Summary
This paper (arXiv:2608.18061) by Akshay Balsubramani introduces a two-player zero-sum repeated game between a learner and nature whose value identity simultaneously generates Bayesian updating and an exact accounting of exponential-weights regret. The terminal payoff equals the maximum gain a comparator can achieve at fixed relative entropy from the prior, while each one-step constraint is an information budget on nature's move under the learner's mixed action. When the learner's move is otherwise unrestricted, Gibbs/Bayes weights emerge as the unique Bellman equalizer, with log-partition functions serving as value functions. Regret decomposes exactly into three parts: per-round information loss, an additive re-tempering drift accounting for changes in measurement scale across rounds, and the information the comparator carries relative to the prior. Standard variance and bounded-range proxies are looser relaxations of this decomposition, which holds universally. The same comparator-class geometry explains classical large-deviation bounds, and methods in bandits, posterior sampling, aggregation, and boosting appear as special cases of a single regret decomposition.
Paper Overview
Field: Machine Learning
Author: Akshay Balsubramani
Published: 2026-08-18
arXiv: 2608.18061
Abstract
We give a two-player zero-sum repeated game between a learner and nature whose value identity generates Bayesian updating and an exact accounting of exponential-weights regret at once, and supplies the comparator-class variational form that a wide class of concentration phenomena share.
The terminal payoff is the most a comparator can gain at fixed relative entropy from the prior, and the one-step constraint is an information budget on nature's move under the learner's mixed action. With the learner's move otherwise unrestricted, Gibbs/Bayes weights emerge as its unique Bellman equalizer — the mixed action that makes the per-round loss independent of which direction nature moves — with log-partition functions playing the role of value functions.
The regret decomposes exactly into three parts:
- Per-round information loss reflecting changes in the observed outcome
- An additive re-tempering drift that precisely accounts for changes in measurement scale between rounds
- The information the comparator carries relative to the prior
The variance and bounded-range proxies driving standard regret bounds are looser relaxations of this decomposition, which holds universally and dominates them. Both players' strategies can be read term-by-term from the decomposition, and the repeated game yields a self-play information-theoretic ledger in place of the usual quadratic-variation substitute. The same comparator-class geometry explains classical large-deviation bounds, and methods in bandits, posterior sampling, aggregation, and boosting are all special cases of the single regret decomposition.
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