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672篇论文匹配“Game Theory”
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Social Aspects · Privacy-preserving Statistics and Machine Learning

Zhenan Fan, Huang Fang, Xinglu Wang, Zirui Zhou, Jian Pei, Michael Friedlander, Yong Zhang

Federated learning is an emerging technology for training machine learning models across decentralized data sources without sharing data. Vertical federated learning, also known as feature-based federated learning, applies to scenarios where data sources have the same sample IDs but different feature sets. To ensure fairness among data owners, it is critical to objectively assess the contributions from different data sources and compensate the corresponding data owners accordingly. The Shapley value is a provably fair contribution valuation metric originating from cooperative game theory. However, its straight-forward computation requires extensively retraining a model on each potential combination of data sources, leading to prohibitively high communication and computation overheads due to multiple rounds of federated learning. To tackle this challenge, we propose a contribution valuation metric called vertical federated Shapley value (VerFedSV) based on the classic Shapley value. We show that VerFedSV not only satisfies many desirable properties of fairness but is also efficient to compute. Moreover, VerFedSV can be adapted to both synchronous and asynchronous vertical federated learning algorithms. Both theoretical analysis and extensive experimental results demonstrate the fairness, efficiency, adaptability, and effectiveness of VerFedSV.

Theory · Optimization

Juno Kim, Kakei Yamamoto, Kazusato Oko, Zhuoran Yang, Taiji Suzuki

In this paper, we extend mean-field Langevin dynamics to minimax optimization over probability distributions for the first time with symmetric and provably convergent updates. We propose \emph{mean-field Langevin averaged gradient} (MFL-AG), a single-loop algorithm that implements gradient descent ascent in the distribution spaces with a novel weighted averaging, and establish average-iterate convergence to the mixed Nash equilibrium. We also study both time and particle discretization regimes and prove a new uniform-in-time propagation of chaos result which accounts for the dependency of the particle interactions on all previous distributions. Furthermore, we propose \emph{mean-field Langevin anchored best response} (MFL-ABR), a symmetric double-loop algorithm based on best response dynamics with linear last-iterate convergence. Finally, we study applications to zero-sum Markov games and conduct simulations demonstrating long-term optimality.

Theory · Game Theory

Ian Gemp, Luke Marris, Georgios Piliouras

We propose the first loss function for approximate Nash equilibria of normal-form games that is amenable to unbiased Monte Carlo estimation. This construction allows us to deploy standard non-convex stochastic optimization techniques for approximating Nash equilibria, resulting in novel algorithms with provable guarantees. We complement our theoretical analysis with experiments demonstrating that stochastic gradient descent can outperform previous state-of-the-art approaches.

Theory · Game Theory

Hang Xu, Kai Li, Haobo Fu, QIANG FU, Junliang Xing, Jian Cheng

Counterfactual regret minimization (CFR) is a family of iterative algorithms showing promising results in solving imperfect-information games. Recent novel CFR variants (e.g., CFR+, DCFR) have significantly improved the convergence rate of the vanilla CFR. The key to these CFR variants’ performance is weighting each iteration non-uniformly, i.e., discounting earlier iterations. However, these algorithms use a fixed, manually-specified scheme to weight each iteration, which enormously limits their potential. In this work, we propose Dynamic Discounted CFR (DDCFR), the first equilibrium-finding framework that discounts prior iterations using a dynamic, automatically-learned scheme. We formalize CFR’s iteration process as a carefully designed Markov decision process and transform the discounting scheme learning problem into a policy optimization problem within it. The learned discounting scheme dynamically weights each iteration on the fly using information available at runtime. Experimental results across multiple games demonstrate that DDCFR’s dynamic discounting scheme has a strong generalization ability and leads to faster convergence with improved performance. The code is available at https://github.com/rpSebastian/DDCFR.

Social Aspects · Accountability, Transparency and Interpretability

Weida Li, Yaoliang Yu

The family of probabilistic values, axiomatically-grounded in cooperative game theory, has recently received much attention in data valuation. However, it is often computationally expensive to compute exactly (exponential w.r.t. the number of data to valuate denoted by $n$). The existing generic estimator costs $O(n^2\log n)$ utility evaluations to achieve an $(\epsilon,\delta)$-approximation under the 2-norm, while faster estimators have been developed recently for special cases (e.g., empirically for the Shapley value and theoretically for the Banzhaf value). In this work, starting from the discovered connection between probabilistic values and least square regressions, we propose a Generic Estimator based on Least Squares (GELS) along with its variants that cost $O(n\log n)$ utility evaluations for many probabilistic values, largely extending the scope of this currently best complexity bound. Moreover, we show that each distributional value, proposed by Ghorbani et al. (2020) to alleviate the inconsistency of probabilistic values induced by using distinct databases, can also be cast as optimizing a similar least square regression. This observation leads to a theoretically-grounded framework TrELS (Training Estimators based on Least Squares) that can train estimators towards the specified distributional values without requiring any supervised signals. Particularly, the trained estimators are capable of predicting the corresponding distributional values for unseen data, largely saving the budgets required for running Monte-Carlo methods otherwise. Our experiments verify the faster convergence of GELS, and demonstrate the effectiveness of TrELS in learning distributional values. Our code is available at https://github.com/watml/fastpvalue.

Theory · Game Theory

Francesco Bacchiocchi, Matteo Castiglioni, Alberto Marchesi, Nicola Gatti

We study principal-agent problems in which a principal commits to an outcome-dependent payment scheme---called contract---in order to induce an agent to take a costly, unobservable action leading to favorable outcomes. We consider a generalization of the classical (single-round) version of the problem in which the principal interacts with the agent by committing to contracts over multiple rounds. The principal has no information about the agent, and they have to learn an optimal contract by only observing the outcome realized at each round. We focus on settings in which the size of the agent's action space is small. We design an algorithm that learns an approximately-optimal contract with high probability in a number of rounds polynomial in the size of the outcome space, when the number of actions is constant. Our algorithm solves an open problem by Zhu et al. [2022]. Moreover, it can also be employed to provide a $\widetilde{\mathcal{O}}(T^{4/5})$ regret bound in the related online learning setting in which the principal aims at maximizing their cumulative utility, thus considerably improving previously-known regret bounds.

Hongxiang Li, Meng Cao, Xuxin Cheng, Yaowei Li, Zhihong Zhu, Yuexian Zou

The recent video grounding works attempt to introduce vanilla contrastive learning into video grounding. However, we claim that this naive solution is suboptimal. Contrastive learning requires two key properties: (1) alignment of features of similar samples, and (2) uniformity of the induced distribution of the normalized features on the hypersphere. Due to two annoying issues in video grounding: (1) the co-existence of some visual entities in both ground truth and other moments, i.e. semantic overlapping; (2) only a few moments in the video are annotated, i.e. sparse annotation dilemma, vanilla contrastive learning is unable to model the correlations between temporally distant moments and learned inconsistent video representations. Both characteristics lead to vanilla contrastive learning being unsuitable for video grounding. In this paper, we introduce Geodesic and Game Localization (G2L), a semantically aligned and uniform video grounding framework via geodesic and game theory. We quantify the correlations among moments leveraging the geodesic distance that guides the model to learn the correct cross-modal representations. Furthermore, from the novel perspective of game theory, we propose semantic Shapley interaction based on geodesic distance sampling to learn fine-grained semantic alignment in similar moments. Experiments on three benchmarks demonstrate the effectiveness of our method.

Zhiyu Huang, Haochen Liu, Chen Lv

Autonomous vehicles operating in complex real-world environments require accurate predictions of interactive behaviors between traffic participants. This paper tackles the interaction prediction problem by formulating it with hierarchical game theory and proposing the GameFormer model for its implementation. The model incorporates a Transformer encoder, which effectively models the relationships between scene elements, alongside a novel hierarchical Transformer decoder structure. At each decoding level, the decoder utilizes the prediction outcomes from the previous level, in addition to the shared environmental context, to iteratively refine the interaction process. Moreover, we propose a learning process that regulates an agent's behavior at the current level to respond to other agents' behaviors from the preceding level. Through comprehensive experiments on large-scale real-world driving datasets, we demonstrate the state-of-the-art accuracy of our model on the Waymo interaction prediction task. Additionally, we validate the model's capacity to jointly reason about the motion plan of the ego agent and the behaviors of multiple agents in both open-loop and closed-loop planning tests, outperforming various baseline methods. Furthermore, we evaluate the efficacy of our model on the nuPlan planning benchmark, where it achieves leading performance.

Huao Li, Yu Chong, Simon Stepputtis, Joseph Campbell, Dana Hughes, Charles Lewis, Katia Sycara

While Large Language Models (LLMs) have demonstrated impressive accomplishments in both reasoning and planning, their abilities in multi-agent collaborations remains largely unexplored. This study evaluates LLM-based agents in a multi-agent cooperative text game with Theory of Mind (ToM) inference tasks, comparing their performance with Multi-Agent Reinforcement Learning (MARL) and planning-based baselines. We observed evidence of emergent collaborative behaviors and high-order Theory of Mind capabilities among LLM-based agents. Our results reveal limitations in LLM-based agents’ planning optimization due to systematic failures in managing long-horizon contexts and hallucination about the task state. We explore the use of explicit belief state representations to mitigate these issues, finding that it enhances task performance and the accuracy of ToM inferences for LLM-based agents.

Theory/Game Theory

Yannai A. Gonczarowski, Gregory Kehne, Ariel Procaccia, Ben Schiffer, Shirley Zhang

In computational social choice, the distortion of a voting rule quantifies the degree to which the rule overcomes limited preference information to select a socially desirable outcome. This concept has been investigated extensively, but only through a worst-case lens. Instead, we study the expected distortion of voting rules with respect to an underlying distribution over voter utilities. Our main contribution is the design and analysis of a novel and intuitive rule, binomial voting, which provides strong distribution-independent guarantees for both expected distortion and expected welfare.

Theory/Game Theory

Soroush Ebadian, Aris Filos-Ratsikas, Mohamad Latifian, Nisarg Shah

With a rapid growth in the deployment of AI tools for making critical decisions (or aiding humans in doing so), there is a growing demand to be able to explain to the stakeholders how these tools arrive at a decision. Consequently, voting is frequently used to make such decisions due to its inherent explainability. Recent work suggests that using randomized (as opposed to deterministic) voting rules can lead to significant efficiency gains measured via the distortion framework. However, rules that use intricate randomization can often become too complex to explain to the stakeholders; losing explainability can eliminate the key advantage of voting over black-box AI tools, which may outweigh the efficiency gains.We study the efficiency gains which can be unlocked by using voting rules that add a simple randomization step to a deterministic rule, thereby retaining explainability. We focus on two such families of rules, randomized positional scoring rules and random committee member rules, and show, theoretically and empirically, that they indeed achieve explainability and efficiency simultaneously to some extent.

Theory/Game Theory

Shuyue Hu, Harold Soh, Georgios Piliouras

Reaching consensus and convergence to equilibrium are two major challenges of multi-agent systems. Although each has attracted significant attention, relatively few studies address both challenges at the same time. This paper examines the connection between the notions of consensus and equilibrium in a multi-agent system where multiple interacting sub-populations coexist. We argue that consensus can be seen as an intricate component of intra-population stability, whereas equilibrium can be seen as encoding inter-population stability. We show that smooth fictitious play, a well-known learning model in game theory, can achieve both consensus and convergence to equilibrium in diverse multi-agent settings. Moreover, we show that the consensus formation process plays a crucial role in the seminal thorny problem of equilibrium selection in multi-agent learning.

Theory/Game Theory

Georgios Chionas, Dariusz Kowalski, Piotr Krysta

We study the Combinatorial Group Testing (CGT) problem in a novel game-theoretic framework, with a solution concept of Adversarial Equilibrium (AE). In this new framework, we have $n$ selfish agents corresponding to the elements of the universe $[n] =\{0,1,\ldots,n-1\}$ and a hidden set $K \subseteq [n]$ of active agents of size $|K| = k \ll n$. In each round of the game, each active agent decides if it is present in a query $Q \subseteq [n]$, and all agents receive feedback on $Q \cap K$. The goal of each active agent is to assure that its id could be learned from the feedback as early as possible. We present a comprehensive set of results in this new game, where we design and analyze adaptive algorithmic strategies of agents which are AE's. In particular, if $k$ is known to the agents, then we design adaptive AE strategies with provably near optimal learning time of $O(k \log(n/k))$. In the case of unknown $k$, we design an adaptive AE strategies with learning time of order $n^k$, and we prove a lower bound of $\Omega(n)$ on the learning time of any such algorithmic strategies. This shows a strong separations between the two models of known and unknown $k$, as well as between the classic CGT, i.e., without selfish agents, and our game theoretic CGT model.

Theory/Game Theory

Denizalp Goktas, Arjun Prakash, Amy Greenwald

Zero-sum Markov Stackelberg games can be used to model myriad problems, in domains ranging from economics to human robot interaction. In this paper, we develop policy gradient methods that solve these games in continuous state and action settings using noisy gradient estimates computed from observed trajectories of play. When the games are convex-concave, we prove that our algorithms converge to Stackelberg equilibrium in polynomial time. We also show that reach-avoid problems are naturally modeled as convex-concave zero-sum Markov Stackelberg games, and that Stackelberg equilibrium policies are more effective than their Nash counterparts in these problems.

Theory/Game Theory

Youzhi Zhang, Bo An, Venkatramanan Subrahmanian

Designing efficient algorithms to compute a Nash Equilibrium (NE) in multiplayer games is still an open challenge. In this paper, we focus on computing an NE that optimizes a given objective function. For example, when there is a team of players independently playing against an adversary in a game (e.g., several groups in a forest trying to interdict illegal loggers in green security games), these team members may need to find an NE minimizing the adversary’s utility. Finding an optimal NE in multiplayer games can be formulated as a mixed-integer bilinear program by introducing auxiliary variables to represent bilinear terms, leading to a huge number of bilinear terms, making it hard to solve. To overcome this challenge, we first propose a general framework for this formulation based on a set of correlation plans. We then develop a novel algorithm called CRM based on this framework, which uses correlation plans with their relations to strictly reduce the feasible solution space after the convex relaxation of bilinear terms while minimizing the number of correlation plans to significantly reduce the number of bilinear terms. We show that our techniques can significantly reduce the time complexity and CRM can be several orders of magnitude faster than the state-of-the-art baseline.

Applications/Neuroscience, Cognitive Science

Manjie Xu, Guangyuan Jiang, Wei Liang, Chi Zhang, Yixin Zhu

One of the fundamental cognitive abilities of humans is to quickly resolve uncertainty by generating hypotheses and testing them via active trials. Encountering a novel phenomenon accompanied by ambiguous cause-effect relationships, humans make hypotheses against data, conduct inferences from observation, test their theory via experimentation, and correct the proposition if inconsistency arises. These iterative processes persist until the underlying mechanism becomes clear. In this work, we devise the **IVRE** (pronounced as *"ivory"*) environment for evaluating artificial agents' reasoning ability under uncertainty. **IVRE** is an interactive environment featuring rich scenarios centered around *Blicket* detection. Agents in **IVRE** are placed into environments with various ambiguous action-effect pairs and asked to determine each object's role. They are encouraged to propose effective and efficient experiments to validate their hypotheses based on observations and actively gather new information. The game ends when all uncertainties are resolved or the maximum number of trials is consumed. By evaluating modern artificial agents in **IVRE**, we notice a clear failure of today's learning methods compared to humans. Such inefficacy in interactive reasoning ability under uncertainty calls for future research in building human-like intelligence.

Applications/Neuroscience, Cognitive Science

Adarsh Pyarelal, Eric Duong, Caleb Shibu, Paulo Soares, Savannah Boyd, Payal Khosla, Valeria A. Pfeifer, Diheng Zhang, Eric Andrews, Rick Champlin 等

We present a rich, multimodal dataset consisting of data from 40 teams of three humans conducting simulated urban search-and-rescue (SAR) missions in a Minecraft-based testbed, collected for the Theory of Mind-based Cognitive Architecture for Teams (ToMCAT) project. Modalities include two kinds of brain scan data---functional near-infrared spectroscopy (fNIRS) and electroencephalography (EEG), as well as skin conductance, heart rate, eye tracking, face images, spoken dialog audio data with automatic speech recognition (ASR) transcriptions, game screenshots, gameplay data, game performance data, demographic data, and self-report questionnaires. Each team undergoes up to six consecutive phases: three behavioral tasks, one mission training session, and two collaborative SAR missions. As time-synchronized multimodal data collected under a variety of circumstances, this dataset will support studying a large variety of research questions on topics including teamwork, coordination, plan recognition, affective computing, physiological linkage, entrainment, and dialog understanding. We provide an initial public release of the de-identified data, along with analyses illustrating the utility of this dataset to both computer scientists and social scientists.

Applications/Neuroscience, Cognitive Science

Sergey Shuvaev, Evgeny Amelchenko, Dmitry Smagin, Natalia Kudryavtseva, Grigori Enikolopov, Alex Koulakov

Social conflict is a survival mechanism yielding both normal and pathological behaviors. To understand its underlying principles, we collected behavioral and whole-brain neural data from mice advancing through stages of social conflict. We modeled the animals’ interactions as a normal-form game using Bayesian inference to account for the partial observability of animals’ strengths. We find that our behavioral and neural data are consistent with the first-level Theory of Mind (1-ToM) model where mice form “primary” beliefs about the strengths of all mice involved and “secondary” beliefs that estimate the beliefs of their opponents. Our model identifies the brain regions that carry the information about these beliefs and offers a framework for studies of social behaviors in partially observable settings.

Theory/Game Theory

Keegan Harris, Chara Podimata, Steven Wu

Algorithmic decision-making in high-stakes domains often involves assigning decisions to agents with incentives to strategically modify their input to the algorithm. In addition to dealing with incentives, in many domains of interest (e.g. lending and hiring) the decision-maker only observes feedback regarding their policy for rounds in which they assign a positive decision to the agent; this type of feedback is often referred to as apple tasting (or one-sided) feedback. We formalize this setting as an online learning problem with apple-tasting feedback where a principal makes decisions about a sequence of $T$ agents, each of which is represented by a context that may be strategically modified. Our goal is to achieve sublinear strategic regret, which compares the performance of the principal to that of the best fixed policy in hindsight, if the agents were truthful when revealing their contexts. Our main result is a learning algorithm which incurs $\tilde{\mathcal{O}}(\sqrt{T})$ strategic regret when the sequence of agents is chosen stochastically. We also give an algorithm capable of handling adversarially-chosen agents, albeit at the cost of $\tilde{\mathcal{O}}(T^{(d+1)/(d+2)})$ strategic regret (where $d$ is the dimension of the context). Our algorithms can be easily adapted to the setting where the principal receives bandit feedback---this setting generalizes both the linear contextual bandit problem (by considering agents with incentives) and the strategic classification problem (by allowing for partial feedback).

Theory/Game Theory

Yuxuan Lu, Yuqing Kong

Peer review lies at the core of the academic process, but even well-intentioned reviewers can still provide noisy ratings. While ranking papers by average ratings may reduce noise, varying noise levels and systematic biases stemming from ``cheap'' signals (e.g. author identity, proof length) can lead to unfairness. Detecting and correcting bias is challenging, as ratings are subjective and unverifiable. Unlike previous works relying on prior knowledge or historical data, we propose a one-shot noise calibration process without any prior information. We ask reviewers to predict others' scores and use these predictions for calibration. Assuming reviewers adjust their predictions according to the noise, we demonstrate that the calibrated score results in a more robust ranking compared to average ratings, even with varying noise levels and biases.In detail, we show that the error probability of the calibrated score approaches zero as the number of reviewers increases and is significantly lower compared to average ratings when the number of reviewers is small.