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Iosif Sakos

dblp:271/1082 · also Joseph Sakos · DBLP profile ↗
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5ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0002-1871-9078ORCID · verified

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

Artificial intelligence and machine learning · 4 · 2 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 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
3 papers
Algorithmic game theory and mechanism design · 100%
Artificial intelligence
2 papers
Optimization for machine learning · 52% Generative modeling · 24% Deep learning architectures and training · 24%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › equilibrium analysis
equilibrium selection
0.812024
Beating Price of Anarchy and Gradient Descent without Regret in Potential Games · ICLR 2024
Algorithmic game theory and mechanism design › non-cooperative game
potential game
0.812024
Beating Price of Anarchy and Gradient Descent without Regret in Potential Games · ICLR 2024
Algorithmic game theory and mechanism design
price of anarchy
0.812024
Beating Price of Anarchy and Gradient Descent without Regret in Potential Games · ICLR 2024
Algorithmic game theory and mechanism design
regret minimization
0.812024
Beating Price of Anarchy and Gradient Descent without Regret in Potential Games · ICLR 2024
Machine learning › Optimization for machine learning
non-convex optimization
0.712023
Exploiting hidden structures in non-convex games for convergence to Nash equilibrium · NeurIPS 2023
Algorithmic game theory and mechanism design
equilibrium computation
0.712023
Exploiting hidden structures in non-convex games for convergence to Nash equilibrium · NeurIPS 2023
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.712023
Exploiting hidden structures in non-convex games for convergence to Nash equilibrium · NeurIPS 2023
Machine learning › Generative modeling
generative adversarial network
0.612022
Generalized Natural Gradient Flows in Hidden Convex-Concave Games and GANs · ICLR 2022
Machine learning › Optimization for machine learning › gradient-based optimization › gradient descent
natural gradient descent
0.612022
Generalized Natural Gradient Flows in Hidden Convex-Concave Games and GANs · ICLR 2022
Machine learning › Deep learning architectures and training
training dynamics
0.612022
Generalized Natural Gradient Flows in Hidden Convex-Concave Games and GANs · ICLR 2022

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

natural gradient · 2.5gradient descent · 2.1preconditioning · 1.3hidden convex-concave games · 1.1replicator dynamics · 0.8q-replicator dynamics · 0.8
YearPublicationVenuePosition
2025 Certifying Concavity and Monotonicity in Games via Sum-of-Squares Hierarchies
abstract
Concavity and its refinements underpin tractability in multiplayer games, where players independently choose actions to maximize their own payoffs which depend on other players’ actions. In *concave* games, where players' strategy sets are compact and convex, and their payoffs are concave in their own actions, strong guarantees follow: Nash equilibria always exist and decentralized algorithms converge to equilibria. If the game is furthermore *monotone*, an even stronger guarantee holds: Nash equilibria are unique under strictness assumptions. Unfortunately, we show that *certifying* concavity or monotonicity is NP-hard, already for games where utilities are multivariate polynomials and compact, convex basic semialgebraic strategy sets—an expressive class that captures extensive-form games with imperfect recall. On the positive side, we develop two hierarchies of sum-of-squares programs that certify concavity and monotonicity of a given game, and each level of the hierarchies can be solved in polynomial time. We show that almost all concave/monotone games are certified at some finite level of the hierarchies. Subsequently, we introduce the classes of SOS-concave/monotone games, which globally approximate concave/monotone games, and show that for any given game we can compute the closest SOS-concave/monotone game in polynomial time. Finally, we apply our techniques to canonical examples of extensive-form games with imperfect recall.
Vincent Léon, Iosif Sakos, Ryann Sim, Antonios Varvitsiotis
NeurIPS2
2024 Beating Price of Anarchy and Gradient Descent without Regret in Potential Games
abstract
Arguably one of the thorniest problems in game theory is that of equilibrium selection. Specifically, in the presence of multiple equilibria do self-interested learning dynamics typically select the socially optimal ones? We study a rich class of continuous-time no-regret dynamics in potential games (PGs). Our class of dynamics, *Q-Replicator Dynamics* (QRD), include gradient descent (GD), log-barrier and replicator dynamics (RD) as special cases. We start by establishing *pointwise convergence* of all QRD to Nash equilibria in almost all PGs. In the case of GD, we show a tight average case performance within a factor of two of optimal, for a class of symmetric $2\times2$ potential games with unbounded Price of Anarchy (PoA). Despite this positive result, we show that GD is not always the optimal choice even in this restricted setting. Specifically, GD outperforms RD, if and only if *risk-* and *payoff-dominance* equilibria coincide. Finally, we experimentally show how these insights extend to all QRD dynamics and that unbounded gaps between average case performance and PoA analysis are common even in larger settings.
Iosif Sakos, Stefanos Leonardos, Stelios Stavroulakis, Will Overman, Ioannis Panageas, Georgios Piliouras
ICLR1
2023 Exploiting hidden structures in non-convex games for convergence to Nash equilibrium
abstract
A wide array of modern machine learning applications – from adversarial models to multi-agent reinforcement learning – can be formulated as non-cooperative games whose Nash equilibria represent the system’s desired operational states. Despite having a highly non-convex loss landscape, many cases of interest possess a latent convex structure that could potentially be leveraged to yield convergence to an equilibrium. Driven by this observation, our paper proposes a flexible first-order method that successfully exploits such “hidden structures” and achieves convergence under minimal assumptions for the transformation connecting the players’ control variables to the game’s latent, convex-structured layer. The proposed method – which we call preconditioned hidden gradient descent (PHGD) – hinges on a judiciously chosen gradient preconditioning scheme related to natural gradient methods. Importantly, we make no separability assumptions for the game’s hidden structure, and we provide explicit convergence rate guarantees for both deterministic and stochastic environments.
Iosif Sakos, Emmanouil V. Vlatakis-Gkaragkounis, Panayotis Mertikopoulos, Georgios Piliouras
NeurIPS1
2022 Generalized Natural Gradient Flows in Hidden Convex-Concave Games and GANs
Andjela Mladenovic, Iosif Sakos, Gauthier Gidel, Georgios Piliouras
ICLR2
2020 Catastrophe by Design in Population Games: Destabilizing WastefulLocked-In Technologies
Stefanos Leonardos, Iosif Sakos, Costas Courcoubetis, Georgios Piliouras
WINE2