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Giorgos Chionas

dblp:354/0512 · also Georgios Chionas · DBLP profile ↗
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3ranked-venue papers
3as first author
3since 2021 · last 2025
—ORCID · unresolved

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

Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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
2 papers
Algorithmic game theory and mechanism design · 43% Algorithms and data structures · 38% Distributed computing theory · 19%
Computer networks
1 paper
Wireless networking · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithms and data structures › combinatorial algorithms
combinatorial group testing
0.712023
Combinatorial Group Testing with Selfish Agents · NeurIPS 2023
Distributed computing theory
contention resolution
0.712023
Adversarial Contention Resolution Games · IJCAI 2023
Algorithmic game theory and mechanism design
equilibrium computation
0.712023
Combinatorial Group Testing with Selfish Agents · NeurIPS 2023
Algorithms and data structures
group testing
0.712023
Combinatorial Group Testing with Selfish Agents · NeurIPS 2023
Algorithmic game theory and mechanism design
price of anarchy
0.712023
Adversarial Contention Resolution Games · IJCAI 2023
Wireless networking
medium access control
0.212023
Adversarial Contention Resolution Games · IJCAI 2023
Algorithmic game theory and mechanism design › non-cooperative game
selfish agents
0.212023
Combinatorial Group Testing with Selfish Agents · NeurIPS 2023

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

game theory · 1.3deterministic communication algorithms · 1.3lower bound analysis · 0.7adaptive query strategies · 0.7
YearPublicationVenuePosition
2025 Selling Privacy in Blockchain Transactions
Giorgos Chionas, Olga Gorelkina, Piotr Krysta, Rida Laraki
WINE1
2023 Adversarial Contention Resolution Games
abstract
We study contention resolution (CR) on a shared channel modelled as a game with selfish players. There are n agents and the adversary chooses some k smaller than n of them as players. Each participating player in a CR game has a packet to transmit. A transmission is successful if it is performed as the only one at a round. Each player aims to minimize its packet latency. We introduce the notion of adversarial equilibrium (AE), which incorporates adversarial selection of players. We develop efficient deterministic communication algorithms that are also AE. We characterize the price of anarchy in the CR games with respect to AE.
Giorgos Chionas, Bogdan S. Chlebus, Dariusz R. Kowalski, Piotr Krysta
IJCAI1
2023 Combinatorial Group Testing with Selfish Agents
abstract
We study the Combinatorial Group Testing (CGT) problem in a novel game-theoretic framework, with a solution concept of Adversarial Equilibrium (AE). In this new framework, we have $n$ selfish agents corresponding to the elements of the universe $[n] =\{0,1,\ldots,n-1\}$ and a hidden set $K \subseteq [n]$ of active agents of size $|K| = k \ll n$. In each round of the game, each active agent decides if it is present in a query $Q \subseteq [n]$, and all agents receive feedback on $Q \cap K$. The goal of each active agent is to assure that its id could be learned from the feedback as early as possible. We present a comprehensive set of results in this new game, where we design and analyze adaptive algorithmic strategies of agents which are AE's. In particular, if $k$ is known to the agents, then we design adaptive AE strategies with provably near optimal learning time of $O(k \log(n/k))$. In the case of unknown $k$, we design an adaptive AE strategies with learning time of order $n^k$, and we prove a lower bound of $\Omega(n)$ on the learning time of any such algorithmic strategies. This shows a strong separations between the two models of known and unknown $k$, as well as between the classic CGT, i.e., without selfish agents, and our game theoretic CGT model.
Giorgos Chionas, Dariusz R. Kowalski, Piotr Krysta
NeurIPS1