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672篇论文匹配“Game Theory”
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Theory · Game Theory

Stratis Skoulakis

The *law of supply and demand* asserts that in a perfectly competitive market, the price of a good adjusts to a *market clearing price*. In a market clearing price $p^\star$ the number of sellers willing to sell the good at $p^\star$ equals the number of sellers willing to buy the good at price $p^\star$. In this work, we provide a mathematical foundation on the law of supply and demand through the lens of online learning. Specifically, we demonstrate that if each seller employs a no-swap regret algorithm to set their individual selling price—aiming to maximize its individual revenue—the collective pricing dynamics converge to the market-clearing price $p^\star$ . Our findings offer a novel perspective on the law of supply and demand, framing it as the emergent outcome of an adaptive learning processes among sellers.

Theory · Game Theory

Deep Patel, Emmanouil-Vasileios Vlatakis-Gkaragkounis

Many emerging applications—such as adversarial training, AI alignment, and robust optimization—can be framed as zero-sum games between neural nets, with von Neumann–Nash equilibria (NE) capturing the desirable system behavior. While such games often involve non-convex non-concave objectives, empirical evidence shows that simple gradient methods frequently converge, suggesting a hidden geometric structure. In this paper, we provide a theoretical framework that explains this phenomenon through the lens of \emph{hidden convexity} and \emph{overparameterization}. We identify sufficient conditions spanning initialization, training dynamics, and network width—that guarantee global convergence to a NE in a broad class of non-convex min-max games. To our knowledge, this is the first such result for games that involve two-layer neural networks. Technically, our approach is twofold: (a) we derive a novel path-length bound for alternating gradient-descent-ascent scheme in min-max games; and (b) we show that games with hidden convex–concave geometry reduce to settings satisfying two-sided Polyak–Łojasiewicz (PL) and smoothness conditions, which hold with high probability under overparameterization, using tools from random matrix theory.

Tingting Dan, Zhihao Fan, Guorong Wu

Alzheimer’s disease (AD) is marked by cognitive decline along with the widespread of tau aggregates across the brain cortex. Due to the challenges of imaging pathology spreading flows *in vivo*, however, quantitative analysis on the cortical pathways of tau propagation and its interaction with the cascade of amyloid-beta (A$\beta$) plaques lags behind the experimental insights of underlying pathophysiological mechanisms. To address this challenge, we present a physics-informed neural network, empowered by mean-field theory, to uncover the biologically meaningful spreading pathways of tau aggregates between two longitudinal snapshots. Following the notion of `prion-like' mechanism in AD, we first formulate the dynamics of tau propagation as a mean-field game (MFG), where the spread of tau aggregate at each location (aka. agent) depends on the collective behavior of the surrounding agents as well as the potential field formed by amyloid burden. Given the governing equation of propagation dynamics, MFG reaches an equilibrium that allows us to model the evolution of tau aggregates as an optimal transport with the lowest cost in *Wasserstein* space. By leveraging the variational primal-dual structure in MFG, we propose a *Wasserstein*-1 Lagrangian generative adversarial network (GAN), in which a Lipschitz critic seeks the appropriate transport cost at the population level and a generator parameterizes the flow fields of optimal transport across individuals. Additionally, we incorporate a symbolic regression module to derive an explicit formulation capturing the A$\beta$-tau crosstalk. Experimental results on public neuroimaging datasets demonstrate that our explainable deep model not only yields precise and reliable predictions of future tau progression for unseen new subjects but also provides a new window to uncover new understanding of pathology propagation in AD through learning-based approaches.

Reinforcement Learning · Everything Else

Zafir Stojanovski, Oliver Stanley, Joe Sharratt, Richard Jones, Abdulhakeem Adefioye, Jean Kaddour, Andreas Köpf

We introduce Reasoning Gym, a library of reasoning environments for reinforcement learning with verifiable rewards (RLVR). It provides over 100 tasks spanning multiple domains including algebra, arithmetic, computation, cognition, geometry, graph theory, logic, and various common games. Its key innovation is the ability to generate virtually infinite training data with adjustable complexity, unlike most previous reasoning datasets, which are typically fixed. This procedural generation approach allows for continuous evaluation across varying difficulty levels and task configurations. Our experimental results demonstrate the efficacy of Reasoning Gym in both evaluating and reinforcement learning of reasoning models.

Theory · Game Theory

Vojta Kovarik, Eric Chen, Sami Petersen, Alexis Ghersengorin, Vincent Conitzer

This position paper argues for two claims regarding AI testing and evaluation. First, to remain informative about deployment behaviour, evaluations need account for the possibility that AI systems understand their circumstances and reason strategically. Second, game-theoretic analysis can inform evaluation design by formalising and scrutinising the reasoning in evaluation-based safety cases. Drawing on examples from existing AI systems, a review of relevant research, and formal strategic analysis of a stylised evaluation scenario, we present evidence for these claims and motivate several research directions.

Theory · Game Theory

Arnav Mehra, Alexandros Psomas

We consider the classic cake-cutting problem of producing fair allocations for $n$ agents, in the Robertson–Webb query model. In this model, it is known that: (i) proportional allocations can be computed using $O(n \log n)$ queries, and this is optimal for deterministic protocols; (ii) envy-free allocations (a subset of proportional allocations) can be computed using $O\left( n^{n^{n^{n^{n^{n}}}}} \right)$ queries, and the best known lower bound is $\Omega(n^2)$; (iii) perfect allocations (a subset of envy-free allocations) cannot be computed using a bounded (in $n$) number of queries. In this work, we introduce two hierarchies of new fairness notions: \newnotioninverse \,(\newnotioninverseabbrev) and \newnotionlinear \,(\newnotionlinearabbrev). An allocation is \newnotioninverseabbrev-$k$ if the allocation is complete and, for any subset of agents $S$ of size at most $k$, every agent $i \in S$ believes the value of all pieces allocated to agents in $S$ to be at least $\frac{1}{n-|S|+1}$, making the union of all pieces allocated to agents not in $S$ at most $\frac{n-|S|}{n-|S|+1}$; for \newnotionlinearabbrev-$k$ allocations, these bounds become $\frac{|S|}{n}$ and $\frac{n-|S|}{n}$, respectively. Intuitively, these notions of fairness ask that, for every agent $i$, the collective value (from the perspective of agent $i$) that a group of agents receives is limited. If the group includes $i$, its value is lower-bounded, and if the group excludes $i$, it is upper-bounded, thus providing the agent some protection against the formation of coalitions. Our hierarchies bridge the gap between proportionality, envy-freeness, and super envy-freeness. \newnotioninverseabbrev-$k$ and \newnotionlinearabbrev-$k$ coincide with proportionality for $k=1$. For all $k \leq n$, \newnotioninverseabbrev-$k$ allocations are a superset of envy-free allocations (i.e., easier to find). On the other hand, for $k \in [2, \lceil n/2 \rceil - 1]$, \newnotionlinearabbrev-$k$ allocations are incomparable to envy-free allocations. For $k \geq \lceil n/2 \rceil$, \newnotionlinearabbrev-$k$ allocations are a subset of envy-free allocations (i.e., harder to find), while \newnotionlinearabbrev-$n$ coincides with super envy-freeness: the value of each agent for their piece is at least $1/n$, and their value for the piece allocated to any other agent is at most $1/n$. We prove that \newnotioninverseabbrev-$n$ allocations can be computed using $O(n^4)$ queries in the Robertson–Webb model. On the flip side, finding \newnotioninverseabbrev-$2$ (and therefore all \newnotioninverseabbrev-$k$ for $k \geq 2$) allocations requires $\Omega(n^2)$ queries, while \newnotionlinearabbrev-$2$ (and therefore all \newnotionlinearabbrev-$k$ for $k \geq 2$) allocations cannot be computed using a bounded (in $n$) number of queries. Our results reveal that envy-free allocations occupy a curious middle ground, between a computationally impossible notion of fairness, \newnotionlinearabbrev-$\lceil n/2 \rceil$, and a computationally ``easy'' notion, \newnotioninverseabbrev-$n$.

Theory · Game Theory

Ermis Soumalias, Michael Curry, Sven Seuken

The next frontier of online advertising is revenue generation from LLM-generated content. We consider a setting where advertisers aim to influence the responses of an LLM, while platforms seek to maximize advertiser value and ensure user satisfaction. The challenge is that advertisers' preferences generally conflict with those of the user, and advertisers may misreport their preferences. To address this, we introduce MOSAIC, an auction mechanism that ensures that truthful reporting is a dominant strategy for advertisers and that aligns the utility of each advertiser with their contribution to social welfare. Importantly, the mechanism operates without LLM fine-tuning or access to model weights and provably converges to the output of the optimally fine-tuned LLM as computational resources increase. Additionally, it can incorporate contextual information about advertisers, which significantly improves social welfare. Via experiments with publicly available LLMs, we show that MOSAIC leads to high advertiser value and platform revenue with low computational costs. While our motivating application is online advertising, our mechanism can be applied in any setting with monetary transfers, making it a general-purpose solution for truthfully aggregating the preferences of self-interested agents over LLM-generated replies.

Theory · Game Theory

Pedram Khorsandi, Rushil Gupta, Mehrnaz Mofakhami, Simon Lacoste-Julien, Gauthier Gidel

Performative prediction is a framework accounting for the shift in the data distribution induced by the prediction of a model deployed in the real world. Ensuring convergence to a stable solution—one at which the post‑deployment data distribution no longer changes—is crucial in settings where model predictions can influence future data. This paper, for the first time, extends the Repeated Risk Minimization (RRM) algorithm class by utilizing historical datasets from previous retraining snapshots, yielding a class of algorithms that we call Affine Risk Minimizers that converges to a performatively stable point for a broader class of problems. We introduce a new upper bound for methods that use only the final iteration of the dataset and prove for the first time the tightness of both this new bound and the previous existing bounds within the same regime. We also prove that our new algorithm class can surpass the lower bound for standard RRM, thus breaking the prior lower bound, and empirically observe faster convergence to the stable point on various performative prediction benchmarks. We offer at the same time the first lower bound analysis for RRM within the class of Affine Risk Minimizers, quantifying the potential improvements in convergence speed that could be achieved with other variants in our scheme.

Theory · Learning Theory

Na Li, Zewu Zheng, Wei Ni, Hangguan Shan, Wenjie Zhang, Xinyu Li

Multi-agent reinforcement learning (MARL), as a thriving field, explores how multiple agents independently make decisions in a shared dynamic environment. Due to environmental uncertainties, policies in MARL must remain robust to tackle the sim-to-real gap. We focus on robust two-player zero-sum Markov games (TZMGs) in offline settings, specifically on tabular robust TZMGs (RTZMGs). We propose a model-based algorithm (*RTZ-VI-LCB*) for offline RTZMGs, which is optimistic robust value iteration combined with a data-driven Bernstein-style penalty term for robust value estimation. By accounting for distribution shifts in the historical dataset, the proposed algorithm establishes near-optimal sample complexity guarantees under partial coverage and environmental uncertainty. An information-theoretic lower bound is developed to confirm the tightness of our algorithm's sample complexity, which is optimal regarding both state and action spaces. To the best of our knowledge, RTZ-VI-LCB is the first to attain this optimality, sets a new benchmark for offline RTZMGs, and is validated experimentally.

Theory · Game Theory

Mohammad Abam, Davoud Kareshki, Marzieh Nilipour, MohammadHossein Paydar, Masoud Seddighin

We study metric distortion in distributed voting, where $n$ voters are partitioned into $k$ groups, each selecting a local representative, and a final winner is chosen from these representatives (or from the entire set of candidates). This setting models systems like U.S. presidential elections, where state-level decisions determine the national outcome. We focus on four cost objectives from Anshelevich \et~\cite{anshelevich2022distortion}: $\avgavg$, $\avgmax$, $\maxavg$, and $\maxmax$. We present improved distortion bounds for both deterministic and randomized mechanisms, offering a near-complete characterization of distortion in this model. For deterministic mechanisms, we reduce the upper bound for $\avgmax$ from $11$ to $7$, establish a tight lower bound of $5$ for $\maxavg$ (improving on $2+\sqrt{5}$), and tighten the upper bound for $\maxmax$ from $5$ to $3$. For randomized mechanisms, we consider two settings: (i) only the second stage is randomized, and (ii) both stages may be randomized. In case (i), we prove tight bounds: $5\!-\!2/k$ for $\avgavg$, $3$ for $\avgmax$ and $\maxmax$, and $5$ for $\maxavg$. In case (ii), we show tight bounds of $3$ for $\maxavg$ and $\maxmax$, and nearly tight bounds for $\avgavg$ and $\avgmax$ within $[3\!-\!2/n,\ 3\!-\!2/(kn^*)]$ and $[3\!-\!2/n,\ 3]$, respectively, where $n^*$ denotes the largest group size.

Theory · Game Theory

Kiarash Banihashem, MohammadTaghi Hajiaghayi, Danny Mittal

We investigate the problem of sequentially selecting elements of an unknown matroid in an online manner to form an independent set, with the goal of maximizing the minimum probability of acceptance across all elements, a property we define as $f$-fairness. Under adversarial arrival orders, we design an $\alpha(\ln(k)+1)$-fair algorithm, where $\alpha$ is the arboricity of the matroid and $k$ is the rank, a result that is nearly optimal. For laminar matroids, we develop an $(2\alpha-1)$-fair algorithm, which is optimal up to constant factors, achieved through a novel online coloring scheme. In the random arrival order setting, we achieve a $(4+o(1))\alpha$-fair algorithm for graphic matroids, matching the optimal result up to constant factors, relying on a novel technique for learning a degeneracy ordering using a sampled subset of edges. We further generalize our result to $p$-matchoids, obtaining a $\beta(p\ln k+1)$-fair algorithm for the adversarial arrival model, where $\beta$ is the optimal offline fairness. Notably, all our results can be extended to a setting with no prior knowledge of the matroid with only a logarithmic increase in the fairness factor.

Kristina Kobrock, Xenia Ohmer, Elia Bruni, Nicole Gotzner

We study abstraction in an emergent communication paradigm. In emergent communication, two artificial neural network agents develop a language while solving a communicative task. In this study, the agents play a concept-level reference game. This means that the speaker agent has to describe a concept to a listener agent, who has to pick the correct target objects that satisfy the concept. Concepts consist of multiple objects and can be either more specific, i.e. the target objects share many attributes, or more generic, i.e. the target objects share fewer attributes. We tested two directions of zero-shot generalization to novel levels of abstraction: When generalizing from more generic to very specific concepts, agents utilized a compositional strategy. When generalizing from more specific to very generic concepts, agents utilized a more flexible linguistic strategy that involves reusing many messages from training. Our results provide evidence that neural network agents can learn robust concepts based on which they can generalize using adaptive linguistic strategies. We discuss how this research provides new hypotheses on abstraction and informs linguistic theories on efficient communication.

Manuel D. S. Hopp, Vincent Labatut, Arthur Amalvy, Richard Dufour, Hannah Stone, Hayley Jach, Kou Murayama

Reader curiosity, the drive to seek information, is crucial for textual engagement, yet remains relatively underexplored in NLP. Building on Loewenstein’s Information Gap Theory, we introduce a framework that models reader curiosity by quantifying semantic information gaps within a text’s semantic structure. Our approach leverages BERTopic-inspired topic modeling and persistent homology to analyze the evolving topology (connected components, cycles, voids) of a dynamic semantic network derived from text segments, treating these features as proxies for information gaps. To empirically evaluate this pipeline, we collect reader curiosity ratings from participants (n = 49) as they read S. Collins’s “The Hunger Games” novel. We then use the topological features from our pipeline as independent variables to predict these ratings, and experimentally show that they significantly improve curiosity prediction compared to a baseline model (73% vs. 30% explained deviance), validating our approach. This pipeline offers a new computational method for analyzing text structure and its relation to reader engagement.

Xiaoye Qu, Zengqi Yu, Dongrui Liu, Wei Wei, Daizong Liu, Jianfeng Dong, Yu Cheng

Despite the remarkable success of attention-based large language models (LLMs), the precise interaction mechanisms between attention heads remain poorly understood. In contrast to prevalent methods that focus on individual head contributions, we rigorously analyze the intricate interplay among attention heads through a novel framework based on the Harsanyi dividend, a concept from cooperative game theory. Our analysis reveals that significant positive Harsanyi dividends are sparsely distributed across head combinations, indicating that most heads do not contribute cooperatively. Moreover, certain head combinations exhibit negative dividends, indicating implicit competitive relationships. To further optimize the interactions among attention heads, we propose a training-free Game-theoretic Attention Calibration (GAC) method. Specifically, GAC selectively retains heads demonstrating significant cooperative gains and applies fine-grained distributional adjustments to the remaining heads. Comprehensive experiments across 17 benchmarks demonstrate the effectiveness of our proposed GAC and its superior generalization capabilities across diverse model families, scales, and modalities. Crucially, the discovered interaction phenomena offer a path toward a deeper understanding of the behaviors of LLMs.

Lei Wang, Zheqing Zhang, Xu Chen

Homans’ Social Exchange Theory (SET) is widely recognized as a basic framework for understanding the formation and emergence of human civilizations and social structures. In social science, this theory is typically studied based on simple simulation experiments or real-world human studies, both of which either lack realism or are too expensive to control. In artificial intelligence, recent advances in large language models (LLMs) have shown promising capabilities in simulating human behaviors. Inspired by these insights, we adopt an interdisciplinary research perspective and propose using LLM-based agents to study Homans’ SET. Specifically, we construct a virtual society composed of three LLM agents and have them engage in a social exchange game to observe their behaviors. Through extensive experiments, we found that Homans’ SET is well validated in our agent society, demonstrating the consistency between the agent and human behaviors. Building on this foundation, we intentionally alter the settings of the agent society to extend the traditional Homans’ SET, making it more comprehensive and detailed. To the best of our knowledge, this paper marks the first step in studying Homans’ SET with LLM-based agents. More importantly, it introduces a novel and feasible research paradigm that bridges the fields of social science and computer science through LLM-based agents. Code is available at https://github.com/Paitesanshi/SET .

Theory · Game Theory

Ian Gemp, Andreas Haupt, Luke Marris, Siqi Liu, Georgios Piliouras

Behavioral diversity, expert imitation, fairness, safety goals and others give rise to preferences in sequential decision making domains that do not decompose additively across time. We introduce the class of convex Markov games that allow general convex preferences over occupancy measures. Despite infinite time horizon and strictly higher generality than Markov games, pure strategy Nash equilibria exist. Furthermore, equilibria can be approximated empirically by performing gradient descent on an upper bound of exploitability. Our experiments reveal novel solutions to classic repeated normal-form games, find fair solutions in a repeated asymmetric coordination game, and prioritize safe long-term behavior in a robot warehouse environment. In the prisoner's dilemma, our algorithm leverages transient imitation to find a policy profile that deviates from observed human play only slightly, yet achieves higher per-player utility while also being three orders of magnitude less exploitable.

Theory · Game Theory

Eric Frankel, Kshitij Kulkarni, Dmitriy Drusvyatskiy, Sewoong Oh, Lillian Ratliff

Decision-makers often adaptively influence downstream competitive agents' behavior to minimize their cost, yet in doing so face critical challenges: $(i)$ decision-makers might not *a priori* know the agents' objectives; $(ii)$ agents might *learn* their responses, introducing stochasticity and non-stationarity into the decision-making process; and $(iii)$ there may be additional non-strategic environmental stochasticity. Characterizing convergence of this complex system is contingent on how the decision-maker controls for the tradeoff between the induced drift and additional noise from the learning agent behavior and environmental stochasticity. To understand how the learning agents' behavior is influenced by the decision-maker’s actions, we first consider a decision-maker that deploys an arbitrary sequence of actions which induces a sequence of games and corresponding equilibria. We characterize how the drift and noise in the agents' stochastic algorithms decouples from their optimization error. Leveraging this decoupling and accompanying finite-time efficiency estimates, we design decision-maker algorithms that control the induced drift relative to the agent noise. This enables efficient finite-time tracking of game theoretic equilibrium concepts that adhere to the incentives of the players' collective learning processes.

Theory · Learning Theory

Thanh Nguyen-Tang, Raman Arora

We study policy-regret minimization problem in dynamically evolving environments, modeled as Markov games between a learner and a strategic, adaptive opponent. We propose a general algorithmic framework that achieves the optimal $\mathcal{O}(\sqrt{T})$ policy regret for a wide class of large-scale problems characterized by an Eluder-type condition--extending beyond the tabular settings of previous work. Importantly, our framework uncovers a simpler yet powerful algorithmic approach for handling reactive adversaries, demonstrating that leveraging opponent learning in such settings is key to attaining the optimal $\mathcal{O}(\sqrt{T})$ policy regret.

Theory · Game Theory

Qi Ju, Thomas Tellier, Meng Sun, Zhemei Fang, YunFeng Luo

Artificial intelligence (AI) has surpassed top human players in a variety of games. In imperfect information games, these achievements have primarily been driven by Counterfactual Regret Minimization (CFR) and its variants for computing Nash equilibrium. However, most existing research has focused on maximizing payoff, while largely neglecting the importance of strategic diversity and the need for varied play styles, thereby limiting AI’s adaptability to different user preferences.To address this gap, we propose Preference-CFR (Pref-CFR), a novel method that incorporates two key parameters: preference degree and vulnerability degree. These parameters enable the AI to adjust its strategic distribution within an acceptable performance loss threshold, thereby enhancing its adaptability to a wider range of strategic demands. In our experiments with Texas Hold’em, Pref-CFR successfully trained Aggressive and Loose Passive styles that not only match original CFR-based strategies in performance but also display clearly distinct behavioral patterns. Notably, for certain hand scenarios, Pref-CFR produces strategies that diverge significantly from both conventional expert heuristics and original CFR outputs, potentially offering novel insights for professional players.

Theory · Game Theory

Boaz Taitler, Omer Ben-Porat

The rise of Generative AI (GenAI) has significantly impacted human-based forums like Stack Overflow, which are essential for generating high-quality data. This creates a negative feedback loop, hindering the development of GenAI systems, which rely on such data to provide accurate responses. In this paper, we provide a possible remedy: A novel strategy we call selective response. Selective response implies that GenAI could strategically provide inaccurate (or conservative) responses to queries involving emerging topics and novel technologies, thereby driving users to use human-based forums. We show that selective response can potentially have a compounding effect on the data generation process, increasing both GenAI's revenue and user welfare in the long term. From an algorithmic perspective, we propose an approximately optimal approach to maximize GenAI's revenue under social welfare constraints. From a regulatory perspective, we derive sufficient and necessary conditions for selective response to improve welfare.