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Ioannis Panageas

Publications and source records attributed to Ioannis Panageas.

At least 19 recordsLinked to original sources

Efficient Uncoupled Learning Dynamics with $\tilde{O}\!\left(T^{-1/4}\right)$ Last-Iterate Convergence in Bilinear Saddle-Point Problems over Convex Sets under Bandit Feedback

In this paper, we study last-iterate convergence of learning algorithms in bilinear saddle-point problems, a preferable notion of convergence that captures the day-to-day behavior of learning dynamics. We focus on the challenging setting where players select actions from compact convex sets and receive only bandit feedback. Our main contribution is the design of an uncoupled learning algorithm that guarantees last-iterate convergence to the Nash equilibrium with high probability. We establish a convergence rate of $\tilde{O}(T^{-1/4})$ up to polynomial factors in problem parameters. Crucially, our proposed algorithm is computationally efficient, requiring only an efficient linear optimization oracle over the players' compact action sets. The algorithm is obtained by combining techniques from experimental design and the classic Follow-The-Regularized-Leader (FTRL) framework, with a carefully chosen regularizer function tailored to the geometry of the action set of each learner.

stat.ML

Efficient Learning of Truncated Boolean Product Distributions: Influence to the Rescue

Learning the natural parameters $z \in \mathbb{R}^n$ of discrete distributions $μ_z$ from independent samples constrained to a subset $S \subseteq \{0,1\}^n$ is a foundational challenge in high-dimensional statistics. Existing methods for efficiently estimating truncated Boolean product distributions, notably the work of [Fotakis et al' COLT'20, Algorithmica '22], require either strong local connectivity assumptions on $S$ -- a property denoted fatness -- or stringent anti-concentration assumptions and necessitate the total mass of the truncation set to be a constant with respect to $n$. Moreover, the results in [Fotakis et al' COLT'20, Algorithmica '22] suffer from sample complexities that scale as $Ω(2^n)$ if the mass of $S$ is exponentially small in $n$. In this work, we circumvent these limitations by analyzing the geometry of $S$ under the measure $μ_z$. We refine the existing parameter estimation guarantees under the fatness assumption, improving the prior sample complexity to $O( \log n / ε^2)$ for $\ell_\infty$-recovery, matching the untruncated minimax rate. We further generalize fatness using the notion of influence utilized in the analysis of Boolean functions and provide sufficient conditions for efficient inference. Notably, unlike previous work, our method does not require sampling at arbitrary parameterizations of the model. Lastly, we establish a theoretical lower bound demonstrating the sample complexity exhibits an intrinsic exponential dependence on the width of the model and the minimum distance between elements in the set.

cs.LG

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

The Computational Complexity of Team Zero-Sum Games

A celebrated consequence of the minimax theorem is that two-player zero-sum games admit a tractable equilibrium characterization. In many central applications, however, each side comprises multiple independent agents who share a common objective but cannot perfectly coordinate their actions. Such settings can be modeled as \emph{team zero-sum games}, a natural generalization of both two-player zero-sum games and potential games -- the two most well-studied classes of games in algorithmic game theory. In this paper, we settle the complexity of team zero-sum games by establishing that computing Nash equilibria is \PPAD-complete. As a result, despite the global adversarial structure, team zero-sum games are as hard as general-sum games. Our hardness result holds even when i) the precision is inverse polynomial, thereby ruling out a fully polynomial-time approximation scheme (unless $¶= \PPAD$); ii) each team consists of only two players; and iii) the underlying class of games is polymatrix. As a byproduct, we resolve the complexity of group-wise zero-sum polymatrix games, a class introduced and examined in the seminal work of Cai and Daskalakis (SODA '11), and more recently highlighted by Hollender, Maystre, and Nagarajan (ICLR '25). Moreover, we show that computing a first-order stationary point in min-max optimization is \PPAD-complete even for quadratic (multilinear) objectives. From a technical standpoint, we develop a series of team zero-sum game gadgets that allow us to simulate the breakthrough reduction of Bernasconi and Castiglioni (STOC '26). Moreover, to obtain hardness results for quadratic objectives, we make use of a general technique based on linear local approximation, which is of independent interest.

cs.GT

Online Learning on Hidden-Convex Losses via Algorithmic Equivalence: Optimal Regret, Geometric Barrier, and Bandit Feedback

We study adversarial online learning with hidden-convex losses, i.e., nonconvex losses that become convex after a nonlinear reparameterization. Ghai, Lu and Hazan (2022) proved that, under geometric and smoothness assumptions, online gradient descent (OGD) on such nonconvex losses approximately simulates online mirror descent (OMD) on the underlying convex losses with a suitable regularizer, yielding $\mathcal{O}(T^{2/3})$ regret. They left open whether the optimal $Θ(\sqrt{T})$ regret from online convex optimization can be recovered in this hidden-convex setting. We answer this question affirmatively. More specifically, via a sharper discrete-time algorithmic equivalence argument, we prove that OGD achieves $\mathcal{O}(\sqrt{T})$ regret under the same assumptions, matching the optimal worst-case rate for adversarial online convex optimization. We also address another open question of Ghai, Lu and Hazan (2022) by clarifying the geometry required for this algorithmic equivalence. We replace the diagonal-Jacobian sufficient condition with a necessary-and-sufficient Hessian compatibility condition, thereby expanding the class of admissible reparameterizations. We complement our tight regret bound with a lower bound showing that the Hessian compatibility assumption is essential for OGD; when it fails, we construct a smooth reparameterization and an adversarial sequence of hidden-convex losses for which OGD suffers $Ω(T)$ regret. Finally, we extend our analysis to one-point bandit feedback and prove a $\mathcal{O}(T^{3/4})$ expected regret bound for bandit OGD with spherical smoothing, matching its classical rate on convex losses.

cs.LG

The Computational Complexity of Avoiding Strict Saddle Points in Constrained Optimization

While first-order stationary points (FOSPs) are the traditional targets of non-convex optimization, they often correspond to undesirable strict saddle points. To circumvent this, attention has shifted towards second-order stationary points (SOSPs). In unconstrained settings, finding approximate SOSPs is PLS-complete (Kontogiannis et al.), matching the complexity of finding unconstrained FOSPs (Hollender and Zampetakis). However, the complexity of finding SOSPs in constrained settings remained notoriously unclear and was highlighted as an important open question by both aforementioned works. Under one strict definition, even verifying whether a point is an approximate SOSP is NP-hard (Murty and Kabadi). Under another widely adopted, relaxed definition where non-negative curvature is required only along the null space of the active constraints, the problem lies in TFNP, and algorithms with O(poly(1/epsilon)) running times have been proposed (Lu et al.). In this work, we settle the complexity of constrained SOSP by proving that computing an epsilon-approximate SOSP under the tractable definition is PLS-complete. We demonstrate that our result holds even in the 2D unit square [0,1]^2, and remarkably, even when stationary points are isolated at a distance of Omega(1) from the domain's boundary. Our result establishes a fundamental barrier: unless PLS is a subset of PPAD (implying PLS = CLS), no deterministic, iterative algorithm with an efficient, continuous update rule can exist for finding approximate SOSPs. This contrasts with the constrained first-order counterpart, for which Fearnley et al. showed that finding an approximate KKT point is CLS-complete. Finally, our result yields the first problem defined in a compact domain to be shown PLS-complete beyond the canonical Real-LocalOpt (Daskalakis and Papadimitriou)."

cs.CC

Accelerating Scientific Research with Gemini: Case Studies and Common Techniques

Recent advances in large language models (LLMs) have opened new avenues for accelerating scientific research. While models are increasingly capable of assisting with routine tasks, their ability to contribute to novel, expert-level mathematical discovery is less understood. We present a collection of case studies demonstrating how researchers have successfully collaborated with advanced AI models, specifically Google's Gemini-based models (in particular Gemini Deep Think and its advanced variants), to solve open problems, refute conjectures, and generate new proofs across diverse areas in theoretical computer science, as well as other areas such as economics, optimization, and physics. Based on these experiences, we extract common techniques for effective human-AI collaboration in theoretical research, such as iterative refinement, problem decomposition, and cross-disciplinary knowledge transfer. While the majority of our results stem from this interactive, conversational methodology, we also highlight specific instances that push beyond standard chat interfaces. These include deploying the model as a rigorous adversarial reviewer to detect subtle flaws in existing proofs, and embedding it within a "neuro-symbolic" loop that autonomously writes and executes code to verify complex derivations. Together, these examples highlight the potential of AI not just as a tool for automation, but as a versatile, genuine partner in the creative process of scientific discovery.

cs.CL

Learning the Inverse Temperature of Ising Models under Hard Constraints using One Sample

We consider the problem of estimating inverse temperature parameter $β$ of an $n$-dimensional truncated Ising model using a single sample. Given a graph $G = (V,E)$ with $n$ vertices, a truncated Ising model is a probability distribution over the $n$-dimensional hypercube $\{-1,1\}^n$ where each configuration $\mathbfσ$ is constrained to lie in a truncation set $S \subseteq \{-1,1\}^n$ and has probability $\Pr(\mathbfσ) \propto \exp(β\mathbfσ^\top A\mathbfσ)$ with $A$ being the adjacency matrix of $G$. We adopt the recent setting of [Galanis et al. SODA'24], where the truncation set $S$ can be expressed as the set of satisfying assignments of a $k$-SAT formula. Given a single sample $\mathbfσ$ from a truncated Ising model, with inverse parameter $β^*$, underlying graph $G$ of bounded degree $Δ$ and $S$ being expressed as the set of satisfying assignments of a $k$-SAT formula, we design in nearly $O(n)$ time an estimator $\hatβ$ that is $O(Δ^3/\sqrt{n})$-consistent with the true parameter $β^*$ for $k \gtrsim \log(d^2k)Δ^3.$ Our estimator is based on the maximization of the pseudolikelihood, a notion that has received extensive analysis for various probabilistic models without [Chatterjee, Annals of Statistics '07] or with truncation [Galanis et al. SODA '24]. Our approach generalizes recent techniques from [Daskalakis et al. STOC '19, Galanis et al. SODA '24], to confront the more challenging setting of the truncated Ising model.

cs.LG

Convex Markov Games and Beyond: New Proof of Existence, Characterization and Learning Algorithms for Nash Equilibria

Convex Markov Games (cMGs) were recently introduced as a broad class of multi-agent learning problems that generalize Markov games to settings where strategic agents optimize general utilities beyond additive rewards. While cMGs expand the modeling frontier, their theoretical foundations, particularly the structure of Nash equilibria (NE) and guarantees for learning algorithms, are not yet well understood. In this work, we address these gaps for an extension of cMGs, which we term General Utility Markov Games (GUMGs), capturing new applications requiring coupling between agents' occupancy measures. We prove that in GUMGs, Nash equilibria coincide with the fixed points of projected pseudo-gradient dynamics (i.e., first-order stationary points), enabled by a novel agent-wise gradient domination property. This insight also yields a simple proof of NE existence using Brouwer's fixed-point theorem. We further show the existence of Markov perfect equilibria. Building on this characterization, we establish a policy gradient theorem for GUMGs and design a model-free policy gradient algorithm. For potential GUMGs, we establish iteration complexity guarantees for computing approximate-NE under exact gradients and provide sample complexity bounds in both the generative model and on-policy settings. Our results extend beyond prior work restricted to zero-sum cMGs, providing the first theoretical analysis of common-interest cMGs.

cs.GT

Efficient Swap Regret Minimization in Combinatorial Bandits

This paper addresses the problem of designing efficient no-swap regret algorithms for combinatorial bandits, where the number of actions $N$ is exponentially large in the dimensionality of the problem. In this setting, designing efficient no-swap regret translates to sublinear -- in horizon $T$ -- swap regret with polylogarithmic dependence on $N$. In contrast to the weaker notion of external regret minimization - a problem which is fairly well understood in the literature - achieving no-swap regret with a polylogarithmic dependence on $N$ has remained elusive in combinatorial bandits. Our paper resolves this challenge, by introducing a no-swap-regret learning algorithm with regret that scales polylogarithmically in $N$ and is tight for the class of combinatorial bandits. To ground our results, we also demonstrate how to implement the proposed algorithm efficiently -- that is, with a per-iteration complexity that also scales polylogarithmically in $N$ -- across a wide range of well-studied applications.

cs.LG

The Query Complexity of Local Search in Rounds on General Graphs

We analyze the query complexity of finding a local minimum in $t$ rounds on general graphs. More precisely, given a graph $G = (V,E)$ and oracle access to an unknown function $f : V \to \mathbb{R}$, the goal is to find a local minimum--a vertex $v$ such that $f(v) \leq f(u)$ for all $(u,v) \in E$--using at most $t$ rounds of interaction with the oracle. The query complexity is well understood on grids, but much less is known beyond. This abstract problem captures many optimization tasks, such as finding a local minimum of a loss function during neural network training. For each graph with $n$ vertices, we prove a deterministic upper bound of $O(t n^{1/t} (sΔ)^{1-1/t})$, where $s$ is the separation number and $Δ$ is the maximum degree of the graph. We complement this result with a randomized lower bound of $Ω(t n^{1/t}-t)$ that holds for any connected graph. We also find that parallel steepest descent with a warm start provides improved bounds for graphs with high separation number and bounded degree. To obtain our results, we utilized an advanced version of Gemini at various stages of our research. We discuss our experience in a methodology section.

cs.CC

(Doubly) Exponential Lower Bounds for Follow the Regularized Leader in Potential Games

Follow the regularized leader FTRL is the premier algorithm for online optimization. However, despite decades of research on its convergence in constrained optimization -- and potential games in particular -- its behavior remained hitherto poorly understood. In this paper, we establish that FTRL can take exponential time to converge to a Nash equilibrium in two-player potential games for any (permutation-invariant) regularizer and potentially vanishing learning rate. By known equivalences, this translates to an exponential lower bound for certain mirror descent counterparts, most notably multiplicative weights update. On the positive side, we establish the potential property for FTRL and obtain an exponential upper bound $\exp(O_ε(1/ε^2))$ for any no-regret dynamics executed in a lazy, alternating fashion, matching our lower bound up to factors in the exponent. Finally, in multi-player potential games, we show that fictitious play -- the extreme version of FTRL -- can take doubly exponential time to reach a Nash equilibrium. This constitutes an exponentially stronger lower bound for the foundational learning algorithm in games.

cs.GT

On the Computational Complexity of Performative Prediction

Performative prediction captures the phenomenon where deploying a predictive model shifts the underlying data distribution. While simple retraining dynamics are known to converge linearly when the performative effects are weak ($ρ< 1$), the complexity in the regime $ρ> 1$ was hitherto open. In this paper, we establish a sharp phase transition: computing an $ε$-performatively stable point is PPAD-complete -- and thus polynomial-time equivalent to Nash equilibria in general-sum games -- even when $ρ= 1 + O(ε)$. This intractability persists even in the ostensibly simple setting with a quadratic loss function and linear distribution shifts. One of our key technical contributions is to extend this PPAD-hardness result to general convex domains, which is of broader interest in the complexity of variational inequalities. Finally, we address the special case of strategic classification, showing that computing a strategic local optimum is PLS-hard.

cs.LG

Exact Learning of Weighted Graphs Using Composite Queries

In this paper, we study the exact learning problem for weighted graphs, where we are given the vertex set, $V$, of a weighted graph, $G=(V,E,w)$, but we are not given $E$. The problem, which is also known as graph reconstruction, is to determine all the edges of $E$, including their weights, by asking queries about $G$ from an oracle. As we observe, using simple shortest-path length queries is not sufficient, in general, to learn a weighted graph. So we study a number of scenarios where it is possible to learn $G$ using a subquadratic number of composite queries, which combine two or three simple queries.

cs.DS

Convergence of Regret Matching in Potential Games and Constrained Optimization

Regret matching (RM) -- and its modern variants -- is a foundational online algorithm that has been at the heart of many AI breakthrough results in solving benchmark zero-sum games, such as poker. Yet, surprisingly little is known so far in theory about its convergence beyond two-player zero-sum games. For example, whether regret matching converges to Nash equilibria in potential games has been an open problem for two decades. Even beyond games, one could try to use RM variants for general constrained optimization problems. Recent empirical evidence suggests that they -- particularly regret matching$^+$ (RM$^+$) -- attain strong performance on benchmark constrained optimization problems, outperforming traditional gradient descent-type algorithms. We show that RM$^+$ converges to an $ε$-KKT point after $O_ε(1/ε^4)$ iterations, establishing for the first time that it is a sound and fast first-order optimizer. Our argument relates the KKT gap to the accumulated regret, two quantities that are entirely disparate in general but interact in an intriguing way in our setting, so much so that when regrets are bounded, our complexity bound improves all the way to $O_ε(1/ε^2)$. From a technical standpoint, while RM$^+$ does not have the usual one-step improvement property in general, we show that it does in a certain region that the algorithm will quickly reach and remain in thereafter. In sharp contrast, our second main result establishes a lower bound: RM, with or without alternation, can take an exponential number of iterations to reach a crude approximate solution even in two-player potential games. This represents the first worst-case separation between RM and RM$^+$. Our lower bound shows that convergence to coarse correlated equilibria in potential games is exponentially faster than convergence to Nash equilibria.

cs.GT

The Complexity of Symmetric Equilibria in Min-Max Optimization and Team Zero-Sum Games

We consider the problem of computing stationary points in min-max optimization, with a particular focus on the special case of computing Nash equilibria in (two-)team zero-sum games. We first show that computing $ε$-Nash equilibria in $3$-player \emph{adversarial} team games -- wherein a team of $2$ players competes against a \emph{single} adversary -- is \textsf{CLS}-complete, resolving the complexity of Nash equilibria in such settings. Our proof proceeds by reducing from \emph{symmetric} $ε$-Nash equilibria in \emph{symmetric}, identical-payoff, two-player games, by suitably leveraging the adversarial player so as to enforce symmetry -- without disturbing the structure of the game. In particular, the class of instances we construct comprises solely polymatrix games, thereby also settling a question left open by Hollender, Maystre, and Nagarajan (2024). We also provide some further results concerning equilibrium computation in adversarial team games. Moreover, we establish that computing \emph{symmetric} (first-order) equilibria in \emph{symmetric} min-max optimization is \textsf{PPAD}-complete, even for quadratic functions. Building on this reduction, we further show that computing symmetric $ε$-Nash equilibria in symmetric, $6$-player ($3$ vs. $3$) team zero-sum games is also \textsf{PPAD}-complete, even for $ε= \text{poly}(1/n)$. As an immediate corollary, this precludes the existence of symmetric dynamics -- which includes many of the algorithms considered in the literature -- converging to stationary points. Finally, we prove that computing a \emph{non-symmetric} $\text{poly}(1/n)$-equilibrium in symmetric min-max optimization is \textsf{FNP}-hard.

cs.GT

Efficient Kernelized Learning in Polyhedral Games Beyond Full-Information: From Colonel Blotto to Congestion Games

We examine the problem of efficiently learning coarse correlated equilibria (CCE) in polyhedral games, that is, normal-form games with an exponentially large number of actions per player and an underlying combinatorial structure. Prominent examples of such games are the classical Colonel Blotto and congestion games. To achieve computational efficiency, the learning algorithms must exhibit regret and per-iteration complexity that scale polylogarithmically in the size of the players' action sets. This challenge has recently been addressed in the full-information setting, primarily through the use of kernelization. However, in the case of the realistic, but mathematically challenging, partial-information setting, existing approaches result in suboptimal and impractical runtime complexity to learn CCE. We tackle this limitation by building a framework based on the kernelization paradigm. We apply this framework to prominent examples of polyhedral games -- namely the Colonel Blotto, graphic matroid and network congestion games -- and provide computationally efficient payoff-based learning algorithms, which significantly improve upon prior works in terms of the runtime for learning CCE in these settings.

cs.GT

Last-Iterate Convergence: Zero-Sum Games and Constrained Min-Max Optimization

Motivated by applications in Game Theory, Optimization, and Generative Adversarial Networks, recent work of Daskalakis et al \cite{DISZ17} and follow-up work of Liang and Stokes \cite{LiangS18} have established that a variant of the widely used Gradient Descent/Ascent procedure, called "Optimistic Gradient Descent/Ascent (OGDA)", exhibits last-iterate convergence to saddle points in {\em unconstrained} convex-concave min-max optimization problems. We show that the same holds true in the more general problem of {\em constrained} min-max optimization under a variant of the no-regret Multiplicative-Weights-Update method called "Optimistic Multiplicative-Weights Update (OMWU)". This answers an open question of Syrgkanis et al \cite{SALS15}. The proof of our result requires fundamentally different techniques from those that exist in no-regret learning literature and the aforementioned papers. We show that OMWU monotonically improves the Kullback-Leibler divergence of the current iterate to the (appropriately normalized) min-max solution until it enters a neighborhood of the solution. Inside that neighborhood we show that OMWU is locally (asymptotically) stable converging to the exact solution. We believe that our techniques will be useful in the analysis of the last iterate of other learning algorithms.

math.OC