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Angelos Assos

dblp:351/1515 · DBLP profile ↗
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4ranked-venue papers
4as first author
4since 2021 · last 2025
0009-0006-2841-3511ORCID · reported

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

Artificial intelligence and machine learning · 4 · 4 first-author · 4 since 2021Theory of computation · 1 · 1 first-author · 1 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
4 papers
Algorithmic game theory and mechanism design · 69% Computational complexity · 16% Mathematical optimization · 16%
Artificial intelligence
3 papers
Learning theory · 51% Reinforcement learning · 49%

Topics — the 13 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Learning theory
online learning
0.922025
Online Learning and Solving Infinite Games with an ERM Oracle · COLT 2023
Computational Intractability of Strategizing against Online Learners · COLT 2025
Computational complexity › computational hardness
hardness of optimization
0.912025
Computational Intractability of Strategizing against Online Learners · COLT 2025
Algorithmic game theory and mechanism design › learning in games
online learning in games
0.912025
Computational Intractability of Strategizing against Online Learners · COLT 2025
Mathematical optimization
optimization
0.912025
Alternates, Assemble! Selecting Optimal Alternates for Citizens' Assemblies · EC 2025
Algorithmic game theory and mechanism design
social choice
0.912025
Alternates, Assemble! Selecting Optimal Alternates for Citizens' Assemblies · EC 2025
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.812024
Maximizing utility in multi-agent environments by anticipating the behavior of other learners · NeurIPS 2024
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.812024
Maximizing utility in multi-agent environments by anticipating the behavior of other learners · NeurIPS 2024
Algorithmic game theory and mechanism design
repeated games
0.812024
Maximizing utility in multi-agent environments by anticipating the behavior of other learners · NeurIPS 2024
Algorithmic game theory and mechanism design
equilibrium computation
0.712023
Online Learning and Solving Infinite Games with an ERM Oracle · COLT 2023
Algorithmic game theory and mechanism design
regret minimization
0.712023
Online Learning and Solving Infinite Games with an ERM Oracle · COLT 2023
Machine learning › Learning theory › online learning
no-regret algorithms
0.312025
Computational Intractability of Strategizing against Online Learners · COLT 2025
Machine learning › Learning theory › online learning › online classification
littlestone dimension
0.212023
Online Learning and Solving Infinite Games with an ERM Oracle · COLT 2023
Machine learning › Learning theory › online learning
regret bounds
0.212023
Online Learning and Solving Infinite Games with an ERM Oracle · COLT 2023

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

multiplicative weights update · 3.3reduction · 1.7replicator dynamics · 1.5online learning · 1.5double oracle · 1.3best response oracle · 1.3ERM oracle · 1.3learning-theoretic machinery · 0.9
YearPublicationVenuePosition
2025 Computational Intractability of Strategizing against Online Learners
abstract
Online learning algorithms are widely used in strategic multi-agent settings, including repeated auctions, contract design, and pricing competitions, where agents adapt their strategies over time. A key question in such environments is how an optimizing agent can best respond to a learning agent to improve its own long-term outcomes. While prior work has developed efficient algorithms for the optimizer in special cases—such as structured auction settings or contract design—no general efficient algorithm is known. In this paper, we establish a strong computational hardness result: unless $\mathsf{P} = \mathsf{NP}$, no polynomial-time optimizer can compute a near-optimal strategy against a learner using a standard no-regret algorithm, specifically Multiplicative Weights Update (MWU). Our result proves an $\Omega(T)$ hardness bound, significantly strengthening previous work that only showed an additive $\Theta(1)$ impossibility result. Furthermore, while the prior hardness result focused on learners using fictitious play—an algorithm that is not no-regret—we prove intractability for a widely used no-regret learning algorithm. This establishes a fundamental computational barrier to finding optimal strategies in general game-theoretic settings.
Angelos Assos, Yuval Dagan, Nived Rajaraman
COLT1
2025 Alternates, Assemble! Selecting Optimal Alternates for Citizens' Assemblies
abstract
Citizens' assemblies are an increasingly influential form of deliberative democracy, where randomly selected people discuss policy questions. The legitimacy of these assemblies hinges on their representation of the broader population, but participant dropout often leads to an unbalanced composition. In practice, dropouts are replaced by preselected alternates, but existing methods do not address how to choose these alternates. To address this gap, we introduce an optimization framework for alternate selection. Our algorithmic approach, which leverages learning-theoretic machinery, estimates dropout probabilities using historical data and selects alternates to minimize expected misrepresentation. Our theoretical bounds provide guarantees on sample complexity (with implications for computational efficiency) and on loss due to dropout probability mis-estimation. Empirical evaluation using real-world data demonstrates that, compared to the status quo, our method significantly improves representation while requiring fewer alternates.
Angelos Assos, Carmel Baharav, Bailey Flanigan, Ariel D. Procaccia
EC1
2024 Maximizing utility in multi-agent environments by anticipating the behavior of other learners
abstract
Learning algorithms are often used to make decisions in sequential decision-making environments. In multi-agent settings, the decisions of each agent can affect the utilities/losses of the other agents. Therefore, if an agent is good at anticipating the behavior of the other agents, in particular how they will make decisions in each round as a function of their experience that far, it could try to judiciously make its own decisions over the rounds of the interaction so as to influence the other agents to behave in a way that ultimately benefits its own utility. In this paper, we study repeated two-player games involving two types of agents: a learner, which employs an online learning algorithm to choose its strategy in each round; and an optimizer, which knows the learner's utility function and the learner's online learning algorithm. The optimizer wants to plan ahead to maximize its own utility, while taking into account the learner's behavior. We provide two results: a positive result for repeated zero-sum games and a negative result for repeated general-sum games. Our positive result is an algorithm for the optimizer, which exactly maximizes its utility against a learner that plays the Replicator Dynamics --- the continuous-time analogue of Multiplicative Weights Update (MWU). Additionally, we use this result to provide an algorithm for the optimizer against MWU, i.e.~for the discrete-time setting, which guarantees an average utility for the optimizer that is higher than the value of the one-shot game. Our negative result shows that, unless P=NP, there is no Fully Polynomial Time Approximation Scheme (FPTAS) for maximizing the utility of an optimizer against a learner that best-responds to the history in each round. Yet, this still leaves open the question of whether there exists a polynomial-time algorithm that optimizes the utility up to $o(T)$.
Angelos Assos, Yuval Dagan, Constantinos Daskalakis
NeurIPS1
2023 Online Learning and Solving Infinite Games with an ERM Oracle
abstract
While ERM suffices to attain near-optimal generalization error in the stochastic learning setting, this is not known to be the case in the online learning setting, where algorithms for general concept classes rely on computationally inefficient oracles such as the Standard Optimal Algorithm (SOA). In this work, we propose an algorithm for online binary classification setting that relies solely on ERM oracle calls, and show that it has finite regret in the realizable setting and sublinearly growing regret in the agnostic setting. We bound the regret in terms of the Littlestone and threshold dimensions of the underlying concept class.We obtain similar results for nonparametric games, where the ERM oracle can be interpreted as a best response oracle, finding the best response of a player to a given history of play of the other players. In this setting, we provide learning algorithms that only rely on best response oracles and converge to approximate-minimax equilibria in two-player zero-sum games and approximate coarse correlated equilibria in multi-player general-sum games, as long as the game has bounded fat-threshold dimension. Our algorithms apply to both binary-valued and real-valued games and can be viewed as providing justification for the wide use of double oracle and multiple oracle algorithms in the practice of solving large games.
Angelos Assos, Idan Attias, Yuval Dagan, Constantinos Daskalakis, Maxwell Fishelson
COLT1