EDBT 2026 Demo / reviewers in the wild / expert
Rahul Savani
dblp:57/4020
· DBLP profile ↗
56ranked-venue papers
2as first author
20since 2021 · last 2025
0000-0003-1262-7831ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 32 · 2 first-author · 8 since 2021Artificial intelligence and machine learning · 17 · 10 since 2021Applied, interdisciplinary, general and emerging computing · 11 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 since 2021Human-computer interaction and ubiquitous computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | From Natural Language to Extensive-Form Game Representations
Shilong Deng, Yongzhao Wang 0001, Rahul Savani |
AAMAS | 3 |
| 2025 | MACS: Multi-Agent Reinforcement Learning for Optimization of Crystal StructuresabstractGeometry optimization of atomic structures is a common and crucial task in computational chemistry and materials design. Following the learning to optimize paradigm, we propose a new multi-agent reinforcement learning method called Multi-Agent Crystal Structure optimization (MACS) to address the problem of periodic crystal structure optimization. MACS treats geometry optimization as a partially observable Markov game in which atoms are agents that adjust their positions to collectively discover a stable configuration. We train MACS across various compositions of reported crystalline materials to obtain a policy that successfully optimizes structures from the training compositions as well as structures of larger sizes and unseen compositions, confirming its excellent scalability and zero-shot transferability. We benchmark our approach against a broad range of state-of-the-art optimization methods and demonstrate that MACS optimizes periodic crystal structures significantly faster, with fewer energy calculations, and the lowest failure rate. Elena Zamaraeva, Christopher M. Collins 0003, George R. Darling, Matthew S. Dyer, Rahul Savani, Dmytro Antypov, Vladimir V. Gusev, Judith Clymo, Paul G. Spirakis, Matthew J. Rosseinsky |
NeurIPS | 6 |
| 2025 | Monotone Contractions
Eleni Batziou, John Fearnley, Spencer Gordon, Ruta Mehta, Rahul Savani |
STOC | 5 |
| 2025 | The Complexity of Computing KKT Solutions of Quadratic ProgramsabstractIt is well known that solving a (non-convex) quadratic program is NP -hard. We show that the problem remains hard even if we are only looking for a Karush–Kuhn–Tucker (KKT) point, instead of a global optimum. Namely, we prove that computing a KKT point of a quadratic polynomial over the domain [0,1] n is complete for the class CLS = PPAD ∩ PLS . John Fearnley, Paul W. Goldberg, Alexandros Hollender, Rahul Savani |
J. ACM | 4 |
| 2025 | Difference rewards policy gradientsabstractAbstract Policy gradient methods have become one of the most popular classes of algorithms for multi-agent reinforcement learning. A key challenge, however, that is not addressed by many of these methods is multi-agent credit assignment: assessing an agent’s contribution to the overall performance, which is crucial for learning good policies. We propose a novel algorithm called Dr.Reinforce that explicitly tackles this by combining difference rewards with policy gradients to allow for learning decentralized policies when the reward function is known. By differencing the reward function directly, Dr.Reinforce avoids difficulties associated with learning the Q-function as done by counterfactual multi-agent policy gradients (COMA), a state-of-the-art difference rewards method. For applications where the reward function is unknown, we show the effectiveness of a version of Dr.Reinforce that learns an additional reward network that is used to estimate the difference rewards. Jacopo Castellini, Sam Devlin, Frans A. Oliehoek, Rahul Savani |
Neural Comput. Appl. | 4 |
| 2024 | Ordinal Potential-based Player RatingabstractIt was recently observed that Elo ratings fail at preserving transitive relations among strategies and therefore cannot correctly extract the transitive component of a game. We provide a characterization of transitive games as a weak variant of ordinal potential games and show that Elo ratings actually do preserve transitivity when computed in the right space, using suitable invertible mappings. Leveraging this insight, we introduce a new game decomposition of an arbitrary game into transitive and cyclic components that is learnt using a neural network-based architecture and that prioritises capturing the sign pattern of the game, namely transitive and cyclic relations among strategies. We link our approach to the known concept of sign-rank, and evaluate our methodology using both toy examples and empirical data from real-world games. Nelson Vadori, Rahul Savani |
AISTATS | 2 |
| 2024 | Two Choices Are Enough for P-LCPs, USOs, and Colorful TangentsabstractWe provide polynomial-time reductions between three search problems from three distinct areas: the P-matrix linear complementarity problem (P-LCP), finding the sink of a unique sink orientation (USO), and a variant of the $α$-Ham Sandwich problem. For all three settings, we show that "two choices are enough", meaning that the general non-binary version of the problem can be reduced in polynomial time to the binary version. This specifically means that generalized P-LCPs are equivalent to P-LCPs, and grid USOs are equivalent to cube USOs. These results are obtained by showing that both the P-LCP and our $α$-Ham Sandwich variant are equivalent to a new problem we introduce, P-Lin-Bellman. This problem can be seen as a new tool for formulating problems as P-LCPs. Michaela Borzechowski, John Fearnley, Spencer Gordon, Rahul Savani, Patrick Schnider, Simon Weber 0001 |
ICALP | 4 |
| 2024 | Policy Space Response Oracles: A Survey
Ariyan Bighashdel, Yongzhao Wang 0001, Stephen McAleer, Rahul Savani, Frans A. Oliehoek |
IJCAI | 4 |
| 2024 | A Strategic Analysis of Prepayments in Financial Credit Networks
Yongzhao Wang 0001, Konstantinos Varsos 0001, Nicholas Bishop, Rahul Savani, Ani Calinescu, Michael J. Wooldridge |
IJCAI | 5 |
| 2024 | The Complexity of Computing KKT Solutions of Quadratic ProgramsabstractIt is well known that solving a (non-convex) quadratic program is NP-hard. We show that the problem remains hard even if we are only looking for a Karush-Kuhn-Tucker (KKT) point, instead of a global optimum. Namely, we prove that computing a KKT point of a quadratic polynomial over the domain [0,1]n is complete for the class CLS = PPAD∩PLS. John Fearnley, Paul W. Goldberg, Alexandros Hollender, Rahul Savani |
STOC | 4 |
| 2024 | Selfishly Prepaying in Financial Credit NetworksabstractIn financial credit networks, prepayments enable a firm to settle its debt obligations ahead of an agreed-upon due date. Prepayments have a transformative impact on the structure of networks, influencing the financial well-being (utility) of individual firms. This study investigates prepayments from both theoretical and empirical perspectives. We first establish the computational complexity of finding prepayments that maximize welfare, assuming global coordination among firms in the financial network. Subsequently, our focus shifts to understanding the strategic behavior of individual firms in the presence of prepayments. We introduce a prepayment game where firms strategically make prepayments, delineating the existence of pure strategy Nash equilibria and analyzing the price of anarchy (stability) within this game. Recognizing the computational challenges associated with determining Nash equilibria in prepayment games, we use a simulation-based approach, known as empirical game-theoretic analysis (EGTA). Through EGTA, we are able to find Nash equilibria among a carefully-chosen set of heuristic strategies. By examining the equilibrium behavior of firms, we outline the characteristics of high-performing strategies for strategic prepayments and establish connections between our empirical and theoretical findings. Yongzhao Wang 0001, Konstantinos Varsos 0001, Nicholas Bishop, Rahul Savani, Ani Calinescu, Michael J. Wooldridge |
J. Artif. Intell. Res. | 5 |
| 2023 | The Complexity of Gradient Descent: CLS = PPAD ∩ PLSabstractWe study search problems that can be solved by performing Gradient Descent on a bounded convex polytopal domain and show that this class is equal to the intersection of two well-known classes: PPAD and PLS. As our main underlying technical contribution, we show that computing a Karush-Kuhn-Tucker (KKT) point of a continuously differentiable function over the domain [0,1] 2 is PPAD ∩ PLS-complete. This is the first non-artificial problem to be shown complete for this class. Our results also imply that the class CLS (Continuous Local Search) – which was defined by Daskalakis and Papadimitriou as a more “natural” counterpart to PPAD ∩ PLS and contains many interesting problems – is itself equal to PPAD ∩ PLS. John Fearnley, Paul W. Goldberg, Alexandros Hollender, Rahul Savani |
J. ACM | 4 |
| 2022 | Consensus Multiplicative Weights Update: Learning to Learn using Projector-based Game SignaturesabstractCheung and Piliouras (2020) recently showed that two variants of the Multiplicative Weights Update method - OMWU and MWU - display opposite convergence properties depending on whether the game is zero-sum or cooperative. Inspired by this work and the recent literature on learning to optimize for single functions, we introduce a new framework for learning last-iterate convergence to Nash Equilibria in games, where the update rule’s coefficients (learning rates) along a trajectory are learnt by a reinforcement learning policy that is conditioned on the nature of the game: the game signature. We construct the latter using a new decomposition of two-player games into eight components corresponding to commutative projection operators, generalizing and unifying recent game concepts studied in the literature. We compare the performance of various update rules when their coefficients are learnt, and show that the RL policy is able to exploit the game signature across a wide range of game types. In doing so, we introduce CMWU, a new algorithm that extends consensus optimization to the constrained case, has local convergence guarantees for zero-sum bimatrix games, and show that it enjoys competitive performance on both zero-sum games with constant coefficients and across a spectrum of games when its coefficients are learnt. Nelson Vadori, Rahul Savani, Thomas Spooner, Sumitra Ganesh |
ICML | 2 |
| 2022 | Generative Models over Neural Controllers for Transfer Learning
James Butterworth, Rahul Savani, Karl Tuyls |
PPSN (1) | 2 |
| 2022 | A Faster Algorithm for Finding Tarski Fixed PointsabstractDang et al. have given an algorithm that can find a Tarski fixed point in a k -dimensional lattice of width n using O (log k n ) queries [ 2 ]. Multiple authors have conjectured that this algorithm is optimal [ 2 , 7 ], and indeed this has been proven for two-dimensional instances [ 7 ]. We show that these conjectures are false in dimension three or higher by giving an O (log 2 n ) query algorithm for the three-dimensional Tarski problem. We also give a new decomposition theorem for k -dimensional Tarski problems which, in combination with our new algorithm for three dimensions, gives an O (log 2 ⌈k/3⌉ n ) query algorithm for the k -dimensional problem. John Fearnley, Dömötör Pálvölgyi, Rahul Savani |
ACM Trans. Algorithms | 3 |
| 2021 | The Complexity of Gradient Descent (Invited Talk)abstractPPAD and PLS are successful classes that capture the complexity of important game-theoretic problems. For example, finding a mixed Nash equilibrium in a bimatrix game is PPAD-complete, and finding a pure Nash equilibrium in a congestion game is PLS-complete. Many important problems, such as solving a Simple Stochastic Game or finding a mixed Nash equilibrium of a congestion game, lie in both classes. It was strongly believed that their intersection, PPAD ∩ PLS, does not have natural complete problems. We show that it does: any problem that lies in both classes can be reduced in polynomial time to the problem of finding a stationary point of a continuously differentiable function on the domain [0,1]². Thus, as PPAD captures problems that can be solved by Lemke-Howson type complementary pivoting algorithms, and PLS captures problems that can be solved by local search, we show that PPAD ∩ PLS exactly captures problems that can be solved by Gradient Descent. This is joint work with John Fearnley, Paul Goldberg, and Alexandros Hollender. It appeared at STOC'21, where it was given a Best Paper Award [Fearnley et al., 2021]. Rahul Savani |
FSTTCS | 1 |
| 2021 | A Faster Algorithm for Finding Tarski Fixed PointsabstractDang et al. have given an algorithm that can find a Tarski fixed point in a k-dimensional lattice of width n using O(log^k n) queries [Chuangyin Dang et al., 2020]. Multiple authors have conjectured that this algorithm is optimal [Chuangyin Dang et al., 2020; Kousha Etessami et al., 2020], and indeed this has been proven for two-dimensional instances [Kousha Etessami et al., 2020]. We show that these conjectures are false in dimension three or higher by giving an O(log² n) query algorithm for the three-dimensional Tarski problem, which generalises to give an O(log^{k-1} n) query algorithm for the k-dimensional problem when k ≥ 3. John Fearnley, Rahul Savani |
STACS | 2 |
| 2021 | The complexity of gradient descent: CLS = PPAD ∩ PLSabstractWe study search problems that can be solved by performing Gradient Descent on a bounded convex polytopal domain and show that this class is equal to the intersection of two well-known classes: PPAD and PLS. As our main underlying technical contribution, we show that computing a Karush-Kuhn-Tucker (KKT) point of a continuously differentiable function over the domain [0,1]2 is PPAD ∩ PLS-complete. This is the first natural problem to be shown complete for this class. Our results also imply that the class CLS (Continuous Local Search) - which was defined by Daskalakis and Papadimitriou as a more “natural” counterpart to PPAD ∩ PLS and contains many interesting problems - is itself equal to PPAD ∩ PLS. John Fearnley, Paul W. Goldberg, Alexandros Hollender, Rahul Savani |
STOC | 4 |
| 2021 | Analysing factorizations of action-value networks for cooperative multi-agent reinforcement learningabstractRecent years have seen the application of deep reinforcement learning techniques to cooperative multi-agent systems, with great empirical success. However, given the lack of theoretical insight, it remains unclear what the employed neural networks are learning, or how we should enhance their learning power to address the problems on which they fail. In this work, we empirically investigate the learning power of various network architectures on a series of one-shot games. Despite their simplicity, these games capture many of the crucial problems that arise in the multi-agent setting, such as an exponential number of joint actions or the lack of an explicit coordination mechanism. Our results extend those in Castellini et al. (Proceedings of the 18th International Conference on Autonomous Agents and MultiAgent Systems, AAMAS'19.International Foundation for Autonomous Agents and Multiagent Systems, pp 1862-1864, 2019) and quantify how well various approaches can represent the requisite value functions, and help us identify the reasons that can impede good performance, like sparsity of the values or too tight coordination requirements. Jacopo Castellini, Frans A. Oliehoek, Rahul Savani, Shimon Whiteson |
Auton. Agents Multi Agent Syst. | 3 |
| 2021 | Reachability Switching Games
John Fearnley, Martin Gairing, Matthias Mnich, Rahul Savani |
Log. Methods Comput. Sci. | 4 |
| 2020 | The Automated Inspection of Opaque Liquid VaccinesabstractIn the pharmaceutical industry the screening of opaque vaccines containing suspensions is currently a manual task carried out by trained human visual inspectors. We show that deep learning can be used to effectively automate this process. A moving contrast is required to distinguish anomalies from other particles, reflections and dust resting on a vial's surface. We train 3D-ConvNets to predict the likelihood of 20-frame video samples containing anomalies. Our unaugmented dataset consists of hand-labelled samples, recorded using vials provided by the HAL Allergy Group, a pharmaceutical company. We trained ten randomly initialized 3D-ConvNets to provide a benchmark, observing mean AUROC scores of 0.94 and 0.93 for positive samples (containing anomalies) and negative (anomaly-free) samples, respectively. Using Frame-Completion Generative Adversarial Networks we: (i) introduce an algorithm for computing saliency maps, which we use to verify that the 3D-ConvNets are indeed identifying anomalies; (ii) propose a novel self-training approach using the saliency maps to determine if multiple networks agree on the location of anomalies. Our self-training approach allows us to augment our data set by labelling 217,888 additional samples. 3D-ConvNets trained with our augmented dataset improve on the results we get when we train only on the unaugmented dataset. Gregory Palmer, Benjamin Schnieders, Rahul Savani, Karl Tuyls, Joscha-David Fossel, Harry Flore |
ECAI | 3 |
| 2020 | Tree Polymatrix Games Are PPAD-HardabstractWe prove that it is PPAD-hard to compute a Nash equilibrium in a tree polymatrix game with twenty actions per player. This is the first PPAD hardness result for a game with a constant number of actions per player where the interaction graph is acyclic. Along the way we show PPAD-hardness for finding an ε-fixed point of a 2D-LinearFIXP instance, when ε is any constant less than (√2 - 1)/2 ≈ 0.2071. This lifts the hardness regime from polynomially small approximations in k-dimensions to constant approximations in two-dimensions, and our constant is substantial when compared to the trivial upper bound of 0.5. Argyrios Deligkas, John Fearnley, Rahul Savani |
ICALP | 3 |
| 2020 | Robust Market Making via Adversarial Reinforcement LearningabstractWe show that adversarial reinforcement learning (ARL) can be used to produce market marking agents that are robust to adversarial and adaptively-chosen market conditions. To apply ARL, we turn the well-studied single-agent model of Avellaneda and Stoikov [2008] into a discrete-time zero-sum game between a market maker and adversary. The adversary acts as a proxy for other market participants that would like to profit at the market maker's expense. We empirically compare two conventional single-agent RL agents with ARL, and show that our ARL approach leads to: 1) the emergence of risk-averse behaviour without constraints or domain-specific penalties; 2) significant improvements in performance across a set of standard metrics, evaluated with or without an adversary in the test environment, and; 3) improved robustness to model uncertainty. We empirically demonstrate that our ARL method consistently converges, and we prove for several special cases that the profiles that we converge to correspond to Nash equilibria in a simplified single-stage game. Thomas Spooner, Rahul Savani |
IJCAI | 2 |
| 2020 | One-Clock Priced Timed Games are PSPACE-hardabstractThe main result of this paper is that computing the value of a one-clock priced timed game (OCPTG) is PSPACE-hard. Along the way, we provide a family of OCPTGs that have an exponential number of event points. Both results hold even in very restricted classes of games such as DAGs with treewidth three. Finally, we provide a number of positive results, including polynomial-time algorithms for even more restricted classes of OCPTGs such as trees. John Fearnley, Rasmus Ibsen-Jensen, Rahul Savani |
LICS | 3 |
| 2020 | Unique end of potential lineabstractThe complexity class CLS was proposed by Daskalakis and Papadimitriou in 2011 to understand the complexity of important NP search problems that admit both path following and potential optimizing algorithms. Here we identify a subclass of CLS – called UniqueEOPL – that applies a more specific combinatorial principle that guarantees unique solutions. We show that UniqueEOPL contains several important problems such as the P-matrix Linear Complementarity Problem, finding fixed points of Contraction Maps, and solving Unique Sink Orientations (USOs). We identify a problem – closely related to solving contraction maps and USOs – that is complete for UniqueEOPL. John Fearnley, Spencer Gordon, Ruta Mehta, Rahul Savani |
J. Comput. Syst. Sci. | 4 |
| 2019 | Unique End of Potential Line
John Fearnley, Spencer Gordon, Ruta Mehta, Rahul Savani |
ICALP | 4 |
| 2019 | Distributed Methods for Computing Approximate EquilibriaabstractWe present a new, distributed method to compute approximate Nash equilibria in bimatrix games. In contrast to previous approaches that analyze the two payoff matrices at the same time (for example, by solving a single LP that combines the two players’ payoffs), our algorithm first solves two independent LPs, each of which is derived from one of the two payoff matrices, and then computes an approximate Nash equilibrium using only limited communication between the players. Our method gives improved bounds on the complexity of computing approximate Nash equilibria in a number of different settings. Firstly, it gives a polynomial-time algorithm for computing approximate well supported Nash equilibria (WSNE) that always finds a 0.6528-WSNE, beating the previous best guarantee of 0.6608. Secondly, since our algorithm solves the two LPs separately, it can be applied to give an improved bound in the limited communication setting, giving a randomized expected-polynomial-time algorithm that uses poly-logarithmic communication and finds a 0.6528-WSNE, which beats the previous best known guarantee of 0.732. It can also be applied to the case of approximate Nash equilibria, where we obtain a randomized expected-polynomial-time algorithm that uses poly-logarithmic communication and always finds a 0.382-approximate Nash equilibrium, which improves the previous best guarantee of 0.438. Finally, the method can also be applied in the query complexity setting to give an algorithm that makes $$O(n \log n)$$ payoff queries and always finds a 0.6528-WSNE, which improves the previous best known guarantee of 2/3. Artur Czumaj, Argyrios Deligkas, Michail Fasoulakis, John Fearnley, Marcin Jurdzinski, Rahul Savani |
Algorithmica | 6 |
| 2019 | Preface to the Special Issue on Algorithmic Game Theory
Martin Gairing, Rahul Savani |
Theory Comput. Syst. | 2 |
| 2018 | Reachability Switching GamesabstractIn this paper, we study the problem of deciding the winner of reachability switching games. We study zero-, one-, and two-player variants of these games. We show that the zero-player case is NL-hard, the one-player case is NP-complete, and that the two-player case is PSPACE-hard and in EXPTIME. For the zero-player case, we also show P-hardness for a succinctly-represented model that maintains the upper bound of NP n coNP. For the one- and two-player cases, our results hold in both the natural, explicit model and succinctly-represented model. We also study the structure of winning strategies in these games, and in particular we show that exponential memory is required in both the one- and two-player settings. John Fearnley, Martin Gairing, Matthias Mnich, Rahul Savani |
ICALP | 4 |
| 2018 | Inapproximability results for constrained approximate Nash equilibria
Argyrios Deligkas, John Fearnley, Rahul Savani |
Inf. Comput. | 3 |
| 2018 | The Complexity of All-switches Strategy Improvement
John Fearnley, Rahul Savani |
Log. Methods Comput. Sci. | 2 |
| 2017 | LiftUpp: Support to Develop Learner Performance
Frans A. Oliehoek, Rahul Savani, Elliot Adderton, Phil Jimmieson, John Christopher Jones, Keith Kennedy, Ben Mason, Adam Plumbley, Luke Dawson |
AIED | 2 |
| 2017 | Computing Constrained Approximate Equilibria in Polymatrix Games
Argyrios Deligkas, John Fearnley, Rahul Savani |
SAGT | 3 |
| 2017 | Computing Approximate Nash Equilibria in Polymatrix Games
Argyrios Deligkas, John Fearnley, Rahul Savani, Paul G. Spirakis |
Algorithmica | 3 |
| 2016 | Space Debris Removal: A Game Theoretic AnalysisabstractWe analyse active space debris removal efforts from a strategic, game-theoretic perspective. An active debris removal mission is a costly endeavour that has a positive effect (or risk reduction) for all satellites in the same orbital band. This leads to a dilemma: each actor (space agency, private stakeholder, etc.) has an incentive to delay its actions and wait for others to respond. The risk of the latter action is that, if everyone waits the joint outcome will be catastrophic leading to what in game theory is referred to as the ‘tragedy of the commons’. We introduce and thoroughly analyse this dilemma using simulation and empirical game theory in a two player setting. Richard Klíma, Daan Bloembergen, Rahul Savani, Karl Tuyls, Daniel Hennes, Dario Izzo |
ECAI | 3 |
| 2016 | The Complexity of All-switches Strategy ImprovementabstractStrategy improvement is a widely-used and well-studied class of algorithms for solving graph-based infinite games. These algorithms are parametrized by a switching rule, and one of the most natural rules is “all switches” which switches as many edges as possible in each iteration. Continuing a recent line of work, we study all-switches strategy improvement from the perspective of computational complexity. We consider two natural decision problems, both of which have as input a game G, a starting strategy s, and an edge e. The problems are: 1. The edge switch problem, namely, is the edge e ever switched by all-switches strategy improvement when it is started from s on game G? 2. The optimal strategy problem, namely, is the edge e used in the final strategy that is found by strategy improvement when it is started from s on game G? We show PSPACE-completeness of the edge switch problem and optimal strategy problem for the following settings: Parity games with the discrete strategy improvement algorithm of Vöge and Jurdziński; mean-payoff games with the gain-bias algorithm [11, 33]; and discounted-payoff games and simple stochastic games with their standard strategy improvement algorithms. We also show PSPACE-completeness of an analogous problem to edge switch for the bottom-antipodal algorithm for Acyclic Unique Sink Orientations on Cubes. John Fearnley, Rahul Savani |
SODA | 2 |
| 2016 | Distributed Methods for Computing Approximate Equilibria
Artur Czumaj, Argyrios Deligkas, Michail Fasoulakis, John Fearnley, Marcin Jurdzinski, Rahul Savani |
WINE | 6 |
| 2016 | Inapproximability Results for Approximate Nash Equilibria
Argyrios Deligkas, John Fearnley, Rahul Savani |
WINE | 3 |
| 2016 | Approximate Well-supported Nash Equilibria Below Two-thirds
John Fearnley, Paul W. Goldberg, Rahul Savani, Troels Bjerre Lund |
Algorithmica | 3 |
| 2015 | The Complexity of the Simplex MethodabstractThe simplex method is a well-studied and widely-used pivoting method for solving linear programs. When Dantzig originally formulated the simplex method, he gave a natural pivot rule that pivots into the basis a variable with the most violated reduced cost. In their seminal work, Klee and Minty showed that this pivot rule takes exponential time in the worst case. We prove two main results on the simplex method. Firstly, we show that it is PSPACE-complete to find the solution that is computed by the simplex method using Dantzig's pivot rule. Secondly, we prove that deciding whether Dantzig's rule ever chooses a specific variable to enter the basis is PSPACE-complete. We use the known connection between Markov decision processes (MDPs) and linear programming, and an equivalence between Dantzig's pivot rule and a natural variant of policy iteration for average-reward MDPs. We construct MDPs and then show PSPACE-completeness results for single-switch policy iteration, which in turn imply our main results for the simplex method. John Fearnley, Rahul Savani |
STOC | 2 |
| 2015 | An Empirical Study of Finding Approximate Equilibria in Bimatrix Games
John Fearnley, Tobenna Peter Igwe, Rahul Savani |
SEA | 3 |
| 2015 | Learning equilibria of games via payoff queries
John Fearnley, Martin Gairing, Paul W. Goldberg, Rahul Savani |
J. Mach. Learn. Res. | 4 |
| 2014 | Increasing VCG Revenue by Decreasing the Quality of ItemsabstractThe VCG mechanism is the standard method to incentivize bidders in combinatorial auctions to bid truthfully. Under the VCG mechanism, the auctioneer can sometimes increase revenue by “burning” items. We study this phenomenon in a setting where items are described by a number of attributes. The value of an attribute corresponds to a quality level, and bidders’ valuations are non-decreasing in the quality levels. In addition to burning items, we allow the auctioneer to present some of the attributes as lower quality than they actually are. We consider the following two revenue maximization problems under VCG: finding an optimal way to mark down items by reducing their quality levels, and finding an optimal set of items to burn. We study the effect of the following parameters on the computational complexity of these two problems: the number of attributes, the number of quality levels per attribute, and the complexity of the bidders’ valuation functions. Bidders have unit demand, so VCG’s outcome can be computed in polynomial time, and the valuation functions we consider are step functions that are non-decreasing with the quality levels. We prove that both problems are NP-hard even in the following three simple settings: a) four attributes, arbitrarily many quality levels per attribute, and single-step valuation functions, b) arbitrarily many attributes, two quality levels per attribute, and single-step valuation functions, and c) one attribute, arbitrarily many quality levels, and multi-step valuation functions. For the case where items have only one attribute, and every bidder has a single-step valuation (zero below some quality threshold), we show that both problems can be solved in polynomial-time using a dynamic programming approach. For this case, we also quantify how much better marking down is than item burning, and we compare the revenue of both approaches with computational experiments. Mingyu Guo 0001, Argyrios Deligkas, Rahul Savani |
AAAI | 3 |
| 2014 | Finding approximate Nash equilibria of bimatrix games via payoff queriesabstractWe study the deterministic and randomized query complexity of finding approximate equilibria in a k x k bimatrix game. We show that the deterministic query complexity of finding an ε-Nash equilibrium when ε < 1/2 is Ω(k2), even in zero-one constant-sum games. In combination with previous results, this provides a complete characterization of the deterministic query complexity of approximate Nash equilibria. We also study randomized querying algorithms. We give a randomized algorithm for finding a (3--√5/2 + ε)-Nash equilibrium using O(k . log k/ε2) payoff queries, which shows that the 1/2 barrier for deterministic algorithms can be broken by randomization. For well-supported Nash equilibria (WSNE), we first give a randomized algorithm for finding an ε-WSNE of a zero-sum bimatrix game O(k . log k/ε4) payoff queries, and we then use this to obtain a randomized algorithm for finding a (2/3 + ε)-WSNE in a general bimatrix game using O(k . log k /ε2) payoff queries. Finally, we initiate the study of lower bounds against randomized algorithms in the context of bimatrix games, by showing that randomized algorithms require Omega(k2) payoff queries in order to find a 1/6k-Nash equilibrium, even in zero-one constant-sum games. In particular, this rules out query-efficient randomized algorithms for finding exact Nash equilibria. John Fearnley, Rahul Savani |
EC | 2 |
| 2014 | A data rich money market model - agent-based modelling for financial stability
Paul Devine, Rahul Savani |
SIMULTECH | 2 |
| 2014 | Computing Approximate Nash Equilibria in Polymatrix Games
Argyrios Deligkas, John Fearnley, Rahul Savani, Paul G. Spirakis |
WINE | 3 |
| 2013 | Learning equilibria of games via payoff queriesabstractA recent body of experimental literature has studied empirical game-theoretical analysis, in which we have partial knowledge of a game, consisting of observations of a subset of the pure-strategy profiles and their associated payoffs to players. The aim is to find an exact or approximate Nash equilibrium of the game, based on these observations. It is usually assumed that the strategy profiles may be chosen in an on-line manner by the algorithm. We study a corresponding computational learning model, and the query complexity of learning equilibria for various classes of games. We give basic results for bimatrix and graphical games. Our focus is on symmetric network congestion games. For directed acyclic networks, we can learn the cost functions (and hence compute an equilibrium) while querying just a small fraction of pure-strategy profiles. For the special case of parallel links, we have the stronger result that an equilibrium can be identified while only learning a small fraction of the cost values. John Fearnley, Martin Gairing, Paul W. Goldberg, Rahul Savani |
EC | 4 |
| 2013 | Polylogarithmic Supports Are Required for Approximate Well-Supported Nash Equilibria below 2/3
Yogesh Anbalagan, Sergey Norin, Rahul Savani, Adrian Vetta |
WINE | 3 |
| 2012 | Approximate Well-Supported Nash Equilibria Below Two-Thirds
John Fearnley, Paul W. Goldberg, Rahul Savani, Troels Bjerre Lund |
SAGT | 3 |
| 2011 | On the Approximation Performance of Fictitious Play in Finite Games
Paul W. Goldberg, Rahul Savani, Troels Bjerre Lund, Carmine Ventre |
ESA | 2 |
| 2011 | The Complexity of the Homotopy Method, Equilibrium Selection, and Lemke-Howson SolutionsabstractWe show that the widely used homotopy method for solving fix point problems, as well as the Harsanyi-Selten equilibrium selection process for games, are PSPACE-complete to implement. Extending our result for the Harsanyi-Selten process, we show that several other homotopy-based algorithms for finding equilibria of games are also PSPACE-complete to implement. A further application of our techniques yields the result that it is PSPACE-complete to compute any of the equilibria that could be found via the classical Lemke-How son algorithm, a complexity-theoretic strengthening of the result in [24]. These results show that our techniques can be widely applied and suggest that the PSPACE-completeness of implementing homotopy methods is a general principle. Paul W. Goldberg, Christos H. Papadimitriou, Rahul Savani |
FOCS | 3 |
| 2010 | Computing Stable Outcomes in Hedonic Games
Martin Gairing, Rahul Savani |
SAGT | 2 |
| 2010 | Linear Complementarity Algorithms for Infinite Games
John Fearnley, Marcin Jurdzinski, Rahul Savani |
SOFSEM | 3 |
| 2009 | Power Indices in Spanning Connectivity Games
Haris Aziz 0001, Oded Lachish, Mike Paterson, Rahul Savani |
AAIM | 4 |
| 2008 | A Simple P-Matrix Linear Complementarity Problem for Discounted Games
Marcin Jurdzinski, Rahul Savani |
CiE | 2 |
| 2004 | Exponentially Many Steps for Finding a Nash Equilibrium in a Bimatrix GameabstractThe Lemke-Howson algorithm is the classical algorithm for the problem NASH of finding one Nash equilibrium of a bimatrix game. It provides a constructive and elementary proof of existence of an equilibrium, by a typical "directed parity argument", which puts NASH into the complexity class PPAD. This paper presents a class of bimatrix games for which the Lemke-Howson algorithm takes, even in the best case, exponential time in the dimension d of the game, requiring /spl Omega/((/spl theta//sup 3/4/)/sup d/) many steps, where /spl theta/ is the golden ratio. The "parity argument" for NASH is thus explicitly shown to be inefficient. The games are constructed using pairs of dual cyclic polytopes with 2d suitably labeled facets in d-space. Rahul Savani, Bernhard von Stengel |
FOCS | 1 |