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Ioannis Panageas

Publications and source records attributed to Ioannis Panageas.

At least 37 records · Page 2Linked to original sources

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.

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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.

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First-order methods almost always avoid saddle points: the case of vanishing step-sizes

In a series of papers \cite{LSJR16, PP17, LPP}, it was established that some of the most commonly used first order methods almost surely (under random initializations) and with step-size being small enough, avoid strict saddle points, as long as the objective function $f$ is $C^2$ and has Lipschitz gradient. The key observation was that first order methods can be studied from a dynamical systems perspective, in which instantiations of Center-Stable manifold theorem allow for a global analysis. The results of the aforementioned papers were limited to the case where the step-size $α$ is constant, i.e., does not depend on time (and bounded from the inverse of the Lipschitz constant of the gradient of $f$). It remains an open question whether or not the results still hold when the step-size is time dependent and vanishes with time. In this paper, we resolve this question on the affirmative for gradient descent, mirror descent, manifold descent and proximal point. The main technical challenge is that the induced (from each first order method) dynamical system is time non-homogeneous and the stable manifold theorem is not applicable in its classic form. By exploiting the dynamical systems structure of the aforementioned first order methods, we are able to prove a stable manifold theorem that is applicable to time non-homogeneous dynamical systems and generalize the results in \cite{LPP} for vanishing step-sizes.

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Last iterate convergence in no-regret learning: constrained min-max optimization for convex-concave landscapes

In a recent series of papers it has been established that variants of Gradient Descent/Ascent and Mirror Descent exhibit last iterate convergence in convex-concave zero-sum games. Specifically, \cite{DISZ17, LiangS18} show last iterate convergence of the so called "Optimistic Gradient Descent/Ascent" for the case of \textit{unconstrained} min-max optimization. Moreover, in \cite{Metal} the authors show that Mirror Descent with an extra gradient step displays last iterate convergence for convex-concave problems (both constrained and unconstrained), though their algorithm does not follow the online learning framework; it uses extra information rather than \textit{only} the history to compute the next iteration. In this work, we show that "Optimistic Multiplicative-Weights Update (OMWU)" which follows the no-regret online learning framework, exhibits last iterate convergence locally for convex-concave games, generalizing the results of \cite{DP19} where last iterate convergence of OMWU was shown only for the \textit{bilinear case}. We complement our results with experiments that indicate fast convergence of the method.

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The Limit Points of (Optimistic) Gradient Descent in Min-Max Optimization

Motivated by applications in Optimization, Game Theory, and the training of Generative Adversarial Networks, the convergence properties of first order methods in min-max problems have received extensive study. It has been recognized that they may cycle, and there is no good understanding of their limit points when they do not. When they converge, do they converge to local min-max solutions? We characterize the limit points of two basic first order methods, namely Gradient Descent/Ascent (GDA) and Optimistic Gradient Descent Ascent (OGDA). We show that both dynamics avoid unstable critical points for almost all initializations. Moreover, for small step sizes and under mild assumptions, the set of \{OGDA\}-stable critical points is a superset of \{GDA\}-stable critical points, which is a superset of local min-max solutions (strict in some cases). The connecting thread is that the behavior of these dynamics can be studied from a dynamical systems perspective.

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Algorithms and Complexity for Computing Nash Equilibria in Adversarial Team Games

Adversarial team games model multiplayer strategic interactions in which a team of identically-interested players is competing against an adversarial player in a zero-sum game. Such games capture many well-studied settings in game theory, such as congestion games, but go well-beyond to environments wherein the cooperation of one team -- in the absence of explicit communication -- is obstructed by competing entities; the latter setting remains poorly understood despite its numerous applications. Since the seminal work of Von Stengel and Koller (GEB `97), different solution concepts have received attention from an algorithmic standpoint. Yet, the complexity of the standard Nash equilibrium has remained open. In this paper, we settle this question by showing that computing a Nash equilibrium in adversarial team games belongs to the class continuous local search (CLS), thereby establishing CLS-completeness by virtue of the recent CLS-hardness result of Rubinstein and Babichenko (STOC `21) in potential games. To do so, we leverage linear programming duality to prove that any $ε$-approximate stationary strategy for the team can be extended in polynomial time to an $O(ε)$-approximate Nash equilibrium, where the $O(\cdot)$ notation suppresses polynomial factors in the description of the game. As a consequence, we show that the Moreau envelop of a suitable best response function acts as a potential under certain natural gradient-based dynamics.

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Global Convergence of Multi-Agent Policy Gradient in Markov Potential Games

Potential games are arguably one of the most important and widely studied classes of normal form games. They define the archetypal setting of multi-agent coordination as all agent utilities are perfectly aligned with each other via a common potential function. Can this intuitive framework be transplanted in the setting of Markov Games? What are the similarities and differences between multi-agent coordination with and without state dependence? We present a novel definition of Markov Potential Games (MPG) that generalizes prior attempts at capturing complex stateful multi-agent coordination. Counter-intuitively, insights from normal-form potential games do not carry over as MPGs can consist of settings where state-games can be zero-sum games. In the opposite direction, Markov games where every state-game is a potential game are not necessarily MPGs. Nevertheless, MPGs showcase standard desirable properties such as the existence of deterministic Nash policies. In our main technical result, we prove fast convergence of independent policy gradient to Nash policies by adapting recent gradient dominance property arguments developed for single agent MDPs to multi-agent learning settings.

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The Complexity of Finding Local Optima in Contrastive Learning

Contrastive learning is a powerful technique for discovering meaningful data representations by optimizing objectives based on $\textit{contrastive information}$, often given as a set of weighted triplets $\{(x_i, y_i^+, z_{i}^-)\}_{i = 1}^m$ indicating that an "anchor" $x_i$ is more similar to a "positive" example $y_i$ than to a "negative" example $z_i$. The goal is to find representations (e.g., embeddings in $\mathbb{R}^d$ or a tree metric) where anchors are placed closer to positive than to negative examples. While finding $\textit{global}$ optima of contrastive objectives is $\mathsf{NP}$-hard, the complexity of finding $\textit{local}$ optima -- representations that do not improve by local search algorithms such as gradient-based methods -- remains open. Our work settles the complexity of finding local optima in various contrastive learning problems by proving $\mathsf{PLS}$-hardness in discrete settings (e.g., maximize satisfied triplets) and $\mathsf{CLS}$-hardness in continuous settings (e.g., minimize Triplet Loss), where $\mathsf{PLS}$ (Polynomial Local Search) and $\mathsf{CLS}$ (Continuous Local Search) are well-studied complexity classes capturing local search dynamics in discrete and continuous optimization, respectively. Our results imply that no polynomial time algorithm (local search or otherwise) can find a local optimum for various contrastive learning problems, unless $\mathsf{PLS}\subseteq\mathsf{P}$ (or $\mathsf{CLS}\subseteq \mathsf{P}$ for continuous problems). Even in the unlikely scenario that $\mathsf{PLS}\subseteq\mathsf{P}$ (or $\mathsf{CLS}\subseteq \mathsf{P}$), our reductions imply that there exist instances where local search algorithms need exponential time to reach a local optimum, even for $d=1$ (embeddings on a line).

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Time-Efficient Algorithms for Nash-Bargaining-Based Matching Market Models

In the area of matching-based market design, existing models using cardinal utilities suffer from two deficiencies: First, the Hylland-Zeckhauser (HZ) mechanism, which has remained a classic in economics for one-sided matching markets, is intractable; computation of even an approximate equilibrium is PPAD-complete. Second, there is an extreme paucity of such models. This led Hosseini and Vazirani (2022) to define a rich collection of Nash-bargaining-based models for one-sided and two-sided matching markets, in both Fisher and Arrow-Debreu settings, together with very fast implementations using available solvers and very encouraging experimental results. In this paper, we give fast algorithms with proven running times for the models introduced by Hosseini and Vazirani, using the techniques of multiplicative weights update (MWU) and conditional gradient descent (CGD). Additionally, we make the following contributions: (1) By Tröbst and Vazirani (2024), a linear one-sided Nash-bargaining-based matching market satisfies envy-freeness within factor two. We show that the other models satisfy approximate equal-share fairness, where the exact factor depends on the utility function being used in the particular model. (2) We define a Nash-bargaining-based model for non-bipartite matching markets and give fast algorithms for it using conditional gradient descent.

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Learning Equilibria in Adversarial Team Markov Games: A Nonconvex-Hidden-Concave Min-Max Optimization Problem

We study the problem of learning a Nash equilibrium (NE) in Markov games which is a cornerstone in multi-agent reinforcement learning (MARL). In particular, we focus on infinite-horizon adversarial team Markov games (ATMGs) in which agents that share a common reward function compete against a single opponent, the adversary. These games unify two-player zero-sum Markov games and Markov potential games, resulting in a setting that encompasses both collaboration and competition. Kalogiannis et al. (2023a) provided an efficient equilibrium computation algorithm for ATMGs which presumes knowledge of the reward and transition functions and has no sample complexity guarantees. We contribute a learning algorithm that utilizes MARL policy gradient methods with iteration and sample complexity that is polynomial in the approximation error $ε$ and the natural parameters of the ATMG, resolving the main caveats of the solution by (Kalogiannis et al., 2023a). It is worth noting that previously, the existence of learning algorithms for NE was known for Markov two-player zero-sum and potential games but not for ATMGs. Seen through the lens of min-max optimization, computing a NE in these games consists a nonconvex-nonconcave saddle-point problem. Min-max optimization has received extensive study. Nevertheless, the case of nonconvex-nonconcave landscapes remains elusive: in full generality, finding saddle-points is computationally intractable (Daskalakis et al., 2021). We circumvent the aforementioned intractability by developing techniques that exploit the hidden structure of the objective function via a nonconvex-concave reformulation. However, this introduces the challenge of a feasibility set with coupled constraints. We tackle these challenges by establishing novel techniques for optimizing weakly-smooth nonconvex functions, extending the framework of (Devolder et al., 2014).

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Last-iterate Convergence Separation between Extra-gradient and Optimism in Constrained Periodic Games

Last-iterate behaviors of learning algorithms in repeated two-player zero-sum games have been extensively studied due to their wide applications in machine learning and related tasks. Typical algorithms that exhibit the last-iterate convergence property include optimistic and extra-gradient methods. However, most existing results establish these properties under the assumption that the game is time-independent. Recently, (Feng et al, 2023) studied the last-iterate behaviors of optimistic and extra-gradient methods in games with a time-varying payoff matrix, and proved that in an unconstrained periodic game, extra-gradient method converges to the equilibrium while optimistic method diverges. This finding challenges the conventional wisdom that these two methods are expected to behave similarly as they do in time-independent games. However, compared to unconstrained games, games with constrains are more common both in practical and theoretical studies. In this paper, we investigate the last-iterate behaviors of optimistic and extra-gradient methods in the constrained periodic games, demonstrating that similar separation results for last-iterate convergence also hold in this setting.

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Computing Nash Equilibria in Potential Games with Private Uncoupled Constraints

We consider the problem of computing Nash equilibria in potential games where each player's strategy set is subject to private uncoupled constraints. This scenario is frequently encountered in real-world applications like road network congestion games where individual drivers adhere to personal budget and fuel limitations. Despite the plethora of algorithms that efficiently compute Nash equilibria (NE) in potential games, the domain of constrained potential games remains largely unexplored. We introduce an algorithm that leverages the Lagrangian formulation of NE. The algorithm is implemented independently by each player and runs in polynomial time with respect to the approximation error, the sum of the size of the action-spaces, and the game's inherent parameters.

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Polynomial Convergence of Bandit No-Regret Dynamics in Congestion Games

We introduce an online learning algorithm in the bandit feedback model that, once adopted by all agents of a congestion game, results in game-dynamics that converge to an $ε$-approximate Nash Equilibrium in a polynomial number of rounds with respect to $1/ε$, the number of players and the number of available resources. The proposed algorithm also guarantees sublinear regret to any agent adopting it. As a result, our work answers an open question from arXiv:2206.01880 and extends the recent results of arXiv:2306.15543 to the bandit feedback model. We additionally establish that our online learning algorithm can be implemented in polynomial time for the important special case of Network Congestion Games on Directed Acyclic Graphs (DAG) by constructing an exact $1$-barycentric spanner for DAGs.

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Optimistic Policy Gradient in Multi-Player Markov Games with a Single Controller: Convergence Beyond the Minty Property

Policy gradient methods enjoy strong practical performance in numerous tasks in reinforcement learning. Their theoretical understanding in multiagent settings, however, remains limited, especially beyond two-player competitive and potential Markov games. In this paper, we develop a new framework to characterize optimistic policy gradient methods in multi-player Markov games with a single controller. Specifically, under the further assumption that the game exhibits an equilibrium collapse, in that the marginals of coarse correlated equilibria (CCE) induce Nash equilibria (NE), we show convergence to stationary $ε$-NE in $O(1/ε^2)$ iterations, where $O(\cdot)$ suppresses polynomial factors in the natural parameters of the game. Such an equilibrium collapse is well-known to manifest itself in two-player zero-sum Markov games, but also occurs even in a class of multi-player Markov games with separable interactions, as established by recent work. As a result, we bypass known complexity barriers for computing stationary NE when either of our assumptions fails. Our approach relies on a natural generalization of the classical Minty property that we introduce, which we anticipate to have further applications beyond Markov games.

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On the Convergence of No-Regret Learning Dynamics in Time-Varying Games

Most of the literature on learning in games has focused on the restrictive setting where the underlying repeated game does not change over time. Much less is known about the convergence of no-regret learning algorithms in dynamic multiagent settings. In this paper, we characterize the convergence of optimistic gradient descent (OGD) in time-varying games. Our framework yields sharp convergence bounds for the equilibrium gap of OGD in zero-sum games parameterized on natural variation measures of the sequence of games, subsuming known results for static games. Furthermore, we establish improved second-order variation bounds under strong convexity-concavity, as long as each game is repeated multiple times. Our results also apply to time-varying general-sum multi-player games via a bilinear formulation of correlated equilibria, which has novel implications for meta-learning and for obtaining refined variation-dependent regret bounds, addressing questions left open in prior papers. Finally, we leverage our framework to also provide new insights on dynamic regret guarantees in static games.

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On the Last-iterate Convergence in Time-varying Zero-sum Games: Extra Gradient Succeeds where Optimism Fails

Last-iterate convergence has received extensive study in two player zero-sum games starting from bilinear, convex-concave up to settings that satisfy the MVI condition. Typical methods that exhibit last-iterate convergence for the aforementioned games include extra-gradient (EG) and optimistic gradient descent ascent (OGDA). However, all the established last-iterate convergence results hold for the restrictive setting where the underlying repeated game does not change over time. Recently, a line of research has focused on regret analysis of OGDA in time-varying games, i.e., games where payoffs evolve with time; the last-iterate behavior of OGDA and EG in time-varying environments remains unclear though. In this paper, we study the last-iterate behavior of various algorithms in two types of unconstrained, time-varying, bilinear zero-sum games: periodic and convergent perturbed games. These models expand upon the usual repeated game formulation and incorporate external environmental factors, such as the seasonal effects on species competition and vanishing external noise. In periodic games, we prove that EG will converge while OGDA and momentum method will diverge. This is quite surprising, as to the best of our knowledge, it is the first result that indicates EG and OGDA have qualitatively different last-iterate behaviors and do not exhibit similar behavior. In convergent perturbed games, we prove all these algorithms converge as long as the game itself stabilizes with a faster rate than $1/t$.

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Exponential Lower Bounds for Fictitious Play in Potential Games

Fictitious Play (FP) is a simple and natural dynamic for repeated play with many applications in game theory and multi-agent reinforcement learning. It was introduced by Brown (1949,1951) and its convergence properties for two-player zero-sum games was established later by Robinson (1951). Potential games Monderer and Shapley (1996b) is another class of games which exhibit the FP property (Monderer and Shapley (1996a)), i.e., FP dynamics converges to a Nash equilibrium if all agents follows it. Nevertheless, except for two-player zero-sum games and for specific instances of payoff matrices (Abernethy et al. (2021)) or for adversarial tie-breaking rules (Daskalakis and Pan (2014)), the convergence rate of FP is unknown. In this work, we focus on the rate of convergence of FP when applied to potential games and more specifically identical payoff games. We prove that FP can take exponential time (in the number of strategies) to reach a Nash equilibrium, even if the game is restricted to two agents and for arbitrary tie-breaking rules. To prove this, we recursively construct a two-player coordination game with a unique Nash equilibrium. Moreover, every approximate Nash equilibrium in the constructed game must be close to the pure Nash equilibrium in $\ell_1$-distance.

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Semi Bandit Dynamics in Congestion Games: Convergence to Nash Equilibrium and No-Regret Guarantees

In this work, we introduce a new variant of online gradient descent, which provably converges to Nash Equilibria and simultaneously attains sublinear regret for the class of congestion games in the semi-bandit feedback setting. Our proposed method admits convergence rates depending only polynomially on the number of players and the number of facilities, but not on the size of the action set, which can be exponentially large in terms of the number of facilities. Moreover, the running time of our method has polynomial-time dependence on the implicit description of the game. As a result, our work answers an open question from (Du et. al, 2022).

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