Ryann Sim

dblp:281/7000 · DBLP profile ↗
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8ranked-venue papers
0as first author
8since 2021 · last 2025
0009-0008-2095-3542ORCID · reported

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

Artificial intelligence and machine learning · 7 · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Theory of computation · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 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
6 papers
Algorithmic game theory and mechanism design · 89% Quantum computing and quantum information · 5% Approximation and online algorithms · 5%
Artificial intelligence
1 paper
Learning theory · 50% Optimization for machine learning · 50%

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

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design
zero-sum game
1.932025
Fast and Furious Symmetric Learning in Zero-Sum Games: Gradient Descent as Fictitious Play · COLT 2025
Online Learning in Periodic Zero-Sum Games · NeurIPS 2021
Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games · AAAI 2021
Algorithmic game theory and mechanism design
regret minimization
1.722025
Optimism Without Regularization: Constant Regret in Zero-Sum Games · NeurIPS 2025
Fast and Furious Symmetric Learning in Zero-Sum Games: Gradient Descent as Fictitious Play · COLT 2025
Algorithmic game theory and mechanism design
equilibrium computation
1.122022
Beyond Time-Average Convergence: Near-Optimal Uncoupled Online Learning via Clairvoyant Multiplicative Weights Update · NeurIPS 2022
Online Learning in Periodic Zero-Sum Games · NeurIPS 2021
Machine learning › Optimization for machine learning
online gradient descent
0.912025
Fast and Furious Symmetric Learning in Zero-Sum Games: Gradient Descent as Fictitious Play · COLT 2025
Machine learning › Learning theory
online learning
0.912025
Fast and Furious Symmetric Learning in Zero-Sum Games: Gradient Descent as Fictitious Play · COLT 2025
Algorithmic game theory and mechanism design › learning in games
fictitious play
0.912025
Optimism Without Regularization: Constant Regret in Zero-Sum Games · NeurIPS 2025
Algorithmic game theory and mechanism design
learning in games
0.912025
Optimism Without Regularization: Constant Regret in Zero-Sum Games · NeurIPS 2025
Algorithmic game theory and mechanism design › equilibrium computation
coarse correlated equilibrium
0.612022
Beyond Time-Average Convergence: Near-Optimal Uncoupled Online Learning via Clairvoyant Multiplicative Weights Update · NeurIPS 2022
Approximation and online algorithms
online learning
0.612022
Beyond Time-Average Convergence: Near-Optimal Uncoupled Online Learning via Clairvoyant Multiplicative Weights Update · NeurIPS 2022
Quantum computing and quantum information
quantum games
0.612022
Matrix Multiplicative Weights Updates in Quantum Zero-Sum Games: Conservation Laws & Recurrence · NeurIPS 2022
Algorithmic game theory and mechanism design › zero-sum game
quantum zero-sum games
0.612022
Matrix Multiplicative Weights Updates in Quantum Zero-Sum Games: Conservation Laws & Recurrence · NeurIPS 2022
Algorithmic game theory and mechanism design
evolutionary game theory
0.512021
Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games · AAAI 2021
Algorithmic game theory and mechanism design
network games
0.512021
Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games · AAAI 2021
Algorithmic game theory and mechanism design › learning in games
online learning in games
0.512021
Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games · AAAI 2021
Algorithmic game theory and mechanism design › evolutionary game theory
replicator dynamics
0.512021
Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games · AAAI 2021

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

regret analysis · 1.7gradient descent · 1.7fictitious play · 1.7optimistic learning · 0.9dual space analysis · 0.9quantum replicator dynamics · 0.6multiplicative weights update · 0.6matrix multiplicative weights update · 0.6no-regret dynamics · 0.5multiplicative weights · 0.5
YearPublicationVenuePosition
2025 Fast and Furious Symmetric Learning in Zero-Sum Games: Gradient Descent as Fictitious Play
abstract
This paper investigates the sublinear regret gu rantees of two \textit{non}-no-regret algorithms in zero-sum games:Fictitious Play, and Online Gradient Descent with \textit{constant} stepsizes. In general adversarial online learning settings, both algorithms may exhibit instability and linear regret due to no regularization (Fictitious Play) or small amounts of regularization (Gradient Descent). However, their ability to obtain tighter regret bounds in two-player zero-sum games is less understood. In this work, we obtain strong new regret guarantees for both algorithms on a class of symmetric zero-sum games that generalize the classic three-strategy Rock-Paper-Scissors to a weighted, $n$-dimensional regime. Under \textit{symmetric initializations} of the players’ strategies, we prove that Fictitious Play with \textit{any tiebreaking rule} has $O(\sqrt{T})$ regret, establishing a new class of games for which Karlin’s Fictitious Play conjecture holds. Moreover, by leveraging a connection between the geometry of the iterates of Fictitious Play and Gradient Descent in the dual space of payoff vectors, we prove that Gradient Descent, for \textit{almost all} symmetric initializations, obtains a similar $O(\sqrt{T})$ regret bound when its stepsize is a \textit{sufficiently large} constant. For Gradient Descent, this establishes the first “fast and furious” behavior (i.e., sublinear regret \textit{without} time-vanishing stepsizes) for zero-sum games larger than $2\times2$.
John Lazarsfeld, Georgios Piliouras, Ryann Sim, Andre Wibisono
COLT3
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
NeurIPS3
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
NeurIPS3
2022 Matrix Multiplicative Weights Updates in Quantum Zero-Sum Games: Conservation Laws & Recurrence
abstract
Recent advances in quantum computing and in particular, the introduction of quantum GANs, have led to increased interest in quantum zero-sum game theory, extending the scope of learning algorithms for classical games into the quantum realm. In this paper, we focus on learning in quantum zero-sum games under Matrix Multiplicative Weights Update (a generalization of the multiplicative weights update method) and its continuous analogue, Quantum Replicator Dynamics. When each player selects their state according to quantum replicator dynamics, we show that the system exhibits conservation laws in a quantum-information theoretic sense. Moreover, we show that the system exhibits Poincare recurrence, meaning that almost all orbits return arbitrarily close to their initial conditions infinitely often. Our analysis generalizes previous results in the case of classical games.
Georgios Piliouras, Ryann Sim
NeurIPS3
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
NeurIPS2
2022 Fast Convergence of Optimistic Gradient Ascent in Network Zero-Sum Extensive Form Games
Georgios Piliouras, Lillian J. Ratliff, Ryann Sim, Stratis Skoulakis
SAGT3
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
AAAI3
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
NeurIPS2