Vincent Léon

dblp:174/7515 · DBLP profile ↗
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3ranked-venue papers
2as first author
2since 2021 · last 2025
0000-0002-2272-1488ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Security and privacy · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Trustworthy machine learning · 50% Learning theory · 25% Optimization for machine learning · 25%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Trustworthy machine learning
adversarial machine learning
0.512021
Optimal Adversarial Policies in the Multiplicative Learning System With a Malicious Expert · IEEE Trans. Inf. Forensics Secur. 2021
Machine learning › Trustworthy machine learning
malicious experts
0.512021
Optimal Adversarial Policies in the Multiplicative Learning System With a Malicious Expert · IEEE Trans. Inf. Forensics Secur. 2021
Machine learning › Optimization for machine learning › mirror descent
multiplicative updates
0.512021
Optimal Adversarial Policies in the Multiplicative Learning System With a Malicious Expert · IEEE Trans. Inf. Forensics Secur. 2021
Machine learning › Learning theory
online learning
0.512021
Optimal Adversarial Policies in the Multiplicative Learning System With a Malicious Expert · IEEE Trans. Inf. Forensics Secur. 2021

Methods — techniques the papers use, named apart from their topics

greedy policy · 0.5dynamic programming · 0.5
YearPublicationVenuePosition
2025 Certifying Concavity and Monotonicity in Games via Sum-of-Squares Hierarchies
abstract
Concavity and its refinements underpin tractability in multiplayer games, where players independently choose actions to maximize their own payoffs which depend on other players’ actions. In *concave* games, where players' strategy sets are compact and convex, and their payoffs are concave in their own actions, strong guarantees follow: Nash equilibria always exist and decentralized algorithms converge to equilibria. If the game is furthermore *monotone*, an even stronger guarantee holds: Nash equilibria are unique under strictness assumptions. Unfortunately, we show that *certifying* concavity or monotonicity is NP-hard, already for games where utilities are multivariate polynomials and compact, convex basic semialgebraic strategy sets—an expressive class that captures extensive-form games with imperfect recall. On the positive side, we develop two hierarchies of sum-of-squares programs that certify concavity and monotonicity of a given game, and each level of the hierarchies can be solved in polynomial time. We show that almost all concave/monotone games are certified at some finite level of the hierarchies. Subsequently, we introduce the classes of SOS-concave/monotone games, which globally approximate concave/monotone games, and show that for any given game we can compute the closest SOS-concave/monotone game in polynomial time. Finally, we apply our techniques to canonical examples of extensive-form games with imperfect recall.
Vincent Léon, Iosif Sakos, Ryann Sim, Antonios Varvitsiotis
NeurIPS1
2021 Optimal Adversarial Policies in the Multiplicative Learning System With a Malicious Expert
abstract
We consider a learning system based on the conventional multiplicative weight (MW) rule that combines experts' advice to predict a sequence of true outcomes. It is assumed that one of the experts is malicious and aims to impose the maximum loss on the system. The system's loss is naturally defined to be the aggregate absolute difference between the sequence of predicted outcomes and the true outcomes. We consider this problem under both offline and online settings. In the offline setting where the malicious expert must choose its entire sequence of decisions a priori, we show somewhat surprisingly that a simple greedy policy of always reporting false prediction is asymptotically optimal with an approximation ratio of 1+O√(ln N)/N, where N is the total number of prediction stages. In particular, we describe a policy that closely resembles the structure of the optimal offline policy. For the online setting where the malicious expert can adaptively make its decisions, we show that the optimal online policy can be efficiently computed by solving a dynamic program in O(N3). We also discuss a generalization of our model to multi-expert settings. Our results provide a new direction for vulnerability assessment of commonly-used learning algorithms to internal adversarial attacks.
S. Rasoul Etesami 0001, Negar Kiyavash, Vincent Léon, H. Vincent Poor
IEEE Trans. Inf. Forensics Secur.3
2016 Continuous semantic description of 3D meshes
Vincent Léon, Nicolas Bonneel, Guillaume Lavoué, Jean-Philippe Vandeborre
Comput. Graph.1