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Gabriele Farina

Publications and source records attributed to Gabriele Farina.

At least 19 recordsLinked to original sources

Exact-Form Regret for Gradient Descent, Mirror Descent and Follow-the-Regularized-Leader

Online gradient descent is usually studied through external regret, where the learner competes with fixed alternatives. Recent work shows that first-order methods control richer action-dependent deviations. We ask for a geometric characterization of the deviations with respect to which online gradient descent, mirror descent, and follow-the-regularized-leader (FTRL) achieve no regret. We identify exactness as the common principle. Exactness means that the relevant displacement field is generated by a scalar potential, or equivalently that the associated one-form is exact in the geometry used by the algorithm. This geometry depends on the algorithm. For gradient descent it is Euclidean geometry, for mirror descent it is the geometry induced by the regularizer, and for FTRL it is the cumulative dual state. Under mild regularity conditions, exactness yields sublinear regret, while nonzero circulation provides the complementary obstruction and leads to linear regret. This gives a unified geometric framework for understanding the deviation classes controlled by these algorithms and reveals that different first-order methods can control genuinely different classes of deviations. These deviation classes have direct consequences for learning, particularly in games. We study the equilibrium notions induced by exact-form deviations and introduce conservative correlated equilibrium, reflecting both the conservative geometry of the underlying displacement fields and the restricted family of deviations available to the players. We characterize its relation to correlated equilibrium, determine when the resulting equilibrium notions coincide and when they separate, and show how these relationships depend on the geometry and the learning algorithm. Overall, this work gives a unified geometric account of what first-order online learning algorithms are no-regret with respect to, beyond fixed comparators.

cs.LG

Constant Individual Regret in General Games

Uncoupled no-regret dynamics provide a decentralized route to equilibrium, but prior guarantees for individual regret retain a polylogarithmic dependence on the horizon. We remove this dependence for every finite $N$-player normal-form game under full-information feedback. We introduce \emph{ECHO-OFTRL}: optimistic follow-the-regularized-leader (OFTRL) equipped with an EMA cascade for high-order optimism (ECHO), where EMA denotes exponential moving average. The algorithm is deterministic and fully uncoupled. If $m_{\max}$ denotes the largest action-set size, then, simultaneously for every horizon $T\geq1$, it guarantees that each of the $N$ players in the game incurs regret upper bounded by $O(\textrm{poly}(N, \log m_{\max}))$. Our algorithm leverages a new form of optimism inspired by modern filter design.

cs.LG

A Subsampling Theorem for Constraint Satisfaction Problems with Large Arity

Subsampling theorems for constraint satisfaction problems (CSPs) guarantee that the value of the CSP is approximately preserved after restricting it to small random subsets of variables. We provide the first subsampling theorem for CSPs, which requires a sample size that is polynomial in the arity $k$ and error $\varepsilon$, and polylogarithmic in the alphabet size $q$. This improves upon the subsampling theorem of Barak, Hardt, Holenstein, and Steurer (SODA '11), which achieves a polynomial dependency on $\varepsilon$ and polylogarithmic in $q$ only in the constant-arity regime. Our subsampling theorem has applications in interactive proofs and property testing. In interactive proofs, it provides a key missing ingredient for the proof of Aaronson, Impagliazzo, and Moshkovitz (CCC '14) that $\textsf{AM}(\textsf{poly})=\textsf{AM}$ (where $\textsf{AM}(k)$ is the class of languages decidable by Arthur-Merlin protocols with $k$ non-communicating Merlins with independent questions). In property testing, it yields the first one-sided tester for satisfiability with sample size polynomial in the arity $k$ and the error $\varepsilon^{-1}$, and polylogarithmic in the alphabet size $q$.

cs.DS

A Unifying Framework for Quasi-Polynomial Optimization of Fixed-degree Polynomials

We study the simultaneous approximation of constant-degree polynomials over convex sets. For any family of $m$ degree-$d$ polynomials and any convex set ${H} \subseteq \mathbb{R}_{\ge0}^n$, we construct an $\epsilon$-Cover of the joint value set $\{(f_1(x), \dots, f_m(x)) : x \in {H}\}$ in the $\ell_\infty$-norm. This cover is of size $n^{O(\log(mn)/\epsilon^2)}$, provided the polynomials have constant range over the smallest $\ell_1$-ball inscribing ${H}$. Our approach extends classical net-based sparsifications for linear functions (e.g., Lipton, Markakis, and Mehta [2003]) to arbitrary families of constant-degree polynomials over general convex sets. We use a two-step scheme: first, we construct a quasi-polynomial pre-cover of the family on the smallest $\ell_1$-ball containing ${H}$ by using a concentration argument and leveraging a connection between Bernstein approximation and multinomial distributions; we then compress the pre-cover to ${H}$ by using a recursive degree reduction and feasibility programs anchored at points of the pre-cover. The existence of these covers immediately yields a unified framework for Quasi-Polynomial Time Approximation Schemes (QPTAS) across a wide range of a problems, including fixed-degree polynomial minimization over polyhedral sets, Constraint Satisfaction Problems (CSPs), Free Games, variational inequalities with polynomial operators (which implies guarantees for local Nash equilibria in polynomial games), and additive approximation for normalized densest $k$-subhypergraph on $O(1)$-uniform hypergraphs.

cs.DS

Polynomial-time computation of $\ell_p$-contraction fixed points for even $p$

We give a $\text{poly}(d, p, \log(1/\epsilon))$-time algorithm that computes an $\epsilon$-approximate fixed point of any $\ell_p$-nonexpansive map $f : \mathcal{X} \to \mathcal{X}$, where $\mathcal{X} \subset \mathbb R^d$ is a convex compact set and $p$ is an even integer. This is the first algorithm with $\text{poly}(d, \log(1/\epsilon))$ runtime for any fixed $p \ne 2$. Our techniques are based on a computationally efficient version of Sion's theorem for non-compact minmax problems, and extend to more general total search problems that admit low-degree polynomial potentials.

cs.DS

The Complexity of Computing Coarse Correlated Equilibria in Markov Games with a Single Controller

We study the complexity of computing stationary Markov coarse correlated equilibria (CCE) in discounted single-controller stochastic (Markov) games [PR81, FV97], a fundamental subclass of stochastic games in which all players may affect rewards, but only one player controls the state transitions. Prior work [DGZ23, JMS23, HN25] established PPAD-hardness for computing stationary Markov CCE in two-player general-sum stochastic games via turn-based constructions in which each state is controlled by a single player, with control alternating across states. This structure forces every Markov CCE to collapse to a Nash equilibrium (NE), so hardness for NE transfers immediately to CCE. It remained open whether hardness persists when a single player controls all transitions--a setting where no such collapse occurs. We resolve this question: computing an approximate stationary Markov CCE in two-player single-controller stochastic games is PPAD-complete, even with a fixed discount factor and binary actions. For the perfect notion (equilibrium constraints at every state) this holds unconditionally at constant accuracy; for the non-perfect notion, we prove constant-accuracy hardness under the PCP-for-PPAD hypothesis [BPR16, DFHM26] and inverse-polynomial-accuracy hardness unconditionally. To the best of our knowledge, our result is the first to show hardness for computing CCE without relying on equilibrium collapse phenomena or other routes through Nash-like structure [FGK23, AKSZ24, PR24]. Instead, we construct single-controller gadgets whose local incentive constraints force a solution of a Pure-Circuit instance even under strongly correlated stationary policies.

cs.GT

Equilibrium with Internal Transfers

Nash equilibrium (NE) arises from selfish utility maximization, yet its social welfare can be arbitrarily far from optimal. Moreover, computing an NE is intractable in general. We study augmented game models in which players use budget-balanced internal transfers to improve incentives before play. We first introduce \emph{Self-Enforcing Transfer Equilibrium} (SETE), where players commit to nonnegative peer-to-peer transfers that are paid only if the recipient does not deviate from a prescribed strategy. For polymatrix games, we show that every stationary point of the social welfare function, in particular any socially optimal strategy profile, can be sustained as a SETE. This induces a Nash equilibrium in the agent normal form of the corresponding augmented game. We further propose a polynomial-time algorithm and a decentralized learning dynamic to compute such product-form equilibria. We then introduce \emph{Mediated Self-Enforcing Transfer Equilibrium} (M-SETE), where a mediator makes both the payment schedule and the prescribed strategies binding offers. This additional enforcement resolves the agent-normal-form limitation: an M-SETE is a Nash equilibrium of the augmented game itself, not merely of its agent normal form, and any socially optimal strategy profile can be supported as an M-SETE in any finite game while preserving budget balance. Thus, internal transfers improve welfare and computation while preserving independent play on the equilibrium path. When full sequential-game stability is required, binding mediation provides the corresponding implementation.

cs.GT

GAE Falls Short in Imperfect-Information Self-Play Reinforcement Learning

Competitive multi-agent reinforcement learning in imperfect-information games requires agents to act under partial observability and against adversarial opponents, necessitating stochastic policies. While self-play reinforcement learning with Proximal Policy Optimization (PPO) has achieved strong empirical success, its standard advantage estimator, generalized advantage estimation, suffers from additional variance due to the sampling of stochastic future actions. This variance is amplified in equilibrium self-play because of the stochastic nature of the equilibrium policy and persists even when the critic is exact. We address this bottleneck by introducing $Q$-boosting, a variance-reduced advantage estimator based on a centralized action-value critic, and propose Variance-Reduced Policy Optimization (VRPO), incorporating this new estimator. The algorithm replaces sampled multi-step backups with a multi-step Expected SARSA$(\lambda)$ trace, computing policy expectations at each step to average out action-sampling noise, while retaining PPO's clipped objective and on-policy actor updates. Empirically, VRPO consistently achieves strong performance from mid-sized to large-scale games including Dou Dizhu and Heads-Up No-Limit Texas Hold'em.

cs.LG

On the Complexity of Correlated Equilibria Beyond Normal-Form Games

Correlated equilibria are a fundamental solution concept in game theory. However, despite decades of research, the complexity beyond games of polynomial type -- such as extensive-form games, congestion or routing games, and more broadly concave games -- has remained a major open problem, first highlighted by Papadimitriou and Roughgarden (JACM '08). In this paper, we resolve several long-standing questions concerning the complexity of correlated equilibria and swap regret minimization. First, we show that computing a correlated equilibrium in concave quadratic games is as hard as computing the fixed point of a contraction mapping (Contr), providing the first strong evidence of intractability. Moreover, we establish an unconditional, information-theoretic lower bound ruling out the existence of a strongly sublinear swap regret minimizer: any online learning algorithm requires exponentially many iterations in the dimension $d$ to guarantee at most $1/\text{poly}(d)$ (average) swap regret. To circumvent these hardness results, we examine the complexity of $\Phi$-equilibria -- tractable relaxations of correlated equilibria. We obtain a fully polynomial-time approximation scheme (FPTAS) for computing poly-dimensional $\Phi$-equilibria in general concave games. We complement this by showing that Contr-hardness persists even under poly-dimensional swap deviations in the regime where the precision $\epsilon$ is exponentially small. Finally, we show that Contr-hardness can be bypassed in the canonical setting of concave \emph{quadratic games}, for which we provide a $\text{poly}(d, \log(1/\epsilon))$-time algorithm for computing poly-dimensional $\Phi$-equilibria. As a byproduct, we obtain an algorithm for computing fixed points of a mapping that is contracting with respect to an unknown Mahalanobis norm, which could be of independent interest.

cs.GT

Efficient representations for team and imperfect-recall equilibrium computation

Equilibrium finding in two-player zero-sum games with perfect recall is a well-studied topic that has led to many breakthroughs in computational game theory. This paper aims to generalize such techniques to (timeable) two-player zero-sum games with imperfect recall, or equivalently to two-team zero-sum games. In this setting, the problem of computing a mixed-strategy Nash equilibrium (or, equivalently, a team maxmin equilibrium with correlation) is known to be NP-hard. We connect the imperfect-recall setting with its perfect-recall counterpart through a novel construction we call the belief game. This is a perfect-recall game equivalent to a given (timeable) two-player zero-sum game with imperfect recall. The belief game may be exponentially larger than the original game but can be solved using any standard method. We then show that the strategy spaces of the two players in the belief game can be directly represented as a DAG, leading to a possibly exponential speedup. We call this the team belief DAG (TB-DAG). The TB-DAG simultaneously enjoys essentially optimal parameterized complexity bounds and the advantages of efficient regret minimization techniques. Along the way, we show $\Delta_2^P$-completeness and $\Sigma_2^P$-completeness of finding Nash equilibria in both mixed and behavioral strategies for the class of games we consider. Experimentally, we show that the TB-DAG, when paired with existing learning techniques, yields state-of-the-art performance on a wide variety of benchmark team games.

cs.GT

Computing Equilibrium beyond Unilateral Deviation

Most familiar equilibrium concepts, such as Nash and correlated equilibrium, guarantee only that no single player can improve their utility by deviating unilaterally. They offer no guarantees against profitable coordinated deviations by coalitions. Although the literature proposes solution concepts that provide stability against multilateral deviations (\emph{e.g.}, strong Nash and coalition-proof equilibrium), these generally fail to exist. In this paper, we study an alternative solution concept that minimizes coalitional deviation incentives, rather than requiring them to vanish, and is therefore guaranteed to exist. Specifically, we focus on minimizing the average gain of a deviating coalition, and extend the framework to weighted-average and maximum-within-coalition gains. In contrast, the minimum-gain analogue is shown to be computationally intractable. For the average-gain and maximum-gain objectives, we prove a lower bound on the complexity of computing such an equilibrium and present an algorithm that matches this bound. Finally, we use our framework to solve the \emph{Exploitability Welfare Frontier} (EWF), the maximum attainable social welfare subject to a given exploitability (the maximum gain over all unilateral deviations).

cs.GT

An Efficient Black-Box Reduction from Online Learning to Multicalibration, and a New Route to $\Phi$-Regret Minimization

We give a Gordon-Greenwald-Marks (GGM) style black-box reduction from online learning to online multicalibration. Concretely, we show that to achieve high-dimensional multicalibration with respect to a class of functions $\mathcal{H}$, it suffices to combine any no-regret learner over $\mathcal {H} $ with an expected variational inequality (EVI) solver. We also prove a converse statement showing that efficient multicalibration implies efficient EVI solving, highlighting how EVIs in multicalibration mirror the role of fixed points in the GGM result for $\Phi$-regret. This first set of results addresses the high-dimensional analogue of the open question in Garg, Jung, Reingold, and Roth (SODA '24), showing that oracle-efficient online multicalibration with $\sqrt{T}$-type guarantees is possible in full generality. Furthermore, our GGM-style reduction unifies the analyses of existing algorithms, transfers guarantees from online learning to multicalibration for challenging environments with delayed observations or censored outcomes, and yields the first efficient black-box reduction between online learning and multiclass omniprediction. Our second main result is a fine-grained reduction from high-dimensional online multicalibration to (contextual) $\Phi$-regret minimization. Together with our first result, this establishes a new route from external regret to $\Phi$-regret that bypasses sophisticated fixed-point or semi-separation machinery, dramatically simplifies a result of Daskalakis, Farina, Fishelson, Pipis, and Schneider (STOC '25) while improving rates, and yields new algorithms that are robust to richer deviation classes, such as those belonging to any reproducing kernel Hilbert space.

cs.LG

Online Learning and Equilibrium Computation with Ranking Feedback

Online learning in arbitrary, and possibly adversarial, environments has been extensively studied in sequential decision-making, and it is closely connected to equilibrium computation in game theory. Most existing online learning algorithms rely on \emph{numeric} utility feedback from the environment, which may be unavailable in human-in-the-loop applications and/or may be restricted by privacy concerns. In this paper, we study an online learning model in which the learner only observes a \emph{ranking} over a set of proposed actions at each timestep. We consider two ranking mechanisms: rankings induced by the \emph{instantaneous} utility at the current timestep, and rankings induced by the \emph{time-average} utility up to the current timestep, under both \emph{full-information} and \emph{bandit} feedback settings. Using the standard external-regret metric, we show that sublinear regret is impossible with instantaneous-utility ranking feedback in general. Moreover, when the ranking model is relatively deterministic, \emph{i.e.}, under the Plackett-Luce model with a temperature that is sufficiently small, sublinear regret is also impossible with time-average utility ranking feedback. We then develop new algorithms that achieve sublinear regret under the additional assumption that the utility sequence has sublinear total variation. Notably, for full-information time-average utility ranking feedback, this additional assumption can be removed. As a consequence, when all players in a normal-form game follow our algorithms, repeated play yields an approximate coarse correlated equilibrium. We also demonstrate the effectiveness of our algorithms in an online large-language-model routing task.

cs.LG

The Stability of Online Algorithms in Performative Prediction

The use of algorithmic predictions in decision-making leads to a feedback loop where the models we deploy actively influence the data distributions we see, and later use to retrain on. This dynamic was formalized by Perdomo et al. 2020 in their work on performative prediction. Our main result is an unconditional reduction showing that any no-regret algorithm deployed in performative settings converges to a (mixed) performatively stable equilibrium: a solution in which models actively shape data distributions in ways that their own predictions look optimal in hindsight. Prior to our work, all positive results in this area imposed strong restrictions on how models influenced distributions. By using a martingale argument and allowing randomization, we avoid any assumption on how populations respond to predictions and sidestep recent hardness results showing that deterministic stable models are in general PPAD-hard to compute. Lastly, on a more conceptual note, our connection sheds light on why common algorithms, like gradient descent, are naturally stabilizing and prevent runaway feedback loops. We hope our work enables future technical transfer of ideas between online optimization and performativity.

cs.LG

Defensive Generation

We study the problem of efficiently producing, in an online fashion, generative models of scalar, multiclass, and vector-valued outcomes that cannot be falsified on the basis of the observed data and a pre-specified collection of computational tests. Our contributions are twofold. First, we expand on connections between online high-dimensional multicalibration with respect to an RKHS and recent advances in expected variational inequality problems, enabling efficient algorithms for the former. We then apply this algorithmic machinery to the problem of outcome indistinguishability. Our procedure, Defensive Generation, is the first to efficiently produce online outcome indistinguishable generative models of non-Bernoulli outcomes that are unfalsifiable with respect to infinite classes of tests, including those that examine higher-order moments of the generated distributions. Furthermore, our method runs in near-linear time in the number of samples and achieves the optimal, vanishing T^{-1/2} rate for generation error.

cs.LG

Swap Regret Minimization Through Response-Based Approachability

We consider the problem of minimizing different notions of swap regret in online optimization. These forms of regret are tightly connected to correlated equilibrium concepts in games, and have been more recently shown to guarantee non-manipulability against strategic adversaries. The only computationally efficient algorithm for minimizing linear swap regret over a general convex set in $\mathbb{R}^d$ was developed recently by Daskalakis, Farina, Fishelson, Pipis, and Schneider (STOC '25). However, it incurs a highly suboptimal regret bound of $\Omega(d^4 \sqrt{T})$ and also relies on computationally intensive calls to the ellipsoid algorithm at each iteration. In this paper, we develop a significantly simpler, computationally efficient algorithm that guarantees $O(d \sqrt{T})$ linear swap regret for a general convex set that has been preconditioned via the John ellipsoid. Our algorithm leverages the powerful response-based approachability framework of Bernstein and Shimkin (JMLR~'15) -- previously overlooked in the line of work on swap regret minimization -- and simultaneously minimizes profile swap regret, which was recently shown to guarantee non-manipulability. Moreover, we establish a matching information-theoretic lower bound: any learner must incur in expectation $\Omega(d \sqrt{T})$ linear swap regret for large enough $T$, even when the set is centrally symmetric. This also shows that the classic algorithm of Gordon, Greenwald, and Marks (ICML '08) is existentially optimal for minimizing linear swap regret, although it is computationally inefficient. Finally, we extend our approach to minimize regret with respect to the set of swap deviations with polynomial dimension, unifying and strengthening recent results in equilibrium computation and online learning.

cs.LG

Superhuman AI for Stratego Using Self-Play Reinforcement Learning and Test-Time Search

Few classical games have been regarded as such significant benchmarks of artificial intelligence as to have justified training costs in the millions of dollars. Among these, Stratego -- a board wargame exemplifying the challenge of strategic decision making under massive amounts of hidden information -- stands apart as a case where such efforts failed to produce performance at the level of top humans. This work establishes a step change in both performance and cost for Stratego, showing that it is now possible not only to reach the level of top humans, but to achieve vastly superhuman level -- and that doing so requires not an industrial budget, but merely a few thousand dollars. We achieved this result by developing general approaches for self-play reinforcement learning and test-time search under imperfect information.

cs.LG

On the Universal Near Optimality of Hedge in Combinatorial Settings

In this paper, we study the classical Hedge algorithm in combinatorial settings. In each round, the learner selects a vector $\boldsymbol{x}_t$ from a set $X \subseteq \{0,1\}^d$, observes a full loss vector $\boldsymbol{y}_t \in \mathbb{R}^d$, and incurs a loss $\langle \boldsymbol{x}_t, \boldsymbol{y}_t \rangle \in [-1,1]$. This setting captures several important problems, including extensive-form games, resource allocation, $m$-sets, online multitask learning, and shortest-path problems on directed acyclic graphs (DAGs). It is well known that Hedge achieves a regret of $O\big(\sqrt{T \log |X|}\big)$ after $T$ rounds of interaction. In this paper, we ask whether Hedge is optimal across all combinatorial settings. To that end, we show that for any $X \subseteq \{0,1\}^d$, Hedge is near-optimal--specifically, up to a $\sqrt{\log d}$ factor--by establishing a lower bound of $\Omega\big(\sqrt{T \log(|X|)/\log d}\big)$ that holds for any algorithm. We then identify a natural class of combinatorial sets--namely, $m$-sets with $\log d \leq m \leq \sqrt{d}$--for which this lower bound is tight, and for which Hedge is provably suboptimal by a factor of exactly $\sqrt{\log d}$. At the same time, we show that Hedge is optimal for online multitask learning, a generalization of the classical $K$-experts problem. Finally, we leverage the near-optimality of Hedge to establish the existence of a near-optimal regularizer for online shortest-path problems in DAGs--a setting that subsumes a broad range of combinatorial domains. Specifically, we show that the classical Online Mirror Descent (OMD) algorithm, when instantiated with the dilated entropy regularizer, is iterate-equivalent to Hedge, and therefore inherits its near-optimal regret guarantees for DAGs.

cs.LG