VLDB 2026 Research / reviewers in the wild / expert
Simone Fioravanti
dblp:228/8521
· DBLP profile ↗
6ranked-venue papers
3as first author
5since 2021 · last 2025
0000-0002-3850-0786ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Theory of computation · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | The evolutionary dynamics of soft-max policy gradient in multi-agent settingsabstractPolicy gradient is one of the most famous algorithms in reinforcement learning. This paper studies the mean dynamics of the soft-max policy gradient algorithm and its properties in multi-agent settings by resorting to evolutionary game theory and dynamical system tools. Unlike most multi-agent reinforcement learning algorithms, whose mean dynamics are a slight variant of the replicator dynamics not affecting the properties of the original dynamics, the soft-max policy gradient dynamics presents a structure significantly different from that of the replicator. In particular, we show that the soft-max policy gradient dynamics in a given game are equivalent to the replicator dynamics in an auxiliary game obtained by a non-convex transformation of the payoffs of the original game. Such a structure gives the dynamics several non-standard properties. The first property we study concerns the convergence to the best response. In particular, while the continuous-time mean dynamics always converge to the best response, the crucial question concerns the convergence speed. Precisely, we show that the space of initializations can be split into two complementary sets such that the trajectories initialized from points of the first set (said good initialization region) directly move to the best response. In contrast, those initialized from points of the second set (said bad initialization region) move first to a series of sub-optimal strategies and then to the best response. Interestingly, in multi-agent adversarial machine learning environments, we show that an adversary can exploit this property to make any current strategy of the learning agent using the soft-max policy gradient fall inside a bad initialization region, thus slowing its learning process and exploiting that policy. When the soft-max policy gradient dynamics is studied in multi-population games, modeling the learning dynamics in self-play, we show that the dynamics preserve the volume of the set of initial points. This property proves that the dynamics cannot converge when the only equilibrium of the game is fully mixed, as the volume of the set of initial points would need to shrink. We also give empirical evidence that the volume expands over time, suggesting that the dynamics in games with fully-mixed equilibrium is chaotic. Martino Bernasconi, Federico Cacciamani, Simone Fioravanti, Nicola Gatti 0001, Francesco Trovò |
Theor. Comput. Sci. | 3 |
| 2024 | Ramsey Theorems for Trees and a General 'Private Learning Implies Online Learning' TheoremabstractThis work continues to investigate the link between differentially private (DP) and online learning. Alon, Livni, Malliaris, and Moran [4] showed that for binary concept classes, DP learnability of a given class implies that it has a finite Littlestone dimension (equivalently, that it is online learnable). Their proof relies on a model-theoretic result by Hodges [36], which demonstrates that any binary concept class with a large Littlestone dimension contains a large subclass of thresholds. In a follow-up work, Jung, Kim, and Tewari [38] extended this proof to multiclass PAC learning with a bounded number of labels. Unfortunately, Hodges's result does not apply in other natural settings such as multiclass PAC learning with an unbounded label space, and PAC learning of partial concept classes. This naturally raises the question of whether DP learnability continues to imply online learnability in more general scenarios: indeed, Alon, Hanneke, Holzman, and Moran [5] explicitly leave it as an open question in the context of partial concept classes, and the same question is open in the general multiclass setting. In this work, we give a positive answer to these questions showing that for general classification tasks, DP learnability implies online learnability. Our proof reasons directly about Littlestone trees, without relying on thresholds. We achieve this by establishing several Ramsey-type theorems for trees, which might be of independent interest. Simone Fioravanti, Steve Hanneke, Shay Moran, Hilla Schefler, Iska Tsubari |
FOCS | 1 |
| 2023 | PAC Learning and Stabilizing Hedonic Games: Towards a Unifying ApproachabstractWe study PAC learnability and PAC stabilizability of Hedonic Games (HGs), i.e., efficiently inferring preferences or core-stable partitions from samples. We first expand the known learnability/stabilizability landscape for some of the most prominent HGs classes, providing results for Friends and Enemies Games, Bottom Responsive, and Anonymous HGs. Then, having a broader view in mind, we attempt to shed light on the structural properties leading to learnability/stabilizability, or lack thereof, for specific HGs classes. Along this path, we focus on the fully expressive Hedonic Coalition Nets representation of HGs. We identify two sets of conditions that lead to efficient learnability, and which encompass all of the known positive learnability results. On the side of stability, we reveal that, while the freedom of choosing an ad hoc adversarial distribution is the most obvious hurdle to achieving PAC stability, it is not the only one. First, we show a distribution independent necessary condition for PAC stability. Then, we focus on W-games, where players have individual preferences over other players and evaluate coalitions based on the least preferred member. We prove that these games are PAC stabilizable under the class of bounded distributions, which assign positive probability mass to all coalitions. Finally, we discuss why such a result is not easily extendable to other HGs classes even in this promising scenario. Namely, we establish a purely computational property necessary for achieving PAC stability. Simone Fioravanti, Michele Flammini, Bojana Kodric, Giovanna Varricchio |
AAAI | 1 |
| 2023 | ε-fractional core stability in Hedonic Games
Simone Fioravanti, Michele Flammini, Bojana Kodric, Giovanna Varricchio |
NeurIPS | 1 |
| 2021 | Exploiting Opponents Under Utility Constraints in Sequential GamesabstractRecently, game-playing agents based on AI techniques have demonstrated super-human performance in several sequential games, such as chess, Go, and poker. Surprisingly, the multi-agent learning techniques that allowed to reach these achievements do not take into account the actual behavior of the human player, potentially leading to an impressive gap in performances. In this paper, we address the problem of designing artificial agents that learn how to effectively exploit unknown human opponents while playing repeatedly against them in an online fashion. We study the case in which the agent's strategy during each repetition of the game is subject to constraints ensuring that the human's expected utility is within some lower and upper thresholds. Our framework encompasses several real-world problems, such as human engagement in repeated game playing and human education by means of serious games. As a first result, we formalize a set of linear inequalities encoding the conditions that the agent's strategy must satisfy at each iteration in order to do not violate the given bounds for the human's expected utility. Then, we use such formulation in an upper confidence bound algorithm, and we prove that the resulting procedure suffers from sublinear regret and guarantees that the constraints are satisfied with high probability at each iteration. Finally, we empirically evaluate the convergence of our algorithm on standard testbeds of sequential games. Martino Bernasconi, Federico Cacciamani, Simone Fioravanti, Nicola Gatti 0001, Alberto Marchesi 0001, Francesco Trovò |
NeurIPS | 3 |
| 2019 | Coalition Resilient Outcomes in Max k-Cut Games
Raffaello Carosi, Simone Fioravanti, Luciano Gualà, Gianpiero Monaco |
SOFSEM | 2 |