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Stratis Skoulakis

Publications and source records attributed to Stratis Skoulakis.

34 records · Page 2Linked to original sources

Adaptive Stochastic Variance Reduction for Non-convex Finite-Sum Minimization

We propose an adaptive variance-reduction method, called AdaSpider, for minimization of $L$-smooth, non-convex functions with a finite-sum structure. In essence, AdaSpider combines an AdaGrad-inspired [Duchi et al., 2011, McMahan & Streeter, 2010], but a fairly distinct, adaptive step-size schedule with the recursive stochastic path integrated estimator proposed in [Fang et al., 2018]. To our knowledge, Adaspider is the first parameter-free non-convex variance-reduction method in the sense that it does not require the knowledge of problem-dependent parameters, such as smoothness constant $L$, target accuracy $ε$ or any bound on gradient norms. In doing so, we are able to compute an $ε$-stationary point with $\tilde{O}\left(n + \sqrt{n}/ε^2\right)$ oracle-calls, which matches the respective lower bound up to logarithmic factors.

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STay-ON-the-Ridge: Guaranteed Convergence to Local Minimax Equilibrium in Nonconvex-Nonconcave Games

Min-max optimization problems involving nonconvex-nonconcave objectives have found important applications in adversarial training and other multi-agent learning settings. Yet, no known gradient descent-based method is guaranteed to converge to (even local notions of) min-max equilibrium in the nonconvex-nonconcave setting. For all known methods, there exist relatively simple objectives for which they cycle or exhibit other undesirable behavior different from converging to a point, let alone to some game-theoretically meaningful one~\cite{flokas2019poincare,hsieh2021limits}. The only known convergence guarantees hold under the strong assumption that the initialization is very close to a local min-max equilibrium~\cite{wang2019solving}. Moreover, the afore-described challenges are not just theoretical curiosities. All known methods are unstable in practice, even in simple settings. We propose the first method that is guaranteed to converge to a local min-max equilibrium for smooth nonconvex-nonconcave objectives. Our method is second-order and provably escapes limit cycles as long as it is initialized at an easy-to-find initial point. Both the definition of our method and its convergence analysis are motivated by the topological nature of the problem. In particular, our method is not designed to decrease some potential function, such as the distance of its iterate from the set of local min-max equilibria or the projected gradient of the objective, but is designed to satisfy a topological property that guarantees the avoidance of cycles and implies its convergence.

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Fast Convergence of Optimistic Gradient Ascent in Network Zero-Sum Extensive Form Games

The study of learning in games has thus far focused primarily on normal form games. In contrast, our understanding of learning in extensive form games (EFGs) and particularly in EFGs with many agents lags far behind, despite them being closer in nature to many real world applications. We consider the natural class of Network Zero-Sum Extensive Form Games, which combines the global zero-sum property of agent payoffs, the efficient representation of graphical games as well the expressive power of EFGs. We examine the convergence properties of Optimistic Gradient Ascent (OGA) in these games. We prove that the time-average behavior of such online learning dynamics exhibits $O(1/T)$ rate convergence to the set of Nash Equilibria. Moreover, we show that the day-to-day behavior also converges to Nash with rate $O(c^{-t})$ for some game-dependent constant $c>0$.

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The Online Min-Sum Set Cover Problem

We consider the online Min-Sum Set Cover (MSSC), a natural and intriguing generalization of the classical list update problem. In Online MSSC, the algorithm maintains a permutation on $n$ elements based on subsets $S_1, S_2, \ldots$ arriving online. The algorithm serves each set $S_t$ upon arrival, using its current permutation $π_{t}$, incurring an access cost equal to the position of the first element of $S_t$ in $π_{t}$. Then, the algorithm may update its permutation to $π_{t+1}$, incurring a moving cost equal to the Kendall tau distance of $π_{t}$ to $π_{t+1}$. The objective is to minimize the total access and moving cost for serving the entire sequence. We consider the $r$-uniform version, where each $S_t$ has cardinality $r$. List update is the special case where $r = 1$. We obtain tight bounds on the competitive ratio of deterministic online algorithms for MSSC against a static adversary, that serves the entire sequence by a single permutation. First, we show a lower bound of $(r+1)(1-\frac{r}{n+1})$ on the competitive ratio. Then, we consider several natural generalizations of successful list update algorithms and show that they fail to achieve any interesting competitive guarantee. On the positive side, we obtain a $O(r)$-competitive deterministic algorithm using ideas from online learning and the multiplicative weight updates (MWU) algorithm. Furthermore, we consider efficient algorithms. We propose a memoryless online algorithm, called Move-All-Equally, which is inspired by the Double Coverage algorithm for the $k$-server problem. We show that its competitive ratio is $Ω(r^2)$ and $2^{O(\sqrt{\log n \cdot \log r})}$, and conjecture that it is $f(r)$-competitive. We also compare Move-All-Equally against the dynamic optimal solution and obtain (almost) tight bounds by showing that it is $Ω(r \sqrt{n})$ and $O(r^{3/2} \sqrt{n})$-competitive.

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Beyond Time-Average Convergence: Near-Optimal Uncoupled Online Learning via Clairvoyant Multiplicative Weights Update

In this paper, we provide a novel and simple algorithm, Clairvoyant Multiplicative Weights Updates (CMWU) for regret minimization in general games. CMWU effectively corresponds to the standard MWU algorithm but where all agents, when updating their mixed strategies, use the payoff profiles based on tomorrow's behavior, i.e. the agents are clairvoyant. CMWU achieves constant regret of $\ln(m)/η$ in all normal-form games with m actions and fixed step-sizes $η$. Although CMWU encodes in its definition a fixed point computation, which in principle could result in dynamics that are neither computationally efficient nor uncoupled, we show that both of these issues can be largely circumvented. Specifically, as long as the step-size $η$ is upper bounded by $\frac{1}{(n-1)V}$, where $n$ is the number of agents and $[0,V]$ is the payoff range, then the CMWU updates can be computed linearly fast via a contraction map. This implementation results in an uncoupled online learning dynamic that admits a $O (\log T)$-sparse sub-sequence where each agent experiences at most $O(nV\log m)$ regret. This implies that the CMWU dynamics converge with rate $O(nV \log m \log T / T)$ to a \textit{Coarse Correlated Equilibrium}. The latter improves on the current state-of-the-art convergence rate of \textit{uncoupled online learning dynamics} \cite{daskalakis2021near,anagnostides2021near}.

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Transaction Fees on a Honeymoon: Ethereum's EIP-1559 One Month Later

Ethereum Improvement Proposal (EIP) 1559 was recently implemented to transform Ethereum's transaction fee market. EIP-1559 utilizes an algorithmic update rule with a constant learning rate to estimate a base fee. The base fee reflects prevailing network conditions and hence provides a more reliable oracle for current gas prices. Using on-chain data from the period after its launch, we evaluate the impact of EIP-1559 on the user experience and market performance. Our empirical findings suggest that although EIP-1559 achieves its goals on average, short-term behavior is marked by intense, chaotic oscillations in block sizes (as predicted by our recent theoretical dynamical system analysis [1]) and slow adjustments during periods of demand bursts (e.g., NFT drops). Both phenomena lead to unwanted inter-block variability in mining rewards. To address this issue, we propose an alternative base fee adjustment rule in which the learning rate varies according to an additive increase, multiplicative decrease (AIMD) update scheme. Our simulations show that the latter robustly outperforms the EIP-1559 protocol under various demand scenarios. These results provide evidence that variable learning rate mechanisms may constitute a promising alternative to the default EIP-1559-based format and contribute to the ongoing discussion on the design of more efficient transaction fee markets.

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Online Learning in Periodic Zero-Sum Games

A seminal result in game theory is von Neumann's minmax theorem, which states that zero-sum games admit an essentially unique equilibrium solution. Classical learning results build on this theorem to show that online no-regret dynamics converge to an equilibrium in a time-average sense in zero-sum games. In the past several years, a key research direction has focused on characterizing the day-to-day behavior of such dynamics. General results in this direction show that broad classes of online learning dynamics are cyclic, and formally Poincaré recurrent, in zero-sum games. We analyze the robustness of these online learning behaviors in the case of periodic zero-sum games with a time-invariant equilibrium. This model generalizes the usual repeated game formulation while also being a realistic and natural model of a repeated competition between players that depends on exogenous environmental variations such as time-of-day effects, week-to-week trends, and seasonality. Interestingly, time-average convergence may fail even in the simplest such settings, in spite of the equilibrium being fixed. In contrast, using novel analysis methods, we show that Poincaré recurrence provably generalizes despite the complex, non-autonomous nature of these dynamical systems.

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On the Approximability of Multistage Min-Sum Set Cover

We investigate the polynomial-time approximability of the multistage version of Min-Sum Set Cover ($\mathrm{DSSC}$), a natural and intriguing generalization of the classical List Update problem. In $\mathrm{DSSC}$, we maintain a sequence of permutations $(π^0, π^1, \ldots, π^T)$ on $n$ elements, based on a sequence of requests $(R^1, \ldots, R^T)$. We aim to minimize the total cost of updating $π^{t-1}$ to $π^{t}$, quantified by the Kendall tau distance $\mathrm{D}_{\mathrm{KT}}(π^{t-1}, π^t)$, plus the total cost of covering each request $R^t$ with the current permutation $π^t$, quantified by the position of the first element of $R^t$ in $π^t$. Using a reduction from Set Cover, we show that $\mathrm{DSSC}$ does not admit an $O(1)$-approximation, unless $\mathrm{P} = \mathrm{NP}$, and that any $o(\log n)$ (resp. $o(r)$) approximation to $\mathrm{DSSC}$ implies a sublogarithmic (resp. $o(r)$) approximation to Set Cover (resp. where each element appears at most $r$ times). Our main technical contribution is to show that $\mathrm{DSSC}$ can be approximated in polynomial-time within a factor of $O(\log^2 n)$ in general instances, by randomized rounding, and within a factor of $O(r^2)$, if all requests have cardinality at most $r$, by deterministic rounding.

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Efficient Online Learning for Dynamic k-Clustering

We study dynamic clustering problems from the perspective of online learning. We consider an online learning problem, called \textit{Dynamic $k$-Clustering}, in which $k$ centers are maintained in a metric space over time (centers may change positions) such as a dynamically changing set of $r$ clients is served in the best possible way. The connection cost at round $t$ is given by the \textit{$p$-norm} of the vector consisting of the distance of each client to its closest center at round $t$, for some $p\geq 1$ or $p = \infty$. We present a \textit{$Θ\left( \min(k,r) \right)$-regret} polynomial-time online learning algorithm and show that, under some well-established computational complexity conjectures, \textit{constant-regret} cannot be achieved in polynomial-time. In addition to the efficient solution of Dynamic $k$-Clustering, our work contributes to the long line of research on combinatorial online learning.

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Dynamical Analysis of the EIP-1559 Ethereum Fee Market

Participation in permissionless blockchains results in competition over system resources, which needs to be controlled with fees. Ethereum's current fee mechanism is implemented via a first-price auction that results in unpredictable fees as well as other inefficiencies. EIP-1559 is a recent, improved proposal that introduces a number of innovative features such as a dynamically adaptive base fee that is burned, instead of being paid to the miners. Despite intense interest in understanding its properties, several basic questions such as whether and under what conditions does this protocol self-stabilize have remained elusive thus far. We perform a thorough analysis of the resulting fee market dynamic mechanism via a combination of tools from game theory and dynamical systems. We start by providing bounds on the step-size of the base fee update rule that suffice for global convergence to equilibrium via Lyapunov arguments. In the negative direction, we show that for larger step-sizes instability and even formally chaotic behavior are possible under a wide range of settings. We complement these qualitative results with quantitative bounds on the resulting range of base fees. We conclude our analysis with a thorough experimental case study that corroborates our theoretical findings.

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Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games

The predominant paradigm in evolutionary game theory and more generally online learning in games is based on a clear distinction between a population of dynamic agents that interact given a fixed, static game. In this paper, we move away from the artificial divide between dynamic agents and static games, to introduce and analyze a large class of competitive settings where both the agents and the games they play evolve strategically over time. We focus on arguably the most archetypal game-theoretic setting -- zero-sum games (as well as network generalizations) -- and the most studied evolutionary learning dynamic -- replicator, the continuous-time analogue of multiplicative weights. Populations of agents compete against each other in a zero-sum competition that itself evolves adversarially to the current population mixture. Remarkably, despite the chaotic coevolution of agents and games, we prove that the system exhibits a number of regularities. First, the system has conservation laws of an information-theoretic flavor that couple the behavior of all agents and games. Secondly, the system is Poincaré recurrent, with effectively all possible initializations of agents and games lying on recurrent orbits that come arbitrarily close to their initial conditions infinitely often. Thirdly, the time-average agent behavior and utility converge to the Nash equilibrium values of the time-average game. Finally, we provide a polynomial time algorithm to efficiently predict this time-average behavior for any such coevolving network game.

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Efficient Online Learning of Optimal Rankings: Dimensionality Reduction via Gradient Descent

We consider a natural model of online preference aggregation, where sets of preferred items $R_1, R_2, \ldots, R_t$ along with a demand for $k_t$ items in each $R_t$, appear online. Without prior knowledge of $(R_t, k_t)$, the learner maintains a ranking $π_t$ aiming that at least $k_t$ items from $R_t$ appear high in $π_t$. This is a fundamental problem in preference aggregation with applications to, e.g., ordering product or news items in web pages based on user scrolling and click patterns. The widely studied Generalized Min-Sum-Set-Cover (GMSSC) problem serves as a formal model for the setting above. GMSSC is NP-hard and the standard application of no-regret online learning algorithms is computationally inefficient, because they operate in the space of rankings. In this work, we show how to achieve low regret for GMSSC in polynomial-time. We employ dimensionality reduction from rankings to the space of doubly stochastic matrices, where we apply Online Gradient Descent. A key step is to show how subgradients can be computed efficiently, by solving the dual of a configuration LP. Using oblivious deterministic and randomized rounding schemes, we map doubly stochastic matrices back to rankings with a small loss in the GMSSC objective.

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The Complexity of Constrained Min-Max Optimization

Despite its important applications in Machine Learning, min-max optimization of nonconvex-nonconcave objectives remains elusive. Not only are there no known first-order methods converging even to approximate local min-max points, but the computational complexity of identifying them is also poorly understood. In this paper, we provide a characterization of the computational complexity of the problem, as well as of the limitations of first-order methods in constrained min-max optimization problems with nonconvex-nonconcave objectives and linear constraints. As a warm-up, we show that, even when the objective is a Lipschitz and smooth differentiable function, deciding whether a min-max point exists, in fact even deciding whether an approximate min-max point exists, is NP-hard. More importantly, we show that an approximate local min-max point of large enough approximation is guaranteed to exist, but finding one such point is PPAD-complete. The same is true of computing an approximate fixed point of Gradient Descent/Ascent. An important byproduct of our proof is to establish an unconditional hardness result in the Nemirovsky-Yudin model. We show that, given oracle access to some function $f : P \to [-1, 1]$ and its gradient $\nabla f$, where $P \subseteq [0, 1]^d$ is a known convex polytope, every algorithm that finds a $\varepsilon$-approximate local min-max point needs to make a number of queries that is exponential in at least one of $1/\varepsilon$, $L$, $G$, or $d$, where $L$ and $G$ are respectively the smoothness and Lipschitzness of $f$ and $d$ is the dimension. This comes in sharp contrast to minimization problems, where finding approximate local minima in the same setting can be done with Projected Gradient Descent using $O(L/\varepsilon)$ many queries. Our result is the first to show an exponential separation between these two fundamental optimization problems.

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Convergence to Second-Order Stationarity for Non-negative Matrix Factorization: Provably and Concurrently

Non-negative matrix factorization (NMF) is a fundamental non-convex optimization problem with numerous applications in Machine Learning (music analysis, document clustering, speech-source separation etc). Despite having received extensive study, it is poorly understood whether or not there exist natural algorithms that can provably converge to a local minimum. Part of the reason is because the objective is heavily symmetric and its gradient is not Lipschitz. In this paper we define a multiplicative weight update type dynamics (modification of the seminal Lee-Seung algorithm) that runs concurrently and provably avoids saddle points (first order stationary points that are not second order). Our techniques combine tools from dynamical systems such as stability and exploit the geometry of the NMF objective by reducing the standard NMF formulation over the non-negative orthant to a new formulation over (a scaled) simplex. An important advantage of our method is the use of concurrent updates, which permits implementations in parallel computing environments.

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Node Max-Cut and Computing Equilibria in Linear Weighted Congestion Games

In this work, we seek a more refined understanding of the complexity of local optimum computation for Max-Cut and pure Nash equilibrium (PNE) computation for congestion games with weighted players and linear latency functions. We show that computing a PNE of linear weighted congestion games is PLS-complete either for very restricted strategy spaces, namely when player strategies are paths on a series-parallel network with a single origin and destination, or for very restricted latency functions, namely when the latency on each resource is equal to the congestion. Our results reveal a remarkable gap regarding the complexity of PNE in congestion games with weighted and unweighted players, since in case of unweighted players, a PNE can be easily computed by either a simple greedy algorithm (for series-parallel networks) or any better response dynamics (when the latency is equal to the congestion). For the latter of the results above, we need to show first that computing a local optimum of a natural restriction of Max-Cut, which we call \emph{Node-Max-Cut}, is PLS-complete. In Node-Max-Cut, the input graph is vertex-weighted and the weight of each edge is equal to the product of the weights of its endpoints. Due to the very restricted nature of Node-Max-Cut, the reduction requires a careful combination of new gadgets with ideas and techniques from previous work. We also show how to compute efficiently a $(1+\eps)$-approximate equilibrium for Node-Max-Cut, if the number of different vertex weights is constant.

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Reallocating Multiple Facilities on the Line

We study the multistage $K$-facility reallocation problem on the real line, where we maintain $K$ facility locations over $T$ stages, based on the stage-dependent locations of $n$ agents. Each agent is connected to the nearest facility at each stage, and the facilities may move from one stage to another, to accommodate different agent locations. The objective is to minimize the connection cost of the agents plus the total moving cost of the facilities, over all stages. $K$-facility reallocation was introduced by de Keijzer and Wojtczak, where they mostly focused on the special case of a single facility. Using an LP-based approach, we present a polynomial time algorithm that computes the optimal solution for any number of facilities. We also consider online $K$-facility reallocation, where the algorithm becomes aware of agent locations in a stage-by-stage fashion. By exploiting an interesting connection to the classical $K$-server problem, we present a constant-competitive algorithm for $K = 2$ facilities.

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