As of January 2023, there are more than 90,000 people on the national transplant waiting list in need of a kidney in the United States. These patients often have a friend or family member who is willing to donate, but whose kidney type might not be compatible. To help match these patients to suitable donors, patient-donor compatibility can be modeled as a directed graph. Specifically, in the Kidney Exchange problem, the input is a directed graph G, a subset B of vertices (altruistic donors), and two integers l_p and l_c. An altruistic donor is a donor who is not paired with a patient, and the remaining vertices are patient-donor pairs. Whenever a donor is compatible with a patient from a patient-donor pair, we place a directed edge from the donor vertex to the patient-donor pair. Here the donor vertex can be either altruistic or non-altruistic. The goal is to find a collection of vertex-disjoint cycles and paths covering the maximum number of patients such that each cycle has length at most l_c, and such that each path has length at most l_p and begins at a vertex in B. The path and cycle lengths are bounded so that the surgeries for a given path or cycle can be performed simultaneously. Kidney Exchange has received a great deal of attention in recent years. We contribute to this line of work by closing two open problems from IJCAI '18 and IJCAI '22: "Is Kidney Exchange FPT when parameterized by (i) the treewidth (omega) of G and (ii) the number of vertex types in G?'' Two vertices have the same vertex type if they have the same in- and out-neighborhoods. We show that Kidney Exchange is FPT parameterized by the number of vertex types. On the other hand, we show W[1]-hardness with respect to omega. We also design a randomized 4^t * n^O(1)-time algorithm parameterized by t, the number of patients helped, significantly improving upon the previous state of the art, which was 161^t * n^O(1).
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Multi-Agent Path Finding (MAPF) involves determining paths for multiple agents to travel simultaneously and collision-free through a shared area toward given goal locations. This problem is computationally complex, especially when dealing with large numbers of agents, as is common in realistic applications like autonomous vehicle coordination. Finding an optimal solution is often computationally infeasible, making the use of approximate, suboptimal algorithms essential. Adding to the complexity, agents might act in a self-interested and strategic way, possibly misrepresenting their goals to the MAPF algorithm if it benefits them. Although the field of mechanism design offers tools to align incentives, using these tools without careful consideration can fail when only having access to approximately optimal outcomes. In this work, we introduce the problem of scalable mechanism design for MAPF and propose three strategyproof mechanisms, two of which even use approximate MAPF algorithms. We test our mechanisms on realistic MAPF domains with problem sizes ranging from dozens to hundreds of agents. We find that they improve welfare beyond a simple baseline.
Interactive theorem provers (ITPs) are computer programs in which axioms and a conjecture are stated in a formal language, and a user provides the ITP with relatively high-level steps of a formal proof for the conjecture. Then, by invoking automated theorem provers, the ITP tries to generate low-level steps that fill the gaps between the steps provided by the user, thus forming a complete formal proof of the conjecture. The ITP also checks the entire formal proof against the axioms, thus confirming the soundness of all derivations in the formal proof. In this talk, I will discuss the existing opportunities and potential benefits to applying ITPs to reason about and verify AI concepts, algorithms, and software. I will also discuss the challenges we have to being able to apply ITPs in AI and reap those benefits. I will do so by discussing a number of my previous projects on the application of ITPs to different AI concepts, algorithms, and software systems. These projects span different areas of planning (classical planning, temporal planning, and planning under uncertainty) as well as algorithms with applications in algorithmic game theory, like general graph matching and online matching.
The fair allocation of resources to agents is a fundamental problem in society and has received significant attention and rapid developments from the game theory and artificial intelligence communities in recent years. The majority of the fair division literature can be divided along at least two orthogonal directions: goods versus chores, and divisible versus indivisible resources. In this survey, besides describing the state of the art, we outline a number of interesting open questions in three mixed fair division settings: (i) indivisible goods and chores, (ii) divisible and indivisible goods (i.e., mixed goods), and (iii) fair division of indivisible goods with subsidy.
In recent years, there has been growing interest in developing robust machine learning (ML) models that can withstand adversarial attacks, including one of the most widely adopted, efficient, and interpretable ML algorithms—decision trees (DTs). This paper proposes a novel coevolutionary algorithm (CoEvoRDT) designed to create robust DTs capable of handling noisy high-dimensional data in adversarial contexts. Motivated by the limitations of traditional DT algorithms, we leverage adaptive coevolution to allow DTs to evolve and learn from interactions with perturbed input data. CoEvoRDT alternately evolves competing populations of DTs and perturbed features, enabling construction of DTs with desired properties. CoEvoRDT is easily adaptable to various target metrics, allowing the use of tailored robustness criteria such as minimax regret. Furthermore, CoEvoRDT has potential to improve the results of other state-of-the-art methods by incorporating their outcomes (DTs they produce) into the initial population and optimize them in the process of coevolution. Inspired by the game theory, CoEvoRDT utilizes mixed Nash equilibrium to enhance convergence. The method is tested on 20 popular datasets and shows superior performance compared to 4 state-of-the-art algorithms. It outperformed all competing methods on 13 datasets with adversarial accuracy metrics, and on all 20 considered datasets with minimax regret. Strong experimental results and flexibility in choosing the error measure make CoEvoRDT a promising approach for constructing robust DTs in real-world applications.
To improve reliability and the understanding of AI systems, there is increasing interest in the use of formal methods, e.g. model checking. Model checking tools produce a counterexample when a model does not satisfy a property. Understanding these counterexamples is critical for efficient debugging, as it allows the developer to focus on the parts of the program that caused the issue. To this end, we present a new technique that ascribes a responsibility value to each state in a transition system that does not satisfy a given safety property. The value is higher if the non-deterministic choices in a state have more power to change the outcome, given the behaviour observed in the counterexample. For this, we employ a concept from cooperative game theory – namely general power indices, such as the Shapley value – to compute the responsibility of the states. We present an optimistic and pessimistic version of responsibility that differ in how they treat the states that do not lie on the counterexample. We give a characterisation of optimistic responsibility that leads to an efficient algorithm for it and show computational hardness of the pessimistic version. We also present a tool to compute responsibility and show how a stochastic algorithm can be used to approximate responsibility in larger models. These methods can be deployed in the design phase, at runtime and at inspection time to gain insights on causal relations within the behavior of AI systems.
Atomic congestion games are a classic topic in network design, routing, and algorithmic game theory, and are capable of modeling congestion and flow optimization tasks in various application areas. While both the price of anarchy for such games as well as the computational complexity of computing their Nash equilibria are by now well-understood, the computational complexity of computing a system-optimal set of strategies - that is, a centrally planned routing that minimizes the average cost of agents - is severely understudied in the literature. We close this gap by identifying the exact boundaries of tractability for the problem through the lens of the parameterized complexity paradigm. After showing that the problem remains highly intractable even on extremely simple networks, we obtain a set of results which demonstrate that the structural parameters which control the computational (in)tractability of the problem are not vertex-separator based in nature (such as, e.g., treewidth), but rather based on edge separators. We conclude by extending our analysis towards the (even more challenging) min-max variant of the problem.
Game theory, as an analytical tool, is frequently utilized to analyze human behavior in social science research. With the high alignment between the behavior of Large Language Models (LLMs) and humans, a promising research direction is to employ LLMs as substitutes for humans in game experiments, enabling social science research. However, despite numerous empirical researches on the combination of LLMs and game theory, the capability boundaries of LLMs in game theory remain unclear. In this research, we endeavor to systematically analyze LLMs in the context of game theory. Specifically, rationality, as the fundamental principle of game theory, serves as the metric for evaluating players' behavior --- building a clear desire, refining belief about uncertainty, and taking optimal actions. Accordingly, we select three classical games (dictator game, Rock-Paper-Scissors, and ring-network game) to analyze to what extent LLMs can achieve rationality in these three aspects. The experimental results indicate that even the current state-of-the-art LLM (GPT-4) exhibits substantial disparities compared to humans in game theory. For instance, LLMs struggle to build desires based on uncommon preferences, fail to refine belief from many simple patterns, and may overlook or modify refined belief when taking actions. Therefore, we consider that introducing LLMs into game experiments in the field of social science should be approached with greater caution.
The recent criticisms of the robustness of post hoc model approximation explanation methods (like LIME and SHAP) have led to the rise of model-precise abductive explanations. For each data point, abductive explanations provide a minimal subset of features that are sufficient to generate the outcome. While theoretically sound and rigorous, abductive explanations suffer from a major issue --- there can be several valid abductive explanations for the same data point. In such cases, providing a single abductive explanation can be insufficient; on the other hand, providing all valid abductive explanations can be incomprehensible due to their size. In this work, we solve this issue by aggregating the many possible abductive explanations into feature importance scores. We propose three aggregation methods: two based on power indices from cooperative game theory and a third based on a well-known measure of causal strength. We characterize these three methods axiomatically, showing that each of them uniquely satisfies a set of desirable properties. We also evaluate them on multiple datasets and show that these explanations are robust to the attacks that fool SHAP and LIME.
We present a general framework for abstracting agent behavior in multi-agent synchronous games in the situation calculus, which provides a first-order representation of the state and allows us to model how plays depend on the data and objects involved. We represent such games as action theories of a special form called situation calculus synchronous game structures (SCSGSs), in which we have a single action "tick" whose effects depend on the combination of moves selected by the players. In our framework, one specifies both an abstract SCSGS and a concrete SCSGS, as well as a refinement mapping that specifies how each abstract move is implemented by a Golog program defined over the concrete SCSGS. We define notions of sound and complete abstraction with respect to a mapping over such SCSGS. To express strategic properties on the abstract and concrete games we adopt a first-order variant of alternating-time mu-calculus mu-ATL-FO. We show that we can exploit abstraction in verifying mu-ATL-FO properties of SCSGSs under the assumption that agents can always execute abstract moves to completion even if not fully controlling their outcomes.
Game theory and machine learning are two widely used techniques for predicting the outcomes of strategic interactions among humans. However, the game theory-based approach often relies on strong rationality and informational assumptions, while the machine learning-based approach typically requires the testing data to come from the same distribution as the training data. Our work studies how to integrate the two techniques to address these weaknesses. We focus on the interactions among real bidders in penny auctions, and develop a three-stage framework to predict the distributions of auction durations, which indicate the numbers of bids and auctioneer revenues. Specifically, we first leverage a pre-trained neural network to encode the descriptions of products in auctions into embeddings. Second, we apply game theory models to make preliminary predictions of auction durations. In particular, we tackle the challenge of accurately inferring parameters in game theory models. Third, we develop a Multi-Branch Mixture Density Network to learn the mapping from product embeddings and game-theoretic predictions to the distributions of actual auction durations. Experiments on real-world penny auction data demonstrate that our framework outperforms both game theory-based and machine learning-based prediction approaches.
Despite recent advancements in AI and NLP, negotiation remains a difficult domain for AI agents. Traditional game theoretic approaches that have worked well for two-player zero-sum games struggle in the context of negotiation due to their inability to learn human-compatible strategies. On the other hand, approaches that only use human data tend to be domain-specific and lack the theoretical guarantees provided by strategies grounded in game theory. Motivated by the notion of fairness as a criterion for optimality in general sum games, we propose a negotiation framework called FDHC which incorporates fairness into both the reward design and search to learn human-compatible negotiation strategies. Our method includes a novel, RL+search technique called LGM-Zero which leverages a pre-trained language model to retrieve human-compatible offers from large action spaces. Our results show that our method is able to achieve more egalitarian negotiation outcomes and improve negotiation quality.
NegotiationToM: A Benchmark for Stress-testing Machine Theory of Mind on Negotiation Surrounding
PDF ↗Large Language Models (LLMs) have sparked substantial interest and debate concerning their potential emergence of Theory of Mind (ToM) ability. Theory of mind evaluations currently focuses on testing models using machine-generated data or game settings prone to shortcuts and spurious correlations, which lacks evaluation of machine ToM ability in real-world human interaction scenarios. This poses a pressing demand to develop new real-world scenario benchmarks. We introduce NegotiationToM, a new benchmark designed to stress-test machine ToM in real-world negotiation surrounding covered multi-dimensional mental states (i.e., desires, beliefs, and intentions). Our benchmark builds upon the Belief-Desire-Intention (BDI) agent modeling theory and conducts the necessary empirical experiments to evaluate large language models. Our findings demonstrate that NegotiationToM is challenging for state-of-the-art LLMs, as they consistently perform significantly worse than humans, even when employing the chain-of-thought (CoT) method.
Rethinking Pragmatics in Large Language Models: Towards Open-Ended Evaluation and Preference Tuning
PDF ↗This study addresses the challenges of assessing and enhancing social-pragmatic inference in large language models (LLMs). We first highlight the inadequacy of current accuracy-based multiple choice question answering (MCQA) formats in assessing social-pragmatic reasoning, and propose the direct evaluation of models’ free-form responses as measure, which correlates better with human judgment. Furthermore, we explore methods to improve pragmatic abilities in LLMs, advocating for preference optimization (PO) over supervised finetuning (SFT), given the absence of a definitive “gold” answer in social contexts. Our results show that preferential tuning consistently outperforms SFT across pragmatic phenomena and offers a near-free launch in pragmatic abilities without compromising general capabilities. Lastly, we examine the internal structure of LLMs, revealing that the significant boost in pragmatic reasoning is tied to deeper layer representations, analogous to human high-level thinking. Our experiments span a variety of pragmatic and social reasoning datasets, as well as an image referential game requiring a multimodal theory of mind (ToM). With our refined paradigms for evaluating and enhancing pragmatic inference, this paper offers key insights into building more socially aware language models.
Large Vision-Language Models (LVLMs) may produce outputs that are unfaithful to reality, also known as visual hallucinations (VH), which hinders their application in multimodal understanding and decision-making. In this work, we introduce a novel plug-and-play train-free decoding algorithm named Game and Tree based Hallucination Mitigation (GTHM), designed for mitigating VH. GTHM is inspired by empirical observations that the fuzziness of multi-granularity view perception exacerbates VH. Based on this, GTHM leverages visual information to construct a coarse-to-fine visual view tree (CFTree) that organizes visual objects, attributes, and relationships in a hierarchical manner. Additionally, we innovatively model the optimal visual-token matching process on the CFTree as the cooperative game. Specifically, we define the Tree-based Shapley Value (TSV) for each visual view on the CFTree to assess its significant contribution to the overall visual understanding, thereby determining the optimal visual granularity. Subsequently, we utilize the TSV as guidance to implement adaptive weight contrastive decoding to achieve vision-aware decoding. Extensive experiments on four popular benchmarks confirm the effectiveness of our GTHM in alleviating VH across different LVLM families without additional training or post-processing. Our code is published at https://github.com/mengchuang123/GTHM.
MAgIC: Investigation of Large Language Model Powered Multi-Agent in Cognition, Adaptability, Rationality and Collaboration
PDF ↗Large Language Models (LLMs) have significantly advanced natural language processing, demonstrating exceptional reasoning, tool usage, and memory capabilities. As their applications expand into multi-agent environments, there arises a need for a comprehensive evaluation framework that captures LLMs’ reasoning, planning, collaboration, and other social abilities. This work introduces a novel competition-based benchmark framework specifically designed to assess LLMs within multi-agent settings, providing quantitative metrics to evaluate their judgment, reasoning, deception, self-awareness, cooperation, coordination, and rationality.We utilize two social deduction games alongside three game-theory scenarios to create diverse environments.Our frame is fortified with the probabilistic graphic modeling (PGM) method, enhancing the LLMs’ capabilities in navigating complex social and cognitive dimensions. We evaluate seven LLMs, quantitatively highlighting a significant capability gap of over threefold between the strongest, GPT o1, and the weakest, Llama-2-70B. It also confirms that our PGM enhancement boosts the abilities of all selected models by an average of 37%. Our data and code can be found here https://github.com/cathyxl/MAgIC.
InterIntent: Investigating Social Intelligence of LLMs via Intention Understanding in an Interactive Game Context
PDF ↗Large language models (LLMs) have demonstrated the potential to mimic human social intelligence. However, most studies focus on simplistic and static self-report or performance-based tests, which limits the depth and validity of the analysis. In this paper, we developed a novel framework, InterIntent, to assess LLMs’ social intelligence by mapping their ability to understand and manage intentions in a game setting. We focus on four dimensions of social intelligence: situational awareness, self-regulation, self-awareness, and theory of mind. Each dimension is linked to a specific game task: intention selection, intention following, intention summarization, and intention guessing. Our findings indicate that while LLMs exhibit high proficiency in selecting intentions, achieving an accuracy of 88%, their ability to infer the intentions of others is significantly weaker, trailing human performance by 20%. Additionally, game performance correlates with intention understanding, highlighting the importance of the four components towards success in this game. These findings underline the crucial role of intention understanding in evaluating LLMs’ social intelligence and highlight the potential of using social deduction games as a complex testbed to enhance LLM evaluation. InterIntent contributes a structured approach to bridging the evaluation gap in social intelligence within multiplayer LLM-based games.
Theory · Everything Else
This paper investigates a novel lossy compression framework operating under logarithmic loss, designed to handle situations where the reconstruction distribution diverges from the source distribution. This framework is especially relevant for applications that require joint compression and retrieval, and in scenarios involving distributional shifts due to processing. We show that the proposed formulation extends the classical minimum entropy coupling framework by integrating a bottleneck, allowing for controlled variability in the degree of stochasticity in the coupling.We explore the decomposition of the Minimum Entropy Coupling with Bottleneck (MEC-B) into two distinct optimization problems: Entropy-Bounded Information Maximization (EBIM) for the encoder, and Minimum Entropy Coupling (MEC) for the decoder. Through extensive analysis, we provide a greedy algorithm for EBIM with guaranteed performance, and characterize the optimal solution near functional mappings, yielding significant theoretical insights into the structural complexity of this problem.Furthermore, we illustrated the practical application of MEC-B through experiments in Markov Coding Games (MCGs) under rate limits. These games simulate a communication scenario within a Markov Decision Process, where an agent must transmit a compressed message from a sender to a receiver through its actions. Our experiments highlighted the trade-offs between MDP rewards and receiver accuracy across various compression rates, showcasing the efficacy of our method compared to conventional compression baseline.
Learning Theory
Learning with identical train and test distributions has been extensively investigated both practically and theoretically. Much remains to be understood, however, in statistical learning under distribution shifts. This paper focuses on a distribution shift setting where train and test distributions can be related by classes of (data) transformation maps. We initiate a theoretical study for this framework, investigating learning scenarios where the target class of transformations is either known or unknown. We establish learning rules and algorithmic reductions to Empirical Risk Minimization (ERM), accompanied with learning guarantees. We obtain upper bounds on the sample complexity in terms of the VC dimension of the class composing predictors with transformations, which we show in many cases is not much larger than the VC dimension of the class of predictors. We highlight that the learning rules we derive offer a game-theoretic viewpoint on distribution shift: a learner searching for predictors and an adversary searching for transformation maps to respectively minimize and maximize the worst-case loss.
Reinforcement Learning · Multi-agent
Assistive agents should make humans' lives easier. Classically, such assistance is studied through the lens of inverse reinforcement learning, where an assistive agent (e.g., a chatbot, a robot) infers a human's intention and then selects actions to help the human reach that goal. This approach requires inferring intentions, which can be difficult in high-dimensional settings. We build upon prior work that studies assistance through the lens of empowerment: an assistive agent aims to maximize the influence of the human's actions such that they exert a greater control over the environmental outcomes and can solve tasks in fewer steps. We lift the major limitation of prior work in this area—scalability to high-dimensional settings—with contrastive successor representations. We formally prove that these representations estimate a similar notion of empowerment to that studied by prior work and provide a ready-made mechanism for optimizing it. Empirically, our proposed method outperforms prior methods on synthetic benchmarks, and scales to Overcooked, a cooperative game setting. Theoretically, our work connects ideas from information theory, neuroscience, and reinforcement learning, and charts a path for representations to play a critical role in solving assistive problems. Our code is available at https://github.com/vivekmyers/empowerment_successor_representations.