VLDB 2026 Research / reviewers in the wild / expert
Andrea Celli
dblp:190/7301
· DBLP profile ↗
37ranked-venue papers
7as first author
28since 2021 · last 2025
0000-0002-2046-4019ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 33 · 6 first-author · 24 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 4 since 2021Theory of computation · 6 · 6 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Feature-Based Online Bilateral TradeabstractBilateral trade models the problem of facilitating trades between a seller and a buyer having private valuations for the item being sold. In the online version of the problem, the learner faces a new seller and buyer at each time step, and has to post a price for each of the two parties without any knowledge of their valuations. We consider a scenario where, at each time step, before posting prices the learner observes a context vector containing information about the features of the item for sale. The valuations of both the seller and the buyer follow an unknown linear function of the context. In this setting, the learner could leverage previous transactions in an attempt to estimate private valuations. We characterize the regret regimes of different settings, taking as a baseline the best context-dependent prices in hindsight. First, in the setting in which the learner has two-bit feedback and strong budget balance constraints, we propose an algorithm with $O(\log T)$ regret. Then, we study the same set-up with noisy valuations, providing a tight $\widetilde O(T^{2/3})$ regret upper bound. Finally, we show that loosening budget balance constraints allows the learner to operate under more restrictive feedback. Specifically, we show how to address the one-bit, global budget balance setting through a reduction from the two-bit, strong budget balance setup. This established a fundamental trade-off between the quality of the feedback and the strictness of the budget constraints. Solenne Gaucher, Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Vianney Perchet |
ICLR | 4 |
| 2025 | Online Learning in the Random-Order ModelabstractIn the random-order model for online learning, the sequence of losses is chosen upfront by an adversary and presented to the learner after a random permutation. Any random-order input is *asymptotically* equivalent to a stochastic i.i.d.~one, but, for finite times, it may exhibit significant *non-stationarity*, which can hinder the performance of stochastic learning algorithms.
While algorithms for adversarial inputs naturally maintain their regret guarantees in random order, simple no-regret algorithms exist for the stochastic model that fail against random-order instances.
In this paper, we propose a general procedure to adapt stochastic learning algorithms to the random-order model without substantially affecting their regret guarantees. This allows us to recover improved regret bounds for prediction with delays, bandits with switching costs, and online learning with constraints. Finally, we investigate online classification and prove that, in random order, learnability is characterized by the VC dimension rather than by the Littlestone dimension, thus providing a further separation from the general adversarial model. Martino Bernasconi, Andrea Celli, Riccardo Colini-Baldeschi, Federico Fusco 0001, Stefano Leonardi 0001, Matteo Russo 0002 |
ICML | 2 |
| 2025 | No-Regret is not enough! Bandits with General Constraints through Adaptive Regret MinimizationabstractIn the bandits with knapsacks framework (BwK) the learner has $m$ resource-consumption (i.e., packing) constraints. We focus on the generalization of BwK in which the learner has a set of general long-term constraints. The goal of the learner is to maximize their cumulative reward, while at the same time achieving small cumulative constraints violations. In this scenario, there exist simple instances where conventional methods for BwK fail to yield sublinear violations of constraints. We show that it is possible to circumvent this issue by requiring the primal and dual algorithm to be weakly adaptive. Indeed, even without any information on the Slater's parameter $\rho$ characterizing the problem, the interaction between weakly adaptive primal and dual regret minimizers leads to a ``self-bounding'' behavior of dual variables. In particular, their norm remains suitably upper bounded across the entire time horizon even without explicit projection steps. By exploiting this property, we provide best-of-both-worlds guarantees for stochastic and adversarial inputs. In the first case, we show that the algorithm guarantees sublinear regret. In the latter case, we establish a tight competitive ratio of $\rho/(1+\rho)$. In both settings, constraints violations are guaranteed to be sublinear in time. Finally, this results allow us to obtain new result for the problem of contextual bandits with linear constraints, providing the first no-$\alpha$-regret guarantees for adversarial contexts. Martino Bernasconi, Matteo Castiglioni, Andrea Celli |
ICML | 3 |
| 2025 | The Complexity of Correlated Equilibria in Generalized GamesabstractCorrelated equilibria —and their generalization $\Phi$-equilibria— are a fundamental object of study in game theory, offering a more tractable alternative to Nash equilibria in multi-player settings. While computational aspects of equilibrium computation are well-understood in some settings, fundamental questions are still open in _generalized games_, that is, games in which the set of strategies allowed to each player depends on the other players' strategies. These classes of games model fundamental settings in economics and have been a cornerstone of economics research since the seminal paper of Arrow and Debreu [1954].
Recently, there has been growing interest, both in economics and in computer science, in studying correlated equilibria in generalized games. It is known that finding a social welfare maximizing correlated equilibrium in generalized games is NP-hard. However, the existence of efficient algorithms to find _any_ equilibrium remains an important open question. In this paper, we answer this question negatively, showing that this problem is PPAD-complete. Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Gabriele Farina |
NeurIPS | 3 |
| 2024 | Bandits with Replenishable Knapsacks: the Best of both WorldsabstractThe bandits with knapsacks (BwK) framework models online decision-making problems in which an agent makes a sequence of decisions subject to resource consumption constraints. The traditional model assumes that each action consumes a non-negative amount of resources and the process ends when the initial budgets are fully depleted. We study a natural generalization of the BwK framework which allows non-monotonic resource utilization, i.e., resources can be replenished by a positive amount. We propose a best-of-both-worlds primal-dual template that can handle any online learning problem with replenishment for which a suitable primal regret minimizer exists. In particular, we provide the first positive results for the case of adversarial inputs by showing that our framework guarantees a constant competitive ratio $\alpha$ when $B=\Omega(T)$ or when the possible per-round replenishment is a positive constant. Moreover, under a stochastic input model, our algorithm yields an instance-independent $\tilde{\mathcal{O}}(T^{1/2})$ regret bound which complements existing instance-dependent bounds for the same setting. Finally, we provide applications of our framework to some economic problems of practical relevance. Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Federico Fusco 0001 |
ICLR | 3 |
| 2024 | Online Learning under Budget and ROI Constraints via Weak AdaptivityabstractWe study online learning problems in which a decision maker has to make a sequence of costly decisions, with the goal of maximizing their expected reward while adhering to budget and return-on-investment (ROI) constraints. Existing primal-dual algorithms designed for constrained online learning problems under adversarial inputs rely on two fundamental assumptions. First, the decision maker must know beforehand the value of parameters related to the degree of strict feasibility of the problem (i.e. Slater parameters). Second, a strictly feasible solution to the offline optimization problem must exist at each round. Both requirements are unrealistic for practical applications such as bidding in online ad auctions. In this paper, we show how such assumptions can be circumvented by endowing standard primal-dual templates with weakly adaptive regret minimizers. This results in a “dual-balancing” framework which ensures that dual variables stay sufficiently small, even in the absence of knowledge about Slater’s parameter. We prove the first best-of-both-worlds no-regret guarantees which hold in absence of the two aforementioned assumptions, under stochastic and adversarial inputs. Finally, we show how to instantiate the framework to optimally bid in various mechanisms of practical relevance, such as first- and second-price auctions. Matteo Castiglioni, Andrea Celli, Christian Kroer |
ICML | 2 |
| 2024 | Online Learning with Sublinear Best-Action QueriesabstractIn online learning, a decision maker repeatedly selects one of a set of actions, with the goal of minimizing the overall loss incurred. Following the recent line of research on algorithms endowed with additional predictive features, we revisit this problem by allowing the decision maker to acquire additional information on the actions to be selected. In particular, we study the power of \emph{best-action queries}, which reveal beforehand the identity of the best action at a given time step. In practice, predictive features may be expensive, so we allow the decision maker to issue at most $k$ such queries.
We establish tight bounds on the performance any algorithm can achieve when given access to $k$ best-action queries for different types of feedback models. In particular, we prove that in the full feedback model, $k$ queries are enough to achieve an optimal regret of $\Theta(\min\{\sqrt T, \frac{T}{k}\})$. This finding highlights the significant multiplicative advantage in the regret rate achievable with even a modest (sublinear) number $k \in \Omega(\sqrt{T})$ of queries.
Additionally, we study the challenging setting in which the only available feedback is obtained during the time steps corresponding to the $k$ best-action queries. There, we provide a tight regret rate of $\Theta(\min\{\frac{T}{\sqrt k},\frac{T^2}{k^2}\})$, which improves over the standard $\Theta(\frac{T}{\sqrt k})$ regret rate for label efficient prediction for $k \in \Omega(T^{2/3})$. Matteo Russo 0002, Andrea Celli, Riccardo Colini-Baldeschi, Federico Fusco 0001, Daniel Haimovich, Dima Karamshuk, Stefano Leonardi 0001, Niek Tax |
NeurIPS | 2 |
| 2024 | Beyond Primal-Dual Methods in Bandits with Stochastic and Adversarial ConstraintsabstractWe address a generalization of the bandit with knapsacks problem, where a learner aims to maximize rewards while satisfying an arbitrary set of long-term constraints. Our goal is to design best-of-both-worlds algorithms that perform optimally under both stochastic and adversarial constraints. Previous works address this problem via primal-dual methods, and require some stringent assumptions, namely the Slater's condition, and in adversarial settings, they either assume knowledge of a lower bound on the Slater's parameter, or impose strong requirements on the primal and dual regret minimizers such as requiring weak adaptivity. We propose an alternative and more natural approach based on optimistic estimations of the constraints. Surprisingly, we show that estimating the constraints with an UCB-like approach guarantees optimal performances.
Our algorithm consists of two main components: (i) a regret minimizer working on moving strategy sets and (ii) an estimate of the feasible set as an optimistic weighted empirical mean of previous samples. The key challenge in this approach is designing adaptive weights that meet the different requirements for stochastic and adversarial constraints. Our algorithm is significantly simpler than previous approaches, and has a cleaner analysis. Moreover, ours is the first best-of-both-worlds algorithm providing bounds logarithmic in the number of constraints. Additionally, in stochastic settings, it provides $\widetilde O(\sqrt{T})$ regret without Slater's condition. Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Federico Fusco 0001 |
NeurIPS | 3 |
| 2024 | Agent-Designed Contracts: How to Sell Hidden ActionsabstractWe study the problem faced by a service provider that has to sell services to a user. In our model the service provider proposes various payment options (a menu) to the user which may be based, for example, on the quality of the service. Then, the user chooses one of these options and pays an amount to the service provider, contingent on the observed final outcome. Users are not able to observe directly the action performed by the service provide to reach the final outcome. This might incentivize misconduct. Therefore, we propose a model that enforces trust through economics incentives. The problem has two crucial features: i) the service provider is responsible for both formulating the contract and performing the action for which the user issues payments, and ii) the user is unaware of the true action carried out by the service provider, which is hidden. We study this delegation problem through the lens of contract design, with the overarching goal of enabling the computation of contracts that guarantee that the user can trust the service provider, even if their action is hidden. Martino Bernasconi, Matteo Castiglioni, Andrea Celli |
EC | 3 |
| 2024 | Steering No-Regret Learners to a Desired EquilibriumabstractA mediator observes no-regret learners playing an extensive-form game repeatedly across T rounds. The mediator attempts to steer players toward some desirable predetermined equilibrium by giving (nonnegative) payments to players. We call this the steering problem. The steering problem captures problems several problems of interest, among them equilibrium selection and information design (persuasion). If the mediator's budget is unbounded, steering is trivial because the mediator can simply pay the players to play desirable actions. We study two bounds on the mediator's payments: a total budget and a per-round budget. If the mediator's total budget does not grow with T, we show that steering is impossible. However, we show that it is enough for the total budget to grow sublinearly with T, that is, for the average payment to vanish. When players' full strategies are observed at each round, we show that constant per-round budgets permit steering. In the more challenging setting where only trajectories through the game tree are observable, we show that steering is impossible with constant per-round budgets in general extensive-form games, but possible in normal-form games or if the per-round budget may itself depend on T. We also show how our results can be generalized to the case when the equilibrium is being computed online while steering is happening. We supplement our theoretical positive results with experiments highlighting the efficacy of steering in large games. Brian Hu Zhang, Gabriele Farina, Ioannis Anagnostides, Federico Cacciamani, Stephen McAleer, Andreas Alexander Haupt, Andrea Celli, Nicola Gatti 0001, Vincent Conitzer, Tuomas Sandholm |
EC | 7 |
| 2024 | No-Regret Learning in Bilateral Trade via Global Budget BalanceabstractBilateral trade models the problem of intermediating between two rational agents — a seller and a buyer — both characterized by a private valuation for an item they want to trade. We study the online learning version of the problem, in which at each time step a new seller and buyer arrive and the learner has to set prices for them without any knowledge about their (adversarially generated) valuations. Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Federico Fusco 0001 |
STOC | 3 |
| 2024 | Bandits with Knapsacks and PredictionsabstractWe study the Bandits with Knapsacks problem with the aim of designing a learning-augmented online learning algorithm upholding better regret guarantees than the state-of-the-art primal-dual algorithms with worst-case guarantees, under both stochastic and adversarial inputs. In the adversarial case, we obtain better competitive ratios when the input predictions are accurate, while also maintaining worst-case guarantees for imprecise predictions. We introduce two algorithms tailored for the full and bandit feedback settings, respectively. Both algorithms integrate a static prediction with a worst-case no-$\alpha$-regret algorithm. This yields an optimized competitive ratio of $(\pi + (1 -\pi)/\alpha)^{-1}$ in scenarios where the prediction is perfect, and a competitive ratio of $\alpha/(1 - \pi)$ in the case of highly imprecise predictions, where $\pi \in (0,1)$ is chosen by the learner and $\alpha$ is Slater’s parameter. We complement this analysis by studying the stochastic setting under full feedback. We provide an algorithm which guarantees a pseudo-regret of $\widetilde{O}(\sqrt{T})$ with poor predictions, and 0 pseudo-regret with perfect predictions. We also characterize the smoothness of the algorithm. Davide Drago, Andrea Celli, Marek Eliás 0001 |
UAI | 2 |
| 2023 | Fully Dynamic Online Selection through Online Contention Resolution SchemesabstractWe study fully dynamic online selection problems in an adversarial/stochastic setting that includes Bayesian online selection, prophet inequalities, posted price mechanisms, and stochastic probing problems subject to combinatorial constraints. In the classical ``incremental'' version of the problem, selected elements remain active until the end of the input sequence. On the other hand, in the fully dynamic version of the problem, elements stay active for a limited time interval, and then leave. This models, for example, the online matching of tasks to workers with task/worker-dependent working times, and sequential posted pricing of perishable goods. A successful approach to online selection problems in the adversarial setting is given by the notion of Online Contention Resolution Scheme (OCRS), that uses a priori information to formulate a linear relaxation of the underlying optimization problem, whose optimal fractional solution is rounded online for any adversarial order of the input sequence. Our main contribution is providing a general method for constructing an OCRS for fully dynamic online selection problems. Then, we show how to employ such OCRS to construct no-regret algorithms in a partial information model with semi-bandit feedback and adversarial inputs. Vashist Avadhanula, Andrea Celli, Riccardo Colini-Baldeschi, Stefano Leonardi 0001, Matteo Russo 0002 |
AAAI | 2 |
| 2023 | Optimal Rates and Efficient Algorithms for Online Bayesian PersuasionabstractBayesian persuasion studies how an informed sender should influence beliefs of rational receivers that take decisions through Bayesian updating of a common prior. We focus on the online Bayesian persuasion framework, in which the sender repeatedly faces one or more receivers with unknown and adversarially selected types. First, we show how to obtain a tight $\tilde O(T^{1/2})$ regret bound in the case in which the sender faces a single receiver and has bandit feedback, improving over the best previously known bound of $\tilde O(T^{4/5})$. Then, we provide the first no-regret guarantees for the multi-receiver setting under bandit feedback. Finally, we show how to design no-regret algorithms with polynomial per-iteration running time by exploiting type reporting, thereby circumventing known complexity results on online Bayesian persuasion. We provide efficient algorithms guaranteeing a $O(T^{1/2})$ regret upper bound both in the single- and multi-receiver scenario when type reporting is allowed. Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Alberto Marchesi 0001, Francesco Trovò, Nicola Gatti 0001 |
ICML | 3 |
| 2023 | Computing Optimal Equilibria and Mechanisms via Learning in Zero-Sum Extensive-Form GamesabstractWe introduce a new approach for computing optimal equilibria via learning in games. It applies to extensive-form settings with any number of players, including mechanism design, information design, and solution concepts such as correlated, communication, and certification equilibria. We observe that optimal equilibria are minimax equilibrium strategies of a player in an extensive-form zero-sum game. This reformulation allows to apply techniques for learning in zero-sum games, yielding the first learning dynamics that converge to optimal equilibria, not only in empirical averages, but also in iterates. We demonstrate the practical scalability and flexibility of our approach by attaining state-of-the-art performance in benchmark tabular games, and by computing an optimal mechanism for a sequential auction design problem using deep reinforcement learning. Brian Hu Zhang, Gabriele Farina, Ioannis Anagnostides, Federico Cacciamani, Stephen McAleer, Andreas Alexander Haupt, Andrea Celli, Nicola Gatti 0001, Vincent Conitzer, Tuomas Sandholm |
NeurIPS | 7 |
| 2023 | Regret minimization in online Bayesian persuasion: Handling adversarial receiver's types under full and partial feedback models
Matteo Castiglioni, Andrea Celli, Alberto Marchesi 0001, Nicola Gatti 0001 |
Artif. Intell. | 2 |
| 2023 | Public Bayesian Persuasion: Being Almost Optimal and Almost PersuasiveabstractAbstract We study algorithmic Bayesian persuasion problems in which the principal (a.k.a. the sender) has to persuade multiple agents (a.k.a. receivers) by using public communication channels. Specifically, our model follows the multi-receiver model with no inter-agent externalities introduced by Arieli and Babichenko (J Econ Theory 182:185–217, 2019). It is known that the problem of computing a sender-optimal public persuasive signaling scheme is not approximable even in simple settings. Therefore, prior works usually focus on determining restricted classes of the problem for which efficient approximation is possible. Typically, positive results in this space amounts to finding bi-criteria approximation algorithms yielding an almost optimal and almost persuasive solution in polynomial time. In this paper, we take a different perspective and study the persuasion problem in the general setting where the space of the states of nature, the action space of the receivers, and the utility function of the sender can be arbitrary. We fully characterize the computational complexity of computing a bi-criteria approximation of an optimal public signaling scheme in such settings. In particular, we show that, assuming the Exponential Time Hypothesis, solving this problem requires at least a quasi-polynomial number of steps even in instances with simple utility functions and binary action spaces such as an election with the k-voting rule. In doing so, we prove that a relaxed version of the Maximum Feasible Subsystem of Linear Inequalities problem requires at least quasi-polynomial time to be solved. Finally, we close the gap by providing a quasi-polynomial time bi-criteria approximation algorithm for arbitrary public persuasion problems that, under mild assumptions, yields a QPTAS. Matteo Castiglioni, Andrea Celli, Nicola Gatti 0001 |
Algorithmica | 2 |
| 2022 | Online Learning with Knapsacks: the Best of Both WorldsabstractWe study online learning problems in which a decision maker wants to maximize their expected reward without violating a finite set of $m$ resource constraints. By casting the learning process over a suitably defined space of strategy mixtures, we recover strong duality on a Lagrangian relaxation of the underlying optimization problem, even for general settings with non-convex reward and resource-consumption functions. Then, we provide the first best-of-both-worlds type framework for this setting, with no-regret guarantees both under stochastic and adversarial inputs. Our framework yields the same regret guarantees of prior work in the stochastic case. On the other hand, when budgets grow at least linearly in the time horizon, it allows us to provide a constant competitive ratio in the adversarial case, which improves over the $O(m \log T)$ competitive ratio of Immorlica et al. [FOCS’19]. Moreover, our framework allows the decision maker to handle non-convex reward and cost functions. We provide two game-theoretic applications of our framework to give further evidence of its flexibility. Matteo Castiglioni, Andrea Celli, Christian Kroer |
ICML | 2 |
| 2022 | Fair Equilibria in Sponsored Search Auctions: The Advertisers' PerspectiveabstractIn this work we introduce a new class of mechanisms composed of a traditional Generalized Second Price (GSP) auction, and a fair division scheme in order to achieve some desired level of fairness between groups of Bayesian strategic advertisers. We propose two mechanisms, beta-Fair GSP and GSP-EFX, that compose GSP with, respectively, an envy-free up to one item, and an envy-free up to any item fair division scheme. The payments of GSP are adjusted in order to compensate advertisers that suffer a loss of efficiency due the fair division stage. We investigate the strategic learning implications of the deployment of sponsored search auction mechanisms that obey to such fairness criteria. We prove that, for both mechanisms, if bidders play so as to minimize their external regret they are guaranteed to reach an equilibrium with good social welfare. We also prove that the mechanisms are budget balanced, so that the payments charged by the traditional GSP mechanism are a good proxy of the total compensation offered to the advertisers. Finally, we evaluate the quality of the allocations through experiments on real-world data. Georgios Birmpas, Andrea Celli, Riccardo Colini-Baldeschi, Stefano Leonardi 0001 |
IJCAI | 2 |
| 2022 | A Unifying Framework for Online Optimization with Long-Term ConstraintsabstractWe study online learning problems in which a decision maker has to take a sequence of decisions subject to $m$ long-term constraints. The goal of the decision maker is to maximize their total reward, while at the same time achieving small cumulative constraints violations across the $T$ rounds. We present the first best-of-both-world type algorithm for this general class of problems, with no-regret guarantees both in the case in which rewards and constraints are selected according to an unknown stochastic model, and in the case in which they are selected at each round by an adversary. Our algorithm is the first to provide guarantees in the adversarial setting with respect to the optimal fixed strategy that satisfies the long-term constraints. In particular, it guarantees a $\rho/(1+\rho)$ fraction of the optimal utility and sublinear regret, where $\rho$ is a feasibility parameter related to the existence of strictly feasible solutions. Our framework employs traditional regret minimizers as black-box components. Therefore, by instantiating it with an appropriate choice of regret minimizers it can handle both the full-feedback as well as the bandit-feedback setting. Moreover, it allows the decision maker to seamlessly handle scenarios with non-convex reward and constraints. We show how our framework may be applied in the context of budget-management mechanisms for repeated auctions in order to guarantee long-term constraints which are not packing (e.g., ROI constraints). Matteo Castiglioni, Andrea Celli, Alberto Marchesi 0001, Giulia Romano, Nicola Gatti 0001 |
NeurIPS | 2 |
| 2022 | Faster No-Regret Learning Dynamics for Extensive-Form Correlated and Coarse Correlated EquilibriaabstractA recent emerging trend in the literature on learning in games has been concerned with providing faster learning dynamics for correlated and coarse correlated equilibria in normal-form games. Much less is known about the significantly more challenging setting of extensive-form games, which can capture both sequential and simultaneous moves, as well as imperfect information. In this paper we establish faster no-regret learning dynamics forextensive-form correlated equilibria (EFCE) in multiplayer general-sum imperfect-information extensive-form games. When all players follow our accelerated dynamics, the correlated distribution of play is an O(T-3/4)-approximate EFCE, where the O(·) notation suppresses parameters polynomial in the description of the game. This significantly improves over the best prior rate of O(T-1/2 ). To achieve this, we develop a framework for performing accelerated Phi-regret minimization via predictions. One of our key technical contributions---that enables us to employ our generic template---is to characterize the stability of fixed points associated with trigger deviation functions through a refined perturbation analysis of a structured Markov chain. Furthermore, for the simpler solution concept of extensive-form coarse correlated equilibrium (EFCCE) we give a new succinct closed-form characterization of the associated fixed points, bypassing the expensive computation of stationary distributions required for EFCE. Our results place EFCCE closer to normal-form coarse correlated equilibria in terms of the per-iteration complexity, although the former prescribes a much more compelling notion of correlation. Finally, experiments conducted on standard benchmarks corroborate our theoretical findings. Ioannis Anagnostides, Gabriele Farina, Christian Kroer, Andrea Celli, Tuomas Sandholm |
EC | 4 |
| 2022 | Optimal Correlated Equilibria in General-Sum Extensive-Form Games: Fixed-Parameter Algorithms, Hardness, and Two-Sided Column-GenerationabstractWe study the problem of finding optimal correlated equilibria of various sorts in extensive-form games: normal-form coarse correlated equilibrium (NFCCE), extensive-form coarse correlated equilibrium (EFCCE), and extensive-form correlated equilibrium (EFCE). We make two primary contributions. First, we introduce a new algorithm for computing optimal equilibria in all three notions. Its runtime depends exponentially only on a parameter related to the information structure of the game. We also prove a fundamental complexity gap between NFCCE and the other two concepts. Second, we propose a two-sided column generation approach for use when the runtime or memory usage of the previous algorithm is prohibitive. Our algorithm improves upon an earlier one-sided approach by means of a new decomposition of correlated strategies which allows players to reoptimize their sequence-form strategies with respect to correlation plans which were previously added to the support. Experiments show that our techniques outperform the prior state of the art for computing optimal general-sum correlated equilibria. Funding: This work was supported by National Institutes of Health [Grant A240108S001]; Vannevar Bush Faculty Fellowship [Grant ONR N00014-23-1-2876]; National Science Foundation [Grants CCF-173355, IIS-190140, RI-1901403, RI-2312342]; and Army Research Office [Grants W911NF2010081, W911NF2210266]. Brian Hu Zhang, Gabriele Farina, Andrea Celli, Tuomas Sandholm |
EC | 3 |
| 2022 | The Parity Ray Regularizer for Pacing in Auction MarketsabstractBudget-management systems are one of the key components of modern auction markets. Internet advertising platforms typically offer advertisers the possibility to pace the rate at which their budget is depleted, through budget-pacing mechanisms. We focus on multiplicative pacing mechanisms in an online setting in which a bidder is repeatedly confronted with a series of advertising opportunities. After collecting bids, each item is then allocated through a single-item, second-price auction. If there were no budgetary constraints, bidding truthfully would be an optimal choice for the advertiser. However, since their budget is limited, the advertiser may want to shade their bid downwards in order to preserve their budget for future opportunities, and to spread expenditures evenly over time. The literature on online pacing problems mostly focuses on the setting in which the bidder optimizes an additive separable objective, such as the total click-through rate or the revenue of the allocation. In many settings, however, bidders may also care about other objectives which oftentimes are non-separable. We study the frequent case in which the utility of a (proxy) bidder depends on the rewards obtained from items they are allocated, and on the distance of the realized distribution of impressions from a target distribution. We introduce a novel regularizer which can describe those distributional preferences, while keeping the problem tractable. We show that this regularizer can be integrated into an existing online mirror descent scheme with minor modifications, attaining the optimal order of sub-linear regret compared to the optimal allocation in hindsight when inputs are drawn independently, from an unknown distribution. Moreover, we show that our approach can easily be incorporated in standard existing pacing systems that are not usually built for this objective. The effectiveness of our algorithm in internet advertising applications is confirmed by numerical experiments on real-world data. Andrea Celli, Riccardo Colini-Baldeschi, Christian Kroer, Eric Sodomka |
WWW | 1 |
| 2022 | Simple Uncoupled No-regret Learning Dynamics for Extensive-form Correlated EquilibriumabstractThe existence of simple uncoupled no-regret learning dynamics that converge to correlated equilibria in normal-form games is a celebrated result in the theory of multi-agent systems. Specifically, it has been known for more than 20 years that when all players seek to minimize their internal regret in a repeated normal-form game, the empirical frequency of play converges to a normal-form correlated equilibrium. Extensive-form (that is, tree-form) games generalize normal-form games by modeling both sequential and simultaneous moves, as well as imperfect information. Because of the sequential nature and presence of private information in the game, correlation in extensive-form games possesses significantly different properties than in normal-form games, many of which are still open research directions. Extensive-form correlated equilibrium (EFCE) has been proposed as the natural extensive-form counterpart to the classical notion of correlated equilibrium in normal-form games. Compared to the latter, the constraints that define the set of EFCEs are significantly more complex, as the correlation device (a.k.a. mediator) must take into account the evolution of beliefs of each player as they make observations throughout the game. Due to that significant added complexity, the existence of uncoupled learning dynamics leading to an EFCE has remained a challenging open research question for a long time. In this article, we settle that question by giving the first uncoupled no-regret dynamics that converge to the set of EFCEs in n -player general-sum extensive-form games with perfect recall. We show that each iterate can be computed in time polynomial in the size of the game tree, and that, when all players play repeatedly according to our learning dynamics, the empirical frequency of play after T game repetitions is proven to be a \( O(1/\sqrt {T}) \) -approximate EFCE with high probability, and an EFCE almost surely in the limit. Gabriele Farina, Andrea Celli, Alberto Marchesi 0001, Nicola Gatti 0001 |
J. ACM | 2 |
| 2021 | Signaling in Bayesian Network Congestion Games: the Subtle Power of SymmetryabstractNetwork congestion games are a well-understood model of multi-agent strategic interactions. Despite their ubiquitous applications, it is not clear whether it is possible to design information structures to ameliorate the overall experience of the network users. We focus on Bayesian games with atomic players, where network vagaries are modeled via a (random) state of nature which determines the costs incurred by the players. A third-party entity—the sender—can observe the realized state of the network and exploit this additional information to send a signal to each player. A natural question is the following: is it possible for an informed sender to reduce the overall social cost via the strategic provision of information to players who update their beliefs rationally? The paper focuses on the problem of computing optimal ex ante persuasive signaling schemes, showing that symmetry is a crucial property for its solution. Indeed, we show that an optimal ex ante persuasive signaling scheme can be computed in polynomial time when players are symmetric and have affine cost functions. Moreover, the problem becomes NP-hard when players are asymmetric, even in non-Bayesian settings. Matteo Castiglioni, Andrea Celli, Alberto Marchesi 0001, Nicola Gatti 0001 |
AAAI | 2 |
| 2021 | Multi-Receiver Online Bayesian PersuasionabstractBayesian persuasion studies how an informed sender should partially disclose information to influence the behavior of a self-interested receiver. Classical models make the stringent assumption that the sender knows the receiver’s utility. This can be relaxed by considering an online learning framework in which the sender repeatedly faces a receiver of an unknown, adversarially selected type. We study, for the first time, an online Bayesian persuasion setting with multiple receivers. We focus on the case with no externalities and binary actions, as customary in offline models. Our goal is to design no-regret algorithms for the sender with polynomial per-iteration running time. First, we prove a negative result: for any 0 < $\alpha$ $\leq$ 1, there is no polynomial-time no-$\alpha$-regret algorithm when the sender’s utility function is supermodular or anonymous. Then, we focus on the setting of submodular sender’s utility functions and we show that, in this case, it is possible to design a polynomial-time no-(1-1/e)-regret algorithm. To do so, we introduce a general online gradient descent framework to handle online learning problems with a finite number of possible loss functions. This requires the existence of an approximate projection oracle. We show that, in our setting, there exists one such projection oracle which can be implemented in polynomial time. Matteo Castiglioni, Alberto Marchesi 0001, Andrea Celli, Nicola Gatti 0001 |
ICML | 3 |
| 2021 | Connecting Optimal Ex-Ante Collusion in Teams to Extensive-Form Correlation: Faster Algorithms and Positive Complexity ResultsabstractWe focus on the problem of finding an optimal strategy for a team of players that faces an opponent in an imperfect-information zero-sum extensive-form game. Team members are not allowed to communicate during play but can coordinate before the game. In this setting, it is known that the best the team can do is sample a profile of potentially randomized strategies (one per player) from a joint (a.k.a. correlated) probability distribution at the beginning of the game. In this paper, we first provide new modeling results about computing such an optimal distribution by drawing a connection to a different literature on extensive-form correlation. Second, we provide an algorithm that allows one for capping the number of profiles employed in the solution. This begets an anytime algorithm by increasing the cap. We find that often a handful of well-chosen such profiles suffices to reach optimal utility for the team. This enables team members to reach coordination through a simple and understandable plan. Finally, inspired by this observation and leveraging theoretical concepts that we introduce, we develop an efficient column-generation algorithm for finding an optimal distribution for the team. We evaluate it on a suite of common benchmark games. It is three orders of magnitude faster than the prior state of the art on games that the latter can solve and it can also solve several games that were previously unsolvable. Gabriele Farina, Andrea Celli, Nicola Gatti 0001, Tuomas Sandholm |
ICML | 2 |
| 2021 | Decentralized No-regret Learning Algorithms for Extensive-form Correlated Equilibria (Extended Abstract)abstractThe existence of uncoupled no-regret learning dynamics converging to correlated equilibria in normal-form games is a celebrated result in the theory of multi-agent systems. Specifically, it has been known for more than 20 years that when all players seek to minimize their internal regret in a repeated normal-form game, the empirical frequency of play converges to a normal-form correlated equilibrium. Extensive-form games generalize normal-form games by modeling both sequential and simultaneous moves, as well as imperfect information. Because of the sequential nature and the presence of private information, correlation in extensive-form games possesses significantly different properties than in normal-form games. The extensive-form correlated equilibrium (EFCE) is the natural extensive-form counterpart to the classical notion of correlated equilibrium in normal-form games. Compared to the latter, the constraints that define the set of EFCEs are significantly more complex, as the correlation device ({\em a.k.a.} mediator) must take into account the evolution of beliefs of each player as they make observations throughout the game. Due to this additional complexity, the existence of uncoupled learning dynamics leading to an EFCE has remained a challenging open research question for a long time. In this article, we settle that question by giving the first uncoupled no-regret dynamics which provably converge to the set of EFCEs in n-player general-sum extensive-form games with perfect recall. We show that each iterate can be computed in time polynomial in the size of the game tree, and that, when all players play repeatedly according to our learning dynamics, the empirical frequency of play after T game repetitions is guaranteed to be a O(T^-1/2)-approximate EFCE with high probability, and an EFCE almost surely in the limit. Andrea Celli, Alberto Marchesi 0001, Gabriele Farina, Nicola Gatti 0001 |
IJCAI | 1 |
| 2020 | Persuading Voters: It's Easy to Whisper, It's Hard to Speak LoudabstractWe focus on the following natural question: is it possible to influence the outcome of a voting process through the strategic provision of information to voters who update their beliefs rationally? We investigate whether it is computationally tractable to design a signaling scheme maximizing the probability with which the sender's preferred candidate is elected. We resort to the model recently introduced by Arieli and Babichenko (2019) (i.e., without inter-agent externalities), and focus on, as illustrative examples, k-voting rules and plurality voting. There is a sharp contrast between the case in which private signals are allowed and the more restrictive setting in which only public signals are allowed. In the former, we show that an optimal signaling scheme can be computed efficiently both under a k-voting rule and plurality voting. In establishing these results, we provide two contributions applicable to general settings beyond voting. Specifically, we extend a well-known result by Dughmi and Xu (2017) to more general settings and prove that, when the sender's utility function is anonymous, computing an optimal signaling scheme is fixed-parameter tractable in the number of receivers' actions. In the public signaling case, we show that the sender's optimal expected return cannot be approximated to within any factor under a k-voting rule. This negative result easily extends to plurality voting and problems where utility functions are anonymous. Matteo Castiglioni, Andrea Celli, Nicola Gatti 0001 |
AAAI | 2 |
| 2020 | Private Bayesian Persuasion with Sequential GamesabstractWe study an information-structure design problem (a.k.a. a persuasion problem) with a single sender and multiple receivers with actions of a priori unknown types, independently drawn from action-specific marginal probability distributions. As in the standard Bayesian persuasion model, the sender has access to additional information regarding the action types, which she can exploit when committing to a (noisy) signaling scheme through which she sends a private signal to each receiver. The novelty of our model is in considering the much more expressive case in which the receivers interact in a sequential game with imperfect information, with utilities depending on the game outcome and the realized action types. After formalizing the notions of ex ante and ex interim persuasiveness (which differ by the time at which the receivers commit to following the sender's signaling scheme), we investigate the continuous optimization problem of computing a signaling scheme which maximizes the sender's expected revenue. We show that computing an optimal ex ante persuasive signaling scheme is NP-hard when there are three or more receivers. Instead, in contrast with previous hardness results for ex interim persuasion, we show that, for games with two receivers, an optimal ex ante persuasive signaling scheme can be computed in polynomial time thanks to the novel algorithm we propose, based on the ellipsoid method. Andrea Celli, Stefano Coniglio, Nicola Gatti 0001 |
AAAI | 1 |
| 2020 | Online Bayesian PersuasionabstractIn Bayesian persuasion, an informed sender has to design a signaling scheme that discloses the right amount of information so as to influence the behavior of a self-interested receiver. This kind of strategic interaction is ubiquitous in real economic scenarios. However, the original model by Kamenica and Gentzkow makes some stringent assumptions which limit its applicability in practice. One of the most limiting assumptions is arguably that, in order to compute an optimal signaling scheme, the sender is usually required to know the receiver's utility function. In this paper, we relax this assumption through an online learning framework in which the sender faces a receiver with unknown type. At each round, the receiver's type is chosen adversarially from a finite set of possible types. We are interested in no-regret algorithms prescribing a signaling scheme at each round of the repeated interaction with performances close to that of the best-in-hindsight signaling scheme. First, we prove a hardness result on the per-iteration running time required to achieve the no-regret property. Then, we provide algorithms for the full and partial information model which exhibit regret sublinear in the number of rounds and polynomial in the parameters of the game. Matteo Castiglioni, Andrea Celli, Alberto Marchesi 0001, Nicola Gatti 0001 |
NeurIPS | 2 |
| 2020 | No-Regret Learning Dynamics for Extensive-Form Correlated EquilibriumabstractThe existence of simple, uncoupled no-regret dynamics that converge to correlated equilibria in normal-form games is a celebrated result in the theory of multi-agent systems. Specifically, it has been known for more than 20 years that when all players seek to minimize their internal regret in a repeated normal-form game, the empirical frequency of play converges to a normal-form correlated equilibrium. Extensive-form (that is, tree-form) games generalize normal-form games by modeling both sequential and simultaneous moves, as well as private information. Because of the sequential nature and presence of partial information in the game, extensive-form correlation has significantly different properties than the normal-form counterpart, many of which are still open research directions. Extensive-form correlated equilibrium (EFCE) has been proposed as the natural extensive-form counterpart to normal-form correlated equilibrium. However, it was currently unknown whether EFCE emerges as the result of uncoupled agent dynamics. In this paper, we give the first uncoupled no-regret dynamics that converge to the set of EFCEs in n-player general-sum extensive-form games with perfect recall. First, we introduce a notion of trigger regret in extensive-form games, which extends that of internal regret in normal-form games. When each player has low trigger regret, the empirical frequency of play is a close to an EFCE. Then, we give an efficient no-trigger-regret algorithm. Our algorithm decomposes trigger regret into local subproblems at each decision point for the player, and constructs a global strategy of the player from the local solutions at each decision point. Andrea Celli, Alberto Marchesi 0001, Gabriele Farina, Nicola Gatti 0001 |
NeurIPS | 1 |
| 2019 | Learning to Correlate in Multi-Player General-Sum Sequential GamesabstractIn the context of multi-player, general-sum games, there is a growing interest in solution concepts involving some form of communication among players, since they can lead to socially better outcomes with respect to Nash equilibria and may be reached through learning dynamics in a decentralized fashion. In this paper, we focus on coarse correlated equilibria (CCEs) in sequential games. First, we complete the picture on the complexity of finding social-welfare-maximizing CCEs by proving that the problem is not in Poly-APX, unless P = NP, in games with three or more players (including chance). Then, we provide simple arguments showing that CFR---working with behavioral strategies---may not converge to a CCE in multi-player, general-sum sequential games. In order to amend this issue, we devise two variants of CFR that provably converge to a CCE. The first one (CFR-S) is a simple stochastic adaptation of CFR which employs sampling to build a correlated strategy, whereas the second variant (called CFR-Jr) enhances CFR with a more involved reconstruction procedure to recover correlated strategies from behavioral ones. Experiments on a rich testbed of multi-player, general-sum sequential games show that both CFR-S and CFR-Jr are dramatically faster than the state-of-the-art algorithms to compute CCEs, with CFR-Jr being also a good heuristic to find socially-optimal CCEs. Andrea Celli, Alberto Marchesi 0001, Tommaso Bianchi, Nicola Gatti 0001 |
NeurIPS | 1 |
| 2018 | Computational Results for Extensive-Form Adversarial Team GamesabstractWe provide, to the best of our knowledge, the first computational study of extensive-form adversarial team games. These games are sequential, zero-sum games in which a team of players, sharing the same utility function, faces an adversary. We define three different scenarios according to the communication capabilities of the team. In the first, the teammates can communicate and correlate their actions both before and during the play. In the second, they can only communicate before the play. In the third, no communication is possible at all. We define the most suitable solution concepts, and we study the inefficiency caused by partial or null communication, showing that the inefficiency can be arbitrarily large in the size of the game tree. Furthermore, we study the computational complexity of the equilibrium-finding problem in the three scenarios mentioned above, and we provide, for each of the three scenarios, an exact algorithm. Finally, we empirically evaluate the scalability of the algorithms in random games and the inefficiency caused by partial or null communication. Andrea Celli, Nicola Gatti 0001 |
AAAI | 1 |
| 2018 | Ex ante coordination and collusion in zero-sum multi-player extensive-form gamesabstractRecent milestones in equilibrium computation, such as the success of Libratus, show that it is possible to compute strong solutions to two-player zero-sum games in theory and practice. This is not the case for games with more than two players, which remain one of the main open challenges in computational game theory. This paper focuses on zero-sum games where a team of players faces an opponent, as is the case, for example, in Bridge, collusion in poker, and many non-recreational applications such as war, where the colluders do not have time or means of communicating during battle, collusion in bidding, where communication during the auction is illegal, and coordinated swindling in public. The possibility for the team members to communicate before game play—that is, coordinate their strategies ex ante—makes the use of behavioral strategies unsatisfactory. The reasons for this are closely related to the fact that the team can be represented as a single player with imperfect recall. We propose a new game representation, the realization form, that generalizes the sequence form but can also be applied to imperfect-recall games. Then, we use it to derive an auxiliary game that is equivalent to the original one. It provides a sound way to map the problem of finding an optimal ex-ante-correlated strategy for the team to the well-understood Nash equilibrium-finding problem in a (larger) two-player zero-sum perfect-recall game. By reasoning over the auxiliary game, we devise an anytime algorithm, fictitious team-play, that is guaranteed to converge to an optimal coordinated strategy for the team against an optimal opponent, and that is dramatically faster than the prior state-of-the-art algorithm for this problem. Gabriele Farina, Andrea Celli, Nicola Gatti 0001, Tuomas Sandholm |
NeurIPS | 2 |
| 2017 | Team-Maxmin Equilibrium: Efficiency Bounds and AlgorithmsabstractThe Team-maxmin equilibrium prescribes the optimal strategies for a team of rational players sharing the same goal and without the capability of correlating their strategies in strategic games against an adversary. This solution concept can capture situations in which an agent controls multiple resources - corresponding to the team members - that cannot communicate. It is known that such equilibrium always exists and it is unique (except degenerate cases) and these properties make it a credible solution concept to be used in real-world applications, especially in security scenarios. Nevertheless, to the best of our knowledge, the Team-maxmin equilibrium is almost completely unexplored in the literature. In this paper, we investigate bounds of (in)efficiency of the Team-maxmin equilibrium w.r.t. the Nash equilibria and w.r.t. the Maxmin equilibrium when the team members can play correlated strategies. Furthermore, we study a number of algorithms to find and/or approximate an equilibrium, discussing their theoretical guarantees and evaluating their performance by using a standard testbed of game instances. Nicola Basilico, Andrea Celli, Giuseppe De Nittis, Nicola Gatti 0001 |
AAAI | 2 |
| 2017 | On the Complexity of Nash Equilibrium Reoptimization
Andrea Celli, Alberto Marchesi 0001, Nicola Gatti 0001 |
UAI | 1 |