论文检索

输入标题、作者或关键词,从 672 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
672篇论文匹配“Game Theory”
第 12 / 34 页

Haris Aziz, Hau Chan, Patrick Lederer, Shivika Narang, Toby Walsh

We introduce and analyze distance preservation games (DPGs). In DPGs, agents express ideal distances to other agents and need to choose locations in the unit interval while preserving their ideal distances as closely as possible. We analyze the existence and computation of location profiles that are jump stable (i.e., no agent can benefit by moving to another location) or welfare optimal for DPGs, respectively. Specifically, we prove that there are DPGs without jump stable location profiles and identify important cases where such outcomes always exist and can be computed efficiently. Similarly, we show that finding welfare optimal location profiles is NP-complete and present approximation algorithms for finding solutions with social welfare close to optimal. Finally, we prove that DPGs have a price of anarchy of at most 2.

Seyedehkimia Alaviyar, Faraz Zargari, John Tyler, Yunwei Ryan Li, Xiaoqi Tan

This paper introduces a novel mechanism for online allocation with multi-phase, non-separable regularizers, termed Cap-and-Penalize (CnP), inspired by real-world applications such as cap-and-tax policies in carbon pricing. The CnP regularizer models a multi-phase cost structure, imposing a monotone convex penalty when total allocation exceeds a predefined level (soft cap) and enforcing a strict limit (hard cap) beyond which allocation is prohibited. Our contributions are twofold: (1) we propose an online mechanism for CnP-regularized allocation without per-step resource constraints, which operates as a simple and intuitive posted-price mechanism, but achieves the best-possible guarantee among all possible online algorithms; (2) we tackle the more complex setting with per-step resource constraints by decomposing the regularizer into local components, yielding a similar mechanism with time-dependent marginal pricing functions. To establish the tightness of our results in both settings, we introduce a representative function-based approach that transforms the lower-bound proof into the problem of solving an ordinary differential equation with boundary conditions. We believe that this technique has the potential to be applied to other similar online optimization problems.

Lijun Wu, Dong Hao, Zhiyi Fan

Graph Neural Networks (GNNs) have achieved outstanding performance across a wide range of graph-related tasks. However, their "black-box" nature poses significant challenges to their explainability, and existing methods often fail to effectively capture the intricate interaction patterns among nodes within the network. In this work, we propose a novel explainability framework, GraphEXT, which leverages cooperative game theory and the concept of social externalities. GraphEXT partitions graph nodes into coalitions, decomposing the original graph into independent subgraphs. By integrating graph structure as an externality and incorporating the Shapley value under externalities, GraphEXT quantifies node importance through their marginal contributions to GNN predictions as the nodes transition between coalitions. Unlike traditional Shapley value-based methods that primarily focus on node attributes, our GraphEXT places greater emphasis on the interactions among nodes and the impact of structural changes on GNN predictions. Experimental studies on both synthetic and real-world datasets show that GraphEXT outperforms existing baseline methods in terms of fidelity across diverse GNN architectures , significantly enhancing the explainability of GNN models.

En Wang, Xingyu Lin, Du Su, Chenfu Bao, Zhonghou Lv, Funing Yang, Yuanbo Xu, Wenbin Liu

Human preference alignment (HPA) aims to ensure Large Language Models (LLMs) responding appropriately to meet human moral and ethical requirements. Existing methods, such as RLHF and DPO, rely heavily on high-quality human annotation, which restrict the efficiency of iterative online model refinement. To address the inefficiencies of human annotation acquisition, iterated online strategy advocates the use of fine-tuned LLMs to self-generate preference data. However, this approach is prone to distribution bias, because of differences between human and model annotations, as well as modeling errors between simulators and real-world contexts. To mitigate the impact of distribution bias, we adopt the principles of adversarial training, framing a zero-sum two-player game with a protagonist agent and an adversarial agent. With the adversarial agent challenging the alignment of protagonist agent, we continuously refine the protagonist’s performance. By utilizing min-max equilibrium and Nash equilibrium strategies, we propose Indirect Online Preference Optimization (IOPO) mechanism that enables the protagonist agent to converge without bias while maintaining linear computational complexity. Extensive experiments across three real-world datasets demonstrate that IOPO outperforms state-of-the-art alignment methods in both offline and online scenarios, evidenced by standard alignment metrics and human evaluations. This innovation reduces the time required for model iterations from months to one week, alleviates distribution shifts, and significantly cuts annotation costs.

Diptarka Chakraborty, Himika Das, Sanjana Dey, Alvin Hong Yao Yan

Aggregating multiple input rankings into a consensus ranking is essential in various fields such as social choice theory, hiring, college admissions, web search, and databases. A major challenge is that the optimal consensus ranking might be biased against individual candidates or groups, especially those from marginalized communities. This concern has led to recent studies focusing on fairness in rank aggregation. The goal is to ensure that candidates from different groups are fairly represented in the top-k positions of the aggregated ranking. We study this fair rank aggregation problem by considering the Kendall tau as the underlying metric. While we know of a polynomial-time approximation scheme (PTAS) for the classical rank aggregation problem, the corresponding fair variant only possesses a quite straightforward 3-approximation algorithm due to Wei et al., SIGMOD'22, and Chakraborty et al., NeurIPS'22, which finds closest fair ranking for each input ranking and then simply outputs the best one. In this paper, we first provide a novel algorithm that achieves (2+ε)-approximation (for any ε > 0), significantly improving over the 3-approximation bound. Next, we provide a 2.881-approximation fair rank aggregation algorithm that works irrespective of the fairness notion, given one can find a closest fair ranking, beating the 3-approximation bound. We complement our theoretical guarantee by performing extensive experiments on various real-world datasets to establish the effectiveness of our algorithm further by comparing it with the performance of state-of-the-art algorithms.

Yang Zhao, Wenzhe Zhao, Xuelong Li

Ensuring the safety of high-speed agent in dynamic adversarial environments, such as pursuit-evasion games with target-purchase and obstacle-avoidance, is a significant challenge. Existing reinforcement learning methods often fail to balance safety and reward under strict safety constraints and diverse environmental conditions. To address these limitations, this paper proposes a novel zero-constraint-violation recovery RL framework tailored for high-speed uav pursuit-evasion combat games. The framework includes three key innovations. (1) An extendable multi-step reach-avoid theory: we provide a zero-constraint-violation safety guarantee for multi-strategy reinforcement learning and enabling early danger detection in high speed game. (2) A masked-attention recovery strategy: we introduce a padding-mask attention architecture to handle spatiotemporal variations in dynamic obstacles with varying threat levels. (3) Experimental validation: we validate the framework in obstacle-rich pursuit-evasion scenarios, demonstrating its superiority through comparison with other algorithm and ablation studies. Our approach also shows potential for extension to other rapid-motion tasks and more complex hazardous scenarios. Details and code could be found at https://msmar-rl.github.io.

Richard Willis, Yali Du, Joel Z. Leibo, Michael Luck

This paper introduces a novel method for estimating the self-interest level of Markov social dilemmas. We extend the concept of self-interest level from normal-form games to Markov games, providing a quantitative measure of the minimum reward exchange required to align individual and collective interests. We demonstrate our method on three environments from the Melting Pot suite, representing either common-pool resources or public goods. Our results illustrate how reward exchange can enable agents to transition from selfish to collective equilibria in a Markov social dilemma. This work contributes to multi-agent reinforcement learning by providing a practical tool for analysing complex, multistep social dilemmas. Our findings offer insights into how reward structures can promote or hinder cooperation, with potential applications in areas such as mechanism design.

Karan Muvvala, Qi Heng Ho, Morteza Lahijanian

Classical reactive synthesis approaches aim to synthesize a reactive system that always satisfies a given specification. These approaches often reduce to playing a two-player zero-sum game where the goal is to synthesize a winning strategy. However, in many pragmatic domains, such as robotics, a winning strategy does not always exist, yet it is desirable for the system to make an effort to satisfy its requirements instead of "giving up." To this end, this paper investigates the notion of admissible strategies, which formalize "doing-your-best", in quantitative reachability games. We show that, unlike the qualitative case, memoryless strategies are not sufficient to capture all admissible strategies, making synthesis a challenging task. In addition, we prove that admissible strategies always exist but may produce undesirable optimistic behaviors. To mitigate this, we propose admissible winning strategies, which enforce the best possible outcome while being admissible. We show that both strategies always exist but are not memoryless. We provide necessary and sufficient conditions for the existence of both strategies and propose synthesis algorithms. Finally, we illustrate the strategies on gridworld and robot manipulator domains.

David X. Lin, Daniel Hall, Giannis Fikioris, Siddhartha Banerjee, Éva Tardos

We study the problem of fair online resource allocation via non-monetary mechanisms, where multiple agents repeatedly share a resource without monetary transfers. Previous work has shown that every agent can guarantee 1/2 of their ideal utility (the highest achievable utility given their fair share of resources) robustly, i.e., under arbitrary behavior by the other agents. While this 1/2-robustness guarantee has now been established under very different mechanisms, including pseudo-markets and dynamic max-min allocation, improving on it has appeared difficult. In this work, we obtain the first significant improvement on the robustness of online resource sharing. In more detail, we consider the widely-studied repeated first-price auction with artificial currencies. Our main contribution is to show that a simple randomized bidding strategy can guarantee each agent a 2 - √2 ≈ 0.59 fraction of her ideal utility, irrespective of others' bids. Specifically, our strategy requires each agent with fair share α to use a uniformly distributed bid whenever her value is in the top α-quantile of her value distribution. Our work almost closes the gap to the known 1 - 1/e ≈ 0.63 hardness for robust resource sharing; we also show that any static (i.e., budget independent) bidding policy cannot guarantee more than a 0.6-fraction of the ideal utility, showing our technique is almost tight.

Yongheng Liang, Hejun Wu, Haitao Wang, Hao Cai

Credit assignment is a critical problem in multi-agent reinforcement learning (MARL), aiming to identify agents' marginal contributions for optimizing cooperative policies. Current credit assignment methods typically assume synchronous decision-making among agents. However, many real-world scenarios require agents to act asynchronously without waiting for others. This asynchrony introduces conditional dependencies between actions, which pose great challenges to current methods. To address this issue, we propose an asynchronous credit assignment framework, incorporating a Virtual Synchrony Proxy (VSP) mechanism and a Multiplicative Value Decomposition (MVD) algorithm. VSP enables physically asynchronous actions to be virtually synchronized during credit assignment. We theoretically prove that VSP preserves both task equilibrium and algorithm convergence. Furthermore, MVD leverages multiplicative interactions to effectively model dependencies among asynchronous actions, offering theoretical advantages in handling asynchronous tasks. Extensive experiments show that our framework consistently outperforms state-of-the-art MARL methods on challenging tasks while providing improved interpretability for asynchronous cooperation.

Zun Li, Marc Lanctot, Kevin R. McKee, Luke Marris, Ian Gemp, Daniel Hennes, Paul Muller, Kate Larson, Yoram Bachrach, Michael P. Wellman

Opponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require domain-specific heurstics to come up with such a model, and algorithms for approximating best responses are hard to scale in large, imperfect information domains. In this work, we introduce a scalable and generic multiagent training regime for opponent modeling using deep game-theoretic reinforcement learning. We first propose Generative Best Respoonse (GenBR), a best response algorithm based on Monte-Carlo Tree Search (MCTS) with a learned deep generative model that samples world states during planning. This new method scales to large imperfect information domains and can be plug and play in a variety of multiagent algorithms. We use this new method under the framework of Policy Space Response Oracles (PSRO), to automate the generation of an offline opponent model via iterative game-theoretic reasoning and population-based training. We propose using solution concepts based on bargaining theory to build up an opponent mixture, which we find identifying profiles that are near the Pareto frontier. Then GenBR keeps updating an online opponent model and reacts against it during gameplay. We conduct behavioral studies where human participants negotiate with our agents in Deal-or-No-Deal, a class of bilateral bargaining games. Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare and Nash bargaining score negotiating with humans as humans trading among themselves.

Davide Catta, Jean Leneutre, Vadim Malvone, James Ortiz

In multi-agent systems, especially in cybersecurity, the dynamic interplay between attackers and defenders is crucial to the security and resilience of the system. Traditional methods often assume static game models and fail to account for the strategic adaptation of the environment to the actions of the players. This paper presents Coalition Obstruction Temporal Logic (COTL), a formal framework for analyzing defender coalitions in dynamic game scenarios. Within this framework, defenders, conceptualized as demons, can actively obstruct attackers by selectively disabling certain actions in response to perceived threats. We establish the formal semantics of COTL and propose a model checking algorithm to verify complex security properties in systems with evolving adversarial dynamics. The utility of the framework is demonstrated through its application to a coalition of defenders that collaboratively defend a system against coordinated attacks.

Jingyang Zhao, Mingyu Xiao

The Traveling Tournament Problem (TTP-k) is a well-known benchmark problem in tournament timetabling. It involves designing a feasible double round-robin tournament for a sports league of n teams under several feasibility requirements, while minimizing the total traveling costs of the teams. The parameter k requires that in the tournament at most k consecutive home games or away games for each team are allowed. TTP-k with a small k, especially for k=2,3 and 4, have been extensively studied in the literature. In this paper, we focus on TTP-4 and design an efficient algorithm for it based on minimum weight matching. In theory, we prove that our algorithm has an approximation ratio of 1.625+ε for any constant ε>0, improving the best-known approximation ratio of 1.7+ε. In practice, our experimental results indicate an average improvement of 6.65% over the best-known solutions on 9 benchmark instances.

Richard Zhuang, Akshat Gupta, Richard Yang, Aniket Rahane, Zhengyu Li, Gopala Anumanchipalli

We introduce PokerBench - a benchmark for evaluating the poker-playing abilities of large language models (LLMs). As LLMs excel in traditional NLP tasks, their application to complex, strategic games like poker poses a new challenge. Poker, an incomplete information game, demands a multitude of skills such as mathematics, reasoning, planning, strategy, and a deep understanding of game theory and human psychology. This makes Poker the ideal next frontier for large language models. PokerBench consists of a comprehensive compilation of 11,000 most important scenarios, split between pre-flop and post-flop play, developed in collaboration with trained poker players. We evaluate prominent models including GPT-4, ChatGPT 3.5, and various Llama and Gemma series models, finding that all state-of-the-art LLMs underperform in playing optimal poker. However, after fine-tuning, these models show marked improvements. We validate PokerBench by having models with different scores compete with each other, demonstrating that higher scores on PokerBench leads to higher win rates in actual poker games. Through gameplay between our fine-tuned model and GPT-4, we also identify limitations of simple supervised fine-tuning for learning optimal playing strategy, suggesting the need for more advanced methodologies for effectively training language models to excel in games. PokerBench thus presents a unique benchmark for a quick and reliable evaluation of the poker-playing ability of LLMs as well as a comprehensive benchmark to study the progress of LLMs in complex game-playing scenarios.

Adam Zychowski, Andrew Perrault, Jacek Mańdziuk

Decision trees are widely used in machine learning due to their simplicity and interpretability, but they often lack robustness to adversarial attacks and data perturbations. The paper proposes a novel island-based coevolutionary algorithm (ICoEvoRDF) for constructing robust decision tree ensembles. The algorithm operates on multiple islands, each containing populations of decision trees and adversarial perturbations. The populations on each island evolve independently, with periodic migration of top-performing decision trees between islands. This approach fosters diversity and enhances the exploration of the solution space, leading to more robust and accurate decision tree ensembles. ICoEvoRDF utilizes a popular game theory concept of mixed Nash equilibrium for ensemble weighting, which further leads to improvement in results. ICoEvoRDF is evaluated on 20 benchmark datasets, demonstrating its superior performance compared to state-of-the-art methods in optimizing both adversarial accuracy and minimax regret. The flexibility of ICoEvoRDF allows for the integration of decision trees from various existing methods, providing a unified framework for combining diverse solutions. Our approach offers a promising direction for developing robust and interpretable machine learning models.

Jianfeng Lu, Ying Zhang, Riheng Jia, Shuqin Cao, Jing Liu, Hao Fu

Federated Learning (FL) mitigates privacy leakage in decentralized machine learning by allowing multiple clients to train collaboratively locally. However, dynamic mobile networks with high mobility, intermittent connectivity, and bandwidth limitation severely hinder model updates to the cloud server. Although previous studies have typically addressed user mobility issue through task reassignment or predictive modeling, frequent migrations may result in high communication overhead. Addressing this challenge involves not only dealing with resource constraints, but also finding ways to mitigate the challenges posed by user migrations. We therefore propose a intertemporal incentive framework, FedCross, which ensures the continuity of FL tasks by migrating interrupted training tasks to feasible mobile devices. FedCross comprises two distinct stages: Specifically, in Stage 1, we address the task allocation problem across regions under resource constraints by employing a multi-objective migration algorithm to quantify the optimal task receivers. Moreover, we adopt evolutionary game theory to capture the dynamic decision-making of users, forecasting the evolution of user proportions across different regions to mitigate frequent migrations. In Stage 2, we utilize a procurement auction mechanism to allocate rewards among base stations, ensuring that those providing high-quality models receive optimal compensation. This approach incentivizes sustained user participation, thereby ensuring the overall feasibility of FedCross. Finally, experimental results validate the theoretical soundness of FedCross and demonstrate its significant reduction in communication overhead.

Till Hofmann, Jens Claßen

We investigate the synthesis of policies for high-level agent programs expressed in Golog, a language based on situation calculus that incorporates nondeterministic programming constructs. Unlike traditional approaches for program realization that assume full agent control or rely on incremental search, we address scenarios where environmental nondeterminism significantly influences program outcomes. Our synthesis problem involves deriving a policy that successfully realizes a given Golog program while ensuring the satisfaction of a temporal specification, expressed in Linear Temporal Logic on finite traces (LTLf), across all possible environmental behaviors. By leveraging an expressive class of first-order action theories, we construct a finite game arena that encapsulates program executions and tracks the satisfaction of the temporal goal. A game-theoretic approach is employed to derive such a policy. Experimental results demonstrate this approach's feasibility in domains with unbounded objects and non-local effects. This work bridges agent programming and temporal logic synthesis, providing a framework for robust agent behavior in nondeterministic environments.

Martin Bichler, Stephan B. Lunowa, Matthias Oberlechner, Fabian R. Pieroth, Barbara Wohlmuth

Equilibrium problems in Bayesian auction games can be described as systems of differential equations. Depending on the model assumptions, these equations might be such that we do not have a rigorous mathematical solution theory. The lack of analytical or numerical techniques with guaranteed convergence for the equilibrium problem has plagued the field and limited equilibrium analysis to rather simple auction models such as single-object auctions. Recent advances in equilibrium learning led to algorithms that find equilibrium under a wide variety of model assumptions. Monotonicity and the Minty condition are the known sufficient conditions for learning algorithms to converge to an equilibrium in games. Not much is known about convergence of learning algorithms beyond these conditions. We analyze first- and second-price auctions where simple learning algorithms consistently converge to an equilibrium. The analysis is challenging, because these properties need to be shown in infinite dimensions. Interestingly, we show that neither monotonicity nor pseudo- or quasi-monotonicity holds for the respective variational inequalities (VIs). The second-price auction's equilibrium is a Minty-type solution, but the first-price auction is not. However, the analysis via infinite-dimensional VIs allows us to get ex-post guarantees for gradient-based algorithms. We show that the Bayes--Nash equilibrium is the unique solution to the VI within the class of uniformly increasing bid functions, which ensures that gradient-based algorithms attain the equilibrium in case of convergence, as also observed in numerical experiments.

Ratip Emin Berker, Emanuel Tewolde, Ioannis Anagnostides, Tuomas Sandholm, Vincent Conitzer

Imperfect-recall games—in which players may forget previously acquired information—have found many practical applications, ranging from game abstractions to team games and testing AI agents. In this paper, we quantify the utility gain by endowing a player with perfect recall, which we call the value of recall (VoR). While VoR can be unbounded in general, we parameterize it in terms of various game properties, namely the structure of chance nodes and the degree of absentmindedness (the number of successive times a player enters the same information set). Further, we identify several pathologies that arise with VoR, and show how to circumvent them. We also study the complexity of computing VoR, and how to optimally apportion partial recall. Finally, we connect VoR to other previously studied concepts in game theory, including the price of anarchy. We use that connection in conjunction with the celebrated smoothness framework to characterize VoR in a broad class of games.

Manisha Padala, Lokesh Nagalapatti, Atharv Tyagi, Ramasuri Narayanam, Shiv Kumar Saini

We present an unsupervised method for aggregating anomalies in tabular datasets by identifying the top-k tabular data quality insights. Each insight consists of a set of anomalous attributes and the corresponding subsets of records that serve as evidence to the user. The process of identifying these insight blocks is challenging due to (i) the absence of labeled anomalies, (ii) the exponential size of the subset search space, and (iii) the complex dependencies among attributes, which obscure the true sources of anomalies. Simple frequency-based methods fail to capture these dependencies, leading to inaccurate results. To address this, we introduce Tab-Shapley, a cooperative game theory based framework that uses Shapley values to quantify the contribution of each attribute to the data's anomalous nature. While calculating Shapley values typically requires exponential time, we show that our game admits a closed-form solution, making the computation efficient. We validate the effectiveness of our approach through empirical analysis on real-world tabular datasets with ground-truth anomaly labels.