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672篇论文匹配“Game Theory”
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Haotian Zhu, Miao Li, Bin Li, Dengji Zhao

The diffusion auction is an emerging auction model which leverages social networks to recruit more buyers, thereby improving auction revenue and allocation efficiency. Previous studies on diffusion auctions have primarily focused on the single-parameter domain, where each buyer's valuation function is represented by a single private value. However, due to the complex interdependencies between allocations and network structures, few studies have examined the combinatorial auction domain, in which buyers' valuation functions exhibit multidimensionality. In this paper, we fully characterize implementable diffusion mechanisms within the combinatorial auction domain for the first time. Based on the characterization, we identify a class of allocation policies for each of which the optimal payment, namely the one maximizing the seller's revenue, can be derived in closed form. Furthermore, we apply the established theory to design a practical diffusion combinatorial auction, named the Exhausted-Reference Pricing Mechanism, which is incentive-compatible, individually rational, and weakly budget balanced.

Seyed Majid Zahedi, Rupert Freeman

We study repeated allocation of shared resources among agents with time-varying demands and capped linear utilities. In this setting, independently maximizing the minimum utility in each round satisfies sharing incentives (agents weakly prefer participating in the mechanism to not participating), strategyproofness (agents have no incentive to misreport their demands), and Pareto efficiency. However, this max-min mechanism can lead to large disparities in the total resources received by agents, even when they have the same average demand. We introduce credit fairness, a property that, together with Pareto efficiency, strengthens sharing incentives by ensuring that agents who lend resources in early rounds are able to recoup them in later rounds. Credit fairness can be achieved in conjunction with either Pareto efficiency or strategyproofness individually, but we show that, under anonymity, it cannot be achieved together with both. We propose a mechanism that is credit fair and Pareto efficient, and evaluate it in a computational resource-sharing setting.

Fengming Zhu, Fangzhen Lin

Stochastic games have become a prevalent framework for studying long-term multi-agent interactions, especially in the context of multi-agent reinforcement learning. In this work, we comprehensively investigate the concept of constant-memory strategies in stochastic games. We first establish some results on best responses and Nash equilibria for behavioral constant-memory strategies, followed by a discussion on the computational hardness of best responding to mixed constant-memory strategies. Those theoretic insights are later verified on several sequential decision-making testbeds, including the Iterated Prisoner's Dilemma, the Iterated Traveler's Dilemma, and the Pursuit domain. This work aims to enhance the understanding of theoretical issues in single-agent planning under multi-agent systems, and uncover the connection between decision models in single-agent and multi-agent contexts. The codebase and the full version of this paper is available at github.com/Fernadoo/Const-Mem.

Yan Liu, Zeyu Ren, Pingzhong Tang, Zihe Wang, Yulong Zeng, Jie Zhang

Deterministic auctions are attractive in practice due to their transparency, simplicity, and ease of implementation, motivating a sharper understanding of when they can attain the same outcomes as randomized mechanisms. We study deterministic implementation in single-item auctions under two notions of outcomes: (revenue, welfare) pairs and interim allocations. For (revenue, welfare) pairs, we show a separation in discrete settings: there exists a pair implementable by a deterministic Bayesian incentive-compatible (BIC) auction but not by any deterministic dominant-strategy incentive-compatible (DSIC) auction. For continuous atomless priors, we identify conditions under which deterministic DSIC auctions are equivalent to randomized BIC auctions in terms of achievable outcomes. For interim allocations, under a strict monotonicity condition, we establish a deterministic analogue of Border's theorem for two bidders, providing a necessary and sufficient condition for deterministic DSIC implementability. Using this characterization, we exhibit an interim allocation implementable by a randomized BIC auction but not by any deterministic DSIC auction.

Nicholas Teh

We study proportional representation in the temporal voting model, where collective decisions are made repeatedly over time over a fixed horizon. Prior work has extensively investigated how proportional representation axioms from multiwinner voting (e.g., justified representation (JR) and its variants) can be adapted, satisfied, and verified in this setting. However, much less is understood about their interaction with social welfare. In this work, we quantify the efficiency cost of enforcing proportionality. We formalize the welfare-proportionality tension via the worst-case ratio between the maximum achievable utilitarian welfare and the maximum welfare attainable subject to a proportionality axiom. We show that imposing proportional representation in the temporal setting can incur a growing, yet sublinear, welfare loss as the number of voters or rounds increases. We further identify a clean separation among axioms: for JR, the welfare loss diminishes as the time horizon grows and vanishes asymptotically, whereas for stronger axioms this conflict persists even with many rounds. Moreover, we prove that welfare maximization under each axiom is NP-complete and APX-hard, even under static preferences and bounded-degree approvals, and provide fixed-parameter algorithms under several natural structural parameters.

Nitay Alon

Theory of Mind (ToM) enables agents to model others' mental states, but in mixed-motive games, this capacity can lead to deceptive behaviour and alignment risks. My research investigates how ToM affects strategic behaviour in partially observed games, contributing: (1) a formal model of ToM-driven manipulation in a preference elicitation task, (2) evidence that excessive ToM leads to paranoid-like overmentalisation, and (3) the Aleph-IPOMDP model, a framework for multi-agent systems that balances ToM reasoning with game-theoretic principles to prevent manipulation, deterring capable agents from deceiving. My work contributes to the understanding of deceptive AI, overcoming deception in multi-agent systems and applications to computational model of human cognition.

Alan Tsang

Multiagent systems is a key area within artificial intelligence (AI) that explores the behavior of interacting rational agents where the decisions of one agent impact others. Rooted in economic game theory, multiagent systems takes the idea of individual incentives from economic game theory and applies it to distributed computation and decentralized mechanisms. It examines not only how certain overall economic or computational goals can be accomplished, but also why individual participants will choose to cooperate with reaching that goal. While multiagent systems is grounded in rigorous mathematical theory, current pedagogical approaches often lack opportunities for students to connect abstract theory with real-world human dynamics. This disconnect is particularly pressing as AI increasingly operates in sociotechnical environments, where understanding human behavior and interaction is critical. This paper presents the first exploration of using large participation activities to facilitate experiential learning to bridge this gap. We report on a day-long resource allocation scenario involving up to 43 participants, designed to simulate multiagent interactions under pressure and with meaningful stakes, where learners can apply their theoretical knowledge to analyze and solve emerging problems. We propose ``megagames'' as a powerful pedagogical tool not only for multiagent systems, but also for other domains as well.

Shanfan Zhang, Yongyi Lin, Xiaoting Shen, Zhan Bu, Yuan Rao

Understanding opinion evolution in complex social networks is crucial for modeling social influence and predicting collective behavior. Yet, most models overlook how community structures shape opinion updates, often assuming homogeneous influence. This abstraction neglects individuals’ stronger responsiveness to intra-community peers—an empirically observed driver of localized consensus and inter-group polarization. We propose GCAOFP, a co-evolutionary framework that jointly models opinion dynamics and community formation as an integrated process. In GCAOFP, agents strategically alternate between two coupled modules: (1) a Community Dynamics Module, where agents play a non-cooperative game to optimize community memberships based on opinion alignment and structural cohesion; and (2) an Opinion Adjustment Module, where agents revise opinions via a bounded-confidence mechanism modulated by community-induced influence weights. This dual-stage process captures the feedback loop between structure and opinion. We prove that GCAOFP converges to stable equilibria, ensuring intra-community consensus and inter-community diversity—dynamics that standard models fail to replicate. Experiments on real-world networks show that GCAOFP better reproduces localized opinion clusters, while offering strong scalability and interpretability, illuminating the strategic foundations of polarization.

Mingxuan Cui, Yilan Jiang, Duo Zhou, Cheng Qian, Yuji Zhang, Qiong Wang

Drug shortages pose critical risks to patient care and healthcare systems worldwide, yet the effectiveness of regulatory interventions remains poorly understood due to information asymmetries in pharmaceutical supply chains. We propose ShortageSim, which addresses this challenge by providing the first simulation framework that evaluates the impact of regulatory interventions on competition dynamics under information asymmetry. Using Large Language Model (LLM)-based agents, the framework models the strategic decisions of drug manufacturers and institutional buyers, in response to shortage alerts given by the regulatory agency. Unlike traditional game theory models that assume perfect rationality and complete information, ShortageSim simulates heterogeneous interpretations on regulatory announcements and the resulting decisions. Experiments on self-processed dataset of historical shortage events show that ShortageSim reduces the resolution lag for production disruption cases by up to 84%, achieving closer alignment to real-world trajectories than the zero-shot baseline. Our framework confirms the effect of regulatory alert in addressing shortages and introduces a new method for understanding competition in multi-stage environments under uncertainty. We open-source ShortageSim and a dataset of 2,925 FDA shortage events, providing a novel framework for future research on policy design and testing in supply chains under information asymmetry.

Ali Falahati, Mohammad Mohammadi Amiri, Kate Larson, Lukasz Golab

In self-consuming generative models that train on their own outputs, alignment with user preferences becomes a recursive rather than one-time process. In this paper, we provide the first formal foundation for analyzing the long-term effects of such recursive retraining on alignment. Under a two-stage curation mechanism based on the Bradley–Terry (BT) model, we model alignment as an interaction between two factions: the Model Owner, who filters which outputs should be learned by the model, and the Public User, who determines which outputs are ultimately shared and retained through interactions with the model. Our analysis reveals three structural convergence regimes: consensus collapse, compromise on shared optima, and asymmetric refinement, depending on the degree of preference alignment. We prove a fundamental impossibility theorem: no recursive BT-based curation mechanism can simultaneously preserve diversity, ensure symmetric influence, and eliminate dependence on initialization. Framing the process as dynamic social choice, we show that alignment is not a static goal but an evolving equilibrium shaped by power asymmetries and path dependence.

Pål Grønås Drange, Fedor Fomin, Petr A. Golovach, Danil Sagunov

We study a Stackelberg variant of the classical Most Vital Links problem, modeled as a one-round adversarial game between an attacker and a defender. The attacker strategically removes up to k edges from a flow network to maximally disrupt flow between a source s and a sink t, after which the defender optimally reroutes the remaining flow. To capture this attacker–defender interaction, we introduce a new mathematical model of discounted cuts, in which the cost of a cut is evaluated by excluding its k most expensive edges. This model generalizes the Most Vital Links problem and uncovers novel algorithmic and complexity-theoretic properties. We develop a unified algorithmic framework for analyzing various forms of discounted cut problems, including minimizing or maximizing the cost of a cut under discount mechanisms that exclude either the k most expensive or the k cheapest edges. While most variants are NP-complete on general graphs, our main result establishes polynomial-time solvability for all discounted cut problems in our framework when the input is restricted to bounded-genus graphs, a relevant class that includes many real-world networks such as transportation and infrastructure networks. With this work, we aim to open collaborative bridges between artificial intelligence, algorithmic game theory, and operations research.

Masataro Asai, Stephen Wissow

Despite being successful in board games and reinforcement learning (RL), Monte Carlo Tree Search (MCTS) combined with Multi Armed Bandit (MAB) has seen limited success in domain-independent classical planning until recently. Previous work (Wissow and Asai, 2024) showed that UCB1, designed for bounded rewards, does not perform well as applied to cost-to-go estimates in classical planning, because cost-to-go estimates are unbounded, and showed improved performance using a Gaussian reward MAB instead. This paper further sharpens our understanding of ideal bandits for planning tasks. Existing work has two issues: first, Gaussian MABs under-specify the support of cost-to-go estimates as (-∞, ∞), which we can narrow down. Second, Full Bellman backup (Schulte and Keller, 2014) that backpropagates sample max/min lacks theoretical justification. We use Peaks-Over-Threashold Extreme Value Theory to resolve both issues at once, propose a new bandit algorithm (UCB1-Uniform). We formally prove its regret bound and empirically demonstrate its performance in classical planning.

Alessandro Abate, Thom Badings, Giuseppe De Giacomo, Francesco Fabiano

We study the common generalization of Markov decision processes (MDPs) with sets of transition probabilities, known as robust MDPs (RMDPs). A standard goal in RMDPs is to compute a policy that maximizes the expected return under an adversarial choice of the transition probabilities. If the uncertainty in the probabilities is independent between the states, known as s-rectangularity, such optimal robust policies can be computed efficiently using robust value iteration. However, there might still be multiple optimal robust policies, which, while equivalent with respect to the worst-case, reflect different expected returns under non-adversarial choices of the transition probabilities. Hence, we propose a refined policy selection criterion for RMDPs, drawing inspiration from the notions of dominance and best-effort in game theory. Instead of seeking a policy that only maximizes the worst-case expected return, we additionally require the policy to achieve a maximal expected return under different (i.e., not fully adversarial) transition probabilities. We call such a policy an optimal robust best-effort (ORBE) policy. We prove that ORBE policies always exist, characterize their structure, and present an algorithm to compute them with a manageable overhead over standard robust value iteration. ORBE policies offer a principled tie-breaker among optimal robust policies. Numerical experiments show the feasibility of our approach.

Chenghao Xu, Jiexi Yan, Muli Yang, Fen Fang, Huilin Chen, Cheng Deng

Large Language Models (LLMs) are prone to generating incorrect or outdated information, thereby necessitating efficient and precise mechanisms for knowledge updates. Existing knowledge editing approaches, however, often encounter conflicts between two competing objectives: maintaining existing knowledge (preservation) and incorporating new information (editing). During gradient-based optimization, these conflicting objectives can lead to imbalanced update directions, where one gradient dominates, ultimately resulting in suboptimal learning dynamics. To address this challenge, we propose a balanced knowledge editing framework inspired by Nash bargaining theory. Our method guides the optimization process toward a Pareto stationary point, ensuring an equilibrium solution wherein any deviation from the final state would degrade the overall performance with respect to both objectives. This guarantees optimality in preserving prior knowledge while integrating new information. We empirically validate the effectiveness of our approach across a range of evaluation metrics on standard benchmark datasets. Extensive experiments show that our method consistently outperforms state-of-the-art techniques, achieving a superior balance between knowledge preservation and update accuracy.

Xi Wang, Quan Shi, Zenghui Ding, Jianqing Gao, Xianjun Yang

The illusion phenomenon of large language models (LLMs) is the core obstacle to their reliable deployment. This article formalizes the large language model as a probabilistic Turing machine by constructing a "computational necessity hierarchy", and for the first time proves the illusions are inevitable on diagonalization, incomputability, and information theory boundaries supported by the new "learner pump lemma". However, we propose two "escape routes": one is to model Retrieval Enhanced Generations (RAGs) as oracle machines, proving their absolute escape through "computational jumps", providing the first formal theory for the effectiveness of RAGs; The second is to formalize continuous learning as an "internalized oracle" mechanism and implement this path through a novel neural game theory framework.Finally, this article proposes a feasible new principle for artificial intelligence security - Computational Class Alignment (CCA), which requires strict matching between task complexity and the actual computing power of the system, providing theoretical support for the secure application of artificial intelligence.

Shike Li, Xiaokai Wang, Xiaofeng Liu, Xin Tong, Hu Zhang

Large language models (LLMs) frequently generate fluent yet factually inaccurate content, a phenomenon known as hallucination. Recent inference-time approaches aim to improve truthfulness by steering model activations toward semantically meaningful directions. While effective to some extent, these methods typically process activations independently, neglecting the internal coordination structure of multi-head attention (MHA), where attention heads interact to form semantic representations. In this work, we propose CoFact, an adaptive inference-time mechanism that improves factual consistency by dynamically coordinating attention head behaviors. Inspired by cooperative game theory, CoFact conceptualizes attention heads as collaborative agents. It models the semantic utility and redundancy of each head and adaptively modulates their contributions to the final attention output. Notably, rather than directly altering intermediate representations, CoFact performs token-level coordination to encourage diverse and complementary attention patterns across heads. CoFact is plug-and-play compatible with mainstream LLM architectures and requires no additional supervision or model retraining. Experimental results across multiple standard factuality benchmarks demonstrate that CoFact consistently enhances factual accuracy while maintaining generation fluency.

Chunjiang Mu, Ya Zeng, Qiaosheng Zhang, Kun Shao, Chen Chu, Hao Guo, Danyang Jia, Zhen Wang, Shuyue Hu

Theory of Mind (ToM) refers to the ability to reason about others’ mental states, and higher-order ToM involves considering that others also possess their own ToM. Equipping large language model (LLM)-driven agents with ToM has long been considered to improve their coordination in multiagent collaborative tasks. However, we find that misaligned ToM orders—mismatches in the depth of ToM reasoning between agents—can lead to insufficient or excessive reasoning about others, thereby impairing their coordination. To address this issue, we design an adaptive ToM (A-ToM) agent, which can align in ToM orders with its partner. Based on prior interactions, the agent estimates the partner’s likely ToM order and leverages this estimation to predict the partner’s action, thereby facilitating behavioral coordination. We conduct empirical evaluations on four multi-agent coordination tasks: a repeated matrix game, two grid navigation tasks and an Overcooked task. The results validate our findings on ToM alignment and demonstrate the effectiveness of our AToM agent. Furthermore, we discuss the generalizability of our A-ToM to non-LLM-based agents, as well as what would diminish the importance of ToM alignment.

Alexander Nadel, Ron Wettenstein

SHapley Additive exPlanations (SHAP) is a key tool for interpreting decision tree ensembles by assigning contribution values to features. It is widely used in finance, advertising, medicine, and other domains. Two main approaches to SHAP calculation exist: Path-Dependent SHAP, which leverages the tree structure for efficiency, and Background SHAP, which uses a background dataset to estimate feature distributions. We introduce Woodelf, a SHAP algorithm that integrates decision trees, game theory, and Boolean logic into a unified framework. For each consumer, Woodelf constructs a pseudo-Boolean formula that captures their feature values, the structure of the decision tree ensemble, and the entire background dataset. It then leverages this representation to compute Background SHAP in linear time. Woodelf can also compute Path-Dependent SHAP, Shapley interaction values, Banzhaf values, and Banzhaf interaction values. Woodelf is designed to run efficiently on CPU and GPU hardware alike. Available via the Python package woodelf, it is implemented using NumPy, SciPy, and CuPy without relying on custom C++ or CUDA code. This design enables fast performance and seamless integration into existing frameworks, supporting large-scale computation of SHAP and other game-theoretic values in practice. For example, on a dataset with 3,000,000 rows, 5,000,000 background samples, and 127 features, Woodelf computed all Background Shapley values in 162 seconds on CPU and 16 seconds on GPU—compared to 44 minutes required by the best method on any hardware platform, representing 16x and 165x speedups, respectively.

Larkin Liu, Kashif Rasul, Yutong Chao, Jalal Etesami

We present a novel framework for online learning in Stackelberg general-sum games, where two agents, the leader and follower, engage in sequential turn-based interactions. At the core of this approach is a learned diffeomorphism that maps the joint action space to a smooth spherical Riemannian manifold, referred to as the Stackelberg manifold. This mapping, facilitated by neural normalizing flows, ensures the formation of tractable isoplanar subspaces, enabling efficient techniques for online learning. Leveraging the linearity of the agents' reward functions on the Stackelberg manifold, our construct allows the application of linear bandit algorithms. We then provide a rigorous theoretical basis for regret minimization on the learned manifold and establish bounds on the simple regret for learning Stackelberg equilibrium. This integration of manifold learning into game theory uncovers a previously unrecognized potential for neural normalizing flows as an effective tool for multi-agent learning. We present empirical results demonstrating the effectiveness of our approach compared to standard baselines, with applications spanning domains such as cybersecurity and economic supply chain optimization.

Bingyu Hui, Lebin Yu, Quanming Yao, Yunpeng Qu, Xudong Zhang, Jian Wang

Zero-shot coordination(ZSC), a key challenge in multi-agent game theory, has become a hot topic in reinforcement learning (RL) research recently, especially in complex evolving games. It focuses on the generalization ability of agents, requiring them to coordinate well with collaborators from a diverse, potentially evolving, pool of partners that are not seen before without any fine-tuning. Population-based training, which approximates such an evolving partner pool, has been proven to provide good zero-shot coordination performance; nevertheless, existing methods are limited by computational resources, mainly focusing on optimizing diversity in small populations while neglecting the potential performance gains from scaling population size. To address this issue, this paper proposes the Scalable Population Training (ScaPT), an efficient RL training framework comprising two key components: a meta-agent that efficiently realizes a population by selectively sharing parameters across agents, and a mutual information regularizer that guarantees population diversity. To empirically validate the effectiveness of ScaPT, this paper evaluates it along with representational frameworks in Hanabi cooperative game and confirms its superiority.