Stratis Skoulakis

dblp:183/0979 · also Efstratios Skoulakis · DBLP profile ↗
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35ranked-venue papers
2as first author
27since 2021 · last 2025
0000-0003-3419-1776ORCID · verified

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

Artificial intelligence and machine learning · 22 · 2 first-author · 19 since 2021Theory of computation · 9 · 5 since 2021Applied, interdisciplinary, general and emerging computing · 6 · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 2 since 2021Security and privacy · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Best of Both Worlds: Regret Minimization versus Minimax Play
abstract
In this paper, we investigate the existence of online learning algorithms with bandit feedback that simultaneously guarantee $O(1)$ regret compared to a given comparator strategy, and $\tilde{O}(\sqrt{T})$ regret compared to any fixed strategy, where $T$ is the number of rounds. We provide the first affirmative answer to this question whenever the comparator strategy supports every action. In the context of zero-sum games with min-max value zero, both in normal- and extensive form, we show that our results allow us to guarantee to risk at most $O(1)$ loss while being able to gain $\Omega(T)$ from exploitable opponents, thereby combining the benefits of both no-regret algorithms and minimax play.
Adrian Müller 0002, Jon Schneider, Stratis Skoulakis, Luca Viano, Volkan Cevher
ICML3
2025 Continuous-Time Analysis of Heavy Ball Momentum in Min-Max Games
abstract
Since Polyak’s pioneering work, heavy ball (HB) momentum has been widely studied in minimization. However, its role in min-max games remains largely unexplored. As a key component of practical min-max algorithms like Adam, this gap limits their effectiveness. In this paper, we present a continuous-time analysis for HB with simultaneous and alternating update schemes in min-max games. Locally, we prove smaller momentum enhances algorithmic stability by enabling local convergence across a wider range of step sizes, with alternating updates generally converging faster. Globally, we study the implicit regularization of HB, and find smaller momentum guides algorithms trajectories towards shallower slope regions of the loss landscapes, with alternating updates amplifying this effect. Surprisingly, all these phenomena differ from those observed in minimization, where larger momentum yields similar effects. Our results reveal fundamental differences between HB in min-max games and minimization, and numerical experiments further validate our theoretical results.
Kaito Fujii, Stratis Skoulakis, Xiao Wang 0036, Volkan Cevher
ICML3
2025 Optimism Without Regularization: Constant Regret in Zero-Sum Games
abstract
This paper studies the *optimistic* variant of Fictitious Play for learning in two-player zero-sum games. While it is known that Optimistic FTRL -- a *regularized* algorithm with a bounded stepsize parameter -- obtains constant regret in this setting, we show for the first time that similar, optimal rates are also achievable *without* regularization: we prove for two-strategy games that Optimistic Fictitious Play (using *any* tiebreaking rule) obtains only *constant regret*, providing surprising new evidence on the ability of *non*-no-regret algorithms for fast learning in games. Our proof technique leverages a geometric view of Optimistic Fictitious Play in the dual space of payoff vectors, where we show a certain energy function of the iterates remains bounded over time. Additionally, we also prove a regret *lower bound* of $\Omega(\sqrt{T})$ for *Alternating* Fictitious Play. In the unregularized regime, this separates the ability of optimism and alternation in achieving $o(\sqrt{T})$ regret.
John Lazarsfeld, Georgios Piliouras, Ryann Sim, Stratis Skoulakis
NeurIPS4
2025 Explaining the Law of Supply and Demand via Online Learning
abstract
The *law of supply and demand* asserts that in a perfectly competitive market, the price of a good adjusts to a *market clearing price*. In a market clearing price $p^\star$ the number of sellers willing to sell the good at $p^\star$ equals the number of sellers willing to buy the good at price $p^\star$. In this work, we provide a mathematical foundation on the law of supply and demand through the lens of online learning. Specifically, we demonstrate that if each seller employs a no-swap regret algorithm to set their individual selling price—aiming to maximize its individual revenue—the collective pricing dynamics converge to the market-clearing price $p^\star$ . Our findings offer a novel perspective on the law of supply and demand, framing it as the emergent outcome of an adaptive learning processes among sellers.
Stratis Skoulakis
NeurIPS1
2025 Rethinking Pricing in Energy Markets: Pay-as-Bid vs Pay-as-Clear
abstract
The design of energy markets is a subject of ongoing debate, particularly concerning the choice between the widely adopted Pay-as-Clear (PC) pricing mechanism and the alternative Pay-as-Bid (PB). These mechanisms determine how energy producers are compensated: under PC, all selected producers are paid the market-clearing price (i.e., the highest accepted bid), while under PB, each selected producer is paid their own submitted bid. The overarching objective is to meet the total demand for energy at minimal cost in the presence of strategic behavior. We present two key theoretical results. First, no mechanism can uniformly dominate PC or PB. This means that for any mechanism $$\mathcal {M}$$ , there exists a market configuration and a mixed-strategy Nash equilibrium of PC (respectively for PB) that yields strictly lower total energy costs than under $$\mathcal {M}$$ . Second, in terms of worst-case equilibrium outcomes, PB consistently outperforms PC: across all market instances, the highest possible equilibrium price under PB is strictly lower than that under PC. This suggests a structural robustness of PB to strategic manipulation. These theoretical insights are further supported by extensive simulations based on no-regret learning dynamics, which consistently yield lower average market prices in several energy market settings.
Ioannis Caragiannis, Zhile Jiang, Stratis Skoulakis
WINE3
2024 Efficient Continual Finite-Sum Minimization
abstract
Given a sequence of functions $f_1,\ldots,f_n$ with $f_i:\mathcal{D}\mapsto \mathbb{R}$, finite-sum minimization seeks a point ${x}^\star \in \mathcal{D}$ minimizing $\sum_{j=1}^nf_j(x)/n$. In this work, we propose a key twist into the finite-sum minimization, dubbed as *continual finite-sum minimization*, that asks for a sequence of points $x_1^\star, \ldots, x_n^\star \in D$ such that each ${x}^\star_i \in D$ minimizes the prefix-sum $\sum_{j=1}^if_j(x)/i$. Assuming that each prefix-sum is strongly convex, we develop a first-order continual stochastic variance reduction gradient method ($\mathrm{CSVRG}$) producing an $\epsilon$-optimal sequence with $\tilde{\mathcal{O}}(n/\epsilon^{1/3} + 1/\sqrt{\epsilon})$ overall *first-order oracles* (FO). An FO corresponds to the computation of a single gradient $\nabla f_j(x)$ at a given $x \in \mathcal{D}$ for some $j \in [n]$. Our approach significantly improves upon the $\mathcal{O}(n/\epsilon)$ FOs that $\mathrm{StochasticGradientDescent}$ requires and the $\mathcal{O}(n^2 \log (1/\epsilon))$ FOs that state-of-the-art variance reduction methods such as $\mathrm{Katyusha}$ require. We also prove that there is no natural first-order method with $\mathcal{O}\left(n/\epsilon^\alpha\right)$ gradient complexity for $\alpha < 1/4$, establishing that the first-order complexity of our method is nearly tight.
Ioannis Mavrothalassitis, Stratis Skoulakis, Leello Tadesse Dadi, Volkan Cevher
ICLR2
2024 Learning to Remove Cuts in Integer Linear Programming
abstract
Cutting plane methods are a fundamental approach for solving integer linear programs (ILPs). In each iteration of such methods, additional linear constraints (cuts) are introduced to the constraint set with the aim of excluding the previous fractional optimal solution while not affecting the optimal integer solution. In this work, we explore a novel approach within cutting plane methods: instead of only adding new cuts, we also consider the removal of previous cuts introduced at any of the preceding iterations of the method under a learnable parametric criteria. We demonstrate that in fundamental combinatorial optimization settings such cut removal policies can lead to significant improvements over both human-based and machine learning-guided cut addition policies even when implemented with simple models.
Pol Puigdemont, Stratis Skoulakis, Grigorios Chrysos 0002, Volkan Cevher
ICML2
2024 Imitation Learning in Discounted Linear MDPs without exploration assumptions
abstract
We present a new algorithm for imitation learning in infinite horizon linear MDPs dubbed ILARL which greatly improves the bound on the number of trajectories that the learner needs to sample from the environment. In particular, we remove exploration assumptions required in previous works and we improve the dependence on the desired accuracy $\epsilon$ from $\mathcal{O}(\epsilon^{-5})$ to $\mathcal{O} (\epsilon^{-4})$. Our result relies on a connection between imitation learning and online learning in MDPs with adversarial losses. For the latter setting, we present the first result for infinite horizon linear MDP which may be of independent interest. Moreover, we are able to provide a strengthen result for the finite horizon case where we achieve $\mathcal{O}(\epsilon^{-2})$. Numerical experiments with linear function approximation shows that ILARL outperforms other commonly used algorithms.
Luca Viano, Stratis Skoulakis, Volkan Cevher
ICML2
2024 Convergence to Equilibrium of No-Regret Dynamics in Congestion Games
Volkan Cevher, Wei Chen 0020, Leello Tadesse Dadi, Jing Dong 0008, Ioannis Panageas, Stratis Skoulakis, Luca Viano, Baoxiang Wang 0001, Siwei Wang 0002, Jingyu Wu
WINE6
2023 STay-ON-the-Ridge: Guaranteed Convergence to Local Minimax Equilibrium in Nonconvex-Nonconcave Games
abstract
Min-max optimization problems involving nonconvex-nonconcave objectives have found important applications in adversarial training and other multi-agent learning settings. Yet, no known gradient descent-based method is guaranteed to converge to (even local notions of) min-max equilibrium in the nonconvex-nonconcave setting. For all known methods, there exist relatively simple objectives for which they cycle or exhibit other undesirable behavior different from converging to a point, let alone to some game-theoretically meaningful one \citep{flokas2019poincare,hsieh2021limits}. The only known convergence guarantees hold under the strong assumption that the initialization is very close to a local min-max equilibrium \citep{wang2019solving}. Moreover, the afore-described challenges are not just theoretical curiosities. All known methods are unstable in practice, even in simple settings.We propose the first method that is guaranteed to converge to a local min-max equilibrium for smooth nonconvex-nonconcave objectives. Our method is second-order and provably escapes limit cycles as long as it is initialized at an easy-to-find initial point. Both the definition of our method and its convergence analysis are motivated by the topological nature of the problem. In particular, our method is not designed to decrease some potential function, such as the distance of its iterate from the set of local min-max equilibria or the projected gradient of the objective, but is designed to satisfy a topological property that guarantees the avoidance of cycles and implies its convergence.
Constantinos Daskalakis, Noah Golowich, Stratis Skoulakis, Manolis Zampetakis
COLT3
2023 Semi Bandit dynamics in Congestion Games: Convergence to Nash Equilibrium and No-Regret Guarantees
abstract
In this work, we propose introduce a variant of online stochastic gradient descent and prove it converges to Nash equilibria and simultaneously it has sublinear regret for the class of congestion games in the semi-bandit feedback setting. Our proposed method admits convergence rates depending only polynomially on the number of players and the number of facilities, but not on the size of the action set, which can be exponentially large in terms of the number of facilities. Moreover, the running time of our method has polynomial-time dependence on the implicit description of the game. Our analysis exploits techniques from convex geometry, in particular Caratheodory's theorem and recent advances in non-convex stochastic optimization. This work improves upon and answers an open question from (Cui et al 2022).
Ioannis Panageas, Stratis Skoulakis, Luca Viano, Xiao Wang 0036, Volkan Cevher
ICML2
2023 Maximum Independent Set: Self-Training through Dynamic Programming
abstract
This work presents a graph neural network (GNN) framework for solving the maximum independent set (MIS) problem, inspired by dynamic programming (DP). Specifically, given a graph, we propose a DP-like recursive algorithm based on GNNs that firstly constructs two smaller sub-graphs, predicts the one with the larger MIS, and then uses it in the next recursive call. To train our algorithm, we require annotated comparisons of different graphs concerning their MIS size. Annotating the comparisons with the output of our algorithm leads to a self-training process that results in more accurate self-annotation of the comparisons and vice versa. We provide numerical evidence showing the superiority of our method vs prior methods in multiple synthetic and real-world datasets.
Lorenzo Brusca, Lars C. P. M. Quaedvlieg, Stratis Skoulakis, Grigorios Chrysos 0002, Volkan Cevher
NeurIPS3
2023 Alternation makes the adversary weaker in two-player games
abstract
Motivated by alternating game-play in two-player games, we study an altenating variant of the \textit{Online Linear Optimization} (OLO). In alternating OLO, a \textit{learner} at each round $t \in [n]$ selects a vector $x^t$ and then an \textit{adversary} selects a cost-vector $c^t \in [-1,1]^n$. The learner then experiences cost $(c^t + c^{t-1})^\top x^t$ instead of $(c^t)^\top x^t$ as in standard OLO. We establish that under this small twist, the $\Omega(\sqrt{T})$ lower bound on the regret is no longer valid. More precisely, we present two online learning algorithms for alternating OLO that respectively admit $\mathcal{O}((\log n)^{4/3} T^{1/3})$ regret for the $n$-dimensional simplex and $\mathcal{O}(\rho \log T)$ regret for the ball of radius $\rho>0$. Our results imply that in alternating game-play, an agent can always guarantee $\mathcal{\tilde{O}}((\log n)^{4/3} T^{1/3})$ regardless the strategies of the other agent while the regret bound improves to $\mathcal{O}(\log T)$ in case the agent admits only two actions.
Volkan Cevher, Ashok Cutkosky, Ali Kavis, Georgios Piliouras, Stratis Skoulakis, Luca Viano
NeurIPS5
2023 Efficient Online Clustering with Moving Costs
abstract
In this work we consider an online learning problem, called Online $k$-Clustering with Moving Costs, at which a learner maintains a set of $k$ facilities over $T$ rounds so as to minimize the connection cost of an adversarially selected sequence of clients. The learner is informed on the positions of the clients at each round $t$ only after its facility-selection and can use this information to update its decision in the next round. However, updating the facility positions comes with an additional moving cost based on the moving distance of the facilities. We present the first $\mathcal{O}(\log n)$-regret polynomial-time online learning algorithm guaranteeing that the overall cost (connection $+$ moving) is at most $\mathcal{O}(\log n)$ times the time-averaged connection cost of the best fixed solution. Our work improves on the recent result of (Fotakis et al., 2021) establishing $\mathcal{O}(k)$-regret guarantees only on the connection cost.
Dimitris Christou, Stratis Skoulakis, Volkan Cevher
NeurIPS2
2023 Exponential Lower Bounds for Fictitious Play in Potential Games
abstract
Fictitious Play (FP) is a simple and natural dynamic for repeated play with many applications in game theory and multi-agent reinforcement learning. It was introduced by Brown and its convergence properties for two-player zero-sum games was established later by Robinson. Potential games [Monderer and Shapley 1996] is another class of games which exhibit the FP property [Monderer and Shapley 1996], i.e., FP dynamics converges to a Nash equilibrium if all agents follows it. Nevertheless, except for two-player zero-sum games and for specific instances of payoff matrices [Abernethy et. al. 2021] or for adversarial tie-breaking rules [Daskalakis and Pan, 2014], the \textit{convergence rate} of FP is unknown. In this work, we focus on the rate of convergence of FP when applied to potential games and more specifically identical payoff games. We prove that FP can take exponential time (in the number of strategies) to reach a Nash equilibrium, even if the game is restricted to \textit{two agents}. To prove this, we recursively construct a two-player coordination game with a unique Nash equilibrium. Moreover, every approximate Nash equilibrium in the constructed game must be close to the pure Nash equilibrium in $\ell_1$-distance.
Ioannis Panageas, Nikolas Patris, Stratis Skoulakis, Volkan Cevher
NeurIPS3
2023 Opinion Dynamics with Limited Information
abstract
Abstract We study opinion formation games based on the famous model proposed by Friedkin and Johsen (FJ model). In today’s huge social networks the assumption that in each round agents update their opinions by taking into account the opinions of all their friends is unrealistic. So, we are interested in the convergence properties of simple and natural variants of the FJ model that use limited information exchange in each round and converge to the same stable point. As in the FJ model, we assume that each agent i has an intrinsic opinion $$s_i \in [0,1]$$ s i ∈ [ 0 , 1 ] and maintains an expressed opinion $$x_i(t) \in [0,1]$$ x i ( t ) ∈ [ 0 , 1 ] in each round t. To model limited information exchange, we consider an opinion formation process where each agent i meets with one random friend j at each round t and learns only her current opinion $$x_j(t)$$ x j ( t ) . The amount of influence j imposes on i is reflected by the probability $$p_{ij}$$ p ij with which i meets j. Then, agent i suffers a disagreement cost that is a convex combination of $$(x_i(t) - s_i)^2$$ ( x i ( t ) - s i ) 2 and $$(x_i(t) - x_j(t))^2$$ ( x i ( t ) - x j ( t ) ) 2 . An important class of dynamics in this setting are no regret dynamics, i.e. dynamics that ensure vanishing regret against the experienced disagreement cost to the agents. We show an exponential gap between the convergence rate of no regret dynamics and of more general dynamics that do not ensure no regret. We prove that no regret dynamics require roughly $$\varOmega (1/\varepsilon )$$ Ω ( 1 / ε ) rounds to be within distance $$\varepsilon $$ ε from the stable point of the FJ model. On the other hand, we provide an opinion update rule that does not ensure no regret and converges to $$x^*$$ x ∗ in $$\tilde{O}(\log ^2(1/\varepsilon ))$$ O ~ ( log 2 ( 1 / ε ) ) rounds. Finally, in our variant of the FJ model, we show that the agents can adopt a simple opinion update rule that ensures no regret to the experienced disagreement cost and results in an opinion vector that converges to the stable point $$x^*$$ x ∗ of the FJ model within distance $$\varepsilon $$ ε in $$\textrm{poly}(1/\varepsilon )$$ poly (
Dimitris Fotakis 0001, Anthimos Vardis Kandiros, Vasilis Kontonis, Stratis Skoulakis
Algorithmica4
2022 Adaptive Stochastic Variance Reduction for Non-convex Finite-Sum Minimization
abstract
We propose an adaptive variance-reduction method, called AdaSpider, for minimization of $L$-smooth, non-convex functions with a finite-sum structure. In essence, AdaSpider combines an AdaGrad-inspired (Duchi et al., 2011), but a fairly distinct, adaptive step-size schedule with the recursive \textit{stochastic path integrated estimator} proposed in (Fang et al., 2018). To our knowledge, AdaSpider is the first parameter-free non-convex variance-reduction method in the sense that it does not require the knowledge of problem-dependent parameters, such as smoothness constant $L$, target accuracy $\epsilon$ or any bound on gradient norms. In doing so, we are able to compute an $\epsilon$-stationary point with $\tilde{O}\left(n + \sqrt{n}/\epsilon^2\right)$ oracle-calls, which matches the respective lower bound up to logarithmic factors.
Ali Kavis, Stratis Skoulakis, Kimon Antonakopoulos, Leello Tadesse Dadi, Volkan Cevher
NeurIPS2
2022 Beyond Time-Average Convergence: Near-Optimal Uncoupled Online Learning via Clairvoyant Multiplicative Weights Update
abstract
In this paper we provide a novel and simple algorithm, Clairvoyant Multiplicative Weights Updates (CMWU), for convergence to \textit{Coarse Correlated Equilibria} (CCE) in general games. CMWU effectively corresponds to the standard MWU algorithm but where all agents, when updating their mixed strategies, use the payoff profiles based on tomorrow's behavior, i.e. the agents are clairvoyant. CMWU achieves constant regret of $\ln(m)/\eta$ in all normal-form games with m actions and fixed step-sizes $\eta$. Although CMWU encodes in its definition a fixed point computation, which in principle could result in dynamics that are neither computationally efficient nor uncoupled, we show that both of these issues can be largely circumvented. Specifically, as long as the step-size $\eta$ is upper bounded by $\frac{1}{(n-1)V}$, where $n$ is the number of agents and $[0,V]$ is the payoff range, then the CMWU updates can be computed linearly fast via a contraction map. This implementation results in an uncoupled online learning dynamic that admits a $O(\log T)$-sparse sub-sequence where each agent experiences at most $O(nV\log m)$ regret. This implies that the CMWU dynamics converge with rate $O(nV \log m \log T / T)$ to a CCE and improves on the current state-of-the-art convergence rate.
Georgios Piliouras, Ryann Sim, Stratis Skoulakis
NeurIPS3
2022 Fast Convergence of Optimistic Gradient Ascent in Network Zero-Sum Extensive Form Games
Georgios Piliouras, Lillian J. Ratliff, Ryann Sim, Stratis Skoulakis
SAGT4
2021 Estimating the Number of Induced Subgraphs from Incomplete Data and Neighborhood Queries
Dimitris Fotakis 0001, Thanasis Pittas, Stratis Skoulakis
AAAI3
2021 Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games
abstract
The predominant paradigm in evolutionary game theory and more generally online learning in games is based on a clear distinction between a population of dynamic agents that interact given a fixed, static game. In this paper, we move away from the artificial divide between dynamic agents and static games, to introduce and analyze a large class of competitive settings where both the agents and the games they play evolve strategically over time. We focus on arguably the most archetypal game-theoretic setting---zero-sum games (as well as network generalizations)---and the most studied evolutionary learning dynamic---replicator, the continuous-time analogue of multiplicative weights. Populations of agents compete against each other in a zero-sum competition that itself evolves adversarially to the current population mixture. Remarkably, despite the chaotic coevolution of agents and games, we prove that the system exhibits a number of regularities. First, the system has conservation laws of an information-theoretic flavor that couple the behavior of all agents and games. Secondly, the system is Poincare recurrent, with effectively all possible initializations of agents and games lying on recurrent orbits that come arbitrarily close to their initial conditions infinitely often. Thirdly, the time-average agent behavior and utility converge to the Nash equilibrium values of the time-average game. Finally, we provide a polynomial time algorithm to efficiently predict this time-average behavior for any such coevolving network game.
Stratis Skoulakis, Tanner Fiez, Ryann Sim, Georgios Piliouras, Lillian J. Ratliff
AAAI1
2021 Dynamical analysis of the EIP-1559 Ethereum fee market
abstract
Participation in permissionless blockchains results in competition over system resources, which needs to be controlled with fees. Until recently, Ethereum's fee mechanism was implemented via a first-price auction that resulted in unpredictable fees as well as other inefficiencies. Launched on August 5, 2021, EIP-1559 is an improved proposal that introduces a number of innovative features such as a dynamically adaptive basefee that is burnt, instead of being paid to the miners. Despite intense interest in understanding its properties, several basic questions such as whether and under what conditions does this protocol self-stabilize have remained elusive thus far.
Stefanos Leonardos, Barnabé Monnot, Daniël Reijsbergen, Stratis Skoulakis, Georgios Piliouras
AFT4
2021 On the Approximability of Multistage Min-Sum Set Cover
abstract
We investigate the polynomial-time approximability of the multistage version of Min-Sum Set Cover (Mult-MSSC), a natural and intriguing generalization of the classical List Update problem. In Mult-MSSC, we maintain a sequence of permutations (π⁰, π¹, …, π^T) on n elements, based on a sequence of requests ℛ = (R¹, …, R^T). We aim to minimize the total cost of updating π^{t-1} to π^{t}, quantified by the Kendall tau distance d_{KT}(π^{t-1}, π^t), plus the total cost of covering each request R^t with the current permutation π^t, quantified by the position of the first element of R^t in π^t. Using a reduction from Set Cover, we show that Mult-MSSC does not admit an O(1)-approximation, unless P = NP, and that any o(log n) (resp. o(r)) approximation to Mult-MSSC implies a sublogarithmic (resp. o(r)) approximation to Set Cover (resp. where each element appears at most r times). Our main technical contribution is to show that Mult-MSSC can be approximated in polynomial-time within a factor of O(log² n) in general instances, by randomized rounding, and within a factor of O(r²), if all requests have cardinality at most r, by deterministic rounding.
Dimitris Fotakis 0001, Panagiotis Kostopanagiotis, Vasileios Nakos, Georgios Piliouras, Stratis Skoulakis
ICALP5
2021 Efficient Online Learning for Dynamic k-Clustering
abstract
In this work, we study dynamic clustering problems from the perspective of online learning. We consider an online learning problem, called \textit{Dynamic $k$-Clustering}, in which $k$ centers are maintained in a metric space over time (centers may change positions) such as a dynamically changing set of $r$ clients is served in the best possible way. The connection cost at round $t$ is given by the \textit{$p$-norm} of the vector formed by the distance of each client to its closest center at round $t$, for some $p\geq 1$. We design a \textit{$\Theta\left( \min(k,r) \right)$-regret} polynomial-time online learning algorithm, while we show that, under some well-established computational complexity conjectures, \textit{constant-regret} cannot be achieved in polynomial-time. In addition to the efficient solution of Dynamic $k$-Clustering, our work contributes to the long line of research of combinatorial online learning.
Dimitris Fotakis 0001, Georgios Piliouras, Stratis Skoulakis
ICML3
2021 Online Learning in Periodic Zero-Sum Games
abstract
A seminal result in game theory is von Neumann's minmax theorem, which states that zero-sum games admit an essentially unique equilibrium solution. Classical learning results build on this theorem to show that online no-regret dynamics converge to an equilibrium in a time-average sense in zero-sum games. In the past several years, a key research direction has focused on characterizing the transient behavior of such dynamics. General results in this direction show that broad classes of online learning dynamics are cyclic, and formally Poincar\'{e} recurrent, in zero-sum games. We analyze the robustness of these online learning behaviors in the case of periodic zero-sum games with a time-invariant equilibrium. This model generalizes the usual repeated game formulation while also being a realistic and natural model of a repeated competition between players that depends on exogenous environmental variations such as time-of-day effects, week-to-week trends, and seasonality. Interestingly, time-average convergence may fail even in the simplest such settings, in spite of the equilibrium being fixed. In contrast, using novel analysis methods, we show that Poincar\'{e} recurrence provably generalizes despite the complex, non-autonomous nature of these dynamical systems.
Tanner Fiez, Ryann Sim, Stratis Skoulakis, Georgios Piliouras, Lillian J. Ratliff
NeurIPS3
2021 The complexity of constrained min-max optimization
abstract
Despite its important applications in Machine Learning, min-max optimization of objective functions that are nonconvex-nonconcave remains elusive. Not only are there no known first-order methods converging to even approximate local min-max equilibria (a.k.a. approximate saddle points), but the computational complexity of identifying them is also poorly understood. In this paper, we provide a characterization of the computational complexity as well as of the limitations of first-order methods in this problem. Specifically, we show that in linearly constrained min-max optimization problems with nonconvex-nonconcave objectives an approximate local min-max equilibrium of large enough approximation is guaranteed to exist, but computing such a point is PPAD-complete. The same is true of computing an approximate fixed point of the (Projected) Gradient Descent/Ascent update dynamics, which is computationally equivalent to computing approximate local min-max equilibria. An important byproduct of our proof is to establish an unconditional hardness result in the Nemirovsky-Yudin 1983 oracle optimization model, where we are given oracle access to the values of some function f : P → [−1, 1] and its gradient ∇ f, where P ⊆ [0, 1]d is a known convex polytope. We show that any algorithm that uses such first-order oracle access to f and finds an ε-approximate local min-max equilibrium needs to make a number of oracle queries that is exponential in at least one of 1/ε, L, G, or d, where L and G are respectively the smoothness and Lipschitzness of f. This comes in sharp contrast to minimization problems, where finding approximate local minima in the same setting can be done with Projected Gradient Descent using O(L/ε) many queries. Our result is the first to show an exponential separation between these two fundamental optimization problems in the oracle model.
Constantinos Daskalakis, Stratis Skoulakis, Manolis Zampetakis
STOC2
2021 Reallocating multiple facilities on the line
abstract
We study the K-Facility Reallocation problem on the real line, where we maintain K facility locations over T stages, based on the stage-dependent locations of n agents. Each agent is connected to the nearest facility at each stage, and the facilities may move from one stage to another, to accommodate different agent locations. The objective is to minimize the connection cost of the agents plus the total moving cost of the facilities, over all stages. The K-Facility Reallocation problem was introduced by de Keijzer and Wojtczak, where they mostly focused on the special case of a single facility. Using an LP-based approach, we present a polynomial time algorithm that computes the optimal solution for any number of facilities. We also consider the online K-Facility Reallocation problem, where the algorithm becomes aware of agent locations in a stage-by-stage fashion. By exploiting an interesting connection to the classical K-server problem, we present a constant-competitive algorithm for K=2 facilities.
Dimitris Fotakis 0001, Loukas Kavouras, Panagiotis Kostopanagiotis, Philip Lazos, Stratis Skoulakis, Nikos Zarifis
Theor. Comput. Sci.5
2020 The Online Min-Sum Set Cover Problem
Dimitris Fotakis 0001, Loukas Kavouras, Grigorios Koumoutsos, Stratis Skoulakis, Manolis Vardas
ICALP4
2020 Node-Max-Cut and the Complexity of Equilibrium in Linear Weighted Congestion Games
abstract
In this work, we seek a more refined understanding of the complexity of local optimum computation for Max-Cut and pure Nash equilibrium (PNE) computation for congestion games with weighted players and linear latency functions. We show that computing a PNE of linear weighted congestion games is PLS-complete either for very restricted strategy spaces, namely when player strategies are paths on a series-parallel network with a single origin and destination, or for very restricted latency functions, namely when the latency on each resource is equal to the congestion. Our results reveal a remarkable gap regarding the complexity of PNE in congestion games with weighted and unweighted players, since in case of unweighted players, a PNE can be easily computed by either a simple greedy algorithm (for series-parallel networks) or any better response dynamics (when the latency is equal to the congestion). For the latter of the results above, we need to show first that computing a local optimum of a natural restriction of Max-Cut, which we call Node-Max-Cut, is PLS-complete. In Node-Max-Cut, the input graph is vertex-weighted and the weight of each edge is equal to the product of the weights of its endpoints. Due to the very restricted nature of Node-Max-Cut, the reduction requires a careful combination of new gadgets with ideas and techniques from previous work. We also show how to compute efficiently a (1+ε)-approximate equilibrium for Node-Max-Cut, if the number of different vertex weights is constant.
Dimitris Fotakis 0001, Anthimos Vardis Kandiros, Thanasis Lianeas, Nikos Mouzakis, Panagiotis Patsilinakos, Stratis Skoulakis
ICALP6
2020 Efficient Online Learning of Optimal Rankings: Dimensionality Reduction via Gradient Descent
abstract
We consider a natural model of online preference aggregation, where sets of preferred items R1, R2, ..., Rt, ..., along with a demand for kt items in each Rt, appear online. Without prior knowledge of (Rt, kt), the learner maintains a ranking \pit aiming that at least kt items from Rt appear high in \pi_t. This is a fundamental problem in preference aggregation with applications to e.g., ordering product or news items in web pages based on user scrolling and click patterns. The widely studied Generalized Min-Sum-Set-Cover (GMSSC) problem serves as a formal model for the setting above. GMSSC is NP-hard and the standard application of no-regret online learning algorithms is computationally inefficient, because they operate in the space of rankings. In this work, we show how to achieve low regret for GMSSC in polynomial-time. We employ dimensionality reduction from rankings to the space of doubly stochastic matrices, where we apply Online Gradient Descent. A key step is to show how subgradients can be computed efficiently, by solving the dual of a configuration LP. Using deterministic and randomized rounding schemes, we map doubly stochastic matrices back to rankings with a small loss in the GMSSC objective.
Dimitris Fotakis 0001, Thanasis Lianeas, Georgios Piliouras, Stratis Skoulakis
NeurIPS4
2019 Reallocating Multiple Facilities on the Line
Dimitris Fotakis 0001, Loukas Kavouras, Panagiotis Kostopanagiotis, Philip Lazos, Stratis Skoulakis, Nikos Zarifis
IJCAI5
2019 Opinion Formation Games with Aggregation and Negative Influence
Markos Epitropou, Dimitris Fotakis 0001, Martin Hoefer 0001, Stratis Skoulakis
Theory Comput. Syst.4
2018 Opinion Dynamics with Limited Information
Dimitris Fotakis 0001, Anthimos Vardis Kandiros, Vasilis Kontonis, Stratis Skoulakis
WINE4
2017 Opinion Formation Games with Aggregation and Negative Influence
Markos Epitropou, Dimitris Fotakis 0001, Martin Hoefer 0001, Stratis Skoulakis
SAGT4
2016 Opinion Dynamics with Local Interactions
Dimitris Fotakis 0001, Dimitris Palyvos-Giannas, Stratis Skoulakis
IJCAI3