Demo Data from EDBT 2026 / reviewers in the wild / expert
Côme Fiegel
dblp:268/2542
· DBLP profile ↗
5ranked-venue papers
4as 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 · 5 · 4 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
4 papers |
Algorithmic game theory and mechanism design · 69% Mathematical optimization · 22% Approximation and online algorithms · 9% | |
| Artificial intelligence
4 papers |
Reinforcement learning · 45% Multi-agent systems · 34% Language models and text generation · 21% |
Topics — the 17 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithmic game theory and mechanism design
zero-sum game |
1.5 | 2 | 2025 | The Harder Path: Last Iterate Convergence for Uncoupled Learning in Zero-Sum Games with Bandit Feedback · ICML 2025 Adapting to game trees in zero-sum imperfect information games · ICML 2023 |
Algorithmic game theory and mechanism design
imperfect information games |
1.4 | 2 | 2024 | Local and Adaptive Mirror Descents in Extensive-Form Games · NeurIPS 2024 Adapting to game trees in zero-sum imperfect information games · ICML 2023 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning |
0.9 | 1 | 2025 | The Harder Path: Last Iterate Convergence for Uncoupled Learning in Zero-Sum Games with Bandit Feedback · ICML 2025 |
Algorithmic game theory and mechanism design › game dynamics › equilibrium convergence
nash equilibrium convergence |
0.9 | 1 | 2025 | The Harder Path: Last Iterate Convergence for Uncoupled Learning in Zero-Sum Games with Bandit Feedback · ICML 2025 |
Natural language and speech › Language models and text generation
alignment |
0.8 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.8 | 1 | 2024 | Local and Adaptive Mirror Descents in Extensive-Form Games · NeurIPS 2024 |
Machine learning › Reinforcement learning
reinforcement learning from human feedback |
0.8 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
zero-sum games |
0.8 | 1 | 2024 | Local and Adaptive Mirror Descents in Extensive-Form Games · NeurIPS 2024 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.8 | 1 | 2024 | Local and Adaptive Mirror Descents in Extensive-Form Games · NeurIPS 2024 |
Mathematical optimization › continuous optimization › convex optimization › first-order methods
mirror descent |
0.8 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.8 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Mathematical optimization › online optimization
online mirror descent |
0.8 | 1 | 2024 | Local and Adaptive Mirror Descents in Extensive-Form Games · NeurIPS 2024 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play |
0.7 | 1 | 2023 | Adapting to game trees in zero-sum imperfect information games · ICML 2023 |
Approximation and online algorithms
online learning |
0.5 | 2 | 2025 | The Harder Path: Last Iterate Convergence for Uncoupled Learning in Zero-Sum Games with Bandit Feedback · ICML 2025 Adapting to game trees in zero-sum imperfect information games · ICML 2023 |
Approximation and online algorithms › online learning
bandit feedback |
0.3 | 1 | 2025 | The Harder Path: Last Iterate Convergence for Uncoupled Learning in Zero-Sum Games with Bandit Feedback · ICML 2025 |
Natural language and speech › Language models and text generation
text summarization |
0.2 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Mathematical optimization › online optimization
follow the regularized leader |
0.2 | 1 | 2023 | Adapting to game trees in zero-sum imperfect information games · ICML 2023 |
Methods — techniques the papers use, named apart from their topics
regularization · 3.3mirror descent · 3.3last-iterate convergence analysis · 1.7preference model · 1.5online mirror descent · 1.5importance sampling · 1.5gradient descent · 1.5lower bound analysis · 1.3follow-the-regularized-leader · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | The Harder Path: Last Iterate Convergence for Uncoupled Learning in Zero-Sum Games with Bandit FeedbackabstractWe study the problem of learning in zero-sum matrix games with repeated play and bandit feedback.
Specifically, we focus on developing uncoupled algorithms that guarantee, without communication between players, convergence of the last-iterate to a Nash equilibrium. Although the non-bandit case has been studied extensively, this setting has only been explored recently, with a bound of $\mathcal{O}(T^{-1/8})$ on the exploitability gap. We show that, for uncoupled algorithms, guaranteeing convergence of the policy profiles to a Nash equilibrium is detrimental to the performances, with the best attainable rate being $\mathcal{O}(T^{-1/4})$ in contrast to the usual $\mathcal{O}(T^{-1/2})$ rate for convergence of the average iterates. We then propose two algorithms that achieve this optimal rate. The first algorithm leverages a straightforward tradeoff between exploration and exploitation, while the second employs a regularization technique based on a two-step mirror descent approach. Côme Fiegel, Pierre Ménard, Tadashi Kozuno, Michal Valko, Vianney Perchet |
ICML | 1 |
| 2024 | Nash Learning from Human FeedbackabstractReinforcement learning from human feedback (RLHF) has emerged as the main paradigm for aligning large language models (LLMs) with human preferences. Traditionally, RLHF involves the initial step of learning a reward model from pairwise human feedback, i.e., expressed as preferences between pairs of text generations. Subsequently, the LLM's policy is fine-tuned to maximize the reward through a reinforcement learning algorithm. In this study, we introduce an alternative pipeline for the fine-tuning of LLMs using pairwise human feedback. Our approach entails the initial learning of a pairwise preference model, which is conditioned on two inputs (instead of a single input in the case of a reward model) given a prompt, followed by the pursuit of a policy that consistently generates responses preferred over those generated by any competing policy, thus defining the Nash equilibrium of this preference model. We term this approach Nash learning from human feedback (NLHF). In the context of a tabular policy representation, we present a novel algorithmic solution, Nash-MD, founded on the principles of mirror descent. This algorithm produces a sequence of policies, with the last iteration converging to the regularized Nash equilibrium. Additionally, we explore parametric representations of policies and introduce gradient descent algorithms for deep-learning architectures. We illustrate the effectiveness of our approach by presenting experimental results on a text summarization task. We believe NLHF offers a compelling avenue for fine-tuning LLMs and enhancing the alignment of LLMs with human preferences. Rémi Munos, Michal Valko, Daniele Calandriello, Mohammad Gheshlaghi Azar, Mark Rowland 0001, Zhaohan Guo, Yunhao Tang, Matthieu Geist, Thomas Mesnard, Côme Fiegel, Andrea Michi, Marco Selvi, Sertan Girgin, Nikola Momchev, Olivier Bachem, Daniel J. Mankowitz, Doina Precup, Bilal Piot |
ICML | 10 |
| 2024 | Local and Adaptive Mirror Descents in Extensive-Form GamesabstractWe study how to learn $\epsilon$-optimal strategies in zero-sum imperfect information games (IIG) with *trajectory feedback*. In this setting, players update their policies sequentially, based on their observations over a fixed number of episodes denoted by $T$. Most existing procedures suffer from high variance due to the use of importance sampling over sequences of actions. To reduce this variance, we consider a *fixed sampling* approach, where players still update their policies over time, but with observations obtained through a given fixed sampling policy. Our approach is based on an adaptive Online Mirror Descent (OMD) algorithm that applies OMD locally to each information set, using individually decreasing learning rates and a *regularized loss*. We show that this approach guarantees a convergence rate of $\tilde{\mathcal{O}}(T^{-1/2})$ with high probability and has a near-optimal dependence on the game parameters when applied with the best theoretical choices of learning rates and sampling policies. To achieve these results, we generalize the notion of OMD stabilization, allowing for time-varying regularization with convex increments. Côme Fiegel, Pierre Ménard, Tadashi Kozuno, Rémi Munos, Vianney Perchet, Michal Valko |
NeurIPS | 1 |
| 2023 | Adapting to game trees in zero-sum imperfect information gamesabstractImperfect information games (IIG) are games in which each player only partially observes the current game state. We study how to learn $\epsilon$-optimal strategies in a zero-sum IIG through self-play with trajectory feedback. We give a problem-independent lower bound $\widetilde{\mathcal{O}}(H(A_{\mathcal{X}}+B_{\mathcal{Y}})/\epsilon^2)$ on the required number of realizations to learn these strategies with high probability, where $H$ is the length of the game, $A_{\mathcal{X}}$ and $B_{\mathcal{Y}}$ are the total number of actions for the two players. We also propose two Follow the Regularized leader (FTRL) algorithms for this setting: Balanced FTRL which matches this lower bound, but requires the knowledge of the information set structure beforehand to define the regularization; and Adaptive FTRL which needs $\widetilde{\mathcal{O}}(H^2(A_{\mathcal{X}}+B_{\mathcal{Y}})/\epsilon^2)$ realizations without this requirement by progressively adapting the regularization to the observations. Côme Fiegel, Pierre Ménard, Tadashi Kozuno, Rémi Munos, Vianney Perchet, Michal Valko |
ICML | 1 |
| 2020 | Adaptive multi-fidelity optimization with fast learning ratesabstractIn multi-fidelity optimization, biased approximations of varying costs of the target function are available. This paper studies the problem of optimizing a locally smooth function with a limited budget, where the learner has to make a tradeoff between the cost and the bias of these approximations. We first prove lower bounds for the simple regret under different assumptions on the fidelities, based on a cost-to-bias function. We then present the Kometo algorithm which achieves, with additional logarithmic factors, the same rates without any knowledge of the function smoothness and fidelity assumptions, and improves previously proven guarantees. We finally empirically show that our algorithm outperforms previous multi-fidelity optimization methods without the knowledge of problem-dependent parameters. Côme Fiegel, Victor Gabillon, Michal Valko |
AISTATS | 1 |