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Kiriaki Fragkia

Publications and source records attributed to Kiriaki Fragkia.

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Learning in Structured Stackelberg Games

We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as security games and AI safety, we show how this additional structure can help the leader learn a utility-maximizing policy in both the online and distributional settings. In the online setting, we first prove that standard learning-theoretic measures of complexity do not characterize the difficulty of the leader's learning task. Notably, we find that there exists a learning-theoretic measure of complexity, analogous to the Littlestone dimension in online classification, that tightly characterizes the leader's instance-optimal regret. We term this the Stackelberg-Littlestone dimension, and leverage it to provide a provably optimal online learning algorithm. In the distributional setting, we provide analogous results by showing that two new dimensions control the sample complexity upper- and lower-bound.

cs.GT

Verify to Amplify: Improving Reasoning via Learned Chain-of-Thought Verification

Large Language Models (LLMs) using chain-of-thought have demonstrated great potential for solving complex reasoning and planning tasks. Despite these advances, LLM-generated outputs remain susceptible to errors, making verification important for reliable reasoning systems. Learned verifiers can increase trust, enforce safety constraints, and ensure alignment with personal preferences, while also providing feedback to improve generation. This raises a central challenge: when learned verifiers are used to guide generation, the feedback loop between generator and verifier may induce a distribution shift. This is particularly salient for process reward models, a prominent class of learned verifiers that score or classify individual steps in a chain-of-thought reasoning trace. Motivated by this challenge, we propose a new online learning framework for chain-of-thought verifiers that, given a problem statement and a reasoning trace, check the correctness of each reasoning step given the preceding steps. Highlighting the asymmetric role of soundness errors (accepting an incorrect reasoning step) and completeness errors (flagging a correct step as wrong), we introduce novel notions of dimension that characterize their optimal tradeoff. We then show how our learned verifiers can boost the accuracy of a weak generator. Assuming that the generator can produce a correct next step with a small success probability, we show how to learn a strong generator with small error and abstention rates. Our results also allow learning from offline data when queries to an expert verifier can be simulated from a small set of correct reasoning traces. However, we establish a separation between our approach and learning from offline expert demonstrations: we show that learning from offline demonstrations cannot in general achieve the soundness-completeness guarantees produced by our interactive learning approach.

cs.LG

The Complexity of Equilibrium Refinements in Potential Games

The complexity of computing equilibrium refinements has been at the forefront of algorithmic game theory research, but it has remained open in the seminal class of potential games; we close this fundamental gap in this paper. We first show that computing a pure(-strategy) perfect or proper equilibrium is $\mathsf{PLS}$-complete in concise potential games in normal form. For pure perfect equilibria, we extend this result to general polytope games, which includes extensive-form games. We next turn to more structured classes of games, namely symmetric network congestion and symmetric matroid congestion games. For both classes, we show that a pure perfect equilibrium can be computed in polynomial time, strengthening the existing results for pure Nash equilibria. More broadly, we make a connection between strongly polynomial-time algorithms and efficient perturbed optimization using fractional interpolation. On the other hand, we establish that, for a certain class of potential games, there is an exponential separation in the length of the best-response path between perfect and Nash equilibria. Finally, for mixed strategies, we prove that computing a point geometrically near a perfect equilibrium requires a doubly exponentially small perturbation even in $3$-player potential games in normal form. As a byproduct, this significantly strengthens and simplifies a seminal result of Etessami and Yannakakis (FOCS '07). On the flip side, in the special case of polymatrix potential games, we show that equilibrium refinements are amenable to perturbed gradient descent dynamics, thereby belonging to the complexity class $\mathsf{CLS}$. This provides a principled and practical way of refining the landscape of gradient descent in constrained optimization.

cs.GT

The Complexity of Proper Equilibrium in Extensive-Form and Polytope Games

The proper equilibrium, introduced by Myerson (1978), is a classic refinement of the Nash equilibrium that has been referred to as the "mother of all refinements." For normal-form games, computing a proper equilibrium is known to be PPAD-complete for two-player games and FIXP$_a$-complete for games with at least three players. However, the complexity beyond normal-form games -- in particular, for extensive-form games (EFGs) -- was a long-standing open problem first highlighted by Miltersen and Sørensen (SODA '08). In this paper, we resolve this problem by establishing PPAD- and FIXP$_a$-membership (and hence completeness) of normal-form proper equilibria in two-player and multi-player EFGs respectively. Our main ingredient is a technique for computing a perturbed (proper) best response that can be computed efficiently in EFGs. This is despite the fact that, as we show, computing a best response using the classic perturbation of Kohlberg and Mertens based on the permutahedron is #P-hard even in Bayesian games. In stark contrast, we show that computing a proper equilibrium in polytope games is NP-hard. This marks the first natural class in which the complexity of computing equilibrium refinements does not collapse to that of Nash equilibria, and the first problem in which equilibrium computation in polytope games is strictly harder -- unless there is a collapse in the complexity hierarchy -- relative to extensive-form games.

cs.GT

Beyond Symmetry in Repeated Games with Restarts

Infinitely repeated games support equilibrium concepts beyond those present in one-shot games (e.g., cooperation in the prisoner's dilemma). Nonetheless, repeated games fail to capture our real-world intuition for settings with many anonymous agents interacting in pairs. Repeated games with restarts, introduced by Berker and Conitzer [IJCAI '24], address this concern by giving players the option to restart the game with someone new whenever their partner deviates from an agreed-upon sequence of actions. In their work, they studied symmetric games with symmetric strategies. We significantly extend these results, introducing and analyzing more general notions of equilibria in asymmetric games with restarts. We characterize which goal strategies players can be incentivized to play in equilibrium, and we consider the computational problem of finding such sequences of actions with minimal cost for the agents. We show that this problem is NP-hard in general. However, when the goal sequence maximizes social welfare, we give a pseudo-polynomial time algorithm.

cs.GT