Georgios Piliouras

Georgios Piliouras

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Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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9 July 2019 in Scientific Reports
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Journal Article
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SOShayegan Omidshafiei
Shayegan Omidshafiei
CPChristos Papadimitriou
Christos Papadimitriou
GPGeorgios Piliouras
Georgios Piliouras
KTKarl Tuyls
Karl Tuyls
MRMark Rowland
Mark Rowland
RMRemi Munos
Remi Munos
We introduceα-Rank, a principled evolutionary dynamics methodology, for theevaluationandrankingof agents in large-scale multi-agent interactions, grounded in a novel dynamical game-theoretic solution concept calledMarkov-Conley chains(MCCs). The approach leverages continuous-time and discrete-time evolutionary dynamical systems applied to empirical games, and scales tractably in the number of agents, in the type of interactions (beyond dyadic), and the type of empirical games (symmetric and asymmetric). Current models are fundamentally limited in one or more of these dimensions, and are not guaranteed to converge to the desired game-theoretic solution concept (typically the Nash equilibrium).α-Rank automatically provides a ranking over the set of agents under evaluation and provides insights into their strengths, weaknesses, and long-term dynamics in terms of basins of attraction and sink components. This is a direct consequence of the correspondence we establish to the dynamical MCC solution concept when the underlying evolutionary model’s ranking-intensity parameter,α, is chosen to be large, which exactly forms the basis ofα-Rank. In contrast to the Nash equilibrium, which is a static solution concept based solely on fixed points, MCCs are a dynamical solution concept based on the Markov chain formalism, Conley’s Fundamental Theorem of Dynamical Systems, and the core ingredients of dynamical systems: fixed points, recurrent sets, periodic orbits, and limit cycles. Ourα-Rank method runs in polynomial time with respect to the total number of pure strategy profiles, whereas computing a Nash equilibrium for a general-sum game is known to be intractable. We introduce mathematical proofs that not only provide an overarching and unifying perspective of existing continuous- and discrete-time evolutionary evaluation models, but also reveal the formal underpinnings of theα-Rank methodology. We illustrate the method in canonical games and empirically validate it in several domains, including AlphaGo, AlphaZero, MuJoCo Soccer, and Poker.

12 October 2018 in Entropy
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CPChristos Papadimitriou
Christos Papadimitriou
GPGeorgios Piliouras
Georgios Piliouras
In 1950, Nash proposed a natural equilibrium solution concept for games hence called Nash equilibrium, and proved that all finite games have at least one. The proof is through a simple yet ingenious application of Brouwer’s (or, in another version Kakutani’s) fixed point theorem, the most sophisticated result in his era’s topology—in fact, recent algorithmic work has established that Nash equilibria are computationally equivalent to fixed points. In this paper, we propose a new class of universal non-equilibrium solution concepts arising from an important theorem in the topology of dynamical systems that was unavailable to Nash. This approach starts with both a game and a learning dynamics, defined over mixed strategies. The Nash equilibria are fixpoints of the dynamics, but the system behavior is captured by an object far more general than the Nash equilibrium that is known in dynamical systems theory as chain recurrent set. Informally, once we focus on this solution concept—this notion of “the outcome of the game”—every game behaves like a potential game with the dynamics converging to these states. In other words, unlike Nash equilibria, this solution concept is algorithmic in the sense that it has a constructive proof of existence. We characterize this solution for simple benchmark games under replicator dynamics, arguably the best known evolutionary dynamics in game theory. For (weighted) potential games, the new concept coincides with the fixpoints/equilibria of the dynamics. However, in (variants of) zero-sum games with fully mixed (i.e., interior) Nash equilibria, it covers the whole state space, as the dynamics satisfy specific information theoretic constants of motion. We discuss numerous novel computational, as well as structural, combinatorial questions raised by this chain recurrence conception of games.

5 October 2023 in Proceedings of the National Academy of Sciences
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JMJason Milionis
Jason Milionis
CPChristos Papadimitriou
Christos Papadimitriou
GPGeorgios Piliouras
Georgios Piliouras
KSKelly Spendlove
Kelly Spendlove
The Nash equilibrium—a combination of choices by the players of a game from which no self-interested player would deviate—is the predominant solution concept in game theory. Even though every game has a Nash equilibrium, it is not known whether there are deterministic behaviors of the players who play a game repeatedly that are guaranteed to converge to a Nash equilibrium of the game from all starting points. If one assumes that the players’ behavior is a discrete-time or continuous-time rule whereby the current mixed strategy profile is mapped to the next, this question becomes a problem in the theory of dynamical systems. We apply this theory, and in particular Conley index theory, to prove a general impossibility result: There exist games, for which all game dynamics fail to converge to Nash equilibria from all starting points. The games which help prove this impossibility result are degenerate, but we conjecture that the same result holds, under computational complexity assumptions, for nondegenerate games. We also prove a stronger impossibility result for the solution concept of approximate Nash equilibria: For a set of games of positive measure, no game dynamics can converge to the set of approximate Nash equilibria for a sufficiently small yet substantial approximation bound. Our results establish that, although the notions of Nash equilibrium and its computation-inspired approximations are universally applicable in all games, they are fundamentally incomplete as predictors of long-term player behavior.

7 July 2023
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Conference Paper
Open access
GPGeorgios Piliouras
Georgios Piliouras
FYFang Yu
Fang Yu
The recent framework of performative prediction [Perdomo et al. 2020] is aimed at capturing settings where predictions influence the outcome they want to predict. In this paper, we introduce a natural multi-agent version of this framework, where multiple decision makers try to predict the same outcome. We showcase that such competition can result in interesting phenomena by proving the possibility of phase transitions from stability to instability and eventually chaos. Specifically, we present settings of multi-agent performative prediction where under sufficient conditions their dynamics lead to global stability and optimality. In the opposite direction, when the agents are not sufficiently cautious in their learning/updates rates, we show that instability and in fact formal chaos is possible. We complement our theoretical predictions with simulations showcasing the predictive power of our results.

10 December 2015
Verified
Book Chapter
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SBSiddharth Barman
Siddharth Barman
KLKatrina Ligett
Katrina Ligett
GPGeorgios Piliouras
Georgios Piliouras

13 October 2017 in The Knowledge Engineering Review
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Journal Article
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BMBarnabé Monnot
Barnabé Monnot
GPGeorgios Piliouras
Georgios Piliouras
We study the limit behavior and performance of no-regret dynamics in general game theoretic settings. We design protocols that achieve both good regret and equilibration guarantees in general games. We also establish a strong equivalence between them and coarse correlated equilibria (CCE). We examine structured game settings where stronger properties can be established for no-regret dynamics and CCE. In congestion games with non-atomic agents (each contributing a fraction of the flow), as we decrease the individual flow of agents, CCE become closely concentrated around the unique equilibrium flow of the non-atomic game. Moreover, we compare best/worst case no-regret learning behavior to best/worst case Nash equilibrium (NE) in small games. We prove analytical bounds on these inefficiency ratios for 2×2 games and unboundedness for larger games. Experimentally, we sample normal form games and compute their measures of inefficiency. We show that the ratio distribution has sharp decay, in the sense that most generated games have small ratios. They also exhibit strong anti-correlation between each other, that is games with large improvements from the best NE to the best CCE present small degradation from the worst NE to the worst CCE.