Demo Data from VLDB 2026 / reviewers in the wild / expert
Andreas Kontogiannis
dblp:309/6039
· DBLP profile ↗
4ranked-venue papers
3as first author
4since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 3 first-author · 4 since 2021
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.
| Theoretical computer science
2 papers |
Algorithmic game theory and mechanism design · 54% Mathematical optimization · 31% Computational complexity · 16% | |
| Artificial intelligence
2 papers |
Reinforcement learning · 85% Representation and self-supervised learning · 8% Learning theory · 8% |
Topics — the 12 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning |
0.9 | 1 | 2025 | Enhancing Cooperative Multi-Agent Reinforcement Learning with State Modelling and Adversarial Exploration · ICML 2025 |
Machine learning › Reinforcement learning
exploration |
0.9 | 1 | 2025 | Enhancing Cooperative Multi-Agent Reinforcement Learning with State Modelling and Adversarial Exploration · ICML 2025 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.9 | 1 | 2025 | Enhancing Cooperative Multi-Agent Reinforcement Learning with State Modelling and Adversarial Exploration · ICML 2025 |
Algorithmic game theory and mechanism design › equilibrium computation
coarse correlated equilibrium |
0.9 | 1 | 2025 | Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025 |
Algorithmic game theory and mechanism design
congestion games |
0.9 | 1 | 2025 | Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.9 | 1 | 2025 | Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025 |
Mathematical optimization
nonconvex optimization |
0.8 | 1 | 2024 | The Computational Complexity of Finding Second-Order Stationary Points · ICML 2024 |
Computational complexity › complexity classes › approximation classes
optimization complexity |
0.8 | 1 | 2024 | The Computational Complexity of Finding Second-Order Stationary Points · ICML 2024 |
Mathematical optimization › nonconvex optimization › critical point analysis
second-order stationary point |
0.8 | 1 | 2024 | The Computational Complexity of Finding Second-Order Stationary Points · ICML 2024 |
Machine learning › Learning theory
online learning |
0.3 | 1 | 2025 | Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025 |
Machine learning › Reinforcement learning
regret minimization |
0.3 | 1 | 2025 | Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025 |
Machine learning › Representation and self-supervised learning › representation learning › latent representation learning
state representation learning |
0.3 | 1 | 2025 | Enhancing Cooperative Multi-Agent Reinforcement Learning with State Modelling and Adversarial Exploration · ICML 2025 |
Methods — techniques the papers use, named apart from their topics
payoff-based learning · 1.7kernelization · 1.7deep reinforcement learning · 0.9belief representation · 0.9complexity reduction · 0.8PLS-completeness · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Enhancing Cooperative Multi-Agent Reinforcement Learning with State Modelling and Adversarial ExplorationabstractLearning to cooperate in distributed partially observable environments with no communication abilities poses significant challenges for multi-agent deep reinforcement learning (MARL). This paper addresses key concerns in this domain, focusing on inferring state representations from individual agent observations and leveraging these representations to enhance agents' exploration and collaborative task execution policies. To this end, we propose a novel state modelling framework for cooperative MARL, where agents infer meaningful belief representations of the non-observable state, with respect to optimizing their own policies, while filtering redundant and less informative joint state information. Building upon this framework, we propose the MARL SMPE$^2$ algorithm. In SMPE$^2$, agents enhance their own policy's discriminative abilities under partial observability, explicitly by incorporating their beliefs into the policy network, and implicitly by adopting an adversarial type of exploration policies which encourages agents to discover novel, high-value states while improving the discriminative abilities of others. Experimentally, we show that SMPE$^2$ outperforms a plethora of state-of-the-art MARL algorithms in complex fully cooperative tasks from the MPE, LBF, and RWARE benchmarks. Andreas Kontogiannis, Konstantinos Papathanasiou, Yi Shen 0011, Giorgos B. Stamou, Michael M. Zavlanos, George A. Vouros |
ICML | 1 |
| 2025 | An Extended Benchmarking of Multi-Agent Reinforcement Learning Algorithms in Complex Fully Cooperative Tasks
Georgios Papadopoulos 0006, Andreas Kontogiannis, Foteini Papadopoulou, Chaido Poulianou, Ioannis Koumentis, George A. Vouros |
AAMAS | 2 |
| 2025 | Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion GamesabstractWe examine the problem of efficiently learning coarse correlated equilibria (CCE) in polyhedral games, that is, normal-form games with an exponentially large number of actions per player and an underlying combinatorial structure—such as the classic Colonel Blotto game or congestion games. Achieving computational efficiency in this setting requires learning algorithms whose regret and per-iteration complexity scale at most polylogarithmically with the size of the players’ action sets. This challenge has recently been addressed in the full-information setting, primarily through the use of kernelization; however, in the more realistic partial information setting, the situation is much more challenging, and existing approaches result in suboptimal and impractical runtime complexity to learn CCE. We address this gap via a novel kernelization-based framework for payoff-based learning in polyhedral games, which we then apply to certain key classes of polyhedral games—namely Colonel Blotto, graphic matroid and network congestion games. In so doing, we obtain a range of computationally efficient payoff-based learning algorithms which significantly improve upon prior work in terms of the runtime for learning CCE. Andreas Kontogiannis, Vasilis Pollatos, Gabriele Farina, Panayotis Mertikopoulos, Ioannis Panageas |
NeurIPS | 1 |
| 2024 | The Computational Complexity of Finding Second-Order Stationary PointsabstractNon-convex minimization problems are universally considered hard, and even guaranteeing that a computed solution is locally minimizing is known to be NP-hard. In this general context, our paper focuses on the problem of finding stationary points that satisfy an approximate second-order optimality condition, which serves to exclude strict saddles and other non-minimizing stationary points. Our main result is that the problem of finding approximate second-order stationary points (SOSPs) is PLS-complete, i.e., of the same complexity as the problem of finding first-order stationary points (FOSPs), thus resolving an open question in the field. In particular, our results imply that, under the widely believed complexity conjecture that PLS $\neq$ FNP, finding approximate SOSPs in unconstrained domains is *easier* than in constrained domains, which is known to be NP-hard. This comes in stark contrast with earlier results which implied that, unless PLS = CLS, finding approximate FOSPs in unconstrained domains is *harder* than in constrained domains. Andreas Kontogiannis, Vasilis Pollatos, Sotiris Kanellopoulos, Panayotis Mertikopoulos, Aris Pagourtzis, Ioannis Panageas |
ICML | 1 |