The key to semi-supervised semantic segmentation lies in how to fully exploit a large amount of unlabeled data to improve the model’s generalization performance. Most methods are lured into the trap of taking each class independently (i.e., class-independent consistency) and neglecting the fact that there exist semantic dependencies among classes. In this paper, we analyze the bottlenecks of class-independent consistency inherent in previous methods and offer a fresh perspective of cooperative game theory to explicitly encourage class-consensus alignment (i.e., class-consensus consistency between the teacher (weak augmented view) and student network (strong augmented view). We formulate classes as players in an cooperative game to model their interpretable consensus and shed light on the possibility of closer collaboration between consensus themselves and consistency regularization, yielding more comprehensive and effective supervision signals. To this end, we carefully design the class-consensus consistency without introducing any external knowledge to model class structure information which renders better interpretability, and further, prepend relaxed class-consensus consistency (RCC) to unlock the potential of modeling class consensus by relaxing the strict alignment of direct class consensus values to ranking alignment. Extensive experimental results on multiple benchmarks demonstrate that RCC performs favorably against state-of-the-art methods. Particularly in the low-data regimes, RCC achieves significant improvements.
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We examine three evaluation paradigms: standard benchmarks (e.g., MMLU and BBH), interactive games (e.g., Signalling Games or Taboo), and cognitive tests (e.g., for working memory or theory of mind). First, we investigate which of the former two—benchmarks or games—is most effective at discriminating LLMs of varying quality. Then, inspired by human cognitive assessments, we compile a suite of targeted tests that measure cognitive abilities deemed essential for effective language use, and we investigate their correlation with model performance in benchmarks and games. Our analyses reveal that interactive games are superior to standard benchmarks in discriminating models. Causal and logical reasoning correlate with both static and interactive tests, while differences emerge regarding core executive functions and social/emotional skills, which correlate more with games. We advocate for the development of new interactive benchmarks and targeted cognitive tasks inspired by assessing human abilities but designed specifically for LLMs.
Multi-label classification (MLC) faces persistent challenges from label imbalance, spurious correlations, and distribution shifts, especially in rare label prediction. We propose the Causal Cooperative Game (CCG) framework, which models MLC as a multi-player cooperative process. CCG integrates explicit causal discovery via Neural Structural Equation Models, a counterfactual curiosity reward to guide robust feature learning, and a causal invariance loss to ensure generalization across environments, along with targeted rare label enhancement. Extensive experiments on benchmark datasets demonstrate that CCG significantly improves rare label prediction and overall robustness compared to strong baselines. Ablation and qualitative analyses further validate the effectiveness and interpretability of each component. Our work highlights the promise of combining causal inference and cooperative game theory for more robust and interpretable multi-label learning.
As large language models (LLMs) advance across diverse tasks, the need for comprehensive evaluation beyond single metrics becomes increasingly important.To fully assess LLM intelligence, it is crucial to examine their interactive dynamics and strategic behaviors.We present LLMsPark, a game theory–based evaluation platform that measures LLMs’ decision-making strategies and social behaviors in classic game-theoretic settings, providing a multi-agent environment to explore strategic depth.Our system cross-evaluates 15 leading LLMs (both commercial and open-source) using leaderboard rankings and scoring mechanisms. Higher scores reflect stronger reasoning and strategic capabilities, revealing distinct behavioral patterns and performance differences across models.This work introduces a novel perspective for evaluating LLMs’ strategic intelligence, enriching existing benchmarks and broadening their assessment in interactive, game-theoretic scenarios.The benchmark and rankings are publicly available at https://llmsparks.github.io/.
Cognitive Restructuring (CR) uses multi-turn dialogue to identify and restructure one’s negative thoughts, arising from mental health issues, into more helpful and positive ones. Clinician shortage and stigma urge the development of human-LLM interactive psychotherapy for CR. Yet, effectively implementing CR is hindered by entrenched cognitive distortions, emotional resistance, and individual differences, which existing works have not overcome. To bridge this gap, we propose CRDial, a novel framework that structures CR as theory-grounded multi-stage multi-turn dialogue, integrating multi-aspect supportive strategies for emotional management and a multi-channel loop mechanism to account for diverse individual distortions. With CRDial, we distill Crisp, a large-scale and high-quality bilingual dialogue dataset, from LLM. We then train Crispers, Crisp-based conversational LLMs for CR, at 7B and 14B scales. Extensive human studies show the superiority of Crispers in pointwise, pairwise, and intervention evaluations.
As AI systems take on collaborative roles, they must reason about shared goals and beliefs—not just generate fluent language. The Rational Speech Act (RSA) framework offers a principled approach to pragmatic reasoning, but existing extensions face challenges in scaling to multi-turn, collaborative scenarios. In this paper, we introduce Collaborative Rational Speech Act (CRSA), an information-theoretic (IT) extension of RSA that models multi-turn dialog by optimizing a gain function adapted from rate-distortion theory. This gain is an extension of the gain model that is maximized in the original RSA model but takes into account the scenario in which both agents in a conversation have private information and produce utterances conditioned on the dialog. We demonstrate the effectiveness of CRSA on referential games and template-based doctor–patient dialogs in the medical domain. Empirical results show that CRSA yields more consistent, interpretable, and collaborative behavior than existing baselines—paving the way for more pragmatic and socially aware language agents.
Theory · Game Theory
A common problem in LLM evaluation is how to choose a subset of metrics from a full suite of possible metrics. Subset selection is usually done for efficiency or interpretability reasons, and the goal is often to select a "representative" subset of metrics. However, "representative" is rarely clearly defined. In this work, we use ideas from social choice theory to formalize two notions of representation for the selection of a subset of evaluation metrics. We first introduce *positional representation*, which guarantees every alternative is sufficiently represented at every position cutoff. We then introduce *positional proportionality*, which guarantees no alternative is proportionally over- or under-represented by more than a small error at any position. We prove upper and lower bounds on the smallest number of metrics needed to guarantee either of these properties in the worst case. We also study a generalized form of each property that allows for additional input on groups of metrics that must be represented. Finally, we tie theory to practice through real-world case studies on both LLM evaluation and hospital quality evaluation.
Applications · Language, Speech and Dialog
Achieving Artificial General Intelligence (AGI) requires AI agents that can not only make strategic decisions but also engage in flexible and meaningful communication. Inspired by Wittgenstein's language game theory, we propose that language agents can learn through in-context interaction rather than traditional multi-stage frameworks that separate decision-making from language expression. Using Werewolf, a social deduction game that tests language understanding, strategic interaction, and adaptability, as a test bed, we develop the Multi-agent Kahneman-Tversky's Optimization (MaKTO). MaKTO engages diverse models in extensive gameplay to generate unpaired desirable and unacceptable responses, then employs KTO to refine the model's decision-making process. In 9-player Werewolf games, MaKTO achieves a 61% average win rate across various models, outperforming GPT-4o and two-stage RL agents by relative improvements of 23.0% and 10.9%, respectively. Notably, MaKTO also demonstrates human-like performance, winning 60% against expert players and showing only 48.9% detectability in Turing-style blind tests. Code and data are available at project page https://reneeye.github.io/MaKTO.html.
Theory · Game Theory
We examine the problem of efficiently learning coarse correlated equilibria (CCE) in polyhedral games, that is, normal-form games with an exponentially large number of actions per player and an underlying combinatorial structure—such as the classic Colonel Blotto game or congestion games. Achieving computational efficiency in this setting requires learning algorithms whose regret and per-iteration complexity scale at most polylogarithmically with the size of the players’ action sets. This challenge has recently been addressed in the full-information setting, primarily through the use of kernelization; however, in the more realistic partial information setting, the situation is much more challenging, and existing approaches result in suboptimal and impractical runtime complexity to learn CCE. We address this gap via a novel kernelization-based framework for payoff-based learning in polyhedral games, which we then apply to certain key classes of polyhedral games—namely Colonel Blotto, graphic matroid and network congestion games. In so doing, we obtain a range of computationally efficient payoff-based learning algorithms which significantly improve upon prior work in terms of the runtime for learning CCE.
Theory · Game Theory
Fine-tuning large language models (LLMs) to aggregate multiple preferences has attracted considerable research attention. With aggregation algorithms advancing, a potential economic scenario arises where fine-tuning services are provided to agents with different preferences. In this context, agents may benefit from strategically misreporting their preferences, but this could harm the aggregation performance. This paper addresses such incentive issues by framing it as a mechanism design problem: an LLM provider determines the fine-tuning objective (training rule) and the pricing scheme (payment rule) for agents. We primarily focus on training rules that maximize social welfare subject to certain regularizations, referred to as SW-Max rules. First, we show that under most circumstances, truthful reporting is sub-optimal with simply a SW-Max rule, thereby highlighting the necessity of payments. Second, we extend the VCG payment to implement SW-Max rules in dominant-strategy incentive compatibility (DSIC). We characterize sufficient conditions for payment equivalence and derive the necessary conditions for a payment rule to implement a SW-Max rule in DSIC and other principles. Third, we demonstrate that our mechanism is approximately DSIC with perturbed input, showcasing its robustness against the inevitable errors in real-world applications. Experiments on real LLM training results further confirm the practical implications of our results.
Theory · Game Theory
We consider the problem of scheduling $m$ jobs on $n$ unrelated strategic machines to minimize the maximum load of any machine, but the machines are strategic and may misreport processing times to minimize their own load. The pioneering work of Nisan and Ronen gave an $n$-approximate deterministic strategyproof mechanism for this setting, and this was recently shown to be best possible by the breakthrough results of Christodoulou et al. This large approxation guarantee begs the question: how can we avoid these large worst-case results. In this work, we use the powerful framework of algorithms with (machine-learned) predictions to bypass these strong impossibility results. We show how we can predict $O(m+n)$ values to obtain a deterministic strategyproof algorithm whose makespan is within a constant factor of the optimal makespan when the predictions are correct, and $O(n)$ times the optimum no matter how poor the predictions are.
Deep Learning · Algorithms
Measuring parameter importance is crucial for understanding and optimizing large language models (LLMs). Existing work predominantly focuses on pruning or probing at neuron/feature levels without fully considering the cooperative behaviors of model parameters. In this paper, we introduce a novel approach--Model Shapley to quantify parameter importance based on the Shapley value, a principled method from cooperative game theory that captures both individual and synergistic contributions among parameters, via only one gradient backpropagation. We derive a scalable second-order approximation to compute Shapley values at the parameter level, leveraging blockwise Fisher information for tractability in large-scale settings. Our method enables fine-grained differentiation of parameter importance, facilitating targeted knowledge injection and model compression. Through mini-batch Monte Carlo updates and efficient approximation of the Hessian structure, we achieve robust Shapley-based attribution with only modest computational overhead. Experimental results indicate that this cooperative game perspective enhances interpretability, guides more effective parameter-specific fine-tuning and model compressing, and paves the way for continuous model improvement in various downstream tasks.
Theory · Learning Theory
Deep generative models, particularly diffusion models, have achieved remarkable success but face significant challenges when trained on real-world, long-tailed datasets- where few "head" classes dominate and many "tail" classes are underrepresented. This paper develops a theoretical framework for long-tailed learning via diffusion models through the lens of deep mutual learning. We introduce a novel regularized training objective that combines the standard diffusion loss with a mutual learning term, enabling balanced performance across all class labels, including the underrepresented tails. Our approach to learn via the proposed regularized objective is to formulate it as a multi-player game, with Nash equilibrium serving as the solution concept. We derive a non-asymptotic first-order convergence result for individual gradient descent algorithm to find the Nash equilibrium. We show that the Nash gap of the score network obtained from the algorithm is upper bounded by $\mathcal{O}(\frac{1}{\sqrt{T_{train}}}+\beta)$ where $\beta$ is the regularizing parameter and $T_{train}$ is the number of iterations of the training algorithm. Furthermore, we theoretically establish hyper-parameters for training and sampling algorithm that ensure that we find conditional score networks (under our model) with a worst case sampling error $\mathcal{O}(\epsilon+1), \forall \epsilon>0$ across all class labels. Our results offer insights and guarantees for training diffusion models on imbalanced, long-tailed data, with implications for fairness, privacy, and generalization in real-world generative modeling scenarios.
Social Aspects · Accountability, Transparency and Interpretability
With origins in game-theory, probabilistic values like Shapley values, Banzhaf values, and semi-values have emerged as a central tool in explainable AI. They are used for feature attribution, data attribution, data valuation, and more. Since all of these values require exponential time to compute exactly, research has focused on efficient approximation methods using two techniques: Monte Carlo sampling and linear regression formulations. In this work, we present a new way of combining both of these techniques. Our approach is more flexible than prior algorithms, allowing for linear regression to be replaced with any function family whose probabilistic values can be computed efficiently. This allows us to harness the accuracy of tree-based models like XGBoost, while still producing unbiased estimates. From experiments across eight datasets, we find that our methods give state-of-the-art performance for estimating probabilistic values. For Shapley values, the error of our methods is up to $6\times$ lower than Permutation SHAP (the most popular Monte Carlo method), $2.75\times$ lower than Kernel SHAP (the most popular linear regression method), and $1.75\times$ lower than Leverage SHAP (the prior state-of-the-art Shapley value estimator). For more general probabilistic values, we can obtain error up to $60\times$ lower than prior work.
Reinforcement Learning · Multi-agent
Multi-agent reinforcement learning (MARL) has long been seen as inseparable from Markov games (Littman 1994). Yet, the most remarkable achievements of practical MARL have arguably been in extensive-form games (EFGs)---spanning games like Poker, Stratego, and Hanabi. At the same time, little is known about provable equilibrium convergence for MARL algorithms applied to EFGs as they stumble upon the inherent nonconvexity of the optimization landscape and the failure of the value-iteration subroutine in EFGs. To this goal, we utilize contemporary advances in nonconvex optimization theory to prove that regularized alternating policy gradient with (i) *direct policy parametrization*, (ii) *softmax policy parametrization*, and (iii) *softmax policy parametrization with natural policy gradient* updates converge to an approximate Nash equilibrium (NE) in the *last-iterate* in imperfect-information perfect-recall zero-sum EFGs. Namely, we observe that since the individual utilities are concave with respect to the sequence-form strategy, they satisfy gradient dominance w.r.t. the behavioral strategy---or, \textit{policy}, in reinforcement learning terms. We exploit this structure to further prove that the regularized utility satisfies the much stronger proximal Polyak- Łojasiewicz condition. In turn, we show that the different flavors of alternating policy gradient methods converge to an $\epsilon$-approximate NE with a number of iterations and trajectory samples that are polynomial in $1/\epsilon$ and the natural parameters of the game. Our work is a preliminary---yet principled---attempt in bridging the conceptual gap between the theory of Markov and imperfect-information EFGs while it aspires to stimulate a deeper dialogue between them.
Theory · Game Theory
Online learning algorithms for designing optimal bilateral trade mechanisms have recently received significant attention. This paper addresses a key inefficiency in prior two-bit feedback models, which synchronously query both the buyer and the seller for their willingness to trade. This approach is inherently inefficient as it offers a trade to the seller even if the buyer rejects the offer. We propose an asynchronous mechanism that queries the seller only if the buyer has already accepted the offer. Consequently, the mechanism receives one bit of feedback from the buyer and a "censored" bit from the seller---a signal richer than the standard one-bit (trade/no-trade) feedback, but less informative than the two-bit model. Assuming independent valuations with bounded densities---the same distributional conditions underlying the two-bit results of Cesa-Bianchi et al. [2024a]---we design an algorithm that achieves $\tilde{O}(T^{2/3})$ regret against the best fixed price in hindsight. This matches the lower bound for the strictly richer two-bit model, showing that our mechanism elicits the minimal feedback necessary to attain optimal rates.
Theory · Game Theory
We examine hypothesis testing within a principal-agent framework, where a strategic agent, holding private beliefs about the effectiveness of a product, submits data to a principal who decides on approval. The principal employs a hypothesis testing rule, aiming to pick a p-value threshold that balances false positives and false negatives while anticipating the agent’s incentive to maximize expected profitability. Building on prior work, we develop a game-theoretic model that captures how the agent’s participation and reporting behavior respond to the principal’s statistical decision rule. Despite the complexity of the interaction, we show that the principal's errors exhibit clear monotonic behavior when segmented by an efficiently computable critical p-value threshold, leading to an interpretable characterization of their optimal p-value threshold. We empirically validate our model and these insights using publicly available data on drug approvals. Overall, our work offers a comprehensive perspective on strategic interactions within the hypothesis testing framework, providing technical and regulatory insights.
Theory · Game Theory
In the Lasry--Lions framework, Mean-Field Games (MFGs) model interactions among an infinite number of agents. However, existing algorithms either require strict monotonicity or only guarantee the convergence of averaged iterates, as in Fictitious Play in continuous time. We address this gap with the following theoretical result. First, we prove that the last-iterated policy of a proximal-point (PP) update with KL regularization converges to an MFG equilibrium under non-strict monotonicity. Second, we see that each PP update is equivalent to finding the equilibria of a KL-regularized MFG. We then prove that this equilibrium can be found using mirror descent with an exponential last-iterate convergence rate. Building on these insights, we propose the Approximate Proximal-Point ($\mathtt{APP}$) algorithm, which approximately implements the PP update via a small number of Mirror Descent steps. Numerical experiments on standard benchmarks confirm that the $\mathtt{APP}$ algorithm reliably converges to the unregularized mean-field equilibrium without time-averaging.
Theory · Game Theory
We investigate refinements of the mean-payoff criterion in two-player zero-sum perfect-information stochastic games. A strategy is *Blackwell optimal* if it is optimal in the discounted game for all discount factors sufficiently close to $1$. The notion of *$d$-sensitive optimality* interpolates between mean-payoff optimality (corresponding to the case $d=-1$) and Blackwell optimality ($d=\infty$). The *Blackwell threshold* $\alpha_{\sf bw} \in [0,1[$ is the discount factor above which all optimal strategies in the discounted game are guaranteed to be Blackwell optimal. The *$d$-sensitive threshold* $\alpha_{\sf d} \in [0,1[$ is defined analogously. Bounding $\alpha_{\sf bw}$ and $\alpha_{\sf d}$ are fundamental problems in algorithmic game theory, since these thresholds control the complexity for computing Blackwell and $d$-sensitive optimal strategies, by reduction to discounted games which can be solved in $O\left((1-\alpha)^{-1}\right)$ iterations. We provide the first bounds on the $d$-sensitive threshold $\alpha_{\sf d}$ beyond the case $d=-1$, and we establish improved bounds for the Blackwell threshold $\alpha_{\sf bw}$. This is achieved by leveraging separation bounds on algebraic numbers, relying on Lagrange bounds and more advanced techniques based on Mahler measures and multiplicity theorems.
Reinforcement Learning · Everything Else
Reinforcement learning has achieved remarkable success in complex decision-making environments, yet its lack of transparency limits its deployment in practice, especially in safety-critical settings. Shapley values from cooperative game theory provide a principled framework for explaining reinforcement learning; however, the computational cost of Shapley explanations is an obstacle for their use. We introduce FastSVERL, a scalable method for explaining reinforcement learning by approximating Shapley values. FastSVERL is designed to handle the unique challenges of reinforcement learning, including temporal dependencies across multi-step trajectories, learning from off-policy data, and adapting to evolving agent behaviours in real time. FastSVERL introduces a practical, scalable approach for principled and rigourous interpretability in reinforcement learning.