Searcharxiv⌕ Search

arXiv subjects

Martino Bernasconi

Publications and source records attributed to Martino Bernasconi.

At least 19 recordsLinked to original sources

Polynomial-Time Algorithms for Nuclear Tensor Norms and Multipartite Separability

We study a multilinear optimization problem for tensors with bounded Frobenius norm, where each of the $k$ local factors of dimension $d$ is chosen from a convex set. We give a deterministic algorithm running in time $d^{O(k)}$ for constant additive approximations. As applications, we obtain the first polynomial-time algorithms at constant accuracy for weak membership in the nuclear-norm unit ball of high-order tensors and for multipartite quantum separability in Frobenius norm. Our approach views tensor optimization as a cooperative multiprover game and combines this perspective with a recursive spectral compression procedure. We then show that related ideas admit a quantum implementation when the input state is given through copies, rather than an explicit classical description. In these settings we obtain an algorithm to solve Frobenius-norm separability testing using $\text{poly}(k)$ copies and $\text{poly}(k\log d)$ time.

quant-ph↗

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 $ε$-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 $n^{O(\log(mn)/ε^2)}$, 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↗

Theoretical Foundations of $\max$@$k$ Reinforcement Learning

Reinforcement Learning is a cornerstone technique for modern large reasoning models. Usually, for difficult tasks such as code generation and theorem proving, the agent is evaluated by generating $K$ responses rather than sampling a single response, and performance is then measured using a retry-aware metric such as $\max$@$k$. Despite their practical importance, the theoretical foundations of learning under such criteria remain limited. In this work, we provide a theoretical study of the $\max$@$k$ learning problem in finite-horizon reinforcement learning. We show that optimizing the $\max$@$k$ objectives is fundamentally different from standard expected-return maximization. In particular, we prove that Markovian policies are in general insufficient, identify a compact state augmentation that restores optimality, and explicitly characterize the performance gap that can arise between history-dependent and non-history-dependent policies. Moreover, we show that learning $\max$@$k$-optimal policies is statistically harder than standard reinforcement learning and provide an efficient algorithm that achieves the optimal sample complexity rate.

cs.LG↗

The Complexity of Min-Max Optimization for Quadratic Polynomials

We prove that computing approximate stationary points of min-max optimization over the hypercube is PPAD-hard for quadratic polynomials. This holds even when the polynomials are multilinear, each variable appears in at most three monomials, and the approximation factor is inverse polynomial. As a direct consequence, we obtain the first PPAD-hardness results for two-team zero-sum polymatrix games.

cs.CC↗

Regret Minimization in Single-Dimensional Contract-Design with Binary Actions

We study principal-agent problems in which a principal commits to an outcome-dependent payment scheme (i.e., a contract) in order to induce an agent to take a costly action leading to a favorable outcome. We consider the online extension of the classical (one-shot) principal-agent problem, in which the principal repeatedly interacts with agents by proposing contracts over multiple rounds. The principal has no information about the agents and, crucially, does not observe their actions. As a result, the principal must learn an optimal contract using only the realized outcomes observed at each round. We focus on the setting with binary actions and single-dimensional agent types, where the agent's private type represents their cost per unit-of-effort. For adversarial-type sequences, we provide tight $Θ(T^{2/3})$ regret guarantees. Remarkably, this rate is completely independent of the number of outcomes $m$. The upper bound is based on two key components: 1) a reduction to a one-dimensional threshold optimization problem and 2) a non-uniform discretization to handle the non-Lipschitz nature of the problem. Moreover, in the case of a single (fixed) hidden type, we show that it is possible to improve the rates and provide a tight $\widetildeΘ(\sqrt{T})$ regret bound. Our algorithm is based on an explore-then-commit strategy where we first approximately learn the hidden type via a stochastic binary search, and then we commit to a ``robustified'' near-optimal contract.

cs.GT↗

Improved Hardness Results for Min-Max Optimization with Coupled Constraints

We investigate the computational complexity of min-max optimization under coupled constraints. The work of Daskalakis, Skoulakis, and Zampetakis [DSZ21] was the first to study min-max optimization through the lens of computational complexity, showing that min-max problems with nonconvex-nonconcave objectives are PPAD-hard under coupled constraints. By carefully exploiting the coupled constraints rather than the structure of the objective function, we are able to significantly simplify and strengthen the proof of the hardness result. More precisely, the first contribution of this paper is a fundamentally new proof of their main result, which improves it in multiple directions: it holds for degree-$2$ polynomials which are quadratic-linear, it improves the dependence on the parameters of the problem (also yielding constant inapproximability for gradient descent-ascent in $\ell_\infty$-norm), and it is much simpler than previous approaches. Second, we show that with general constraints (i.e., the min player and max player have different constraints), even convex-concave (bilinear) min-max optimization becomes PPAD-hard. Along the way, we also provide PPAD-membership of a general problem related to quasi-variational inequalities, which has applications beyond our problem.

cs.GT↗

Optimal Rates for Feasible Payoff Set Estimation in Games

We study a setting in which two players play a (possibly approximate) Nash equilibrium of a bimatrix game, while a learner observes only their actions and has no knowledge of the equilibrium or the underlying game. A natural question is whether the learner can rationalize the observed behavior by inferring the players' payoff functions. Rather than producing a single payoff estimate, inverse game theory aims to identify the entire set of payoffs consistent with observed behavior, enabling downstream use in, e.g., counterfactual analysis and mechanism design across applications like auctions, pricing, and security games. We focus on the problem of estimating the set of feasible payoffs with high probability and up to precision $ε$ on the Hausdorff metric. We provide the first minimax-optimal rates for both exact and approximate equilibrium play, in zero-sum as well as general-sum games. Our results provide learning-theoretic foundations for set-valued payoff inference in multi-agent environments.

cs.GT↗

Min-Max Optimization Requires Exponentially Many Queries

We study the query complexity of min-max optimization of a nonconvex-nonconcave function $f$ over $[0,1]^d \times [0,1]^d$. We show that, given oracle access to $f$ and to its gradient $\nabla f$, any algorithm that finds an $\varepsilon$-approximate stationary point must make a number of queries that is exponential in $1/\varepsilon$ or $d$.

cs.DS↗

Nearly-Optimal Bandit Learning in Stackelberg Games with Side Information

We study the problem of online learning in Stackelberg games with side information between a leader and a sequence of followers. In every round the leader observes contextual information and commits to a mixed strategy, after which the follower best-responds. We provide learning algorithms for the leader which achieve $O(T^{1/2})$ regret under bandit feedback, an improvement from the previously best-known rates of $O(T^{2/3})$. Our algorithms rely on a reduction to linear contextual bandits in the utility space: In each round, a linear contextual bandit algorithm recommends a utility vector, which our algorithm inverts to determine the leader's mixed strategy. We extend our algorithms to the setting in which the leader's utility function is unknown, and also apply it to the problems of bidding in second-price auctions with side information and online Bayesian persuasion with public and private states. Finally, we observe that our algorithms empirically outperform previous results on numerical simulations.

cs.LG↗

Pure Exploration with Infinite Answers

We study pure exploration problems in which the set of correct answers is possibly infinite. For example, such problems arise when regressing a continuous function on the means of the bandit or when learning Nash equilibria by querying noisy values of the payoff matrix. We derive an instance-dependent lower bound for these problems. By analyzing it, we discuss why existing methods (i.e., Sticky Track-and-Stop) for finite answer problems fail at being asymptotically optimal in this more general setting. Finally, we present a framework, Sticky-Sequence Track-and-Stop, which generalizes both Track-and-Stop and Sticky Track-and-Stop, and that enjoys asymptotic optimality. Due to its generality, our analysis also highlights special cases where existing methods enjoy optimality.

cs.LG↗

Non-Asymptotic Analysis of (Sticky) Track-and-Stop

In pure exploration problems, a statistician sequentially collects information to answer a question about some stochastic and unknown environment. The probability of returning a wrong answer should not exceed a maximum risk parameter $δ$ and good algorithms make as few queries to the environment as possible. The Track-and-Stop algorithm is a pioneering method to solve these problems. Specifically, it is well-known that it enjoys asymptotic optimality sample complexity guarantees for $δ\to 0$ whenever the map from the environment to its correct answers is single-valued (e.g., best-arm identification with a unique optimal arm). The Sticky Track-and-Stop algorithm extends these results to settings where, for each environment, there might exist multiple correct answers (e.g., $ε$-optimal arm identification). Although both methods are optimal in the asymptotic regime, their non-asymptotic guarantees remain unknown. In this work, we fill this gap and provide non-asymptotic guarantees for both algorithms.

cs.LG↗

Nonparametric Contextual Online Bilateral Trade

We study the problem of contextual online bilateral trade. At each round, the learner faces a seller-buyer pair and must propose a trade price without observing their private valuations for the item being sold. The goal of the learner is to post prices to facilitate trades between the two parties. Before posting a price, the learner observes a $d$-dimensional context vector that influences the agent's valuations. Prior work in the contextual setting has focused on linear models. In this work, we tackle a general nonparametric setting in which the buyer's and seller's valuations behave according to arbitrary Lipschitz functions of the context. We design an algorithm that leverages contextual information through a hierarchical tree construction and guarantees regret $\widetilde{O}(T^{{(d-1)}/d})$. Remarkably, our algorithm operates under two stringent features of the setting: (1) one-bit feedback, where the learner only observes whether a trade occurred or not, and (2) strong budget balance, where the learner cannot subsidize or profit from the market participants. We further provide a matching lower bound in the full-feedback setting, demonstrating the tightness of our regret bound.

cs.GT↗

The Complexity of Min-Max Optimization with Product Constraints

We study the computational complexity of the problem of computing local min-max equilibria of games with a nonconvex-nonconcave utility function $f$. From the work of Daskalakis, Skoulakis, and Zampetakis [DSZ21], this problem was known to be hard in the restrictive case in which players are required to play strategies that are jointly constrained, leaving open the question of its complexity under more natural constraints. In this paper, we settle the question and show that the problem is PPAD-hard even under product constraints and, in particular, over the hypercube.

cs.CC↗

The Complexity of Correlated Equilibria in Generalized Games

Correlated equilibria -- and their generalization $Φ$-equilibria -- are a fundamental object of study in game theory, offering a more tractable alternative to Nash equilibria in multi-player settings. While computational aspects of equilibrium computation are well-understood in some settings, fundamental questions are still open in generalized games, that is, games in which the set of strategies allowed to each player depends on the other players' strategies. These classes of games model fundamental settings in economics and have been a cornerstone of economics research since the seminal paper of Arrow and Debreu [1954]. Recently, there has been growing interest, both in economics and in computer science, in studying correlated equilibria in generalized games. It is known that finding a social welfare maximizing correlated equilibrium in generalized games is NP-hard. However, the existence of efficient algorithms to find any equilibrium remains an important open question. In this paper, we answer this question negatively, showing that this problem is PPAD-complete.

cs.GT↗

Online Learning in the Random Order Model

In the random-order model for online learning, the sequence of losses is chosen upfront by an adversary and presented to the learner after a random permutation. Any random-order input is \emph{asymptotically} equivalent to a stochastic i.i.d. one, but, for finite times, it may exhibit significant {\em non-stationarity}, which can hinder the performance of stochastic learning algorithms. While algorithms for adversarial inputs naturally maintain their regret guarantees in random order, simple no-regret algorithms exist for the stochastic model that fail against random-order instances. In this paper, we propose a general template to adapt stochastic learning algorithms to the random-order model without substantially affecting their regret guarantees. This allows us to recover improved regret bounds for prediction with delays, online learning with constraints, and bandits with switching costs. Finally, we investigate online classification and prove that, in random order, learnability is characterized by the VC dimension rather than the Littlestone dimension, thus providing a further separation from the general adversarial model.

cs.LG↗

Single-dimensional Contract Design: Efficient Algorithms and Learning

We study a Bayesian contract design problem in which a principal interacts with an unknown agent. We consider the single-parameter uncertainty model introduced by Alon et al. [2021], in which the agent's type is described by a single parameter, i.e., the cost per unit-of-effort. Despite its simplicity, several works have shown that single-dimensional contract design is not necessarily easier than its multi-dimensional counterpart in many respects. Perhaps the most surprising result is the reduction by Castiglioni et al . [2025] from multi- to single-dimensional contract design. However, their reduction preserves only multiplicative approximations, leaving open the question of whether additive approximations are easier to obtain than multiplicative ones. In this paper, we answer this question -- to some extent -- positively. In particular, we provide an additive PTAS for these problems while also ruling out the existence of an additive FPTAS. This, in turn, implies that no reduction from multi- to single-dimensional contracts can preserve additive approximations. Moreover, we show that single-dimensional contract design is fundamentally easier than its multi-dimensional counterpart from a learning perspective. Under mild assumptions, we show that optimal contracts can be learned efficiently, providing results on both regret and sample complexity.

cs.GT↗

Constrained Phi-Equilibria

The computational study of equilibria involving constraints on players' strategies has been largely neglected. However, in real-world applications, players are usually subject to constraints ruling out the feasibility of some of their strategies, such as, e.g., safety requirements and budget caps. Computational studies on constrained versions of the Nash equilibrium have lead to some results under very stringent assumptions, while finding constrained versions of the correlated equilibrium (CE) is still unexplored. In this paper, we introduce and computationally characterize constrained Phi-equilibria -- a more general notion than constrained CEs -- in normal-form games. We show that computing such equilibria is in general computationally intractable, and also that the set of the equilibria may not be convex, providing a sharp divide with unconstrained CEs. Nevertheless, we provide a polynomial-time algorithm for computing a constrained (approximate) Phi-equilibrium maximizing a given linear function, when either the number of constraints or that of players' actions is fixed. Moreover, in the special case in which a player's constraints do not depend on other players' strategies, we show that an exact, function-maximizing equilibrium can be computed in polynomial time, while one (approximate) equilibrium can be found with an efficient decentralized no-regret learning algorithm.

cs.GT↗