论文检索

输入标题、作者或关键词,从 672 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
672篇论文匹配“Game Theory”
第 33 / 34 页

Social Aspects/Trustworthy Machine Learning

Francis Ward, Francesca Toni, Francesco Belardinelli, Tom Everitt

Deceptive agents are a challenge for the safety, trustworthiness, and cooperation of AI systems. We focus on the problem that agents might deceive in order to achieve their goals (for instance, in our experiments with language models, the goal of being evaluated as truthful).There are a number of existing definitions of deception in the literature on game theory and symbolic AI, but there is no overarching theory of deception for learning agents in games. We introduce a formaldefinition of deception in structural causal games, grounded in the philosophyliterature, and applicable to real-world machine learning systems.Several examples and results illustrate that our formal definition aligns with the philosophical and commonsense meaning of deception.Our main technical result is to provide graphical criteria for deception. We show, experimentally, that these results can be used to mitigate deception in reinforcement learning agents and language models.

Theory/Game Theory

Yoav Kolumbus, Menahem Levy, Noam Nisan

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

Theory/Game Theory

Anuran Makur, Marios Mertzanidis, Alexandros Psomas, Athina Terzoglou

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

Theory/Game Theory

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

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

Social Aspects/Accountability, Transparency and Interpretability

David Watson, Joshua O'Hara, Niek Tax, Richard Mudd, Ido Guy

Researchers in explainable artificial intelligence have developed numerous methods for helping users understand the predictions of complex supervised learning models. By contrast, explaining the $\textit{uncertainty}$ of model outputs has received relatively little attention. We adapt the popular Shapley value framework to explain various types of predictive uncertainty, quantifying each feature's contribution to the conditional entropy of individual model outputs. We consider games with modified characteristic functions and find deep connections between the resulting Shapley values and fundamental quantities from information theory and conditional independence testing. We outline inference procedures for finite sample error rate control with provable guarantees, and implement efficient algorithms that perform well in a range of experiments on real and simulated data. Our method has applications to covariate shift detection, active learning, feature selection, and active feature-value acquisition.

Theory/Game Theory

Markus Utke, Ulrike Schmidt-Kraepelin

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

Theory/Game Theory

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

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

Theory/Game Theory

Eden Saig, Inbal Talgam-Cohen, Nir Rosenfeld

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

Theory/Game Theory

Christoph Hertrich, Yixin Tao, László A. Végh

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

Theory/Game Theory

Sarah Toonsi, Jeff Shamma

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

Theory/Game Theory

Siddharth Prasad, Maria-Florina Balcan, Tuomas Sandholm

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

Theory/Game Theory

Martino Bernasconi, Matteo Castiglioni, Alberto Marchesi, Mirco Mutti

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

Theory/Social Aspects

Yash Gupta, Runtian Zhai, Arun Suggala, Pradeep Ravikumar

Several recent works have studied the societal effects of AI; these include issues such as fairness, robustness, and safety. In many of these objectives, a learner seeks to minimize its worst-case loss over a set of predefined distributions (known as uncertainty sets), with usual examples being perturbed versions of the empirical distribution. In other words, the aforementioned problems can be written as min-max problems over these uncertainty sets. In this work, we provide a general framework for studying these problems, which we refer to as Responsible AI (RAI) games. We provide two classes of algorithms for solving these games: (a) game-play based algorithms, and (b) greedy stagewise estimation algorithms. The former class is motivated by online learning and game theory, whereas the latter class is motivated by the classical statistical literature on boosting, and regression. We empirically demonstrate the applicability and competitive performance of our techniques for solving several RAI problems, particularly around subpopulation shift.

Theory/Game Theory

Revan MacQueen, James Wright

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

Theory/Game Theory

Kyriakos Lotidis, Panayotis Mertikopoulos, Nicholas Bambos, Jose Blanchet

In this paper, we study the problem of learning in quantum games - and other classes of semidefinite games - with scalar, payoff-based feedback.For concreteness, we focus on the widely used matrix multiplicative weights (MMW) algorithm and, instead of requiring players to have full knowledge of the game (and/or each other's chosen states), we introduce a suite of minimal-information matrix multiplicative weights (3MW) methods tailored to different information frameworks.The main difficulty to attaining convergence in this setting is that, in contrast to classical finite games, quantum games have an infinite continuum of pure states (the quantum equivalent of pure strategies), so standard importance-weighting techniques for estimating payoff vectors cannot be employed.Instead, we borrow ideas from bandit convex optimization and we design a zeroth-order gradient sampler adapted to the semidefinite geometry of the problem at hand.As a first result, we show that the 3MW method with deterministic payoff feedback retains the $\mathcal{O}(1/\sqrt{T})$ convergence rate of the vanilla, full information MMW algorithm in quantum min-max games, even though the players only observe a single scalar.Subsequently, we relax the algorithm's information requirements even further and we provide a 3MW method that only requires players to observe a random realization of their payoff observable, and converges to equilibrium at an $\mathcal{O}(T^{-1/4})$ rate.Finally, going beyond zero-sum games, we show that a regularized variant of the proposed 3MW method guarantees local convergence with high probability to all equilibria that satisfy a certain first-order stability condition.

Social Aspects/Fairness, Equity, Justice and Safety

Tongxin Yin, Reilly Raab, Mingyan Liu, Yang Liu

While machine learning can myopically reinforce social inequalities, it may also be used to dynamically seek equitable outcomes. In this paper, we formalize long-term fairness as an online reinforcement learning problem for a policy affecting human populations. This formulation accommodates dynamical control objectives, such as achieving equitable population states, that cannot be incorporated into static formulations of fairness. We demonstrate that algorithmic solutions to the proposed fairness problem can adapt to unknown dynamics and, by sacrificing short-term incentives, drive the policy-population system towards more desirable equilibria. For the proposed setting, we develop an algorithm that adapts recent work in online learning and prove that this algorithm achieves simultaneous probabilistic bounds on cumulative loss and cumulative violations of fairness. In the classification setting subject to group fairness, we compare our proposed algorithm to several baselines, including the repeated retraining of myopic or distributionally robust classifiers, and to a deep reinforcement learning algorithm that lacks fairness guarantees. Our experiments model human populations according to evolutionary game theory and integrate real-world datasets.

Theory/Learning Theory

Nika Haghtalab, Michael Jordan, Eric Zhao

We provide a unifying framework for the design and analysis of multi-calibrated predictors. By placing the multi-calibration problem in the general setting of multi-objective learning---where learning guarantees must hold simultaneously over a set of distributions and loss functions---we exploit connections to game dynamics to achieve state-of-the-art guarantees for a diverse set of multi-calibration learning problems. In addition to shedding light on existing multi-calibration guarantees and greatly simplifying their analysis, our approach also yields improved guarantees, such as error tolerances that scale with the square-root of group size versus the constant tolerances guaranteed by prior works, and improving the complexity of $k$-class multi-calibration by an exponential factor of $k$ versus Gopalan et al.. Beyond multi-calibration, we use these game dynamics to address emerging considerations in the study of group fairness and multi-distribution learning.

Theory/Game Theory

Sai Srivatsa Ravindranath, Yanchen Jiang, David Parkes

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

Theory/Game Theory

Yi Feng, Hu Fu, Qun Hu, Ping Li, Ioannis Panageas, bo peng, Xiao Wang

Last-iterate convergence has received extensive study in two player zero-sum games starting from bilinear, convex-concave up to settings that satisfy the MVI condition. Typical methods that exhibit last-iterate convergence for the aforementioned games include extra-gradient (EG) and optimistic gradient descent ascent (OGDA). However, all the established last-iterate convergence results hold for the restrictive setting where the underlying repeated game does not change over time.Recently, a line of research has focused on regret analysis of OGDA in time-varying games, i.e., games where payoffs evolve with time; the last-iterate behavior of OGDA and EG in time-varying environments remains unclear though. In this paper, we study the last-iterate behavior of various algorithms in two types of unconstrained, time-varying, bilinear zero-sum games: periodic and convergent perturbed games. These models expand upon the usual repeated game formulation and incorporate external environmental factors, such as the seasonal effects on species competition and vanishing external noise. In periodic games, we prove that EG will converge while OGDA and momentum method will diverge. This is quite surprising, as to the best of our knowledge, it is the first result that indicates EG and OGDA have qualitatively different last-iterate behaviors and do not exhibit similar behavior. In convergent perturbed games, we prove all these algorithms converge as long as the game itself stabilizes with a faster rate than $1/t$.

Theory/Game Theory

Ioannis Anagnostides, Tuomas Sandholm

Computational tractability and social welfare (aka. efficiency) of equilibria are two fundamental but in general orthogonal considerations in algorithmic game theory. Nevertheless, we show that when (approximate) full efficiency can be guaranteed via a smoothness argument a la Roughgarden, Nash equilibria are approachable under a family of no-regret learning algorithms, thereby enabling fast and decentralized computation. We leverage this connection to obtain new convergence results in large games---wherein the number of players $n \gg 1$---under the well-documented property of full efficiency via smoothness in the limit. Surprisingly, our framework unifies equilibrium computation in disparate classes of problems including games with vanishing strategic sensitivity and two-player zero-sum games, illuminating en route an immediate but overlooked equivalence between smoothness and a well-studied condition in the optimization literature known as the Minty property. Finally, we establish that a family of no-regret dynamics attains a welfare bound that improves over the smoothness framework while at the same time guaranteeing convergence to the set of coarse correlated equilibria. We show this by employing the clairvoyant mirror descent algortihm recently introduced by Piliouras et al.