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Almost Greedy Fictitious Play

Updated 5 July 2026
  • The paper demonstrates that almost greedy fictitious play unifies no-regret learning with approximate best-response dynamics, ensuring convergence to Nash equilibria.
  • It shows that employing ε-best replies with vanishing error or a constrained greedy line search recovers continuous fictitious play behavior and achieves an O(1/T) convergence rate.
  • The methodology highlights the trade-off between line search overhead and improved convergence performance, opening avenues for adaptive strategies in various game settings.

Searching arXiv for the specified papers and closely related context. Almost greedy fictitious play denotes a family of fictitious-play variants in which the stagewise update is not fully exact greedy play, yet the deviation from exact best-response behavior is controlled so that equilibrium convergence can still be established. In the literature represented by "No-regret Dynamics and Fictitious Play" (Viossat et al., 2012) and "Do Not Discretize, Optimize: Almost Greedy Fictitious Play" (Markakis et al., 10 Jun 2026), the term refers to two related but distinct constructions: a vanishing-error εt\varepsilon_t-best-reply process induced by potential-based no-regret dynamics, and a zero-sum algorithm that performs a constrained greedy line search along the segment joining the current mixed strategy to the current pure best-response profile. Both formulations retain the core fictitious-play motif—responding to empirical or current opponent behavior by moving toward best replies—while modifying the exact notion of greediness.

1. Terminological scope and historical placement

In the 2012 formulation, almost greedy fictitious play is introduced as a natural variant of classical fictitious play in which, at each stage, players choose not exact best replies but ε\varepsilon-best replies to the empirical distribution of their opponents’ past play, with the perturbation ε\varepsilon vanishing over time (Viossat et al., 2012). In the 2026 formulation, Almost-Greedy Fictitious Play (AGFP) is a specific zero-sum algorithm in which each iteration first computes pure best responses and then chooses a stepsize greedily by minimizing the duality gap along a constrained portion of the line from the current mixed strategy to that pure best-response profile (Markakis et al., 10 Jun 2026).

Variant Core update Context
Vanishing-error almost greedy fictitious play Choose εt\varepsilon_t-best replies with εt0\varepsilon_t \to 0 Realized by potential-based no-regret dynamics
AGFP with line search Best-response step with ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta)) Zero-sum games and duality-gap minimization

The first variant is primarily a dynamical-systems and learning-theoretic equivalence result: potential-based no-regret dynamics can be viewed as an εt\varepsilon_t-perturbed fictitious-play process. The second is an optimization-oriented algorithmic redesign: rather than discretizing continuous fictitious play, it directly optimizes the one-step update and obtains an instance-dependent O(1/T)\mathcal{O}(1/T) rate with respect to the duality gap (Markakis et al., 10 Jun 2026).

A common misconception is that "almost greedy fictitious play" names a single standard algorithm. The literature here indicates otherwise. The 2012 and 2026 usages share the idea of approximate greediness but differ in state variable, update rule, and proof technique. This suggests a broader organizing principle: fictitious-play dynamics can be relaxed either through controlled best-response error or through constrained optimization of the interpolation step.

2. Vanishing-error best replies and regret-based foundations

The 2012 development begins with repeated play in a finite game. Each player ii has finite action set AiA_i, realized average payoff

ε\varepsilon0

and, for any fixed action ε\varepsilon1, the counterfactual average payoff

ε\varepsilon2

The external regret of player ε\varepsilon3 for action ε\varepsilon4 at time ε\varepsilon5 is

ε\varepsilon6

and the maximal regret is

ε\varepsilon7

A no-regret strategy guarantees almost surely

ε\varepsilon8

(Viossat et al., 2012).

Potential-based no-regret dynamics of Hart–Mas-Colell style select in period ε\varepsilon9 a mixed action ε\varepsilon0 whose probability on action ε\varepsilon1 is proportional to the partial derivative of a convex potential ε\varepsilon2 at the regret vector ε\varepsilon3:

ε\varepsilon4

whenever ε\varepsilon5; if ε\varepsilon6 the player repeats some fixed pure action (Viossat et al., 2012). Under the stated conditions on ε\varepsilon7—twice differentiable, convex, zero on the nonpositive orthant, and with positive gradient only on strictly positive coordinates—two properties hold: ε\varepsilon8 almost surely, and every realized action ε\varepsilon9 played satisfies εt\varepsilon_t0 whenever εt\varepsilon_t1 (Viossat et al., 2012).

The key lemma is the εt\varepsilon_t2-best-reply selection statement. If εt\varepsilon_t3, then every action εt\varepsilon_t4 with εt\varepsilon_t5 is an εt\varepsilon_t6-best reply to the opponents’ empirical distribution εt\varepsilon_t7. Consequently, with

εt\varepsilon_t8

the mixed action satisfies

εt\varepsilon_t9

where

εt0\varepsilon_t \to 00

This is exactly the 2012 notion of almost greedy fictitious play: at each stage, players choose εt0\varepsilon_t \to 01-best replies with vanishing εt0\varepsilon_t \to 02 (Viossat et al., 2012).

3. Equivalence with potential-based no-regret dynamics

The principal conceptual contribution of the 2012 paper is that a wide class of potential-based no-regret dynamics can be realized as almost greedy fictitious play, and that this realization permits alternative and sometimes much shorter proofs of convergence results (Viossat et al., 2012). The equivalence is not merely heuristic. It identifies the stagewise mixed actions generated by regret-based procedures with an explicit εt0\varepsilon_t \to 03-best-response correspondence, where the perturbation level is the maximal regret.

This equivalence has two immediate consequences. First, it clarifies the operational meaning of potential-based no-regret dynamics: rather than viewing them only as regret-minimizing procedures, one may interpret them as fictitious-play processes with asymptotically vanishing greediness error. Second, it transfers convergence information from continuous fictitious play to no-regret dynamics whenever the corresponding perturbed differential inclusion has the same attractor structure (Viossat et al., 2012).

The special case of the εt0\varepsilon_t \to 04-norm potential, identified in the paper as "regret matching," yields a concrete rate statement. If

εt0\varepsilon_t \to 05

then

εt0\varepsilon_t \to 06

Thus the perturbation level in almost greedy fictitious play decays at the same rate as the maximal regret induced by the selected potential (Viossat et al., 2012).

A plausible implication is that almost greediness provides a unifying interface between online learning and game dynamics: regret bounds determine the admissible best-response error, while fictitious-play attractor theory determines the limiting empirical behavior. The 2012 exposition makes this interface explicit.

4. Convergence through perturbed continuous fictitious play

The convergence theorem of Viossatt and Zapechelnyuk considers any two-player game in which continuous fictitious play (CFP) has a global attractor εt0\varepsilon_t \to 07; examples given in the data include zero-sum games and potential games, where εt0\varepsilon_t \to 08 is the set of Nash equilibria (Viossat et al., 2012). For any potential-based no-regret dynamics, viewed as almost greedy fictitious play with εt0\varepsilon_t \to 09, two conclusions follow: the perturbation level ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))0 vanishes at the same rate as the maximal regret under the chosen potential, and the empirical distribution

ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))1

converges almost surely to ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))2 (Viossat et al., 2012).

The proof strategy relies on perturbed differential inclusions. The discrete-time beliefs ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))3 satisfy

ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))4

with ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))5 and ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))6, so the process is an ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))7-payoff-perturbed fictitious-play trajectory (Viossat et al., 2012). A graph-perturbation lemma is then invoked to replace payoff perturbations by the standard sup-norm perturbation used in Benaïm–Hofbauer–Sorin (2005). After linear interpolation over ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))8, one obtains a continuous-time path ηt=argminη[δ,1]ψ(z(η))\eta_t=\arg\min_{\eta\in[\delta,1]} \psi(z(\eta))9 that is a perturbed solution of the CFP inclusion

εt\varepsilon_t0

with perturbation parameter tending to zero (Viossat et al., 2012).

By Theorem 3.6 of Benaïm–Hofbauer–Sorin, the limit set of the interpolated path is internally chain transitive (ICT) for CFP; because εt\varepsilon_t1 is the unique global attractor, every ICT set must lie in εt\varepsilon_t2 (Viossat et al., 2012). The resulting implication chain is summarized in the paper as

εt\varepsilon_t3

In zero-sum games, and more generally in any game whose attractor under CFP is the Nash set, this yields convergence of the empirical distribution to Nash equilibrium. The same conclusion is stated for potential games and strictly dominance-solvable games (Viossat et al., 2012). The significance is methodological as much as substantive: the equivalence with almost greedy fictitious play replaces more specialized regret-matching martingale arguments with a shorter dynamical-systems proof.

5. The 2026 AGFP algorithm for zero-sum games

The 2026 AGFP algorithm is formulated for a two-player zero-sum game with payoff matrix εt\varepsilon_t4, row and column pure-strategy sets εt\varepsilon_t5 and εt\varepsilon_t6, and mixed strategies εt\varepsilon_t7, εt\varepsilon_t8 (Markakis et al., 10 Jun 2026). A pair εt\varepsilon_t9 is a Nash equilibrium iff, for every O(1/T)\mathcal{O}(1/T)0 and O(1/T)\mathcal{O}(1/T)1,

O(1/T)\mathcal{O}(1/T)2

The distance to equilibrium is measured by the duality gap

O(1/T)\mathcal{O}(1/T)3

which satisfies O(1/T)\mathcal{O}(1/T)4 by von Neumann’s minimax theorem and vanishes exactly at Nash equilibrium; if O(1/T)\mathcal{O}(1/T)5, then O(1/T)\mathcal{O}(1/T)6 is an O(1/T)\mathcal{O}(1/T)7-NE (Markakis et al., 10 Jun 2026).

At iteration O(1/T)\mathcal{O}(1/T)8, given O(1/T)\mathcal{O}(1/T)9, the row player computes

ii0

and the column player computes

ii1

For any ii2, the candidate profile is

ii3

with

ii4

The AGFP step then chooses

ii5

where ii6 is a small lower bound (Markakis et al., 10 Jun 2026).

Because

ii7

is convex and piecewise-linear in ii8, the minimizer can be found exactly in ii9 or via a binary search on the slopes, approximately AiA_i0 steps to machine precision (Markakis et al., 10 Jun 2026). The update is then

AiA_i1

The design principle differs sharply from standard discrete fictitious play with step-sizes AiA_i2. Instead of following a predetermined averaging schedule, AGFP greedily optimizes the current step over an interval that includes almost all the line between the cumulative mixed strategy and the current best response. The paper explicitly presents this as an alternative to discretization of continuous fictitious play (Markakis et al., 10 Jun 2026).

6. Rates, empirical behavior, and limitations

The main theoretical result of the 2026 paper is an instance-dependent AiA_i3 convergence rate for the duality gap (Markakis et al., 10 Jun 2026). For any non-equilibrium AiA_i4, the quantities

AiA_i5

and

AiA_i6

measure separation between best and non-best responses. The condition-like number is

AiA_i7

If AiA_i8 is chosen sufficiently small, then after AiA_i9 iterations AGFP satisfies

ε\varepsilon00

and, in particular, ε\varepsilon01 is an ε\varepsilon02-NE whenever ε\varepsilon03 (Markakis et al., 10 Jun 2026).

The proof sketch has four components. First, if the chosen pure best responses remain best responses at the next iterate, then

ε\varepsilon04

Second, unique best responses remain optimal under small ε\varepsilon05, and multiple best responses that are "linearly indistinguishable" remain so under small ε\varepsilon06. Third, because the search is restricted to ε\varepsilon07, there are tie-breaking steps in which the unconstrained minimizer would satisfy ε\varepsilon08; these moves make the best-response set well-behaved for the next round and can only increase ε\varepsilon09 by ε\varepsilon10. Fourth, combining the preceding ingredients yields, over any two consecutive iterations starting from a large ε\varepsilon11,

ε\varepsilon12

from which a standard discrete-ODE argument gives ε\varepsilon13 (Markakis et al., 10 Jun 2026).

The paper contrasts this with two benchmarks. Classical discrete fictitious play with step-sizes ε\varepsilon14 is stated to converge in zero-sum games but only at ε\varepsilon15 in many settings, and it can be exponentially slow under adversarial tie-breaking. Continuous-time fictitious play enjoys an ε\varepsilon16 rate, but discretization typically slows it down. AGFP is presented as matching the ε\varepsilon17 rate of the continuous version without discretizing a differential equation (Markakis et al., 10 Jun 2026).

Implementation details and experiments reinforce the algorithmic claim. The line search is implemented by binary-searching on the slope of ε\varepsilon18, requiring ε\varepsilon19 matrix-vector products per slope evaluation and about ε\varepsilon20 slope checks to reach machine precision. In practice, ε\varepsilon21–ε\varepsilon22, though the paper notes that one can also adapt ε\varepsilon23 per iteration to satisfy the theoretical bounds. Experiments are reported on Rock-Paper-Scissors ε\varepsilon24 and random Gaussian games of size ε\varepsilon25 and ε\varepsilon26 with entries i.i.d. ε\varepsilon27 normalized to ε\varepsilon28; the metric is ε\varepsilon29 versus ε\varepsilon30 and versus wall-clock time (Markakis et al., 10 Jun 2026).

The empirical observations are specific. In Rock-Paper-Scissors, the AGFP duality gap falls like ε\varepsilon31 until it plateaus near ε\varepsilon32. In random ε\varepsilon33 games, the empirical rate is ε\varepsilon34, namely ε\varepsilon35, matching the reported behavior of continuous fictitious play in high dimensions. For the ε\varepsilon36 wall-clock comparison, to reach duality-gap ε\varepsilon37, classical fictitious play takes approximately ε\varepsilon38 while AGFP takes approximately ε\varepsilon39, a speed-up of approximately ε\varepsilon40 (Markakis et al., 10 Jun 2026).

The paper also records limitations and open problems. The method requires choosing ε\varepsilon41 or a schedule ε\varepsilon42 small enough to guarantee net decrease; too large ε\varepsilon43 yields a plateau at ε\varepsilon44. The convergence constant ε\varepsilon45 is game-dependent and may be large in degenerate cases. Each iteration incurs the extra line-search overhead, though the paper characterizes this as only tens of vector multiplies. Open questions include bounding ε\varepsilon46 in natural ensembles such as random games, adaptive ε\varepsilon47 schedules that eliminate the plateau altogether, extension to smooth or strongly-convex payoff settings, AGFP in non-zero-sum games—especially potential games where pure NE exist—and fully characterizing optimal step sequences in higher-dimensional Rock-Paper-Scissors variants (Markakis et al., 10 Jun 2026).

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