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Kyriakos Lotidis

dblp:227/3079 · DBLP profile ↗
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7ranked-venue papers
5as first author
6since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 7 · 5 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1

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
5 papers
Algorithmic game theory and mechanism design · 71% Mathematical optimization · 23% Quantum computing and quantum information · 7%
Artificial intelligence
3 papers
Reinforcement learning · 93% Optimization for machine learning · 7%

Topics — the 15 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design
learning in games
2.332025
Multi-Agent Learning under Uncertainty: Recurrence vs. Concentration · NeurIPS 2025
Accelerated Regularized Learning in Finite N-Person Games · NeurIPS 2024
Payoff-based Learning with Matrix Multiplicative Weights in Quantum Games · NeurIPS 2023
Algorithmic game theory and mechanism design › learning in games
regularized learning
1.622025
Multi-Agent Learning under Uncertainty: Recurrence vs. Concentration · NeurIPS 2025
Accelerated Regularized Learning in Finite N-Person Games · NeurIPS 2024
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.032024
On the convergence of policy gradient methods to Nash equilibria in general stochastic games · NeurIPS 2022
Accelerated Regularized Learning in Finite N-Person Games · NeurIPS 2024
Payoff-based Learning with Matrix Multiplicative Weights in Quantum Games · NeurIPS 2023
Algorithmic game theory and mechanism design › non-cooperative game › strategic game
strongly monotone games
0.912025
Multi-Agent Learning under Uncertainty: Recurrence vs. Concentration · NeurIPS 2025
Mathematical optimization › continuous optimization › convex optimization › first-order methods › gradient-based optimization
accelerated gradient methods
0.812024
Accelerated Regularized Learning in Finite N-Person Games · NeurIPS 2024
Mathematical optimization › continuous optimization › convex optimization
first-order methods
0.812024
Accelerated Regularized Learning in Finite N-Person Games · NeurIPS 2024
Mathematical optimization
matrix multiplicative weights
0.712023
Payoff-based Learning with Matrix Multiplicative Weights in Quantum Games · NeurIPS 2023
Quantum computing and quantum information
quantum games
0.712023
Payoff-based Learning with Matrix Multiplicative Weights in Quantum Games · NeurIPS 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
nash equilibrium convergence
0.612022
On the convergence of policy gradient methods to Nash equilibria in general stochastic games · NeurIPS 2022
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.612022
On the convergence of policy gradient methods to Nash equilibria in general stochastic games · NeurIPS 2022
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.612022
On the convergence of policy gradient methods to Nash equilibria in general stochastic games · NeurIPS 2022
Algorithmic game theory and mechanism design
stochastic games
0.612022
On the convergence of policy gradient methods to Nash equilibria in general stochastic games · NeurIPS 2022
Algorithmic game theory and mechanism design › auction theory
combinatorial auction
0.412019
A Bridge between Liquid and Social Welfare in Combinatorial Auctions with Submodular Bidders · AAAI 2019
Algorithmic game theory and mechanism design › welfare maximization
liquid welfare
0.412019
A Bridge between Liquid and Social Welfare in Combinatorial Auctions with Submodular Bidders · AAAI 2019
Algorithmic game theory and mechanism design › mechanism design › algorithmic mechanism design
approximation mechanisms
0.112019
A Bridge between Liquid and Social Welfare in Combinatorial Auctions with Submodular Bidders · AAAI 2019

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

continuous-time analysis · 2.4nesterov acceleration · 1.5multiplicative weights · 1.5momentum · 1.5zeroth-order gradient sampler · 1.3matrix multiplicative weights · 1.3bandit convex optimization · 1.3policy gradient · 1.1stochastic approximation · 0.9long-run distribution analysis · 0.9REINFORCE · 0.6
YearPublicationVenuePosition
2025 Multi-Agent Learning under Uncertainty: Recurrence vs. Concentration
abstract
In this paper, we examine the convergence landscape of multi-agent learning under uncertainty. Specifically, we analyze two stochastic models of regularized learning in continuous games—one in continuous and one in discrete time—with the aim of characterizing the long run behavior of the induced sequence of play. In stark contrast to deterministic, full-information models of learning (or models with a vanishing learning rate), we show that the resulting dynamics do not converge in general. In lieu of this, we ask instead which actions are played more often in the long run, and by how much. We show that, in strongly monotone games, the dynamics of regularized learning may wander away from equilibrium infinitely often, but they always return to its vicinity in finite time (which we estimate), and their long-run distribution is sharply concentrated around a neighborhood thereof. We quantify the degree of this concentration, and we show that these favorable properties may all break down if the underlying game is not strongly monotone—underscoring in this way the limits of regularized learning in the presence of persistent randomness and uncertainty
Kyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos, Jose H. Blanchet
NeurIPS1
2025 Robust Equilibria in Continuous Games: From Strategic to Dynamic Robustness
abstract
In this paper, we examine the robustness of Nash equilibria in continuous games, under both strategic and dynamic uncertainty. Starting with the former, we introduce the notion of a robust equilibrium as those equilibria that remain invariant to small—but otherwise arbitrary—perturbations to the game’s payoff structure, and we provide a crisp geometric characterization thereof. Subsequently, we turn to the question of dynamic robustness, and we examine which equilibria may arise as stable limit points of the dynamics of “follow the regularized leader” (FTRL) in the presence of randomness and uncertainty. Despite their very distinct origins, we establish a structural correspondence between these two notions of robustness: strategic robustness implies dynamic robustness, and, conversely, the requirement of strategic robustness cannot be relaxed if dynamic robustness is to be maintained. Finally, we examine the rate of convergence to robust equilibria as a function of the underlying regularizer, and we show that entropically regularized learning converges at a geometric rate in games with affinely constrained action spaces.
Kyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos, Jose H. Blanchet
NeurIPS1
2024 Accelerated Regularized Learning in Finite N-Person Games
abstract
Motivated by the success of Nesterov's accelerated gradient algorithm for convex minimization problems, we examine whether it is possible to achieve similar performance gains in the context of online learning in games. To that end, we introduce a family of accelerated learning methods, which we call “follow the accelerated leader” (FTXL), and which incorporates the use of momentum within the general framework of regularized learning - and, in particular, the exponential / multiplicative weights algorithm and its variants. Drawing inspiration and techniques from the continuous-time analysis of Nesterov's algorithm, we show that FTXL converges locally to strict Nash equilibria at a superlinear rate, achieving in this way an exponential speed-up over vanilla regularized learning methods (which, by comparison, converge to strict equilibria at a geometric, linear rate). Importantly, the FTXL maintains its superlinear convergence rate in a broad range of feedback structures, from deterministic, full information models to stochastic, realization-based ones, and even bandit, payoff-based information, where players are only able to observe their individual realized payoffs.
Kyriakos Lotidis, Angeliki Giannou, Panayotis Mertikopoulos, Nicholas Bambos
NeurIPS1
2023 Wasserstein Distributionally Robust Linear-Quadratic Estimation under Martingale Constraints
abstract
We focus on robust estimation of the unobserved state of a discrete-time stochastic system with linear dynamics. A standard analysis of this estimation problem assumes a baseline innovation model; with Gaussian innovations we recover the Kalman filter. However, in many settings, there is insufficient or corrupted data to validate the baseline model. To cope with this problem, we minimize the worst-case mean-squared estimation error of adversarial models chosen within a Wasserstein neighborhood around the baseline. We also constrain the adversarial innovations to form a martingale difference sequence. The martingale constraint relaxes the i.i.d. assumptions which are often imposed on the baseline model. Moreover, we show that the martingale constraints guarantee that the adversarial dynamics remain adapted to the natural time-generated information. Therefore, adding the martingale constraint allows to improve upon over-conservative policies that also protect against unrealistic omniscient adversaries. We establish a strong duality result which we use to develop an efficient subgradient method to compute the distributionally robust estimation policy. If the baseline innovations are Gaussian, we show that the worst-case adversary remains Gaussian. Our numerical experiments indicate that the martingale constraint may also aid in adding a layer of robustness in the choice of the adversarial power.
Kyriakos Lotidis, Nicholas Bambos, Jose H. Blanchet
AISTATS1
2023 Payoff-based Learning with Matrix Multiplicative Weights in Quantum Games
abstract
In this paper, we study the problem of learning in quantum games - and other classes of semidefinite games - with scalar, payoff-based feedback. For concreteness, we focus on the widely used matrix multiplicative weights (MMW) algorithm and, instead of requiring players to have full knowledge of the game (and/or each other's chosen states), we introduce a suite of minimal-information matrix multiplicative weights (3MW) methods tailored to different information frameworks. The main difficulty to attaining convergence in this setting is that, in contrast to classical finite games, quantum games have an infinite continuum of pure states (the quantum equivalent of pure strategies), so standard importance-weighting techniques for estimating payoff vectors cannot be employed. Instead, we borrow ideas from bandit convex optimization and we design a zeroth-order gradient sampler adapted to the semidefinite geometry of the problem at hand. As a first result, we show that the 3MW method with deterministic payoff feedback retains the $\mathcal{O}(1/\sqrt{T})$ convergence rate of the vanilla, full information MMW algorithm in quantum min-max games, even though the players only observe a single scalar. Subsequently, we relax the algorithm's information requirements even further and we provide a 3MW method that only requires players to observe a random realization of their payoff observable, and converges to equilibrium at an $\mathcal{O}(T^{-1/4})$ rate. Finally, going beyond zero-sum games, we show that a regularized variant of the proposed 3MW method guarantees local convergence with high probability to all equilibria that satisfy a certain first-order stability condition.
Kyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos, Jose H. Blanchet
NeurIPS1
2022 On the convergence of policy gradient methods to Nash equilibria in general stochastic games
abstract
Learning in stochastic games is a notoriously difficult problem because, in addition to each other's strategic decisions, the players must also contend with the fact that the game itself evolves over time, possibly in a very complicated manner. Because of this, the convergence properties of popular learning algorithms — like policy gradient and its variants — are poorly understood, except in specific classes of games (such as potential or two-player, zero-sum games). In view of this, we examine the long-run behavior of policy gradient methods with respect to Nash equilibrium policies that are second-order stationary (SOS) in a sense similar to the type of sufficiency conditions used in optimization. Our first result is that SOS policies are locally attracting with high probability, and we show that policy gradient trajectories with gradient estimates provided by the REINFORCE algorithm achieve an $\mathcal{O}(1/\sqrt{n})$ distance-squared convergence rate if the method's step-size is chosen appropriately. Subsequently, specializing to the class of deterministic Nash policies, we show that this rate can be improved dramatically and, in fact, policy gradient methods converge within a finite number of iterations in that case.
Angeliki Giannou, Kyriakos Lotidis, Panayotis Mertikopoulos, Emmanouil V. Vlatakis-Gkaragkounis
NeurIPS2
2019 A Bridge between Liquid and Social Welfare in Combinatorial Auctions with Submodular Bidders
abstract
We study incentive compatible mechanisms for Combinatorial Auctions where the bidders have submodular (or XOS) valuations and are budget-constrained. Our objective is to maximize the liquid welfare, a notion of efficiency for budgetconstrained bidders introduced by Dobzinski and Paes Leme (2014). We show that some of the known truthful mechanisms that best-approximate the social welfare for Combinatorial Auctions with submodular bidders through demand query oracles can be adapted, so that they retain truthfulness and achieve asymptotically the same approximation guarantees for the liquid welfare. More specifically, for the problem of optimizing the liquid welfare in Combinatorial Auctions with submodular bidders, we obtain a universally truthful randomized O(log m)-approximate mechanism, where m is the number of items, by adapting the mechanism of Krysta and Vöcking (2012).Additionally, motivated by large market assumptions often used in mechanism design, we introduce a notion of competitive markets and show that in such markets, liquid welfare can be approximated within a constant factor by a randomized universally truthful mechanism. Finally, in the Bayesian setting, we obtain a truthful O(1)-approximate mechanism for the case where bidder valuations are generated as independent samples from a known distribution, by adapting the results of Feldman, Gravin and Lucier (2014).
Dimitris Fotakis 0001, Kyriakos Lotidis, Chara Podimata
AAAI2