Searcharxiv⌕ Search

arXiv subjects

Charilaos Pipis

Publications and source records attributed to Charilaos Pipis.

6 recordsLinked to original sources

Wait, Wait, Wait... Why Do Reasoning Models Loop?

Reasoning models (e.g., DeepSeek-R1) generate long chains of thought to solve harder problems, but they often loop, repeating the same text at low temperatures or with greedy decoding. We study why this happens and what role temperature plays. With open reasoning models, we find that looping is common at low temperature. Larger models tend to loop less, and distilled students loop significantly even when their teachers rarely do. This points to mismatches between the training distribution and the learned model, which we refer to as errors in learning, as a key cause. To understand how such errors cause loops, we introduce a synthetic graph reasoning task and demonstrate two mechanisms. First, risk aversion caused by hardness of learning: when the correct progress-making action is hard to learn but an easy cyclic action is available, the model puts relatively more probability on the cyclic action and gets stuck. Second, even when there is no hardness, Transformers show an inductive bias toward temporally correlated errors, so the same few actions keep being chosen and loops appear. Higher temperature reduces looping by promoting exploration, but it does not fix the errors in learning, so generations remain much longer than necessary at high temperature; in this sense, temperature is a stopgap rather than a holistic solution. We end with a discussion of training-time interventions aimed at directly reducing errors in learning.

cs.LG↗

The Conflict Graph Design: Estimating Causal Effects under Arbitrary Neighborhood Interference

A fundamental problem in network experiments is selecting an appropriate experimental design in order to precisely estimate a given causal effect of interest. In this work, we propose the Conflict Graph Design, a general approach for constructing experiment designs under network interference with the goal of precisely estimating a pre-specified causal effect. A central aspect of our approach is the notion of a conflict graph, which captures the fundamental unobservability associated with the causal effect and the underlying network. In order to estimate effects, we propose a modified Horvitz--Thompson estimator. We show that its variance under the Conflict Graph Design is bounded as $O(λ(H) / n )$, where $λ(H)$ is the largest eigenvalue of the adjacency matrix of the conflict graph. These rates depend on both the underlying network and the particular causal effect under investigation. Not only does this yield the best known rates of estimation for several well-studied causal effects (e.g. the global and direct effects) but it also provides new methods for effects which have received less attention from the perspective of experiment design (e.g. spill-over effects). Finally, we construct conservative variance estimators which facilitate asymptotically valid confidence intervals for the causal effect of interest.

stat.ME↗

Efficient Learning and Computation of Linear Correlated Equilibrium in General Convex Games

We propose efficient no-regret learning dynamics and ellipsoid-based methods for computing linear correlated equilibria$\unicode{x2014}$a relaxation of correlated equilibria and a strengthening of coarse correlated equilibria$\unicode{x2014}$in general convex games. These are games where the number of pure strategies is potentially exponential in the natural representation of the game, such as extensive-form games. Our work identifies linear correlated equilibria as the tightest known notion of equilibrium that is computable in polynomial time and is efficiently learnable for general convex games. Our results are enabled by a generalization of the seminal framework of of Gordon et al. [2008] for $Φ$-regret minimization, providing extensions to this framework that can be used even when the set of deviations $Φ$ is intractable to separate/optimize over. Our polynomial-time algorithms are similarly enabled by extending the Ellipsoid-Against-Hope approach of Papadimitriou and Roughgarden [2008] and its generalization to games of non-polynomial type proposed by Farina and Pipis [2024a]. We provide an extension to these approaches when we do not have access to the separation oracles required by these works for the dual player.

cs.GT↗

Polynomial-Time Computation of Exact $Φ$-Equilibria in Polyhedral Games

It is a well-known fact that correlated equilibria can be computed in polynomial time in a large class of concisely represented games using the celebrated Ellipsoid Against Hope algorithm (Papadimitriou and Roughgarden, 2008; Jiang and Leyton-Brown, 2015). However, the landscape of efficiently computable equilibria in sequential (extensive-form) games remains unknown. The Ellipsoid Against Hope does not apply directly to these games, because they do not have the required "polynomial type" property. Despite this barrier, Huang and von Stengel (2008) altered the algorithm to compute exact extensive-form correlated equilibria. In this paper, we generalize the Ellipsoid Against Hope and develop a simple algorithmic framework for efficiently computing saddle-points in bilinear zero-sum games, even when one of the dimensions is exponentially large. Moreover, the framework only requires a "good-enough-response" oracle, which is a weakened notion of a best-response oracle. Using this machinery, we develop a general algorithmic framework for computing exact linear $Φ$-equilibria in any polyhedral game (under mild assumptions), including correlated equilibria in normal-form games, and extensive-form correlated equilibria in extensive-form games. This enables us to give the first polynomial-time algorithm for computing exact linear-deviation correlated equilibria in extensive-form games, thus resolving an open question by Farina and Pipis (2023). Furthermore, even for the cases for which a polynomial time algorithm for exact equilibria was already known, our framework provides a conceptually simpler solution.

cs.GT↗

Polynomial-Time Linear-Swap Regret Minimization in Imperfect-Information Sequential Games

No-regret learners seek to minimize the difference between the loss they cumulated through the actions they played, and the loss they would have cumulated in hindsight had they consistently modified their behavior according to some strategy transformation function. The size of the set of transformations considered by the learner determines a natural notion of rationality. As the set of transformations each learner considers grows, the strategies played by the learners recover more complex game-theoretic equilibria, including correlated equilibria in normal-form games and extensive-form correlated equilibria in extensive-form games. At the extreme, a no-swap-regret agent is one that minimizes regret against the set of all functions from the set of strategies to itself. While it is known that the no-swap-regret condition can be attained efficiently in nonsequential (normal-form) games, understanding what is the strongest notion of rationality that can be attained efficiently in the worst case in sequential (extensive-form) games is a longstanding open problem. In this paper we provide a positive result, by showing that it is possible, in any sequential game, to retain polynomial-time (in the game tree size) iterations while achieving sublinear regret with respect to all linear transformations of the mixed strategy space, a notion called no-linear-swap regret. This notion of hindsight rationality is as strong as no-swap-regret in nonsequential games, and stronger than no-trigger-regret in sequential games -- thereby proving the existence of a subset of extensive-form correlated equilibria robust to linear deviations, which we call linear-deviation correlated equilibria, that can be approached efficiently.

cs.GT↗

Graph Connectivity with Noisy Queries

Graph connectivity is a fundamental combinatorial optimization problem that arises in many practical applications, where usually a spanning subgraph of a network is used for its operation. However, in the real world, links may fail unexpectedly deeming the networks non-operational, while checking whether a link is damaged is costly and possibly erroneous. After an event that has damaged an arbitrary subset of the edges, the network operator must find a spanning tree of the network using non-damaged edges by making as few checks as possible. Motivated by such questions, we study the problem of finding a spanning tree in a network, when we only have access to noisy queries of the form "Does edge e exist?". We design efficient algorithms, even when edges fail adversarially, for all possible error regimes; 2-sided error (where any answer might be erroneous), false positives (where "no" answers are always correct) and false negatives (where "yes" answers are always correct). In the first two regimes we provide efficient algorithms and give matching lower bounds for general graphs. In the False Negative case we design efficient algorithms for large interesting families of graphs (e.g. bounded treewidth, sparse). Using the previous results, we provide tight algorithms for the practically useful family of planar graphs in all error regimes.

cs.DS↗