Nicholas Bambos

GT
h-index39
20papers
87citations
Novelty63%
AI Score57

20 Papers

GTFeb 5, 2023
Learning in quantum games

Kyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos

In this paper, we introduce a class of learning dynamics for general quantum games, that we call "follow the quantum regularized leader" (FTQL), in reference to the classical "follow the regularized leader" (FTRL) template for learning in finite games. We show that the induced quantum state dynamics decompose into (i) a classical, commutative component which governs the dynamics of the system's eigenvalues in a way analogous to the evolution of mixed strategies under FTRL; and (ii) a non-commutative component for the system's eigenvectors which has no classical counterpart. Despite the complications that this non-classical component entails, we find that the FTQL dynamics incur no more than constant regret in all quantum games. Moreover, adjusting classical notions of stability to account for the nonlinear geometry of the state space of quantum games, we show that only pure quantum equilibria can be stable and attracting under FTQL while, as a partial converse, pure equilibria that satisfy a certain "variational stability" condition are always attracting. Finally, we show that the FTQL dynamics are Poincaré recurrent in quantum min-max games, extending in this way a very recent result for the quantum replicator dynamics.

SYOct 21, 2016
Myopic Policies for Non-Preemptive Scheduling of Jobs with Decaying Value

Neal Master, Carri W. Chan, Nicholas Bambos

In many scheduling applications, minimizing delays is of high importance. One adverse effect of such delays is that the reward for completion of a job may decay over time. Indeed in healthcare settings, delays in access to care can result in worse outcomes, such as an increase in mortality risk. Motivated by managing hospital operations in disaster scenarios, as well as other applications in perishable inventory control and information services, we consider non-preemptive scheduling of jobs whose internal value decays over time. Because solving for the optimal scheduling policy is computationally intractable, we focus our attention on the performance of three intuitive heuristics: (1) a policy which maximizes the expected immediate reward, (2) a policy which maximizes the expected immediate reward rate, and (3) a policy which prioritizes jobs with imminent deadlines. We provide performance guarantees for all three policies and show that many of these performance bounds are tight. In addition, we provide numerical experiments and simulations to compare how the policies perform in a variety of scenarios. Our theoretical and numerical results allow us to establish rules-of-thumb for applying these heuristics in a variety of situations, including patient scheduling scenarios.

NIMay 2, 2011
Cone Schedules for Processing Systems in Fluctuating Environments

Kevin Ross, Nicholas Bambos, George Michailidis

We consider a generalized processing system having several queues, where the available service rate combinations are fluctuating over time due to reliability and availability variations. The objective is to allocate the available resources, and corresponding service rates, in response to both workload and service capacity considerations, in order to maintain the long term stability of the system. The service configurations are completely arbitrary, including negative service rates which represent forwarding and service-induced cross traffic. We employ a trace-based trajectory asymptotic technique, which requires minimal assumptions about the arrival dynamics of the system. We prove that cone schedules, which leverage the geometry of the queueing dynamics, maximize the system throughput for a broad class of processing systems, even under adversarial arrival processes. We study the impact of fluctuating service availability, where resources are available only some of the time, and the schedule must dynamically respond to the changing available service rates, establishing both the capacity of such systems and the class of schedules which will stabilize the system at full capacity. The rich geometry of the system dynamics leads to important insights for stability, performance and scalability, and substantially generalizes previous findings. The processing system studied here models a broad variety of computer, communication and service networks, including varying channel conditions and cross-traffic in wireless networking, and call centers with fluctuating capacity. The findings have implications for bandwidth and processor allocation in communication networks and workforce scheduling in congested call centers.

LGFeb 27, 2023
Equilibrium Bandits: Learning Optimal Equilibria of Unknown Dynamics

Siddharth Chandak, Ilai Bistritz, Nicholas Bambos

Consider a decision-maker that can pick one out of $K$ actions to control an unknown system, for $T$ turns. The actions are interpreted as different configurations or policies. Holding the same action fixed, the system asymptotically converges to a unique equilibrium, as a function of this action. The dynamics of the system are unknown to the decision-maker, which can only observe a noisy reward at the end of every turn. The decision-maker wants to maximize its accumulated reward over the $T$ turns. Learning what equilibria are better results in higher rewards, but waiting for the system to converge to equilibrium costs valuable time. Existing bandit algorithms, either stochastic or adversarial, achieve linear (trivial) regret for this problem. We present a novel algorithm, termed Upper Equilibrium Concentration Bound (UECB), that knows to switch an action quickly if it is not worth it to wait until the equilibrium is reached. This is enabled by employing convergence bounds to determine how far the system is from equilibrium. We prove that UECB achieves a regret of $\mathcal{O}(\log(T)+τ_c\log(τ_c)+τ_c\log\log(T))$ for this equilibrium bandit problem where $τ_c$ is the worst case approximate convergence time to equilibrium. We then show that both epidemic control and game control are special cases of equilibrium bandits, where $τ_c\log τ_c$ typically dominates the regret. We then test UECB numerically for both of these applications.

GTNov 4, 2023
Payoff-based learning with matrix multiplicative weights in quantum games

Kyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos et al.

In this paper, we study the problem of learning in quantum games - and other classes of semidefinite games - with scalar, payoff-based feedback. For concreteness, we focus on the widely used matrix multiplicative weights (MMW) algorithm and, instead of requiring players to have full knowledge of the game (and/or each other's chosen states), we introduce a suite of minimal-information matrix multiplicative weights (3MW) methods tailored to different information frameworks. The main difficulty to attaining convergence in this setting is that, in contrast to classical finite games, quantum games have an infinite continuum of pure states (the quantum equivalent of pure strategies), so standard importance-weighting techniques for estimating payoff vectors cannot be employed. Instead, we borrow ideas from bandit convex optimization and we design a zeroth-order gradient sampler adapted to the semidefinite geometry of the problem at hand. As a first result, we show that the 3MW method with deterministic payoff feedback retains the $\mathcal{O}(1/\sqrt{T})$ convergence rate of the vanilla, full information MMW algorithm in quantum min-max games, even though the players only observe a single scalar. Subsequently, we relax the algorithm's information requirements even further and we provide a 3MW method that only requires players to observe a random realization of their payoff observable, and converges to equilibrium at an $\mathcal{O}(T^{-1/4})$ rate. Finally, going beyond zero-sum games, we show that a regularized variant of the proposed 3MW method guarantees local convergence with high probability to all equilibria that satisfy a certain first-order stability condition.

LGFeb 18
Regret and Sample Complexity of Online Q-Learning via Concentration of Stochastic Approximation with Time-Inhomogeneous Markov Chains

Rahul Singh, Siddharth Chandak, Eric Moulines et al.

We present the first high-probability regret bound for classical online Q-learning in infinite-horizon discounted Markov decision processes, without relying on optimism or bonus terms. We first analyze Boltzmann Q-learning with decaying temperature and show that its regret depends critically on the suboptimality gap of the MDP: for sufficiently large gaps, the regret is sublinear, while for small gaps it deteriorates and can approach linear growth. To address this limitation, we study a Smoothed $ε_n$-Greedy exploration scheme that combines $ε_n$-greedy and Boltzmann exploration, for which we prove a gap-robust regret bound of near-$\tilde{O}(N^{9/10})$. To analyze these algorithms, we develop a high-probability concentration bound for contractive Markovian stochastic approximation with iterate- and time-dependent transition dynamics. This bound may be of independent interest as the contraction factor in our bound is governed by the mixing time and is allowed to converge to one asymptotically.

GTDec 9, 2025
Robust equilibria in continuous games: From strategic to dynamic robustness

Kyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos et al.

In this paper, we examine the robustness of Nash equilibria in continuous games, under both strategic and dynamic uncertainty. Starting with the former, we introduce the notion of a robust equilibrium as those equilibria that remain invariant to small -- but otherwise arbitrary -- perturbations to the game's payoff structure, and we provide a crisp geometric characterization thereof. Subsequently, we turn to the question of dynamic robustness, and we examine which equilibria may arise as stable limit points of the dynamics of "follow the regularized leader" (FTRL) in the presence of randomness and uncertainty. Despite their very distinct origins, we establish a structural correspondence between these two notions of robustness: strategic robustness implies dynamic robustness, and, conversely, the requirement of strategic robustness cannot be relaxed if dynamic robustness is to be maintained. Finally, we examine the rate of convergence to robust equilibria as a function of the underlying regularizer, and we show that entropically regularized learning converges at a geometric rate in games with affinely constrained action spaces.

GTDec 9, 2025
Multi-agent learning under uncertainty: Recurrence vs. concentration

Kyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos et al.

In this paper, we examine the convergence landscape of multi-agent learning under uncertainty. Specifically, we analyze two stochastic models of regularized learning in continuous games -- one in continuous and one in discrete time with the aim of characterizing the long-run behavior of the induced sequence of play. In stark contrast to deterministic, full-information models of learning (or models with a vanishing learning rate), we show that the resulting dynamics do not converge in general. In lieu of this, we ask instead which actions are played more often in the long run, and by how much. We show that, in strongly monotone games, the dynamics of regularized learning may wander away from equilibrium infinitely often, but they always return to its vicinity in finite time (which we estimate), and their long-run distribution is sharply concentrated around a neighborhood thereof. We quantify the degree of this concentration, and we show that these favorable properties may all break down if the underlying game is not strongly monotone -- underscoring in this way the limits of regularized learning in the presence of persistent randomness and uncertainty.

NIDec 29, 2010
Packet Scheduling in Switches with Target Outflow Profiles

Aditya Dua, Nicholas Bambos

The problem of packet scheduling for traffic streams with target outflow profiles traversing input queued switches is formulated in this paper. Target outflow profiles specify the desirable inter-departure times of packets leaving the switch from each traffic stream. The goal of the switch scheduler is to dynamically select service configurations of the switch, so that actual outflow streams ("pulled" through the switch) adhere to their desired target profiles as accurately as possible. Dynamic service controls (schedules) are developed to minimize deviation of actual outflow streams from their targets and suppress stream "distortion". Using appropriately selected subsets of service configurations of the switch, efficient schedules are designed, which deliver high performance at relatively low complexity. Some of these schedules are provably shown to achieve 100% pull-throughput. Moreover, simulations demonstrate that for even substantial contention of streams through the switch, due to stringent/intense target outflow profiles, the proposed schedules achieve closely their target profiles and suppress stream distortion. The switch model investigated here deviates from the classical switching paradigm. In the latter, the goal of packet scheduling is primarily to "push" as much traffic load through the switch as possible, while controlling delay to traverse the switch and keeping congestion/backlogs from exploding. In the model presented here, however, the goal of packet scheduling is to "pull" traffic streams through the switch, maintaining desirable (target) outflow profiles.

33.3GTApr 21
Last-Iterate Guarantees for Learning in Co-coercive Games

Siddharth Chandak, Ramanan Tamizholi, Nicholas Bambos

We establish finite-time last-iterate guarantees for vanilla stochastic gradient descent in co-coercive games under noisy feedback. This is a broad class of games that is more general than strongly monotone games, allows for multiple Nash equilibria, and includes examples such as quadratic games with negative semidefinite interaction matrices and potential games with smooth concave potentials. Prior work in this setting has relied on relative noise models, where the noise vanishes as iterates approach equilibrium, an assumption that is often unrealistic in practice. We work instead under a substantially more general noise model in which the second moment of the noise is allowed to scale affinely with the squared norm of the iterates, an assumption natural in learning with unbounded action spaces. Under this model, we prove a last-iterate bound of order $O(\log(t)/t^{1/3})$, the first such bound for co-coercive games under non-vanishing noise. We additionally establish almost sure convergence of the iterates to the set of Nash equilibria and derive time-average convergence guarantees.

47.6LGMar 15
High-Probability Bounds for SGD under the Polyak-Lojasiewicz Condition with Markovian Noise

Avik Kar, Siddharth Chandak, Rahul Singh et al.

We present the first uniform-in-time high-probability bound for SGD under the PL condition, where the gradient noise contains both Markovian and martingale difference components. This significantly broadens the scope of finite-time guarantees, as the PL condition arises in many machine learning and deep learning models while Markovian noise naturally arises in decentralized optimization and online system identification problems. We further allow the magnitude of noise to grow with the function value, enabling the analysis of many practical sampling strategies. In addition to the high-probability guarantee, we establish a matching $1/k$ decay rate for the expected suboptimality. Our proof technique relies on the Poisson equation to handle the Markovian noise and a probabilistic induction argument to address the lack of almost-sure bounds on the objective. Finally, we demonstrate the applicability of our framework by analyzing three practical optimization problems: token-based decentralized linear regression, supervised learning with subsampling for privacy amplification, and online system identification.

45.9LGMar 20
Heavy-Tailed and Long-Range Dependent Noise in Stochastic Approximation: A Finite-Time Analysis

Siddharth Chandak, Anuj Yadav, Ayfer Ozgur et al.

Stochastic approximation (SA) is a fundamental iterative framework with broad applications in reinforcement learning and optimization. Classical analyses typically rely on martingale difference or Markov noise with bounded second moments, but many practical settings, including finance and communications, frequently encounter heavy-tailed and long-range dependent (LRD) noise. In this work, we study SA for finding the root of a strongly monotone operator under these non-classical noise models. We establish the first finite-time moment bounds in both settings, providing explicit convergence rates that quantify the impact of heavy tails and temporal dependence. Our analysis employs a noise-averaging argument that regularizes the impact of noise without modifying the iteration. Finally, we apply our general framework to stochastic gradient descent (SGD) and gradient play, and corroborate our finite-time analysis through numerical experiments.

47.9LGMay 11
Policy Gradient Methods for Non-Markovian Reinforcement Learning

Avik Kar, Siddharth Chandak, Rahul Singh et al.

We study policy gradient methods for reinforcement learning in non-Markovian decision processes (NMDPs), where observations and rewards depend on the entire interaction history. To handle this dependence, the agent maintains an internal state that is recursively updated to provide a compact summary of past observations and actions. In contrast to approaches that treat the agent state dynamics as fixed or learn it via predictive objectives, we propose a reward-centric formulation that jointly optimizes the agent state dynamics and the control policy to maximize the expected cumulative reward. To this end, we consider a class of Agent State-Markov (ASM) policies, comprising an agent state dynamics and a control policy that maps the agent state to actions. We establish a novel policy gradient theorem for ASM policies, extending the classical policy gradient results from the Markovian setting to episodic and infinite-horizon discounted NMDPs. Building on this gradient expression, we propose the Agent State-Markov Policy Gradient (ASMPG) algorithm, which leverages the recursive structure of the agent state dynamics for efficient optimization. We establish finite-time and almost sure convergence guarantees, and empirically demonstrate that, on a range of non-Markovian tasks, ASMPG outperforms baselines that learn state representations via predictive objectives.

LGMar 24, 2025
Finite-Time Bounds for Two-Time-Scale Stochastic Approximation with Arbitrary Norm Contractions and Markovian Noise

Siddharth Chandak, Shaan Ul Haque, Nicholas Bambos

Two-time-scale Stochastic Approximation (SA) is an iterative algorithm with applications in reinforcement learning and optimization. Prior finite time analysis of such algorithms has focused on fixed point iterations with mappings contractive under Euclidean norm. Motivated by applications in reinforcement learning, we give the first mean square bound on non linear two-time-scale SA where the iterations have arbitrary norm contractive mappings and Markovian noise. We show that the mean square error decays at a rate of $O(1/n^{2/3})$ in the general case, and at a rate of $O(1/n)$ in a special case where the slower timescale is noiseless. Our analysis uses the generalized Moreau envelope to handle the arbitrary norm contractions and solutions of Poisson equation to deal with the Markovian noise. By analyzing the SSP Q-Learning algorithm, we give the first $O(1/n)$ bound for an algorithm for asynchronous control of MDPs under the average reward criterion. We also obtain a rate of $O(1/n)$ for Q-Learning with Polyak-averaging and provide an algorithm for learning Generalized Nash Equilibrium (GNE) for strongly monotone games which converges at a rate of $O(1/n^{2/3})$.

GTDec 29, 2024
Accelerated regularized learning in finite N-person games

Kyriakos Lotidis, Angeliki Giannou, Panayotis Mertikopoulos et al.

Motivated by the success of Nesterov's accelerated gradient algorithm for convex minimization problems, we examine whether it is possible to achieve similar performance gains in the context of online learning in games. To that end, we introduce a family of accelerated learning methods, which we call "follow the accelerated leader" (FTXL), and which incorporates the use of momentum within the general framework of regularized learning - and, in particular, the exponential/multiplicative weights algorithm and its variants. Drawing inspiration and techniques from the continuous-time analysis of Nesterov's algorithm, we show that FTXL converges locally to strict Nash equilibria at a superlinear rate, achieving in this way an exponential speed-up over vanilla regularized learning methods (which, by comparison, converge to strict equilibria at a geometric, linear rate). Importantly, FTXL maintains its superlinear convergence rate in a broad range of feedback structures, from deterministic, full information models to stochastic, realization-based ones, and even when run with bandit, payoff-based information, where players are only able to observe their individual realized payoffs.

GTSep 24, 2025
Choose Your Battles: Distributed Learning Over Multiple Tug of War Games

Siddharth Chandak, Ilai Bistritz, Nicholas Bambos

Consider N players and K games taking place simultaneously. Each of these games is modeled as a Tug-of-War (ToW) game where increasing the action of one player decreases the reward for all other players. Each player participates in only one game at any given time. At each time step, a player decides the game in which they wish to participate in and the action they take in that game. Their reward depends on the actions of all players that are in the same game. This system of K games is termed `Meta Tug-of-War' (Meta-ToW) game. These games can model scenarios such as power control, distributed task allocation, and activation in sensor networks. We propose the Meta Tug-of-Peace algorithm, a distributed algorithm where the action updates are done using a simple stochastic approximation algorithm, and the decision to switch games is made using an infrequent 1-bit communication between the players. We prove that in Meta-ToW games, our algorithm converges to an equilibrium that satisfies a target Quality of Service reward vector for the players. We then demonstrate the efficacy of our algorithm through simulations for the scenarios mentioned above.

MAJun 30, 2024
Learning to Control Unknown Strongly Monotone Games

Siddharth Chandak, Ilai Bistritz, Nicholas Bambos

Consider a strongly monotone game where the players' utility functions include a reward function and a linear term for each dimension, with coefficients that are controlled by the manager. Gradient play converges to a unique Nash equilibrium (NE) that does not optimize the global objective. The global performance at NE can be improved by imposing linear constraints on the NE, also known as a generalized Nash equilibrium (GNE). We therefore want the manager to control the coefficients such that they impose the desired constraint on the NE. However, this requires knowing the players' rewards and action sets. Obtaining this game information is infeasible in a large-scale network and violates user privacy. To overcome this, we propose a simple algorithm that learns to shift the NE to meet the linear constraints by adjusting the controlled coefficients online. Our algorithm only requires the linear constraints violation as feedback and does not need to know the reward functions or the action sets. We prove that our algorithm converges with probability 1 to the set of GNE given by coupled linear constraints. We then prove an L2 convergence rate of near-$O(t^{-1/4})$.

OCJul 6, 2021
Distributed stochastic optimization with large delays

Zhengyuan Zhou, Panayotis Mertikopoulos, Nicholas Bambos et al.

One of the most widely used methods for solving large-scale stochastic optimization problems is distributed asynchronous stochastic gradient descent (DASGD), a family of algorithms that result from parallelizing stochastic gradient descent on distributed computing architectures (possibly) asychronously. However, a key obstacle in the efficient implementation of DASGD is the issue of delays: when a computing node contributes a gradient update, the global model parameter may have already been updated by other nodes several times over, thereby rendering this gradient information stale. These delays can quickly add up if the computational throughput of a node is saturated, so the convergence of DASGD may be compromised in the presence of large delays. Our first contribution is that, by carefully tuning the algorithm's step-size, convergence to the critical set is still achieved in mean square, even if the delays grow unbounded at a polynomial rate. We also establish finer results in a broad class of structured optimization problems (called variationally coherent), where we show that DASGD converges to a global optimum with probability $1$ under the same delay assumptions. Together, these results contribute to the broad landscape of large-scale non-convex stochastic optimization by offering state-of-the-art theoretical guarantees and providing insights for algorithm design.

LGMar 8, 2021
No Weighted-Regret Learning in Adversarial Bandits with Delays

Ilai Bistritz, Zhengyuan Zhou, Xi Chen et al.

Consider a scenario where a player chooses an action in each round $t$ out of $T$ rounds and observes the incurred cost after a delay of $d_{t}$ rounds. The cost functions and the delay sequence are chosen by an adversary. We show that in a non-cooperative game, the expected weighted ergodic distribution of play converges to the set of coarse correlated equilibria if players use algorithms that have "no weighted-regret" in the above scenario, even if they have linear regret due to too large delays. For a two-player zero-sum game, we show that no weighted-regret is sufficient for the weighted ergodic average of play to converge to the set of Nash equilibria. We prove that the FKM algorithm with $n$ dimensions achieves an expected regret of $O\left(nT^{\frac{3}{4}}+\sqrt{n}T^{\frac{1}{3}}D^{\frac{1}{3}}\right)$ and the EXP3 algorithm with $K$ arms achieves an expected regret of $O\left(\sqrt{\log K\left(KT+D\right)}\right)$ even when $D=\sum_{t=1}^{T}d_{t}$ and $T$ are unknown. These bounds use a novel doubling trick that, under mild assumptions, provably retains the regret bound for when $D$ and $T$ are known. Using these bounds, we show that FKM and EXP3 have no weighted-regret even for $d_{t}=O\left(t\log t\right)$. Therefore, algorithms with no weighted-regret can be used to approximate a CCE of a finite or convex unknown game that can only be simulated with bandit feedback, even if the simulation involves significant delays.

OCJun 18, 2017
On the convergence of mirror descent beyond stochastic convex programming

Zhengyuan Zhou, Panayotis Mertikopoulos, Nicholas Bambos et al.

In this paper, we examine the convergence of mirror descent in a class of stochastic optimization problems that are not necessarily convex (or even quasi-convex), and which we call variationally coherent. Since the standard technique of "ergodic averaging" offers no tangible benefits beyond convex programming, we focus directly on the algorithm's last generated sample (its "last iterate"), and we show that it converges with probabiility $1$ if the underlying problem is coherent. We further consider a localized version of variational coherence which ensures local convergence of stochastic mirror descent (SMD) with high probability. These results contribute to the landscape of non-convex stochastic optimization by showing that (quasi-)convexity is not essential for convergence to a global minimum: rather, variational coherence, a much weaker requirement, suffices. Finally, building on the above, we reveal an interesting insight regarding the convergence speed of SMD: in problems with sharp minima (such as generic linear programs or concave minimization problems), SMD reaches a minimum point in a finite number of steps (a.s.), even in the presence of persistent gradient noise. This result is to be contrasted with existing black-box convergence rate estimates that are only asymptotic.