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Georgios Roussakis

dblp:398/2828 · also Giorgos Roussakis · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 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
1 paper
Algorithmic game theory and mechanism design · 50% Mathematical optimization · 50%
Artificial intelligence
1 paper
Optimization for machine learning · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Mathematical optimization › continuous optimization
convex optimization
0.912025
Α Descent-based Method on the Duality Gap for Solving Zero-sum Games · IJCAI 2025
Mathematical optimization › iterative methods
descent algorithm
0.912025
Α Descent-based Method on the Duality Gap for Solving Zero-sum Games · IJCAI 2025
Algorithmic game theory and mechanism design
equilibrium computation
0.912025
Α Descent-based Method on the Duality Gap for Solving Zero-sum Games · IJCAI 2025
Algorithmic game theory and mechanism design
zero-sum game
0.912025
Α Descent-based Method on the Duality Gap for Solving Zero-sum Games · IJCAI 2025
Machine learning › Optimization for machine learning
minimax optimization
0.312025
Α Descent-based Method on the Duality Gap for Solving Zero-sum Games · IJCAI 2025

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

steepest descent · 1.7optimistic gradient descent/ascent · 0.9optimistic gradient descent ascent · 0.9
YearPublicationVenuePosition
2025 Α Descent-based Method on the Duality Gap for Solving Zero-sum Games
abstract
We focus on the design of algorithms for finding equilibria in 2-player zero-sum games. Although it is well known that such problems can be solved by a single linear program, there has been a surge of interest in recent years for simpler algorithms, motivated in part by applications in machine learning. Our work proposes such a method, inspired by the observation that the duality gap (a standard metric for evaluating convergence in min-max optimization problems) is a convex function for bilinear zero-sum games. To this end, we analyze a descent-based approach, variants of which have also been used as a subroutine in a series of algorithms for approximating Nash equilibria in general non-zero-sum games. In particular, we study a steepest descent approach, by finding the direction that minimises the directional derivative of the duality gap function. Our main theoretical result is that the derived algorithms achieve a geometric decrease in the duality gap until we reach an approximate equilibrium. Finally, we complement this with an experimental evaluation, which provides promising findings. Our algorithm is comparable with (and in some cases outperforms) some of the standard approaches for solving 0-sum games, such as OGDA (Optimistic Gradient Descent/Ascent), even with thousands of available strategies per player.
Michail Fasoulakis, Evangelos Markakis 0001, Georgios Roussakis, Christodoulos Santorinaios
IJCAI3