulated.
  • Value: ⭐⭐⭐⭐ A first step in bridging the zero-sum and general-sum gap. The black-box reduction ensures the method benefits from future zero-sum advancements, offering lasting value to optimization and game theory communities.