Human-AI collaboration has the potential to transform various domains by leveraging the complementary strengths of human experts and Artificial Intelligence (AI) systems. However, unobserved confounding can undermine the effectiveness of this collaboration, leading to biased and unreliable outcomes. In this paper, we propose a novel solution to address unobserved confounding in human-AI collaboration by employing the marginal sensitivity model (MSM). Our approach combines domain expertise with AI-driven statistical modeling to account for potential confounders that may otherwise remain hidden. We present a deferral collaboration framework for incorporating the MSM into policy learning from observational data, enabling the system to control for the influence of unobserved confounding factors. In addition, we propose a personalized deferral collaboration system to leverage the diverse expertise of different human decision-makers. By adjusting for potential biases, our proposed solution enhances the robustness and reliability of collaborative outcomes. The empirical and theoretical analyses demonstrate the efficacy of our approach in mitigating unobserved confounding and improving the overall performance of human-AI collaborations.
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Ensuring annotator quality in training and evaluation data is a key piece of machine learning in NLP. Tasks such as sentiment analysis and offensive speech detection are intrinsically subjective, creating a challenging scenario for traditional quality assessment approaches because it is hard to distinguish disagreement due to poor work from that due to differences of opinions between sincere annotators. With the goal of increasing diverse perspectives in annotation while ensuring consistency, we propose ARTICLE, an in-context learning (ICL) framework to estimate annotation quality through self-consistency. We evaluate this framework on two offensive speech datasets using multiple LLMs and compare its performance with traditional methods. Our findings indicate that ARTICLE can be used as a robust method for identifying reliable annotators, hence improving data quality.
Deep learning models have recently shown great success in classifying epileptic patients using EEG recordings. Unfortunately, classification-based methods lack a sound mechanism to detect the onset of seizure events. In this work, we propose a two-stage framework, SODor, that explicitly models seizure onset through a novel task formulation of subsequence clustering. Given an EEG sequence, the framework first learns a set of second-level embeddings with label supervision. It then employs model-based clustering to explicitly capture long-term temporal dependencies in EEG sequences and identify meaningful subsequences. Epochs within a subsequence share a common cluster assignment (normal or seizure), with cluster or state transitions representing successful onset detections. Extensive experiments on three datasets demonstrate that our method can correct misclassifications, achieving 5%-11% classification improvements over other baselines and accurately detecting seizure onsets.
Multiphysics simulation aims to predict and understand interactions between multiple physical phenomena, aiding in comprehending natural processes and guiding engineering design. The system of Partial Differential Equations (PDEs) is crucial for representing these physical fields, and solving these PDEs is fundamental to such simulations. However, current methods primarily yield numerical outputs, limiting interpretability and generalizability. We introduce T-NNGP, a hybrid genetic programming algorithm that integrates traditional numerical methods with deep learning to derive approximate symbolic expressions for multiple unknown functions within a system of PDEs. T-NNGP initially obtains numerical solutions using traditional methods, then generates candidate symbolic expressions via deep reinforcement learning, and finally optimizes these expressions using genetic programming. Furthermore, a universal decoupling strategy guides the search direction and addresses coupling problems, thereby accelerating the search process. Experimental results on three types of PDEs demonstrate that our method can reliably obtain human-understandable symbolic expressions that fit both the PDEs and the numerical solutions from traditional methods. This work advances multiphysics simulation by enhancing our ability to derive approximate symbolic solutions for PDEs, thereby improving our understanding of complex physical phenomena.
Individual human decision-makers may benefit from different forms of support to improve decision outcomes, but when will each form of support yield better outcomes? In this work, we posit that personalizing access to decision support tools can be an effective mechanism for instantiating the appropriate use of AI assistance. Specifically, we propose the general problem of learning a decision support policy that, for a given input, chooses which form of support to provide to decision-makers for whom we initially have no prior information. We develop Modiste, an interactive tool to learn personalized decision support policies. Modiste leverages stochastic contextual bandit techniques to personalize a decision support policy for each decision-maker. In our computational experiments, we characterize the expertise profiles of decision-makers for whom personalized policies will outperform offline policies, including population-wide baselines. Our experiments include realistic forms of support (e.g., expert consensus and predictions from a large language model) on vision and language tasks. Our human subject experiments add nuance to and bolster our computational experiments, demonstrating the practical utility of personalized policies when real users benefit from accessing support across tasks.
Decoding visual information from human brain activity has seen remarkable advancements in recent research. However, the diversity in cortical parcellation and fMRI patterns across individuals has prompted the development of deep learning models tailored to each subject. The personalization limits the broader applicability of brain visual decoding in real-world scenarios. To address this issue, we introduce Wills Aligner, a novel approach designed to achieve multi-subject collaborative brain visual decoding. Wills Aligner begins by aligning the fMRI data from different subjects at the anatomical level. It then employs delicate mixture-of-brain-expert adapters and a meta-learning strategy to account for individual fMRI pattern differences. Additionally, Wills Aligner leverages the semantic relation of visual stimuli to guide the learning of inter-subject commonality, enabling visual decoding for each subject to draw insights from other subjects' data. We rigorously evaluate our Wills Aligner across various visual decoding tasks, including classification, cross-modal retrieval, and image reconstruction. The experimental results demonstrate that Wills Aligner achieves promising performance.
We consider the Coalition Structure Learning (CSL) problem in multi-agent systems, motivated by the existence of coalitions in many real-world systems, e.g., trading platforms and auction systems. In this problem, there is a hidden coalition structure within a set of n agents, which affects the behavior of the agents in games. Our goal is to actively design a sequence of games for the agents to play, such that observations in these games can be used to learn the hidden coalition structure. In particular, we consider the setting where in each round, we design and present a game together with a strategy profile to the agents, and receive a multiple-bit observation -- for each agent, we observe whether or not they would like to deviate from the specified strategy. We show that we can learn the coalition structure in O(log n) rounds if we are allowed to design any normal-form game, matching the information-theoretical lower bound. For practicality, we extend the result to settings where we can only choose games of a specific format, and design algorithms to learn the coalition structure in these settings. For most settings, our complexity matches the theoretical lower bound up to a constant factor.
Collaborative machine learning (CML) provides a promising paradigm for democratizing advanced technologies by enabling cost-sharing among participants. However, the potential for rent-seeking behaviors among parties can undermine such collaborations. Contract theory presents a viable solution by rewarding participants with models of varying accuracy based on their contributions. However, unlike monetary compensation, using models as rewards introduces unique challenges, particularly due to the stochastic nature of these rewards when contribution costs are privately held information. This paper formalizes the optimal contracting problem within CML and proposes a transformation that simplifies the non-convex optimization problem into one that can be solved through convex optimization algorithms. We conduct a detailed analysis of the properties that an optimal contract must satisfy when models serve as the rewards, and we explore the potential benefits and welfare implications of these contract-driven CML schemes through numerical experiments.
A core tension in the study of plurality elections is the clash between the classic Hotelling-Downs model, which predicts that two office-seeking candidates should cater to the median voter, and the empirical observation that democracies often have two major parties with divergent policies. Motivated in part by this tension, we introduce a dynamic model of candidate positioning based on a simple bounded rationality heuristic: candidates imitate the policy of previous winners. The resulting model is closely connected to evolutionary replicator dynamics. For uniformly-distributed voters, we prove in our model that with k = 2, 3, or 4 candidates per election, any symmetric candidate distribution converges over time to the center. With k ≥ 5 candidates per election, however, we prove that the candidate distribution does not converge to the center and provide an even stronger non-convergence result in a special case with no extreme candidates. Our conclusions are qualitatively unchanged if a small fraction of candidates are not winner-copiers and are instead positioned uniformly at random in each election. Beyond our theoretical analysis, we illustrate our results in extensive simulations; for five or more candidates, we find a tendency towards the emergence of two clusters, a mechanism suggestive of Duverger's Law, the empirical finding that plurality leads to two-party systems. Our simulations also explore several variations of the model, where we find the same general pattern: convergence to the center with four or fewer candidates, but not with five or more. Finally, we discuss the relationship between our replicator dynamics model and prior work on strategic equilibria of candidate positioning games.
We present an algorithm for computing pure-strategy epsilon-perfect Bayesian equilibria in sequential auctions with continuous action and value spaces. Importantly, our algorithm includes a verification phase that computes an upper bound on the utility loss of the found strategies. Prior work on equilibrium computation in auctions with verification has focussed on the single-round case, but the methods do not work for sequential auctions because of two main challenges: (1) there are infinitely many subgames, and (2) the setting has no optimal substructure as bidders' beliefs and best response strategies depend on the strategies of previous rounds. We make two contributions. First, we introduce a tailor-made game abstraction that discretizes the auction and augments the state space with the public beliefs, such that an approximate equilibrium can be computed via dynamic programming. Second, we prove a decomposition theorem to upper bound the utility loss of the computed equilibrium. This is essential because it is neither guaranteed that the auction has an equilibrium nor that any algorithm converges to it. We validate our algorithm on multiple settings with known equilibria and apply it to a new multi-round combinatorial auction.
Strategic interactions can be represented more concisely, and analyzed and solved more efficiently, if we are aware of the symmetries within the multiagent system. Symmetries also have conceptual implications, for example for equilibrium selection. We study the computational complexity of identifying and using symmetries. Using the classical framework of normal-form games, we consider game symmetries that can be across some or all players and/or actions. We find a strong connection between game symmetries and graph automorphisms, yielding graph automorphism and graph isomorphism completeness results for characterizing the symmetries present in a game. On the other hand, we also show that the problem becomes polynomial-time solvable when we restrict the consideration of actions in one of two ways. Next, we investigate when exactly game symmetries can be successfully leveraged for Nash equilibrium computation. We show that finding a Nash equilibrium that respects a given set of symmetries is PPAD- and CLS-complete in general-sum and team games respectively---that is, exactly as hard as Brouwer fixed point and gradient descent problems. Finally, we present polynomial-time methods for the special cases where we are aware of a vast number of symmetries, or where the game is two-player zero-sum and we do not even know the symmetries.
ChatGPT has established Generative AI (GenAI) as a significant technological advancement. However, GenAI's intricate relationship with competing platforms and its downstream impact on users remains under-explored. This paper initiates the study of GenAI's long-term social impact resulting from the weakening network effect of human-based platforms like Stack Overflow. First, we study GenAI's revenue-maximization optimization problem. We develop an approximately optimal solution and show that the optimal solution has a non-cyclic structure. Then, we analyze the social impact, showing that GenAI could be socially harmful. Specifically, we present an analog to Braess's paradox in which all users would be better off without GenAI. Finally, we develop necessary and sufficient conditions for a regulator with incomplete information to ensure that GenAI is socially beneficial.
Student placements under diversity constraints are a common practice globally. This paper addresses the selection of students by a single school under a one-to-one convention, where students can belong to multiple types but are counted only once based on one type. While existing algorithms in economics and computer science aim to help schools meet diversity goals and priorities, we demonstrate that these methods can result in significant imbalances among students with different type combinations. To address this issue, we introduce a new property called balanced representation, which ensures fair representation across all types and type combinations. We propose a straightforward choice function that uniquely satisfies four fundamental properties: maximal diversity, non-wastefulness, justified envy-freeness, and balanced representation. While previous research has primarily focused on algorithms based on bipartite graphs, we take a different approach by utilizing flow networks. This method provides a more compact formalization of the problem and significantly improves computational efficiency. Additionally, we present efficient algorithms for implementing our choice function within both the bipartite graph and flow network frameworks.
Common knowledge/belief in rationality is the traditional standard assumption in analysing interaction among agents. This paper proposes a graph-based language for capturing significantly more complicated structures of higher-order beliefs that agents might have about the rationality of the other agents. The two main contributions are a solution concept that captures the reasoning process based on a given belief structure and an efficient algorithm for compressing any belief structure into a unique minimal form.
Reciprocity plays a crucial role in maintaining cooperation in human societies and AI systems. In this paper, we focus on reciprocity within multichannel games and examine how cooperation evolves in this context. We propose a unified framework that allows us to evaluate the reputations of interdependent actions across multiple channels while simultaneously exploring both direct and indirect reciprocity mechanisms. We identify partner and semi-partner strategies under both forms of reciprocity, with the former leading to full cooperation and the latter resulting in partial cooperation. Through equilibrium analysis, we characterize the conditions under which full cooperation and partial cooperation emerge. Moreover, we show that when players can link multiple interactions, they learn to coordinate their behavior across different games to maximize overall cooperation. Our findings provide new insights into the maintenance of cooperation across various reciprocity mechanisms and interaction patterns.
Issue salience is a major determinant in voters' decisions. Candidates and political parties campaign to shift salience to their advantage - a process termed priming. We study the dynamics, strategies and equilibria of campaign spending for voter priming in multi-issue multi-party settings. We consider both parliamentary elections, where parties aim to maximize their share of votes, and various settings for presidential elections, where the winner takes all. For parliamentary elections, we show that pure equilibrium spending always exists and can be computed in time linear in the number of voters. For two parties and all settings, a spending equilibrium exists such that each party invests only in a single issue, and an equilibrium can be computed in time that is polynomial in the number of issues and linear in the number of voters. We also show that in most presidential settings no equilibrium exists. Additional properties of optimal campaign strategies are also studied.
We study a Bayesian persuasion problem with externalities. In this model, a principal sends signals to inform multiple agents about the state of the world. Simultaneously, due to the existence of externalities in the agents' utilities, the principal also acts as a correlation device to correlate the agents' actions. We consider the setting where the agents are categorized into a small number of types. Agents of the same type share identical utility functions and are treated equitably in the utility functions of both other agents and the principal. We study the problem of computing optimal signaling strategies for the principal, under three different types of signaling channels: public, private, and semi-private. Our results include revelation-principle-style characterizations of optimal signaling strategies, linear programming formulations, and analysis of in/tractability of the optimization problems. It is demonstrated that when the maximum number of deviating agents is bounded by a constant, our LP-based formulations compute optimal signaling strategies in polynomial time. Otherwise, the problems are NP-hard.
We study the k-facility location games with optional preferences on the line. In the games, each strategic agent has a public location preference on the k facility locations and a private optional preference on the preferred/acceptable set of facilities out of the k facilities. Our goal is to design strategyproof mechanisms to elicit agents’ optional preferences and locate k facilities to minimize the social or maximum cost of agents based on their facility preferences and public agent locations. We consider two variants of the facility location games with optional preferences: the Min variant and the Max variant where the agent’s cost is defined as their distance to the closest acceptable facility and the farthest acceptable facility, respectively. For the Min variant, we present two deterministic strategyproof mechanisms to minimize the maximum cost and social cost with k ≥ 3 facilities, achieving approximation ratios of 3 and 2n+1 respectively. We complement the results by establishing lower bounds of 3/2 and n/4 for the approximation ratios achievable by any deterministic strategyproof mechanisms for the maximum cost and social cost, respectively. We then improve our results in a special setting of the Min variant where there are exactly three facilities and present two deterministic strategyproof mechanisms to minimize the maximum cost and social cost. For the Max variant, we present an optimal deterministic strategyproof mechanism for the maximum cost and a k-approximation deterministic strategyproof mechanism for the social cost.
We study online fair division when there are a finite number of item types and the player values for the items are drawn randomly from distributions with unknown means. In this setting, a sequence of indivisible items arrives according to a random online process, and each item must be allocated to a single player. The goal is to maximize expected social welfare while maintaining that the allocation satisfies proportionality in expectation. When player values are normalized, we show that it is possible to with high probability guarantee proportionality constraint satisfaction and achieve O(√T) regret. To achieve this result, we present an upper confidence bound (UCB) algorithm that uses two rounds of linear optimization. This algorithm highlights fundamental aspects of proportionality constraints that allow for a UCB algorithm despite the presence of many (potentially tight) constraints. This result improves upon the previous best regret rate of O(T^(2/3)).
We investigate the problem of designing randomized obviously strategyproof (OSP) mechanisms in several canonical auction settings. Obvious strategyproofness, introduced by Li [American Economic Review 2017], strengthens the well-known concept of dominant-strategy incentive compatibility (DSIC). Loosely speaking, it ensures that even agents who struggle with contingent reasoning can identify that their dominant strategy is optimal. Thus, one would hope to design OSP mechanisms with good approximation guarantees. Unfortunately, Ron [SODA 2024] has showed that deterministic OSP mechanisms fail to achieve an approximation better than the minimum of the number of items and the number of bidders, even for the simple settings of additive and unit-demand bidders. We circumvent these impossibilities by showing that randomized mechanisms that are obviously strategy-proof in the universal sense obtain a constant factor approximation for these classes. We show that this phenomenon occurs also for the setting of a multi-unit auction with single-minded bidders. Thus, our results provide a more positive outlook on the design of OSP mechanisms and exhibit a stark separation between the power of randomized and deterministic OSP mechanisms. To complement the picture, we provide lower bounds on the performance of randomized OSP mechanisms in each setting. This further demonstrates that OSP mechanisms are significantly weaker than dominant-strategy mechanisms: it is well known that the deterministic VCG mechanism outputs an optimal allocation in dominant-strategies, whereas we show that even randomized OSP mechanisms cannot obtain more than 87.5% of the optimal welfare.