Martino Bernasconi

dblp:301/6372 · also Martino Bernasconi de Luca · DBLP profile ↗
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20ranked-venue papers
18as first author
20since 2021 · last 2026
0000-0002-8594-2528ORCID · verified

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

Artificial intelligence and machine learning · 17 · 15 first-author · 17 since 2021Theory of computation · 5 · 4 first-author · 5 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 The Complexity of Min-Max Optimization with Product Constraints
abstract
We study the computational complexity of the problem of computing local min-max equilibria of games with a nonconvex-nonconcave utility function f. From the work of Daskalakis, Skoulakis, and Zampetakis (STOC 2021), this problem was known to be hard in the restrictive case in which players are required to play strategies that are jointly constrained, leaving open the question of its complexity under more natural constraints. In this paper, we settle the question and show that the problem is PPAD-hard even under product constraints and, in particular, over the hypercube.
Martino Bernasconi, Matteo Castiglioni
STOC1
2025 Feature-Based Online Bilateral Trade
abstract
Bilateral trade models the problem of facilitating trades between a seller and a buyer having private valuations for the item being sold. In the online version of the problem, the learner faces a new seller and buyer at each time step, and has to post a price for each of the two parties without any knowledge of their valuations. We consider a scenario where, at each time step, before posting prices the learner observes a context vector containing information about the features of the item for sale. The valuations of both the seller and the buyer follow an unknown linear function of the context. In this setting, the learner could leverage previous transactions in an attempt to estimate private valuations. We characterize the regret regimes of different settings, taking as a baseline the best context-dependent prices in hindsight. First, in the setting in which the learner has two-bit feedback and strong budget balance constraints, we propose an algorithm with $O(\log T)$ regret. Then, we study the same set-up with noisy valuations, providing a tight $\widetilde O(T^{2/3})$ regret upper bound. Finally, we show that loosening budget balance constraints allows the learner to operate under more restrictive feedback. Specifically, we show how to address the one-bit, global budget balance setting through a reduction from the two-bit, strong budget balance setup. This established a fundamental trade-off between the quality of the feedback and the strictness of the budget constraints.
Solenne Gaucher, Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Vianney Perchet
ICLR2
2025 Online Learning in the Random-Order Model
abstract
In the random-order model for online learning, the sequence of losses is chosen upfront by an adversary and presented to the learner after a random permutation. Any random-order input is *asymptotically* equivalent to a stochastic i.i.d.~one, but, for finite times, it may exhibit significant *non-stationarity*, which can hinder the performance of stochastic learning algorithms. While algorithms for adversarial inputs naturally maintain their regret guarantees in random order, simple no-regret algorithms exist for the stochastic model that fail against random-order instances. In this paper, we propose a general procedure to adapt stochastic learning algorithms to the random-order model without substantially affecting their regret guarantees. This allows us to recover improved regret bounds for prediction with delays, bandits with switching costs, and online learning with constraints. Finally, we investigate online classification and prove that, in random order, learnability is characterized by the VC dimension rather than by the Littlestone dimension, thus providing a further separation from the general adversarial model.
Martino Bernasconi, Andrea Celli, Riccardo Colini-Baldeschi, Federico Fusco 0001, Stefano Leonardi 0001, Matteo Russo 0002
ICML1
2025 No-Regret is not enough! Bandits with General Constraints through Adaptive Regret Minimization
abstract
In the bandits with knapsacks framework (BwK) the learner has $m$ resource-consumption (i.e., packing) constraints. We focus on the generalization of BwK in which the learner has a set of general long-term constraints. The goal of the learner is to maximize their cumulative reward, while at the same time achieving small cumulative constraints violations. In this scenario, there exist simple instances where conventional methods for BwK fail to yield sublinear violations of constraints. We show that it is possible to circumvent this issue by requiring the primal and dual algorithm to be weakly adaptive. Indeed, even without any information on the Slater's parameter $\rho$ characterizing the problem, the interaction between weakly adaptive primal and dual regret minimizers leads to a ``self-bounding'' behavior of dual variables. In particular, their norm remains suitably upper bounded across the entire time horizon even without explicit projection steps. By exploiting this property, we provide best-of-both-worlds guarantees for stochastic and adversarial inputs. In the first case, we show that the algorithm guarantees sublinear regret. In the latter case, we establish a tight competitive ratio of $\rho/(1+\rho)$. In both settings, constraints violations are guaranteed to be sublinear in time. Finally, this results allow us to obtain new result for the problem of contextual bandits with linear constraints, providing the first no-$\alpha$-regret guarantees for adversarial contexts.
Martino Bernasconi, Matteo Castiglioni, Andrea Celli
ICML1
2025 The Complexity of Correlated Equilibria in Generalized Games
abstract
Correlated equilibria —and their generalization $\Phi$-equilibria— are a fundamental object of study in game theory, offering a more tractable alternative to Nash equilibria in multi-player settings. While computational aspects of equilibrium computation are well-understood in some settings, fundamental questions are still open in _generalized games_, that is, games in which the set of strategies allowed to each player depends on the other players' strategies. These classes of games model fundamental settings in economics and have been a cornerstone of economics research since the seminal paper of Arrow and Debreu [1954]. Recently, there has been growing interest, both in economics and in computer science, in studying correlated equilibria in generalized games. It is known that finding a social welfare maximizing correlated equilibrium in generalized games is NP-hard. However, the existence of efficient algorithms to find _any_ equilibrium remains an important open question. In this paper, we answer this question negatively, showing that this problem is PPAD-complete.
Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Gabriele Farina
NeurIPS1
2025 Online learning in sequential Bayesian persuasion: Handling unknown priors
Martino Bernasconi, Matteo Castiglioni, Alberto Marchesi 0001, Nicola Gatti 0001, Francesco Trovò
Artif. Intell.1
2025 The evolutionary dynamics of soft-max policy gradient in multi-agent settings
abstract
Policy gradient is one of the most famous algorithms in reinforcement learning. This paper studies the mean dynamics of the soft-max policy gradient algorithm and its properties in multi-agent settings by resorting to evolutionary game theory and dynamical system tools. Unlike most multi-agent reinforcement learning algorithms, whose mean dynamics are a slight variant of the replicator dynamics not affecting the properties of the original dynamics, the soft-max policy gradient dynamics presents a structure significantly different from that of the replicator. In particular, we show that the soft-max policy gradient dynamics in a given game are equivalent to the replicator dynamics in an auxiliary game obtained by a non-convex transformation of the payoffs of the original game. Such a structure gives the dynamics several non-standard properties. The first property we study concerns the convergence to the best response. In particular, while the continuous-time mean dynamics always converge to the best response, the crucial question concerns the convergence speed. Precisely, we show that the space of initializations can be split into two complementary sets such that the trajectories initialized from points of the first set (said good initialization region) directly move to the best response. In contrast, those initialized from points of the second set (said bad initialization region) move first to a series of sub-optimal strategies and then to the best response. Interestingly, in multi-agent adversarial machine learning environments, we show that an adversary can exploit this property to make any current strategy of the learning agent using the soft-max policy gradient fall inside a bad initialization region, thus slowing its learning process and exploiting that policy. When the soft-max policy gradient dynamics is studied in multi-population games, modeling the learning dynamics in self-play, we show that the dynamics preserve the volume of the set of initial points. This property proves that the dynamics cannot converge when the only equilibrium of the game is fully mixed, as the volume of the set of initial points would need to shrink. We also give empirical evidence that the volume expands over time, suggesting that the dynamics in games with fully-mixed equilibrium is chaotic.
Martino Bernasconi, Federico Cacciamani, Simone Fioravanti, Nicola Gatti 0001, Francesco Trovò
Theor. Comput. Sci.1
2024 Learning Extensive-Form Perfect Equilibria in Two-Player Zero-Sum Sequential Games
abstract
Designing efficient algorithms for computing refinements of the Nash equilibrium (NE) in two-player zero-sum sequential games is of paramount importance, since the NE may prescribe sub-optimal actions off the equilibrium path. The extensive-form perfect equilibrium (EFPE) amends such a weakness by accounting for the possibility that players may make mistakes. This is crucial in the real world, which involves humans with bounded rationality, and it is also key in boosting superhuman agents for games like Poker. Nevertheless, there are only few algorithms for computing NE refinements, which either lack convergence guarantees to exact equilibria or do not scale to large games. We provide the first efficient iterative algorithm that provably converges to an EFPE in two-player zero-sum sequential games. Our algorithm works by tracking a sequence of equilibria of regularized-perturbed games, by using a procedure that is specifically tailored to converge last iterate to such equilibria. The procedure can be implemented efficiently by visiting the game tree, making our method computationally appealing. We also empirically evaluate our algorithm, showing that its strategies are much more robust to players’ mistakes than those of state-of-the-art algorithms.
Martino Bernasconi, Alberto Marchesi 0001, Francesco Trovò
AISTATS1
2024 Bandits with Replenishable Knapsacks: the Best of both Worlds
abstract
The bandits with knapsacks (BwK) framework models online decision-making problems in which an agent makes a sequence of decisions subject to resource consumption constraints. The traditional model assumes that each action consumes a non-negative amount of resources and the process ends when the initial budgets are fully depleted. We study a natural generalization of the BwK framework which allows non-monotonic resource utilization, i.e., resources can be replenished by a positive amount. We propose a best-of-both-worlds primal-dual template that can handle any online learning problem with replenishment for which a suitable primal regret minimizer exists. In particular, we provide the first positive results for the case of adversarial inputs by showing that our framework guarantees a constant competitive ratio $\alpha$ when $B=\Omega(T)$ or when the possible per-round replenishment is a positive constant. Moreover, under a stochastic input model, our algorithm yields an instance-independent $\tilde{\mathcal{O}}(T^{1/2})$ regret bound which complements existing instance-dependent bounds for the same setting. Finally, we provide applications of our framework to some economic problems of practical relevance.
Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Federico Fusco 0001
ICLR1
2024 Beyond Primal-Dual Methods in Bandits with Stochastic and Adversarial Constraints
abstract
We address a generalization of the bandit with knapsacks problem, where a learner aims to maximize rewards while satisfying an arbitrary set of long-term constraints. Our goal is to design best-of-both-worlds algorithms that perform optimally under both stochastic and adversarial constraints. Previous works address this problem via primal-dual methods, and require some stringent assumptions, namely the Slater's condition, and in adversarial settings, they either assume knowledge of a lower bound on the Slater's parameter, or impose strong requirements on the primal and dual regret minimizers such as requiring weak adaptivity. We propose an alternative and more natural approach based on optimistic estimations of the constraints. Surprisingly, we show that estimating the constraints with an UCB-like approach guarantees optimal performances. Our algorithm consists of two main components: (i) a regret minimizer working on moving strategy sets and (ii) an estimate of the feasible set as an optimistic weighted empirical mean of previous samples. The key challenge in this approach is designing adaptive weights that meet the different requirements for stochastic and adversarial constraints. Our algorithm is significantly simpler than previous approaches, and has a cleaner analysis. Moreover, ours is the first best-of-both-worlds algorithm providing bounds logarithmic in the number of constraints. Additionally, in stochastic settings, it provides $\widetilde O(\sqrt{T})$ regret without Slater's condition.
Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Federico Fusco 0001
NeurIPS1
2024 Agent-Designed Contracts: How to Sell Hidden Actions
abstract
We study the problem faced by a service provider that has to sell services to a user. In our model the service provider proposes various payment options (a menu) to the user which may be based, for example, on the quality of the service. Then, the user chooses one of these options and pays an amount to the service provider, contingent on the observed final outcome. Users are not able to observe directly the action performed by the service provide to reach the final outcome. This might incentivize misconduct. Therefore, we propose a model that enforces trust through economics incentives. The problem has two crucial features: i) the service provider is responsible for both formulating the contract and performing the action for which the user issues payments, and ii) the user is unaware of the true action carried out by the service provider, which is hidden. We study this delegation problem through the lens of contract design, with the overarching goal of enabling the computation of contracts that guarantee that the user can trust the service provider, even if their action is hidden.
Martino Bernasconi, Matteo Castiglioni, Andrea Celli
EC1
2024 Multi-Agent Contract Design beyond Binary Actions
abstract
We study hidden-action principal-agent problems with multiple agents, in which each agent has an arbitrary number of actions, and the joint action induces outcomes according to an arbitrary distribution. We study two classes of mechanisms: deterministic mechanisms, in which the agents play a Nash equilibrium of the game induced by the contract, and randomized mechanisms, inspired by single-agent randomized contracts and correlated equilibria. First, we compare the two classes, designing a polynomial-time algorithm to compute almost optimal contracts and showing that randomized mechanisms provide an arbitrarily larger principal's utility than deterministic ones.
Federico Cacciamani, Martino Bernasconi, Matteo Castiglioni, Nicola Gatti 0001
EC2
2024 No-Regret Learning in Bilateral Trade via Global Budget Balance
abstract
Bilateral trade models the problem of intermediating between two rational agents — a seller and a buyer — both characterized by a private valuation for an item they want to trade. We study the online learning version of the problem, in which at each time step a new seller and buyer arrive and the learner has to set prices for them without any knowledge about their (adversarially generated) valuations.
Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Federico Fusco 0001
STOC1
2023 Optimal Rates and Efficient Algorithms for Online Bayesian Persuasion
abstract
Bayesian persuasion studies how an informed sender should influence beliefs of rational receivers that take decisions through Bayesian updating of a common prior. We focus on the online Bayesian persuasion framework, in which the sender repeatedly faces one or more receivers with unknown and adversarially selected types. First, we show how to obtain a tight $\tilde O(T^{1/2})$ regret bound in the case in which the sender faces a single receiver and has bandit feedback, improving over the best previously known bound of $\tilde O(T^{4/5})$. Then, we provide the first no-regret guarantees for the multi-receiver setting under bandit feedback. Finally, we show how to design no-regret algorithms with polynomial per-iteration running time by exploiting type reporting, thereby circumventing known complexity results on online Bayesian persuasion. We provide efficient algorithms guaranteeing a $O(T^{1/2})$ regret upper bound both in the single- and multi-receiver scenario when type reporting is allowed.
Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Alberto Marchesi 0001, Francesco Trovò, Nicola Gatti 0001
ICML1
2023 Constrained Phi-Equilibria
abstract
The computational study of equilibria involving constraints on players’ strategies has been largely neglected. However, in real-world applications, players are usually subject to constraints ruling out the feasibility of some of their strategies, such as, e.g., safety requirements and budget caps. Computational studies on constrained versions of the Nash equilibrium have lead to some results under very stringent assumptions, while finding constrained versions of the correlated equilibrium (CE) is still unexplored. In this paper, we introduce and computationally characterize constrained Phi-equilibria—a more general notion than constrained CEs—in normal-form games. We show that computing such equilibria is in general computationally intractable, and also that the set of the equilibria may not be convex, providing a sharp divide with unconstrained CEs. Nevertheless, we provide a polynomial-time algorithm for computing a constrained (approximate) Phi-equilibrium maximizing a given linear function, when either the number of constraints or that of players’ actions is fixed. Moreover, in the special case in which a player’s constraints do not depend on other players’ strategies, we show that an exact, function-maximizing equilibrium can be computed in polynomial time, while one (approximate) equilibrium can be found with an efficient decentralized no-regret learning algorithm.
Martino Bernasconi, Matteo Castiglioni, Alberto Marchesi 0001, Francesco Trovò, Nicola Gatti 0001
ICML1
2023 Persuading Farsighted Receivers in MDPs: the Power of Honesty
abstract
Bayesian persuasion studies the problem faced by an informed sender who strategically discloses information to influence the behavior of an uninformed receiver. Recently, a growing attention has been devoted to settings where the sender and the receiver interact sequentially, in which the receiver's decision-making problem is usually modeled as a Markov decision process (MDP). However, the literature focuses on computing optimal information-revelation policies (a.k.a. signaling schemes) under the restrictive assumption that the receiver acts myopically, selecting actions to maximize the one-step utility and disregarding future rewards. This is justified by the fact that, when the receiver is farsighted and thus considers future rewards, finding an optimal Markovian signaling scheme is NP-hard. In this paper, we show that Markovian signaling schemes do not constitute the "right" class of policies. Indeed, differently from most of the MDPs settings, we show that Markovian signaling schemes are not optimal, and general history-dependent signaling schemes should be considered. Moreover, we also show that history-dependent signaling schemes circumvent the negative complexity results affecting Markovian signaling schemes. Formally, we design an algorithm that computes an optimal and $\epsilon$-persuasive history-dependent signaling scheme in time polynomial in ${1}/{\epsilon}$ and in the instance size. The crucial challenge is that general history-dependent signaling schemes cannot be represented in polynomial space. Nevertheless, we introduce a convenient subclass of history-dependent signaling schemes, called promise-form, which are as powerful as general history-dependent ones and efficiently representable. Intuitively, promise-form signaling schemes compactly encode histories in the form of honest promises on future receiver's rewards.
Martino Bernasconi, Matteo Castiglioni, Alberto Marchesi 0001, Mirco Mutti
NeurIPS1
2022 Safe Learning in Tree-Form Sequential Decision Making: Handling Hard and Soft Constraints
abstract
We study decision making problems in which an agent sequentially interacts with a stochastic environment defined by means of a tree structure. The agent repeatedly faces the environment over time, and, after each round, it perceives a utility and a cost, which are both stochastic. The goal of the agent is to learn an optimal strategy in an online fashion, while, at the same time, keeping costs below a given safety threshold. Our model naturally fits many real-world scenarios, such as, e.g., opponent exploitation in games and web link selection. We study the hard-threshold problem of achieving sublinear regret while guaranteeing that the threshold constraint is satisfied at every iteration with high probability. First, we show that, in general, any algorithm with such a guarantee incurs in a linear regret. This motivates the introduction of a relaxed problem, namely the soft-threshold problem, in which we only require that the cumulative violation of the threshold constraint grows sublinearly, and, thus, we can provide an algorithm with sublinear regret. Next, we show how, in the hard-threshold problem, a sublinear regret algorithm can be designed under the additional assumption that there exists a known strategy strictly satisfying the threshold constraint. We also show that our regret bounds are tight. Finally, we cast the opponent exploitation problem to our model, and we experimentally evaluate our algorithms on a standard testbed of games.
Martino Bernasconi, Federico Cacciamani, Matteo Castiglioni, Alberto Marchesi 0001, Nicola Gatti 0001, Francesco Trovò
ICML1
2022 Sequential Information Design: Learning to Persuade in the Dark
abstract
We study a repeated information design problem faced by an informed sender who tries to influence the behavior of a self-interested receiver. We consider settings where the receiver faces a sequential decision making (SDM) problem. At each round, the sender observes the realizations of random events in the SDM problem. This begets the challenge of how to incrementally disclose such information to the receiver to persuade them to follow (desirable) action recommendations. We study the case in which the sender does not know random events probabilities, and, thus, they have to gradually learn them while persuading the receiver. Our goal is to design online learning algorithms that are no-regret for the sender, while at the same time being persuasive for the receiver. We start by providing a non-trivial polytopal approximation of the set of sender's persuasive information structures. This is crucial to design efficient learning algorithms. Next, we prove a negative result: no learning algorithm can be persuasive. Thus, we relax persuasiveness requirements by focusing on algorithms that guarantee that the receiver's regret in following recommendations grows sub-linearly. In the full-feedback setting---where the sender observes all random events realizations---, we provide an algorithm with $\tilde{O}(\sqrt{T})$ regret for both the sender and the receiver. Instead, in the bandit-feedback setting---where the sender only observes the realizations of random events actually occurring in the SDM problem---, we design an algorithm that, given an $\alpha \in [1/2, 1]$ as input, ensures $\tilde{O}({T^\alpha})$ and $\tilde{O}( T^{\max \{ \alpha, 1-\frac{\alpha}{2} \} })$ regrets for the sender and the receiver, respectively. This result is complemented by a lower bound showing that such a regrets trade-off is essentially tight.
Martino Bernasconi, Matteo Castiglioni, Alberto Marchesi 0001, Nicola Gatti 0001, Francesco Trovò
NeurIPS1
2021 Exploiting Opponents Under Utility Constraints in Sequential Games
abstract
Recently, game-playing agents based on AI techniques have demonstrated super-human performance in several sequential games, such as chess, Go, and poker. Surprisingly, the multi-agent learning techniques that allowed to reach these achievements do not take into account the actual behavior of the human player, potentially leading to an impressive gap in performances. In this paper, we address the problem of designing artificial agents that learn how to effectively exploit unknown human opponents while playing repeatedly against them in an online fashion. We study the case in which the agent's strategy during each repetition of the game is subject to constraints ensuring that the human's expected utility is within some lower and upper thresholds. Our framework encompasses several real-world problems, such as human engagement in repeated game playing and human education by means of serious games. As a first result, we formalize a set of linear inequalities encoding the conditions that the agent's strategy must satisfy at each iteration in order to do not violate the given bounds for the human's expected utility. Then, we use such formulation in an upper confidence bound algorithm, and we prove that the resulting procedure suffers from sublinear regret and guarantees that the constraints are satisfied with high probability at each iteration. Finally, we empirically evaluate the convergence of our algorithm on standard testbeds of sequential games.
Martino Bernasconi, Federico Cacciamani, Simone Fioravanti, Nicola Gatti 0001, Alberto Marchesi 0001, Francesco Trovò
NeurIPS1
2021 Conservative Online Convex Optimization
Martino Bernasconi, Edoardo Vittori, Francesco Trovò, Marcello Restelli
ECML/PKDD (1)1