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52篇论文匹配“Theory/Game Theory”
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Theory/Game Theory

Bo Li, Fangxiao Wang, Yu Zhou

We study the maximin share (MMS) fair allocation of $m$ indivisible tasks to $n$ agents who have costs for completing the assigned tasks.It is known that exact MMS fairness cannot be guaranteed, and so far the best-known approximation for additive cost functions is $\frac{13}{11}$ by Huang and Segal-Halevi [EC, 2023]; however, beyond additivity, very little is known. In this work, we first prove that no algorithm can ensure better than $\min\{n,\frac{\log m}{\log \log m}\}$-approximation if the cost functions are submodular. This result also shows a sharp contrast with the allocation of goods where constant approximations exist as shown by Barman and Krishnamurthy [TEAC, 2020] and Ghodsi et al. [AIJ, 2022]. We then prove that for subadditive costs, there always exists an allocation that is $\min\{n,\lceil\log m\rceil\}$-approximation, and thus the approximation ratio is asymptotically tight.Besides multiplicative approximation, we also consider the ordinal relaxation, 1-out-of-$d$ MMS, which was recently proposed by Hosseini et al. [JAIR and AAMAS, 2022]. Our impossibility result implies that for any $d\ge 2$, a 1-out-of-$d$ MMS allocation may not exist.Due to these hardness results for general subadditive costs, we turn to studying two specific subadditive costs, namely, bin packing and job scheduling. For both settings, we show that constant approximate allocations exist for both multiplicative and ordinal relaxations of MMS.

Theory/Game Theory

William Brown, Jon Schneider, Kiran Vodrahalli

We consider a number of questions related to tradeoffs between reward and regret in repeated gameplay between two agents. To facilitate this, we introduce a notion of generalized equilibrium which allows for asymmetric regret constraints, and yields polytopes of feasible values for each agent and pair of regret constraints, where we show that any such equilibrium is reachable by a pair of algorithms which maintain their regret guarantees against arbitrary opponents. As a central example, we highlight the case one agent is no-swap and the other's regret is unconstrained. We show that this captures an extension of Stackelberg equilibria with a matching optimal value, and that there exists a wide class of games where a player can significantly increase their utility by deviating from a no-swap-regret algorithm against a no-swap learner (in fact, almost any game without pure Nash equilibria is of this form). Additionally, we make use of generalized equilibria to consider tradeoffs in terms of the opponent's algorithm choice. We give a tight characterization for the maximal reward obtainable against some no-regret learner, yet we also show a class of games in which this is bounded away from the value obtainable against the class of common "mean-based" no-regret algorithms. Finally, we consider the question of learning reward-optimal strategies via repeated play with a no-regret agent when the game is initially unknown. Again we show tradeoffs depending on the opponent's learning algorithm: the Stackelberg strategy is learnable in exponential time with any no-regret agent (and in polynomial time with any no-adaptive-regret agent) for any game where it is learnable via queries, and there are games where it is learnable in polynomial time against any no-swap-regret agent but requires exponential time against a mean-based no-regret agent.

Theory/Game Theory

Ioannis Panageas, Nikolas Patris, Stratis Skoulakis, Volkan Cevher

Fictitious Play (FP) is a simple and natural dynamic for repeated play with many applications in game theory and multi-agent reinforcement learning. It was introduced by Brown and its convergence properties for two-player zero-sum games was established later by Robinson. Potential games [Monderer and Shapley 1996] is another class of games which exhibit the FP property [Monderer and Shapley 1996], i.e., FP dynamics converges to a Nash equilibrium if all agents follows it. Nevertheless, except for two-player zero-sum games and for specific instances of payoff matrices [Abernethy et. al. 2021] or for adversarial tie-breaking rules [Daskalakis and Pan, 2014], the \textit{convergence rate} of FP is unknown. In this work, we focus on the rate of convergence of FP when applied to potential games and more specifically identical payoff games. We prove that FP can take exponential time (in the number of strategies) to reach a Nash equilibrium, even if the game is restricted to \textit{two agents}. To prove this, we recursively construct a two-player coordination game with a unique Nash equilibrium. Moreover, every approximate Nash equilibrium in the constructed game must be close to the pure Nash equilibrium in $\ell_1$-distance.

Theory/Game Theory

Christos Boutsikas, Petros Drineas, Marios Mertzanidis, Alexandros Psomas, Paritosh Verma

We consider the problem of a revenue-maximizing seller with a large number of items $m$ for sale to $n$ strategic bidders, whose valuations are drawn independently from high-dimensional, unknown prior distributions. It is well-known that optimal and even approximately-optimal mechanisms for this setting are notoriously difficult to characterize or compute, and, even when they can be found, are often rife with various counter-intuitive properties. In this paper, following a model introduced recently by Cai and Daskalakis [CD22], we consider the case that bidders' prior distributions can be well-approximated by a topic model. We design an active learning component, responsible for interacting with the bidders and outputting low-dimensional approximations of their types, and a mechanism design component, responsible for robustifying mechanisms for the low-dimensional model to work for the approximate types of the former component. On the active learning front, we cast our problem in the framework of Randomized Linear Algebra (RLA) for regression problems, allowing us to import several breakthrough results from that line of research, and adapt them to our setting. On the mechanism design front, we remove many restrictive assumptions of prior work on the type of access needed to the underlying distributions and the associated mechanisms. To the best of our knowledge, our work is the first to formulate connections between mechanism design, and RLA for active learning of regression problems, opening the door for further applications of randomized linear algebra primitives to mechanism design.

Theory/Game Theory

Nika Haghtalab, Chara Podimata, Kunhe Yang

In this paper, we introduce a generalization of the standard Stackelberg Games (SGs) framework: _Calibrated Stackelberg Games_. In CSGs, a principal repeatedly interacts with an agent who (contrary to standard SGs) does not have direct access to the principal's action but instead best responds to _calibrated forecasts_ about it. CSG is a powerful modeling tool that goes beyond assuming that agents use ad hoc and highly specified algorithms for interacting in strategic settings to infer the principal's actions and thus more robustly addresses real-life applications that SGs were originally intended to capture. Along with CSGs, we also introduce a stronger notion of calibration, termed _adaptive calibration_, that provides fine-grained any-time calibration guarantees against adversarial sequences. We give a general approach for obtaining adaptive calibration algorithms and specialize them for finite CSGs. In our main technical result, we show that in CSGs, the principal can achieve utility that converges to the optimum Stackelberg value of the game both in _finite_ and _continuous_ settings and that no higher utility is achievable. Two prominent and immediate applications of our results are the settings of learning in Stackelberg Security Games and strategic classification, both against _calibrated_ agents.

Theory/Game Theory

Meena Jagadeesan, Michael Jordan, Jacob Steinhardt, Nika Haghtalab

As the scale of machine learning models increases, trends such as scaling laws anticipate consistent downstream improvements in predictive accuracy. However, these trends take the perspective of a single model-provider in isolation, while in reality providers often compete with each other for users. In this work, we demonstrate that competition can fundamentally alter the behavior of these scaling trends, even causing overall predictive accuracy across users to be non-monotonic or decreasing with scale. We define a model of competition for classification tasks, and use data representations as a lens for studying the impact of increases in scale. We find many settings where improving data representation quality (as measured by Bayes risk) decreases the overall predictive accuracy across users (i.e., social welfare) for a marketplace of competing model-providers. Our examples range from closed-form formulas in simple settings to simulations with pretrained representations on CIFAR-10. At a conceptual level, our work suggests that favorable scaling trends for individual model-providers need not translate to downstream improvements in social welfare in marketplaces with multiple model providers.

Theory/Game Theory

Meena Jagadeesan, Nikhil Garg, Jacob Steinhardt

Algorithmic recommender systems such as Spotify and Netflix affect not only consumer behavior but also *producer incentives*. Producers seek to create content that will be shown by the recommendation algorithm, which can impact both the diversity and quality of their content. In this work, we investigate the resulting supply-side equilibria in personalized content recommender systems. We model the decisions of producers as choosing *multi-dimensional* content vectors and users as having *heterogenous* preferences, which contrasts with classical low-dimensional models. Multi-dimensionality and heterogeneity creates the potential for *specialization*, where different producers create different types of content at equilibrium. Using a duality argument, we derive necessary and sufficient conditions for whether specialization occurs. Then, we characterize the distribution of content at equilibrium in concrete settings with two populations of users. Lastly, we show that specialization can enable producers to achieve *positive profit at equilibrium*, which means that specialization can reduce the competitiveness of the marketplace. At a conceptual level, our analysis of supply-side competition takes a step towards elucidating how personalized recommendations shape the marketplace of digital goods.

Theory/Game Theory

Yoav Kolumbus, Menahem Levy, Noam Nisan

We study Proportional Response Dynamics (PRD) in linear Fisher markets, where participants act asynchronously. We model this scenario as a sequential process in which at each step, an adversary selects a subset of the players to update their bids, subject to liveness constraints. We show that if every bidder individually applies the PRD update rule whenever they are included in the group of bidders selected by the adversary, then, in the generic case, the entire dynamic converges to a competitive equilibrium of the market. Our proof technique reveals additional properties of linear Fisher markets, such as the uniqueness of the market equilibrium for generic parameters and the convergence of associated no swap regret dynamics and best response dynamics under certain conditions.

Theory/Game Theory

Anuran Makur, Marios Mertzanidis, Alexandros Psomas, Athina Terzoglou

We study the problem of designing mechanisms when agents' valuation functions are drawn from unknown and correlated prior distributions. In particular, we are given a prior distribution $D$, and we are interested in designing a (truthful) mechanism that has good performance for all "true distributions" that are close to $D$ in Total Variation (TV) distance. We show that DSIC and BIC mechanisms in this setting are strongly robust with respect to TV distance, for any bounded objective function $\mathcal{O}$, extending a recent result of Brustle et al. ([BCD20], EC 2020). At the heart of our result is a fundamental duality property of total variation distance. As direct applications of our result, we (i) demonstrate how to find approximately revenue-optimal and approximately BIC mechanisms for weakly dependent prior distributions; (ii) show how to find correlation-robust mechanisms when only ``noisy'' versions of marginals are accessible, extending recent results of Bei et. al. ([BGLT19], SODA 2019); (iii) prove that prophet-inequality type guarantees are preserved for correlated priors, recovering a variant of a result of D{\"u}tting and Kesselheim ([DK19], EC 2019) as a special case; (iv) give a new necessary condition for a correlated distribution to witness an infinite separation in revenue between simple and optimal mechanisms, complementing recent results of Psomas et al. ([PSCW22], NeurIPS 2022); (v) give a new condition for simple mechanisms to approximate revenue-optimal mechanisms for the case of a single agent whose type is drawn from a correlated distribution that can be captured by a Markov Random Field, complementing recent results of Cai and Oikonomou ([CO21], EC 2021).

Theory/Game Theory

Florian E. Dorner, Nikola Konstantinov, Georgi Pashaliev, Martin Vechev

Collaborative learning techniques have the potential to enable training machine learning models that are superior to models trained on a single entity’s data. However, in many cases, potential participants in such collaborative schemes are competitors on a downstream task, such as firms that each aim to attract customers by providing the best recommendations. This can incentivize dishonest updates that damage other participants' models, potentially undermining the benefits of collaboration. In this work, we formulate a game that models such interactions and study two learning tasks within this framework: single-round mean estimation and multi-round SGD on strongly-convex objectives. For a natural class of player actions, we show that rational clients are incentivized to strongly manipulate their updates, preventing learning. We then propose mechanisms that incentivize honest communication and ensure learning quality comparable to full cooperation. Lastly, we empirically demonstrate the effectiveness of our incentive scheme on a standard non-convex federated learning benchmark. Our work shows that explicitly modeling the incentives and actions of dishonest clients, rather than assuming them malicious, can enable strong robustness guarantees for collaborative learning.

Theory/Game Theory

Markus Utke, Ulrike Schmidt-Kraepelin

Liquid democracy with ranked delegations is a novel voting scheme that unites the practicability of representative democracy with the idealistic appeal of direct democracy: Every voter decides between casting their vote on a question at hand or delegating their voting weight to some other, trusted agent. Delegations are transitive, and since voters may end up in a delegation cycle, they are encouraged to indicate not only a single delegate, but a set of potential delegates and a ranking among them. Based on the delegation preferences of all voters, a delegation rule selects one representative per voter. Previous work has revealed a trade-off between two properties of delegation rules called anonymity and copy-robustness. To overcome this issue we study two fractional delegation rules: Mixed Borda branching, which generalizes a rule satisfying copy-robustness, and the random walk rule, which satisfies anonymity. Using the Markov chain tree theorem, we show that the two rules are in fact equivalent, and simultaneously satisfy generalized versions of the two properties. Combining the same theorem with Fulkerson's algorithm, we develop a polynomial-time algorithm for computing the outcome of the studied delegation rule. This algorithm is of independent interest, having applications in semi-supervised learning and graph theory.

Theory/Game Theory

Zhenxing Ge, Zheng Xu, Tianyu Ding, Wenbin Li, Yang Gao

Subgame solving is an essential technique in addressing large imperfect information games, with various approaches developed to enhance the performance of refined strategies in the abstraction of the target subgame. However, directly applying existing subgame solving techniques may be difficult, due to the intricate nature and substantial size of many real-world games. To overcome this issue, recent subgame solving methods allow for subgame solving on limited knowledge order subgames, increasing their applicability in large games; yet this may still face obstacles due to extensive information set sizes. To address this challenge, we propose a generative subgame solving (GS2) framework, which utilizes a generation function to identify a subset of the earliest-reached nodes, reducing the size of the subgame. Our method is supported by a theoretical analysis and employs a diversity-based generation function to enhance safety. Experiments conducted on medium-sized games as well as the challenging large game of GuanDan demonstrate a significant improvement over the blueprint.

Theory/Game Theory

Eden Saig, Inbal Talgam-Cohen, Nir Rosenfeld

When machine learning is outsourced to a rational agent, conflicts of interest might arise and severely impact predictive performance. In this work, we propose a theoretical framework for incentive-aware delegation of machine learning tasks. We model delegation as a principal-agent game, in which accurate learning can be incentivized by the principal using performance-based contracts. Adapting the economic theory of contract design to this setting, we define budget-optimal contracts and prove they take a simple threshold form under reasonable assumptions. In the binary-action case, the optimality of such contracts is shown to be equivalent to the classic Neyman-Pearson lemma, establishing a formal connection between contract design and statistical hypothesis testing. Empirically, we demonstrate that budget-optimal contracts can be constructed using small-scale data, leveraging recent advances in the study of learning curves and scaling laws. Performance and economic outcomes are evaluated using synthetic and real-world classification tasks.

Theory/Game Theory

Christoph Hertrich, Yixin Tao, László A. Végh

Optimal auction design is a fundamental problem in algorithmic game theory. This problem is notoriously difficult already in very simple settings. Recent work in differentiable economics showed that neural networks can efficiently learn known optimal auction mechanisms and discover interesting new ones. In an attempt to theoretically justify their empirical success, we focus on one of the first such networks, RochetNet, and a generalized version for affine maximizer auctions. We prove that they satisfy mode connectivity, i.e., locally optimal solutions are connected by a simple, piecewise linear path such that every solution on the path is almost as good as one of the two local optima. Mode connectivity has been recently investigated as an intriguing empirical and theoretically justifiable property of neural networks used for prediction problems. Our results give the first such analysis in the context of differentiable economics, where neural networks are used directly for solving non-convex optimization problems.

Theory/Game Theory

Sarah Toonsi, Jeff Shamma

The framework of multi-agent learning explores the dynamics of how an agent's strategies evolve in response to the evolving strategies of other agents. Of particular interest is whether or not agent strategies converge to well known solution concepts such as Nash Equilibrium (NE). In "higher order'' learning, agent dynamics include auxiliary states that can capture phenomena such as path dependencies. We introduce higher-order gradient play dynamics that resemble projected gradient ascent with auxiliary states. The dynamics are "payoff based'' and "uncoupled'' in that each agent's dynamics depend on its own evolving payoff and has no explicit dependence on the utilities of other agents. We first show that for any specific game with an isolated completely mixed-strategy NE, there exist higher-order gradient play dynamics that lead (locally) to that NE, both for the specific game and nearby games with perturbed utility functions. Conversely, we show that for any higher-order gradient play dynamics, there exists a game with a unique isolated completely mixed-strategy NE for which the dynamics do not lead to NE. Finally, we show that convergence to the mixed-strategy equilibrium in coordination games, comes at the expense of the dynamics being inherently internally unstable.

Theory/Game Theory

Siddharth Prasad, Maria-Florina Balcan, Tuomas Sandholm

We develop a versatile new methodology for multidimensional mechanism design that incorporates side information about agent types to generate high social welfare and high revenue simultaneously. Prominent sources of side information in practice include predictions from a machine-learning model trained on historical agent data, advice from domain experts, and even the mechanism designer's own gut instinct. In this paper we adopt a prior-free perspective that makes no assumptions on the correctness, accuracy, or source of the side information. First, we design a meta-mechanism that integrates input side information with an improvement of the classical VCG mechanism. The welfare, revenue, and incentive properties of our meta-mechanism are characterized by novel constructions we introduce based on the notion of a weakest competitor, which is an agent that has the smallest impact on welfare. We show that our meta-mechanism, when carefully instantiated, simultaneously achieves strong welfare and revenue guarantees parameterized by errors in the side information. When the side information is highly informative and accurate, our mechanism achieves welfare and revenue competitive with the total social surplus, and its performance decays continuously and gradually as the quality of the side information decreases. Finally, we apply our meta-mechanism to a setting where each agent's type is determined by a constant number of parameters. Specifically, agent types lie on constant-dimensional subspaces (of the potentially high-dimensional ambient type space) that are known to the mechanism designer. We use our meta-mechanism to obtain the first known welfare and revenue guarantees in this setting.

Theory/Game Theory

Martino Bernasconi, Matteo Castiglioni, Alberto Marchesi, Mirco Mutti

Bayesian persuasion studies the problem faced by an informed sender who strategically discloses information to influence the behavior of an uninformed receiver. Recently, a growing attention has been devoted to settings where the sender and the receiver interact sequentially, in which the receiver's decision-making problem is usually modeled as a Markov decision process (MDP). However, the literature focuses on computing optimal information-revelation policies (a.k.a. signaling schemes) under the restrictive assumption that the receiver acts myopically, selecting actions to maximize the one-step utility and disregarding future rewards. This is justified by the fact that, when the receiver is farsighted and thus considers future rewards, finding an optimal Markovian signaling scheme is NP-hard. In this paper, we show that Markovian signaling schemes do not constitute the "right" class of policies. Indeed, differently from most of the MDPs settings, we show that Markovian signaling schemes are not optimal, and general history-dependent signaling schemes should be considered. Moreover, we also show that history-dependent signaling schemes circumvent the negative complexity results affecting Markovian signaling schemes. Formally, we design an algorithm that computes an optimal and $\epsilon$-persuasive history-dependent signaling scheme in time polynomial in ${1}/{\epsilon}$ and in the instance size. The crucial challenge is that general history-dependent signaling schemes cannot be represented in polynomial space. Nevertheless, we introduce a convenient subclass of history-dependent signaling schemes, called promise-form, which are as powerful as general history-dependent ones and efficiently representable. Intuitively, promise-form signaling schemes compactly encode histories in the form of honest promises on future receiver's rewards.

Theory/Game Theory

Revan MacQueen, James Wright

Self-play is a technique for machine learning in multi-agent systems where a learning algorithm learns by interacting with copies of itself. Self-play is useful for generating large quantities of data for learning, but has the drawback that the agents the learner will face post-training may have dramatically different behavior than the learner came to expect by interacting with itself. For the special case of two-player constant-sum games, self-play that reaches Nash equilibrium is guaranteed to produce strategies that perform well against any post-training opponent; however, no such guarantee exists for multiplayer games. We show that in games that approximately decompose into a set of two-player constant-sum games (called constant-sum polymatrix games) where global $\epsilon$-Nash equilibria are boundedly far from Nash equilibria in each subgame (called subgame stability), any no-external-regret algorithm that learns by self-play will produce a strategy with bounded vulnerability. For the first time, our results identify a structural property of multiplayer games that enable performance guarantees for the strategies produced by a broad class of self-play algorithms. We demonstrate our findings through experiments on Leduc poker.

Theory/Game Theory

Kyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos, Jose Blanchet

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.

Theory/Game Theory

Sai Srivatsa Ravindranath, Yanchen Jiang, David Parkes

The _data market design_ problem is a problem in economic theory to find a set of signaling schemes (statistical experiments) to maximize expected revenue to the information seller, where each experiment reveals some of the information known to a seller and has a corresponding price. Each buyer has their own decision to make in a world environment, and their subjective expected value for the information associated with a particular experiment comes from the improvement in this decision and depends on their prior and value for different outcomes. In a setting with multiple buyers, a buyer's expected value for an experiment may also depend on the information sold to others. We introduce the application of deep learning for the design of revenue-optimal data markets, looking to expand the frontiers of what can be understood and achieved. Relative to earlier work on deep learning for auction design, we must learn signaling schemes rather than allocation rules and handle _obedience constraints_ — these arising from modeling the downstream actions of buyers — in addition to incentive constraints on bids. Our experiments demonstrate that this new deep learning framework can almost precisely replicate all known solutions from theory, expand to more complex settings, and be used to establish the optimality of new designs for data markets and make conjectures in regard to the structure of optimal designs.