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

Eric Balkanski, Vasilis Gkatzelis, Golnoosh Shahkarami

In the strategic facility location problem, a set of agents report their locations in a metric space and the goal is to use these reports to open a new facility, minimizing an aggregate distance measure from the agents to the facility. However, agents are strategic and may misreport their locations to influence the facility’s placement in their favor. The aim is to design truthful mechanisms, ensuring agents cannot gain by misreporting. This problem was recently revisited through the learning-augmented framework, aiming to move beyond worst-case analysis and design truthful mechanisms that are augmented with (machine-learned) predictions. The focus of this prior work was on mechanisms that are deterministic and augmented with a prediction regarding the optimal facility location. In this paper, we provide a deeper understanding of this problem by exploring the power of randomization as well as the impact of different types of predictions on the performance of truthful learning-augmented mechanisms. We study both the single-dimensional and the Euclidean case and provide upper and lower bounds regarding the achievable approximation of the optimal egalitarian social cost.

Theory · Reinforcement Learning and Planning

Noah Golowich, Elad Hazan, Zhou Lu, Dhruv Rohatgi, Y. Jennifer Sun

The study of population dynamics originated with early sociological works but has since extended into many fields, including biology, epidemiology, evolutionary game theory, and economics. Most studies on population dynamics focus on the problem of prediction rather than control. Existing mathematical models for population control are often restricted to specific, noise-free dynamics, while real-world population changes can be complex and adversarial. To address this gap, we propose a new framework based on the paradigm of online control. We first characterize a set of linear dynamical systems that can naturally model evolving populations. We then give an efficient gradient-based controller for these systems, with near-optimal regret bounds with respect to a broad class of linear policies. Our empirical evaluations demonstrate the effectiveness of the proposed algorithm for population control even in non-linear models such as SIR and replicator dynamics.

Theory · Game Theory

Francesco Bacchiocchi, Matteo Bollini, Matteo Castiglioni, Alberto Marchesi, Nicola Gatti

We study online Bayesian persuasion problems in which an informed sender repeatedly faces a receiver with the goal of influencing their behavior through the provision of payoff-relevant information. Previous works assume that the sender has knowledge about either the prior distribution over states of nature or receiver's utilities, or both. We relax such unrealistic assumptions by considering settings in which the sender does not know anything about the prior and the receiver. We design an algorithm that achieves sublinear---in the number of rounds T---regret with respect to an optimal signaling scheme, and we also provide a collection of lower bounds showing that the guarantees of such an algorithm are tight. Our algorithm works by searching a suitable space of signaling schemes in order to learn receiver's best responses. To do this, we leverage a non-standard representation of signaling schemes that allows to cleverly overcome the challenge of not knowing anything about the prior over states of nature and receiver's utilities. Finally, our results also allow to derive lower/upper bounds on the sample complexity of learning signaling schemes in a related Bayesian persuasion PAC-learning problem.

Fangdi Wang, Jiaqi Jin, Jingtao Hu, Suyuan Liu, Xihong Yang, Siwei Wang, Xinwang Liu, En Zhu

The fundamental goal of deep multi-view clustering is to achieve preferable task performance through inter-view cooperation. Although numerous DMVC approaches have been proposed, the collaboration role of individual views have not been well investigated in existing literature. Moreover, how to further enhance view cooperation for better fusion still needs to be explored. In this paper, we firstly consider DMVC as an unsupervised cooperative game where each view can be regarded as a participant. Then, we introduce the Shapley value and propose a novel MVC framework termed Shapley-based Cooperation Enhancing Multi-view Clustering (SCE-MVC), which evaluates view cooperation with game theory. Specially, we employ the optimal transport distance between fused cluster distributions and single view component as the utility function for computing shapley values. Afterwards, we apply shapley values to assess the contribution of each view and utilize these contributions to promote view cooperation. Comprehensive experimental results well support the effectiveness of our framework adopting to existing DMVC frameworks, demonstrating the importance and necessity of enhancing the cooperation among views.

Gabriel Poesia, David Broman, Nick Haber, Noah Goodman

How did humanity coax mathematics from the aether? We explore the Platonic view that mathematics can be discovered from its axioms---a game of conjecture and proof. We describe an agent that jointly learns to pose challenging problems for itself (conjecturing) and solve them (theorem proving). Given a mathematical domain axiomatized in dependent type theory, we first combine methods for constrained decoding and type-directed synthesis to sample valid conjectures from a language model. Our method guarantees well-formed conjectures by construction, even as we start with a randomly initialized model. We use the same model to represent a policy and value function for guiding proof search. Our agent targets generating hard but provable conjectures --- a moving target, since its own theorem proving ability also improves as it trains. We propose novel methods for hindsight relabeling on proof search trees to significantly improve the agent's sample efficiency in both tasks. Experiments on 3 axiomatic domains (propositional logic, arithmetic and group theory) demonstrate that our agent can bootstrap from only the axioms, self-improving in generating true and challenging conjectures and in finding proofs.

Learning Theory

Xiyuan Li, Weiwei Liu

The Stackelberg prediction game (SPG) is a popular model for characterizing strategic interactions between a learner and an adversarial data provider. Although optimization problems in SPGs are often NP-hard, a notable special case involving the least squares loss (SPG-LS) has gained significant research attention recently, (Bishop et al. 2020; Wang et al. 2021; Wang et al. 2022). The latest state-of-the-art method for solving the SPG-LS problem is the spherically constrained least squares reformulation (SCLS) method proposed in the work of Wang et al. (2022). However, the lack of theoretical analysis on the error of the SCLS method limits its large-scale applications. In this paper, we investigate the estimation error between the learner obtained by the SCLS method and the actual learner. Specifically, we reframe the estimation error of the SCLS method as a Primary Optimization ($\textbf{PO}$) problem and utilize the Convex Gaussian min-max theorem (CGMT) to transform the $\textbf{PO}$ problem into an Auxiliary Optimization ($\textbf{AO}$) problem. Subsequently, we provide a theoretical error analysis for the SCLS method based on this simplified $\textbf{AO}$ problem. This analysis not only strengthens the theoretical framework of the SCLS method but also confirms the reliability of the learner produced by it. We further conduct experiments to validate our theorems, and the results are in excellent agreement with our theoretical predictions.

Theory · Game Theory

Yuan Deng, Jieming Mao, Vahab Mirrokni, Hanrui Zhang, Song Zuo

We study the price of anarchy of first-price auctions in the autobidding world, where bidders can be either utility maximizers (i.e., traditional bidders) or value maximizers (i.e., autobidders). We show that with autobidders only, the price of anarchy of first-price auctions is $1/2$, and with both kinds of bidders, the price of anarchy degrades to about $0.457$ (the precise number is given by an optimization). These results complement the recent result by [Jin and Lu, 2022] showing that the price of anarchy of first-price auctions with traditional bidders is $1 - 1/e^2$. We further investigate a setting where the seller can utilize machine-learned advice to improve the efficiency of the auctions. There, we show that as the accuracy of the advice increases, the price of anarchy improves smoothly from about $0.457$ to $1$.

Theory · Game Theory

Yuan Deng, Jieming Mao, Vahab Mirrokni, Hanrui Zhang, Song Zuo

The recent increasing adoption of autobidding has inspired the growing interest in analyzing the performance of classic mechanism with value-maximizing autobidders both theoretically and empirically. It is known that optimal welfare can be obtained in first-price auctions if autobidders are restricted to uniform bid-scaling and the price of anarchy is $2$ when non-uniform bid-scaling strategies are allowed. In this paper, we provide a fine-grained price of anarchy analysis for non-uniform bid-scaling strategies in first-price auctions, demonstrating the reason why more powerful (individual) non-uniform bid-scaling strategies may lead to worse (aggregated) performance in social welfare. Our theoretical results match recent empirical findings that a higher level of non-uniform bid-scaling leads to lower welfare performance in first-price auctions.

Theory · Game Theory

Eden Saig, Ohad Einav, Inbal Talgam-Cohen

While the success of large language models (LLMs) increases demand for machine-generated text, current pay-per-token pricing schemes create a misalignment of incentives known in economics as moral hazard: Text-generating agents have strong incentive to cut costs by preferring a cheaper model over the cutting-edge one, and this can be done “behind the scenes” since the agent performs inference internally. In this work, we approach this issue from an economic perspective, by proposing a pay-for-performance, contract-based framework for incentivizing quality. We study a principal-agent game where the agent generates text using costly inference, and the contract determines the principal’s payment for the text according to an automated quality evaluation. Since standard contract theory is inapplicable when internal inference costs are unknown, we introduce cost-robust contracts. As our main theoretical contribution, we characterize optimal cost-robust contracts through a direct correspondence to optimal composite hypothesis tests from statistics, generalizing a result of Saig et al. (NeurIPS’23). We evaluate our framework empirically by deriving contracts for a range of objectives and LLM evaluation benchmarks, and find that cost-robust contracts sacrifice only a marginal increase in objective value compared to their cost-aware counterparts.

Theory · Game Theory

Brian Zhang, Ioannis Anagnostides, Gabriele Farina, Tuomas Sandholm

Recent breakthrough results by Dagan, Daskalakis, Fishelson and Golowich [2023] and Peng and Rubinstein [2023] established an efficient algorithm attaining at most $\epsilon$ swap regret over extensive-form strategy spaces of dimension $N$ in $N^{\tilde O(1/\epsilon)}$ rounds. On the other extreme, Farina and Pipis [2023] developed an efficient algorithm for minimizing the weaker notion of linear-swap regret in $\mathsf{poly}(N)/\epsilon^2$ rounds. In this paper, we develop efficient parameterized algorithms for regimes between these two extremes. We introduce the set of $k$-mediator deviations, which generalize the untimed communication deviations recently introduced by Zhang, Farina and Sandholm [2024] to the case of having multiple mediators, and we develop algorithms for minimizing the regret with respect to this set of deviations in $N^{O(k)}/\epsilon^2$ rounds. Moreover, by relating $k$-mediator deviations to low-degree polynomials, we show that regret minimization against degree-$k$ polynomial swap deviations is achievable in $N^{O(kd)^3}/\epsilon^2$ rounds, where $d$ is the depth of the game, assuming a constant branching factor. For a fixed degree $k$, this is polynomial for Bayesian games and quasipolynomial more broadly when $d = \mathsf{polylog} N$---the usual balancedness assumption on the game tree. The first key ingredient in our approach is a relaxation of the usual notion of a fixed point required in the framework of Gordon, Greenwald and Marks [2008]. Namely, for a given deviation $\phi$, we show that it suffices to compute what we refer to as a fixed point in expectation; that is, a distribution $\pi$ such that $\mathbb{E}_{x \sim \pi} [\phi(x) - x] \approx 0$. Unlike the problem of computing an actual (approximate) fixed point $x \approx \phi(x)$, which we show is \PPAD-hard, there is a simple and efficient algorithm for finding a solution that satisfies our relaxed notion. As a byproduct, we provide, to our knowledge, the fastest algorithm for computing $\epsilon$-correlated equilibria in normal-form games in the medium-precision regime, obviating the need to solve a linear system in every round. Our second main contribution is a characterization of the set of low-degree deviations, made possible through a connection to low-depth decisions trees from Boolean analysis.

Theory · Game Theory

Alireza Fallah, Michael Jordan, Annie Ulichney

We consider a dynamic mechanism design problem where an auctioneer sells an indivisible good to two groups of buyers in every round, for a total of $T$ rounds. The auctioneer aims to maximize their discounted overall revenue while adhering to a fairness constraint that guarantees a minimum average allocation for each group. We begin by studying the static case ($T=1$) and establish that the optimal mechanism involves two types of subsidization: one that increases the overall probability of allocation to all buyers, and another that favors the group which otherwise has a lower probability of winning the item. We then extend our results to the dynamic case by characterizing a set of recursive functions that determine the optimal allocation and payments in each round. Notably, our results establish that in the dynamic case, the seller, on one hand, commits to a participation reward to incentivize truth-telling, and, on the other hand, charges an entry fee for every round. Moreover, the optimal allocation once more involves subsidization in favor of one group, where the extent of subsidization depends on the difference in future utilities for both the seller and buyers when allocating the item to one group versus the other. Finally, we present an approximation scheme to solve the recursive equations and determine an approximately optimal and fair allocation efficiently.

Generative Models

Keyon Vafa, Justin Chen, Ashesh Rambachan, Jon Kleinberg, Sendhil Mullainathan

Recent work suggests that large language models may implicitly learn world models. How should we assess this possibility? We formalize this question for the case where the underlying reality is governed by a deterministic finite automaton. This includes problems as diverse as simple logical reasoning, geographic navigation, game-playing, and chemistry. We propose new evaluation metrics for world model recovery inspired by the classic Myhill-Nerode theorem from language theory. We illustrate their utility in three domains: game playing, logic puzzles, and navigation. In all domains, the generative models we consider do well on existing diagnostics for assessing world models, but our evaluation metrics reveal their world models to be far less coherent than they appear. Such incoherence creates fragility: using a generative model to solve related but subtly different tasks can lead to failures. Building generative models that meaningfully capture the underlying logic of the domains they model would be immensely valuable; our results suggest new ways to assess how close a given model is to that goal.

Reinforcement Learning · Everything Else

Vinzenz Thoma, Barna Pásztor, Andreas Krause, Giorgia Ramponi, Yifan Hu

The optimal policy in various real-world strategic decision-making problems depends both on the environmental configuration and exogenous events. For these settings, we introduce Contextual Bilevel Reinforcement Learning (CB-RL), a stochastic bilevel decision-making model, where the lower level consists of solving a contextual Markov Decision Process (CMDP). CB-RL can be viewed as a Stackelberg Game where the leader and a random context beyond the leader’s control together decide the setup of many MDPs that potentially multiple followers best respond to. This framework extends beyond traditional bilevel optimization and finds relevance in diverse fields such as RLHF, tax design, reward shaping, contract theory and mechanism design. We propose a stochastic Hyper Policy Gradient Descent (HPGD) algorithm to solve CB-RL, and demonstrate its convergence. Notably, HPGD uses stochastic hypergradient estimates, based on observations of the followers’ trajectories. Therefore, it allows followers to use any training procedure and the leader to be agnostic of the specific algorithm, which aligns with various real-world scenarios. We further consider the setting when the leader can influence the training of followers and propose an accelerated algorithm. We empirically demonstrate the performance of our algorithm for reward shaping and tax design.

Theory · Game Theory

Gagan Aggarwal, Anupam Gupta, Andres Perlroth, Grigoris Velegkas

We study a setting where agents use no-regret learning algorithms to participate in repeated auctions. Recently, Kolumbus and Nisan [2022a] showed, rather surprisingly, that when bidders participate in second-price auctions using no-regret bidding algorithms, no matter how large the number of interactions $T$ is, the runner-up bidder may not converge to bidding truthfully. Our first result shows that this holds forall deterministictruthful auctions. We also show that the ratio of the learning rates of different bidders can qualitatively affect the convergence of the bidders. Next, we consider the problem of revenue maximization in this environment. In the setting with fully rational bidders, the seminal result of Myerson [1981] showed that revenue can be maximized by using a second-price auction with reserves. We show that, in stark contrast, in our setting with learning bidders, randomized auctions can have strictly better revenue guarantees than second-price auctions with reserves, when $T$ is large enough. To do this, we provide a black-box transformation from any truthful auction $A$ to an auction $A'$ such that: i) all mean-based no-regret learners that participate in $A'$ converge to bidding truthfully, ii) the distance between the allocation rule and the payment rule between $A, A'$ is negligible. Finally, we study revenue maximization in the non-asymptotic regime. We define a notion of auctioneer regret that compares the revenue generated to the revenue of a second price auction with truthful bids. When the auctioneer has to use the same auction throughout the interaction, we show an (almost) tight regret bound of $\tilde{\Theta}(T^{3/4})$. Then, we consider the case where the auctioneer can use different auctions throughout the interaction, but in a way that is oblivious to the bids. For this setting, we show an (almost) tight bound of $\tilde{\Theta}(\sqrt{T})$.

Theory · Game Theory

Lee Cohen, Saeed Sharifi-Malvajerdi, Kevin Stangl, Ali Vakilian, Juba Ziani

In strategic classification, agents modify their features, at a cost, to obtain a positive classification outcome from the learner’s classifier, typically assuming agents have full knowledge of the deployed classifier. In contrast, we consider a Bayesian setting where agents have a common distributional prior on the classifier being used and agents manipulate their features to maximize their expected utility according to this prior.The learner can reveal truthful, yet not necessarily complete, information about the classifier to the agents, aiming to release just enough information to shape the agents' behavior and thus maximize accuracy. We show that partial information release can counter-intuitively benefit the learner’s accuracy, allowing qualified agents to pass the classifier while preventing unqualified agents from doing so. Despite the intractability of computing the best response of an agent in the general case, we provide oracle-efficient algorithms for scenarios where the learner’s hypothesis class consists of low-dimensional linear classifiers or when the agents’ cost function satisfies a sub-modularity condition. Additionally, we address the learner’s optimization problem, offering both positive and negative results on determining the optimal information release to maximize expected accuracy, particularly in settings where an agent’s qualification can be represented by a real-valued number.

Theory · Game Theory

Wei Tang, Haifeng Xu, Ruimin Zhang, Derek Zhu

Prophet inequality concerns a basic optimal stopping problem and states that simple threshold stopping policies --- i.e., accepting the first reward larger than a certain threshold --- can achieve tight $\frac{1}{2}$-approximation to the optimal prophet value. Motivated by its economic applications, this paper studies the robustness of this approximation to natural strategic manipulations in which each random reward is associated with a self-interested player who may selectively reveal his realized reward to the searcher in order to maximize his probability of being selected. We say a threshold policy is $\alpha$(-strategically)-robust if it (a) achieves the $\alpha$-approximation to the prophet value for strategic players; and (b) meanwhile remains a $\frac{1}{2}$-approximation in the standard non-strategic setting.Starting with a characterization of each player's optimal information revealing strategy, we demonstrate the intrinsic robustness of prophet inequalities to strategic reward signaling through the following results:(1) for arbitrary reward distributions, there is a threshold policy that is $\frac{1-\frac{1}{e}}{2}$-robust, and this ratio is tight;(2) for i.i.d. reward distributions, there is a threshold policy that is $\frac{1}{2}$-robust, which is tight for the setting; and (3) for log-concave (but non-identical) reward distributions, the $\frac{1}{2}$-robustness can also be achieved under certain regularity assumptions.

Theory · Game Theory

Tinashe Handina, Eric Mazumdar

The deployment of ever-larger machine learning models reflects a growing consensus that the more expressive the model class one optimizes over—and the more data one has access to—the more one can improve performance. As models get deployed in a variety of real-world scenarios, they inevitably face strategic environments. In this work, we consider the natural question of how the interplay of models and strategic interactions affects the relationship between performance at equilibrium and the expressivity of model classes. We find that strategic interactions can break the conventional view—meaning that performance does not necessarily monotonically improve as model classes get larger or more expressive (even with infinite data). We show the implications of this result in several contexts including strategic regression, strategic classification, and multi-agent reinforcement learning. In particular, we show that each of these settings admits a Braess' paradox-like phenomenon in which optimizing over less expressive model classes allows one to achieve strictly better equilibrium outcomes. Motivated by these examples, we then propose a new paradigm for model selection in games wherein an agent seeks to choose amongst different model classes to use as their action set in a game.

Yiming Wang, Kaiyan Zhao, Furui Liu, Leong Hou U

Enhancing exploration in reinforcement learning (RL) through the incorporation of intrinsic rewards, specifically by leveraging *state discrepancy* measures within various metric spaces as exploration bonuses, has emerged as a prevalent strategy to encourage agents to visit novel states. The critical factor lies in how to quantify the difference between adjacent states as *novelty* for promoting effective exploration.Nonetheless, existing methods that evaluate state discrepancy in the latent space under $L_1$ or $L_2$ norm often depend on count-based episodic terms as scaling factors for exploration bonuses, significantly limiting their scalability. Additionally, methods that utilize the bisimulation metric for evaluating state discrepancies face a theory-practice gap due to improper approximations in metric learning, particularly struggling with *hard exploration* tasks. To overcome these challenges, we introduce the **E**ffective **M**etric-based **E**xploration-bonus (EME). EME critically examines and addresses the inherent limitations and approximation inaccuracies of current metric-based state discrepancy methods for exploration, proposing a robust metric for state discrepancy evaluation backed by comprehensive theoretical analysis. Furthermore, we propose the diversity-enhanced scaling factor integrated into the exploration bonus to be dynamically adjusted by the variance of prediction from an ensemble of reward models, thereby enhancing exploration effectiveness in particularly challenging scenarios. Extensive experiments are conducted on hard exploration tasks within Atari games, Minigrid, Robosuite, and Habitat, which illustrate our method's scalability to various scenarios. The project website can be found at https://sites.google.com/view/effective-metric-exploration.

Theory · Game Theory

Tongxin Li, Tinashe Handina, Shaolei Ren, Adam Wierman

The combination of the Bayesian game and learning has a rich history, with the idea of controlling a single agent in a system composed of multiple agents with unknown behaviors given a set of types, each specifying a possible behavior for the other agents. The idea is to plan an agent's own actions with respect to those types which it believes are most likely to maximize the payoff. However, the type beliefs are often learned from past actions and likely to be incorrect. With this perspective in mind, we consider an agent in a game with type predictions of other components, and investigate the impact of incorrect beliefs to the agent’s payoff. In particular, we formally define a tradeoff between risk and opportunity by comparing the payoff obtained against the optimal payoff, which is represented by a gap caused by trusting or distrusting the learned beliefs.Our main results characterize the tradeoff by establishing upper and lower bounds on the Pareto front for both normal-form and stochastic Bayesian games, with numerical results provided.

Theory · Game Theory

Qiwen Cui, Maryam Fazel, Simon Du

In multiplayer games, self-interested behavior among the players can harm the social welfare. Tax mechanisms are a common method to alleviate this issue and induce socially optimal behavior. In this work, we take the initial step of learning the optimal tax that can maximize social welfare with limited feedback in congestion games. We propose a new type of feedback named \emph{equilibrium feedback}, where the tax designer can only observe the Nash equilibrium after deploying a tax plan. Existing algorithms are not applicable due to the exponentially large tax function space, nonexistence of the gradient, and nonconvexity of the objective. To tackle these challenges, we design a computationally efficient algorithm that leverages several novel components: (1) a piece-wise linear tax to approximate the optimal tax; (2) extra linear terms to guarantee a strongly convex potential function; (3) an efficient subroutine to find the exploratory tax that can provide critical information about the game. The algorithm can find an $\epsilon$-optimal tax with $O(\beta F^2/\epsilon)$ sample complexity, where $\beta$ is the smoothness of the cost function and $F$ is the number of facilities.