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Vasilis Pollatos

dblp:276/5947 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
3 papers
Algorithmic game theory and mechanism design · 51% Mathematical optimization · 34% Computational complexity · 15%
Artificial intelligence
2 papers
Reinforcement learning · 88% Learning theory · 12%

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

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
policy optimization
0.912025
On Corruption-Robustness in Performative Reinforcement Learning · AAAI 2025
Algorithmic game theory and mechanism design › equilibrium computation
coarse correlated equilibrium
0.912025
Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025
Algorithmic game theory and mechanism design
congestion games
0.912025
Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025
Algorithmic game theory and mechanism design
equilibrium computation
0.912025
Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025
Mathematical optimization
nonconvex optimization
0.812024
The Computational Complexity of Finding Second-Order Stationary Points · ICML 2024
Computational complexity › complexity classes › approximation classes
optimization complexity
0.812024
The Computational Complexity of Finding Second-Order Stationary Points · ICML 2024
Mathematical optimization › nonconvex optimization › critical point analysis
second-order stationary point
0.812024
The Computational Complexity of Finding Second-Order Stationary Points · ICML 2024
Machine learning › Learning theory
online learning
0.312025
Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025
Machine learning › Reinforcement learning
regret minimization
0.312025
Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games · NeurIPS 2025
Mathematical optimization › minimax optimization
convex-concave optimization
0.312025
On Corruption-Robustness in Performative Reinforcement Learning · AAAI 2025

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

robust mean estimation · 1.7payoff-based learning · 1.7kernelization · 1.7huber's ε-contamination model · 1.7convex-concave optimization · 1.7complexity reduction · 0.8PLS-completeness · 0.8
YearPublicationVenuePosition
2025 On Corruption-Robustness in Performative Reinforcement Learning
abstract
In performative Reinforcement Learning (RL), an agent faces a policy-dependent environment: the reward and transition functions depend on the agent's policy. Prior work on performative RL has studied the convergence of repeated retraining approaches to a performatively stable policy. In the finite sample regime, these approaches repeatedly solve for a saddle point of a convex-concave objective, which estimates the Lagrangian of a regularized version of the reinforcement learning problem. In this paper, we aim to extend such repeated retraining approaches, enabling them to operate under corrupted data. More specifically, we consider Huber's ε-contamination model, where an ε fraction of data points is corrupted by arbitrary adversarial noise. We propose a repeated retraining approach based on convex-concave optimization under corrupted gradients and a novel problem-specific robust mean estimator for the gradients. We prove that our approach exhibits last-iterate convergence to an approximately stable policy, with the approximation error linear in √ε. We experimentally demonstrate the importance of accounting for corruption in performative reinforcement learning.
Vasilis Pollatos, Debmalya Mandal, Goran Radanovic
AAAI1
2025 Efficient Kernelized Learning in Polyhedral Games beyond Full Information: From Colonel Blotto to Congestion Games
abstract
We examine the problem of efficiently learning coarse correlated equilibria (CCE) in polyhedral games, that is, normal-form games with an exponentially large number of actions per player and an underlying combinatorial structure—such as the classic Colonel Blotto game or congestion games. Achieving computational efficiency in this setting requires learning algorithms whose regret and per-iteration complexity scale at most polylogarithmically with the size of the players’ action sets. This challenge has recently been addressed in the full-information setting, primarily through the use of kernelization; however, in the more realistic partial information setting, the situation is much more challenging, and existing approaches result in suboptimal and impractical runtime complexity to learn CCE. We address this gap via a novel kernelization-based framework for payoff-based learning in polyhedral games, which we then apply to certain key classes of polyhedral games—namely Colonel Blotto, graphic matroid and network congestion games. In so doing, we obtain a range of computationally efficient payoff-based learning algorithms which significantly improve upon prior work in terms of the runtime for learning CCE.
Andreas Kontogiannis, Vasilis Pollatos, Gabriele Farina, Panayotis Mertikopoulos, Ioannis Panageas
NeurIPS2
2024 The Computational Complexity of Finding Second-Order Stationary Points
abstract
Non-convex minimization problems are universally considered hard, and even guaranteeing that a computed solution is locally minimizing is known to be NP-hard. In this general context, our paper focuses on the problem of finding stationary points that satisfy an approximate second-order optimality condition, which serves to exclude strict saddles and other non-minimizing stationary points. Our main result is that the problem of finding approximate second-order stationary points (SOSPs) is PLS-complete, i.e., of the same complexity as the problem of finding first-order stationary points (FOSPs), thus resolving an open question in the field. In particular, our results imply that, under the widely believed complexity conjecture that PLS $\neq$ FNP, finding approximate SOSPs in unconstrained domains is *easier* than in constrained domains, which is known to be NP-hard. This comes in stark contrast with earlier results which implied that, unless PLS = CLS, finding approximate FOSPs in unconstrained domains is *harder* than in constrained domains.
Andreas Kontogiannis, Vasilis Pollatos, Sotiris Kanellopoulos, Panayotis Mertikopoulos, Aris Pagourtzis, Ioannis Panageas
ICML2