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Stelios Stavroulakis

dblp:315/4382 · also Stelios Andrew Stavroulakis · DBLP profile ↗
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5ranked-venue papers
0as first author
5since 2021 · last 2025
—ORCID · unresolved

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

Artificial intelligence and machine learning · 5 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
5 papers
Algorithmic game theory and mechanism design · 69% Computational complexity · 31%
Artificial intelligence
3 papers
Deep learning architectures and training · 36% Probabilistic and Bayesian machine learning · 36% Representation and self-supervised learning · 16%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › non-cooperative game
potential game
1.522024
Beating Price of Anarchy and Gradient Descent without Regret in Potential Games · ICLR 2024
Computing Nash Equilibria in Potential Games with Private Uncoupled Constraints · AAAI 2024
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation
1.422024
Computing Nash Equilibria in Potential Games with Private Uncoupled Constraints · AAAI 2024
Efficiently Computing Nash Equilibria in Adversarial Team Markov Games · ICLR 2023
Computational complexity › complexity classes › TFNP
CLS
0.912025
The Complexity of Finding Local Optima in Contrastive Learning · NeurIPS 2025
Computational complexity › search problems
local search complexity
0.912025
The Complexity of Finding Local Optima in Contrastive Learning · NeurIPS 2025
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
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 › Probabilistic and Bayesian machine learning › dynamical system
chaotic dynamics
0.612022
On Scrambling Phenomena for Randomly Initialized Recurrent Networks · NeurIPS 2022
Machine learning › Deep learning architectures and training
recurrent neural network
0.612022
On Scrambling Phenomena for Randomly Initialized Recurrent Networks · NeurIPS 2022
Computational complexity › descriptive complexity
expressive power
0.612022
On Scrambling Phenomena for Randomly Initialized Recurrent Networks · NeurIPS 2022
Machine learning › Representation and self-supervised learning
contrastive learning
0.312025
The Complexity of Finding Local Optima in Contrastive Learning · NeurIPS 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games
0.212023
Efficiently Computing Nash Equilibria in Adversarial Team Markov Games · ICLR 2023

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

CLS reductions · 1.7adversarial team games · 1.3random walk analysis · 1.1periodic points · 1.1PLS reductions · 0.9PLS reduction · 0.9replicator dynamics · 0.8q-replicator dynamics · 0.8lagrangian formulation · 0.8gradient descent · 0.8
YearPublicationVenuePosition
2025 The Complexity of Finding Local Optima in Contrastive Learning
abstract
Contrastive learning is a powerful technique for discovering meaningful data representations by optimizing objectives based on $\textit{contrastive information}$, often given as a set of weighted triplets $\{(x_i, y_i^+, z_{i}^-)\}_{i = 1}^m$ indicating that an "anchor" $x_i$ is more similar to a "positive" example $y_i$ than to a "negative" example $z_i$. The goal is to find representations (e.g., embeddings in $\mathbb{R}^d$ or a tree metric) where anchors are placed closer to positive than to negative examples. While finding $\textit{global}$ optima of contrastive objectives is $\mathsf{NP}$-hard, the complexity of finding $\text{\textit{local}}$ optima---representations that do not improve by local search algorithms such as gradient-based methods---remains open. Our work settles the complexity of finding local optima in various contrastive learning problems by proving $\mathsf{PLS}$-hardness in discrete settings (e.g., maximize satisfied triplets) and $\mathsf{CLS}$-hardness in continuous settings (e.g., minimize Triplet Loss), where $\mathsf{PLS}$ (Polynomial Local Search) and $\mathsf{CLS}$ (Continuous Local Search) are well-studied complexity classes capturing local search dynamics in discrete and continuous optimization, respectively. Our results imply that no polynomial time algorithm (local search or otherwise) can find a local optimum for various contrastive learning problems, unless $\mathsf{PLS}\subseteq\mathsf{P}$ (or $\mathsf{CLS}\subseteq \mathsf{P}$ for continuous problems). Even in the unlikely scenario that $\mathsf{PLS}\subseteq\mathsf{P}$ (or $\mathsf{CLS}\subseteq \mathsf{P}$), our reductions imply that there exist instances where local search algorithms need exponential time to reach a local optimum, even for $d=1$ (embeddings on a line).
Jingming Yan, Yiyuan Luo, Vaggos Chatziafratis, Ioannis Panageas, Parnian Shahkar, Stelios Stavroulakis
NeurIPS6
2024 Computing Nash Equilibria in Potential Games with Private Uncoupled Constraints
abstract
We consider the problem of computing Nash equilibria in potential games where each player's strategy set is subject to private uncoupled constraints. This scenario is frequently encountered in real-world applications like road network congestion games where individual drivers adhere to personal budget and fuel limitations. Despite the plethora of algorithms that efficiently compute Nash equilibria (NE) in potential games, the domain of constrained potential games remains largely unexplored. We introduce an algorithm that leverages the Lagrangian formulation of NE. The algorithm is implemented independently by each player and runs in polynomial time with respect to the approximation error, the sum of the size of the action-spaces, and the game's inherit parameters.
Nikolas Patris, Stelios Stavroulakis, Fivos Kalogiannis, Rose Zhang, Ioannis Panageas
AAAI2
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
ICLR3
2023 Efficiently Computing Nash Equilibria in Adversarial Team Markov Games
Fivos Kalogiannis, Ioannis Anagnostides, Ioannis Panageas, Emmanouil V. Vlatakis-Gkaragkounis, Vaggos Chatziafratis, Stelios Stavroulakis
ICLR6
2022 On Scrambling Phenomena for Randomly Initialized Recurrent Networks
abstract
Recurrent Neural Networks (RNNs) frequently exhibit complicated dynamics, and their sensitivity to the initialization process often renders them notoriously hard to train. Recent works have shed light on such phenomena analyzing when exploding or vanishing gradients may occur, either of which is detrimental for training dynamics. In this paper, we point to a formal connection between RNNs and chaotic dynamical systems and prove a qualitatively stronger phenomenon about RNNs than what exploding gradients seem to suggest. Our main result proves that under standard initialization (e.g., He, Xavier etc.), RNNs will exhibit \textit{Li-Yorke chaos} with \textit{constant} probability \textit{independent} of the network's width. This explains the experimentally observed phenomenon of \textit{scrambling}, under which trajectories of nearby points may appear to be arbitrarily close during some timesteps, yet will be far away in future timesteps. In stark contrast to their feedforward counterparts, we show that chaotic behavior in RNNs is preserved under small perturbations and that their expressive power remains exponential in the number of feedback iterations. Our technical arguments rely on viewing RNNs as random walks under non-linear activations, and studying the existence of certain types of higher-order fixed points called \textit{periodic points} in order to establish phase transitions from order to chaos.
Vaggos Chatziafratis, Ioannis Panageas, Clayton Sanford, Stelios Stavroulakis
NeurIPS4