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Instance-dependent sample complexity for zero-sum matrix games

Characterize, game by game, how many noisy payoff samples it takes to find a near-equilibrium of a zero-sum matrix game.

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1+# Instance-dependent sample complexity for zero-sum matrix games
2+
3+To find a near-equilibrium of a two-player zero-sum game whose payoffs can only be sampled with noise, a generic method needs about $n/\varepsilon^2$ samples, whatever the game. For bandits we know, up to small factors, which instances are easy and how many samples each one needs. What is the analogous instance-by-instance answer for matrix games?
4+
5+## Problem
6+
7+A payoff matrix $A \in \mathbb{R}^{n \times m}$ defines a zero-sum game: the row player picks a row $i$, the column player a column $j$, and the row player receives $A_{ij}$ while the column player receives $-A_{ij}$. Let $\mathcal{P}_k$ be the set of probability vectors in $\mathbb{R}^k$. A pair $(x^\star, y^\star) \in \mathcal{P}_n \times \mathcal{P}_m$ is an **$\varepsilon$-approximate Nash equilibrium** if, for all $x \in \mathcal{P}_n$ and $y \in \mathcal{P}_m$,
8+
9+$$\langle x, A y^\star \rangle \le \langle x^\star, A y^\star \rangle + \varepsilon \quad\text{and}\quad \langle x^\star, A y \rangle \ge \langle x^\star, A y^\star \rangle - \varepsilon .$$
10+
11+The matrix is unknown. Each sample picks an entry $(i, j)$ and returns $A_{ij} + \eta$, where $\eta$ is fresh zero-mean 1-subgaussian noise. The goal is to output an $\varepsilon$-approximate Nash equilibrium with probability at least $1 - \delta$ from as few samples as possible.
12+
13+**Question.** Find functions $H_1(A, \varepsilon)$ and $H_2(A, \varepsilon)$ of the instance such that the optimal number of samples is $\Theta\big(H_1 \log(1/\delta) + H_2\big)$, possibly up to logarithmic factors, with an algorithm achieving it and a matching lower bound. Which parameters of $A$ make a game easy?
14+
15+## Background
16+
17+Letting both players run a no-regret bandit algorithm such as EXP3-IX finds an $\varepsilon$-approximate equilibrium with $O(n \log(n/\delta)/\varepsilon^2)$ samples. This is nearly minimax optimal even for the special case of a multi-armed bandit, but in bandits instance-dependent bounds do much better: an $\varepsilon$-best of $K$ arms with means $\mu_1 \ge \dots \ge \mu_K$ can be found with $O\big(\sum_{i \ge 2} \Delta_i^{-2} \log(1/\delta)\big) + \widetilde O\big(\sum_{i \ge 2} \Delta_i^{-2}\big)$ samples, where $\Delta_i = \max\{\varepsilon, \mu_1 - \mu_i\}$. Maiti posed the matrix-game version at COLT 2025 [1], as a step towards sample-efficient learning in multi-agent settings.
18+
19+## What is known
20+
21+- **Pure equilibria.** If $A$ has a strict pure equilibrium, every algorithm needs $\Omega(H^\star \log(1/\delta))$ samples, where $H^\star$ sums the inverse squared gaps between the equilibrium entry and the other entries of its row and column (Zhou, Li and Zhu, 2017) [3]. Maiti, Boczar, Jamieson and Ratliff (2024) matched this up to logarithmic factors [4].
22+- **Games with $n \times 2$ payoff matrices.** For such games with a unique equilibrium, the gap $\Delta_g = \min_{i \notin \mathrm{supp}(x^\star)} \langle x^\star - e_i, A y^\star \rangle$, suitably rescaled, governs the difficulty. There is an upper bound of order $1/\varepsilon^2 + n/\Delta_g^2$ and, for $3 \times 2$ games, a lower bound $\Omega(1/\Delta_g^2)$ (Maiti, Jamieson and Ratliff, 2023) [2].
23+- **Unique equilibria in general.** With a unique equilibrium, the two supports have the same size $k$, and every action outside them is worse by a strictly positive margin (Bohnenblust, Karlin and Shapley, 1950). Without noise, $n \cdot \mathrm{poly}(k)$ queries identify the supports (Maiti et al., 2025); how many noisy samples this takes is open [1].
24+- **General games.** A 2026 algorithm that repeatedly solves linear programs finds an estimate of an equilibrium, within $\varepsilon$, from $O\big(\tfrac{m_1 m_2}{\varepsilon \gamma} \log \tfrac{m_1 m_2}{\varepsilon}\big)$ samples on $m_1 \times m_2$ games, where $\gamma > 0$ is an instance-dependent constant; no matching lower bound is known [5].
25+
26+## What would count as progress
27+
28+- For games with a unique equilibrium, an algorithm whose sample complexity is governed by the margins of the actions outside the supports, with a proof, together with a lower bound of the same form.
29+- Instance-dependent lower bounds for $n \times m$ games beyond the $3 \times 2$ case, for example by change-of-measure arguments.
30+- For strict pure equilibria, uncoupled no-regret learners that reach the optimal $\widetilde O(H^\star \log(1/\delta))$ sample complexity, or a proof that they cannot.
31+
32+## References
33+
34+1. A. Maiti, Open problem: Optimal instance-dependent sample complexity for finding Nash equilibrium in two player zero-sum matrix games, *COLT 2025*, PMLR 291 (2025), 6230–6234. [PMLR](https://proceedings.mlr.press/v291/maiti25b.html)
35+2. A. Maiti, K. Jamieson and L. Ratliff, Instance-dependent sample complexity bounds for zero-sum matrix games, *AISTATS 2023*, PMLR 206 (2023), 9429–9469. [PMLR](https://proceedings.mlr.press/v206/maiti23a.html)
36+3. Y. Zhou, J. Li and J. Zhu, Identify the Nash equilibrium in static games with random payoffs, *ICML 2017*, PMLR 70 (2017), 4160–4169. [PMLR](https://proceedings.mlr.press/v70/zhou17b.html)
37+4. A. Maiti, R. Boczar, K. Jamieson and L. Ratliff, Near-optimal pure exploration in matrix games: a generalization of stochastic bandits and dueling bandits, *AISTATS 2024*, PMLR 238 (2024), 2602–2610. [PMLR](https://proceedings.mlr.press/v238/maiti24a.html)
38+5. J. Jiang and M. Zhang, An LP-based approach for bilinear saddle point problem with instance-dependent guarantee and noisy feedback, preprint (2026). [arXiv:2602.12513](https://arxiv.org/abs/2602.12513)
39+
40+## Source
41+
42+Imported from [COLT open problems, COLT 2025](https://proceedings.mlr.press/v291/maiti25b.html), curated by the Conference on Learning Theory (COLT). Open according to the source as of 2026-10-20. The statement above is written in our own words; see the source for the original wording, history and discussion.