Multi-agent epistemic planning (MEP) is the task of generating action sequences that achieve goals specified over both the physical world and agents’ mental states. It plays an important role in research domains such as game theory, computational economics, and cognitive science. While dynamic epistemic logic (DEL) provides an expressive framework for MEP, it requires complete, model-based specifications of the initial state and action effects, and suffers from undecidability due to the unbounded nesting of beliefs. In this work, we propose a modal variant of the situation calculus that captures much of the expressive power of the DEL approach. Inspired by the cognitive concept Theory of Mind (ToM), we introduce action theories with hierarchical structures, allowing agents to reason about other agents' action theories up to bounded depths. We develop a regression method that reduces reasoning about future states to reasoning about the initial state. By preserving bounded-order ToM throughout the regression process, our approach ensures the decidability of the planning problem. Finally, we propose an algorithm to find the optimal solution, namely, to find the shortest action sequence that achieves the goal.
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Real-world security applications (e.g., cybersecurity) often involve multiple attack paths, each with layers of defenses that an attacker needs to sequentially overcome before a successful attack on the entire system. Each defensive resource changes dynamically in efficacy as the attack unfolds. In this paper, we study the case where attackers are adaptive, potentially switching paths over time in response to these changes with the goal to minimize the expected time until a successful attack. We formalize this as a min-max game and give examples where adaptive attackers are more powerful than non-adaptive ones. We show that defenses that do not account for adaptivity can perform arbitrarily worse. A connection between the attacker's optimal strategy with the classical theory of multi-armed bandits and the Gittins index is made, yielding a simple gradient based algorithm to solve our proposed min-max game. Experiments on synthetic settings validate our approach.
ElementaryNet: A Non-Strategic Neural Network for Predicting Human Behavior in Normal-Form Games
PDF ↗Behavioral game theory models serve two purposes: yielding insights into how human decision-making works, and predicting how people would behave in novel strategic settings. A system called GameNet represents the state of the art for predicting human behavior in the setting of unrepeated simultaneous-move games, combining a simple "level-k" model of strategic reasoning with a complex neural network model of non-strategic "level-0" behavior. Although this reliance on well-established ideas from cognitive science ought to make GameNet interpretable, the flexibility of its level-0 model raises the possibility that it is able to emulate strategic reasoning. In this work, we prove that GameNet's level-0 model is indeed too general. We then introduce ElementaryNet, a novel neural network that is provably incapable of expressing strategic behavior. We show that these additional restrictions are empirically harmless, with ElementaryNet and GameNet having statistically indistinguishable performance. We then show how it is possible to derive insights about human behavior by varying ElementaryNet's features and interpreting its parameters, finding evidence of iterative reasoning, learning about the depth of this reasoning process, and showing the value of a rich level-0 specification.
Designing Optimal Mechanisms to Locate Facilities with Insufficient Capacity for Bayesian Agents
PDF ↗In this paper, we study the Facility Location Problem with Scarce Resources (FLPSR) under the assumption that agents' type follows a probability distribution on [0,1]. In the FLPSR, the goal is to identify the optimal locations for one or more capacitated facilities to maximize Social Welfare (SW), defined as the sum of the utilities of all agents. Since the total capacity of the facilities is insufficient to serve all agents, they compete in a First-Come-First-Served game to get accommodated. The main contribution of the paper ties Optimal Transport theory to the problem of selecting a truthful mechanism tailored to the agents' distributions. For the case of a single facility, we show that an optimal mechanism always exists. We examine three classes of probability distributions and characterize the optimal mechanism analytically or provide a routine to numerically compute it. We extend our results to the case in which we have two capacitated facilities to place. Initially, we assume that agents are independent and identically distributed, but our techniques generalize to scenarios where agents are not identically distributed. Finally, we validate our findings through several numerical experiments, including: (i) deriving optimal mechanisms for the class of beta distributions, (ii) assessing the Bayesian approximation ratio of these mechanisms for small numbers of agents, and (iii)assessing how quickly the expected mechanism SW converges to its limit.
CSP4SDG: Constraint and Information-Theory Based Role Identification in Social Deduction Games with LLM-Enhanced Inference
PDF ↗In Social Deduction Games (SDGs) such as Avalon, Mafia, and Werewolf, players conceal their identities and deliberately mislead others, making hidden-role inference a central and demanding task. Accurate role identification, which forms the basis of an agent's belief state, is therefore the keystone for both human and AI performance. We introduce CSP4SDG, a probabilistic, constraint–satisfaction framework that analyses gameplay objectively. Game events and dialogue are mapped to four linguistically agnostic constraint classes—evidence, phenomena, assertions, and hypotheses. Hard constraints prune impossible role assignments, while weighted soft constraints score the remainder; information-gain weighting links each hypothesis to its expected value under entropy reduction, and a simple closed-form scoring rule guarantees that truthful assertions converge to classical hard logic with minimum error. The resulting posterior over roles is fully interpretable and updates in real time. Experiments on three public datasets show that CSP4SDG (i) outperforms LLM-based baselines in every inference scenario, and (ii) boosts LLMs when supplied as an auxiliary "reasoning tool." Our study validates that principled probabilistic reasoning with information theory is a scalable alternative—or complement—to heavy-weight neural models for SDGs.
Exploring Selective Avoidance for Online User Behavior Analysis: A Forest of Thought Explanation
PDF ↗The response behaviors observed in online user-generated content (UGC) frequently demonstrate non-linear characteristics, such as conditional branching and selective avoidance. These patterns present additional challenges for ensuring the trustworthiness of Large Language Model (LLMs) reasoning, particularly as their unidirectional, left-to-right inference mechanisms may not adequately capture such complex reasoning dynamics. To address this, we propose a Forest of Thought Explanation (FoTE), a novel prompting that models the selective avoidance in UGC while ensuring explanation consensus through reasoning paths across all decision sub-trees. FoTE firstly generates various reasoning paths through an adaptive CoT prompting. Each generated thought is subsequently evaluated through cooperative game theory to quantify its fair influence. The thoughts with the top-k contribution scores are preserved and randomly sampled to emulate selective avoidance for the next reasoning iteration. Through extensive evaluations across three open-source LLMs and two established social science problems (spanning four benchmark datasets), FoTE demonstrates superior success rates compared to competing prompting strategies. Notably, its performance gains increase with the strength of selective avoidance in social problems. The trustworthiness of our FoTE is enhanced by the incorporation of (1) a solid theoretical foundation and (2) a transparent reasoning path that converges toward consensus.
Can Large Language Models Infer Human Actions and Motives? Evaluation in Social Prediction and Inspection Games
PDF ↗Humans are able to predict each other’s actions by reasoning about the others’ underlying goals, preferences, and motives, such as greed and risk-aversion. Game theory provides a framework for studying human behaviors through incentivized games that simulate social situations. We utilized two validated games from the cognitive science literature—the Social Prediction Game (SPG) and the Inspection Game (IG)—to systematically study how well several recent open- and closed-source LLMs predict player actions and whether they can leverage and generalize the players’ motives learned from the iterated games. Our results indicate that state-of-the-art LLMs can achieve accuracy close to human levels in predicting players’ actions with underlying human motives in SPGs. However, unlike humans, who rely on reasoning about players’ motives to inform their predictions, LLMs failed to recognize statistical patterns in players’ actions. As a result, LLM prediction accuracy did not improve over multiple rounds. Our results in the IG further demonstrate that, unlike humans, LLMs were unable to recognize a player’s underlying motives and to generalize their understanding of the same player to a new context. This suggests that LLMs may lack reasoning capabilities. Our findings offer insights into differences in human and LLM reasoning mechanisms, suggesting that further research into human-AI alignment is needed before utilizing LLMs for human behavior modeling and simulation in this and related contexts.
Social intelligence, the ability to navigate complex interpersonal interactions, presents a fundamental challenge for language agents. Training such agents via reinforcement learning requires solving the credit assignment problem: determining how individual utterances contribute to multi-turn dialogue outcomes. Existing approaches directly employ language models to distribute episode-level rewards, yielding attributions that are retrospective and lack theoretical grounding. We propose SAVOIR (ShApley Value fOr SocIal RL), a novel principled framework grounded in cooperative game theory. Our approach combines two complementary principles: expected utility shifts evaluation from retrospective attribution to prospective valuation, capturing an utterance’s strategic potential for enabling favorable future trajectories; Shapley values ensure fair credit distribution with axiomatic guarantees of efficiency, symmetry, and marginality. Experiments on the SOTOPIA benchmark demonstrate that SAVOIR achieves new state-of-the-art performance across all evaluation settings, with our 7B model matching or exceeding proprietary models including GPT-4o and Claude-3.5-Sonnet. Notably, even large reasoning models consistently underperform, suggesting social intelligence requires qualitatively different capabilities than analytical reasoning.
Theory · Game Theory
Automated design of multi-agent interactions with desirable equilibrium outcomes is inherently difficult due to the computational hardness, non-uniqueness, and instability of the resulting equilibria. In this work, we propose the use of game-agnostic _differentiable equilibrium blocks_ (DEBs) as modules in a novel, differentiable framework to address a wide variety of incentive design problems from economics and computer science. We call this framework _deep incentive design_ (DID). To validate our approach, we examine three diverse, challenging incentive design tasks: contract design, machine scheduling, and inverse equilibrium problems. For each task, we train a single neural network using a unified pipeline and DEB. This architecture solves the _full distribution_ of problem instances, parameterized by a context, handling _all_ games across a wide range of scales (from two to sixteen actions per player).
As Large Language Models (LLMs) gain agentic abilities, they will have to navigate complex multi-agent scenarios, interacting with human users and other agents in cooperative and competitive settings. This will require new reasoning skills, a crucial one being theory of mind (ToM), or the ability to reason about the "mental" states of other agents. However, ToM and other multi-agent abilities in LLMs are poorly understood, since existing benchmarks suffer from narrow scope, data leakage, saturation, and lack of interactivity. We thus propose Decrypto, a game-based benchmark for multi-agent reasoning and ToM drawing inspiration from cognitive science, computational pragmatics and multi-agent reinforcement learning. It is designed to be as easy as possible in all other dimensions, eliminating confounding factors commonly found in other benchmarks. To our knowledge, it is also the first platform for designing interactive ToM experiments. We validate the benchmark design through comprehensive empirical evaluations of frontier LLMs, robustness studies, and human-AI cross-play experiments. We find that LLM game-playing abilities lag behind humans and simple word-embedding baselines. We then create variants of two classic cognitive science experiments within Decrypto to evaluate three key ToM abilities. Surprisingly, we find that state-of-the-art reasoning models are significantly worse at those tasks than their older counterparts. This demonstrates that Decrypto addresses a crucial gap in current reasoning and ToM evaluations, and paves the path towards better artificial agents. Code at anonymous.4open.science/r/decrypto/.
Theory · Game Theory
Many high-stakes AI deployments proceed only if every stakeholder deems the system acceptable relative to their own minimum standard. With randomization over a finite menu of options, this becomes a feasibility question: does there exist a lottery over options that clears all stakeholders' acceptability bars? We study a query model where the algorithm proposes lotteries and receives only binary accept/reject feedback. We give deterministic and randomized algorithms that either find a unanimously acceptable lottery or certify infeasibility; adaptivity can avoid eliciting many stakeholders' constraints, and randomization further reduces the expected elicitation cost relative to full elicitation. We complement these upper bounds with worst-case lower bounds (in particular, linear dependence on the number of stakeholders and logarithmic dependence on precision are unavoidable). Finally, we develop learning-augmented algorithms that exploit natural forms of advice (e.g., likely binding stakeholders or a promising lottery), improving query complexity when predictions are accurate while preserving worst-case guarantees.
Theory · Game Theory
Recommender systems play a crucial role in internet economies by connecting users with relevant products. However, designing effective recommender systems faces the key challenges: the \textit{exploration-exploitation} tradeoff in securing \textit{incentive} to explore new products against user's self-interested preferences. While prior work addresses Bayesian Incentive Compatibility (BIC) in fixed-design linear bandits \cite{sellke2023price}, we tackle the challenge of stochastic user covariates sampled online. Unlike standard black-box reductions \citep{mansour2020bayesian}, our two-stage framework exploits the linear reward structure to achieve sublinear regret while satisfying incentive constraints. To address it, we propose a two-stage algorithm that integrates incentivized exploration with \textit{any efficient plug-in offline learning algorithms}. In the first stage, it explores products while maintaining incentive compatibility to gather optimal samples. The second stage employs \textit{inverse proportional gap sampling strategy} integrated with any efficient learning methods to secure sublinear regret. Theoretically, we prove that algorithm \recon{} achieves $\tilde{O}(\sqrt{KdT})$ regret and simultaneously satisfies incentive constraints, and discovers the tradeoff between incentive budget and regret, validating in experiments. We demonstrate RCB's strong incentive gain, sublinear regret, and robustness through a real application on personalized warfarin dosing and simulations. To the best of our knowledge, this is the first analysis for BIC in online preference learning settings.
Theory · Game Theory
The rise of auto-bidding in online advertising has created new challenges for ensuring advertiser incentive compatibility, particularly when advertisers delegate bidding to agents with high-level constraints. One challenge is the multiplicity of equilibria with reported constraints. Alimohammadi et al. proposed a notion of Auto-bidding Incentive Compatibility (AIC) which serves to highlight that standard auctions may not incentivize truthful reporting of these constraints. However, their definition of AIC is very stringent as it requires that the worst-case outcome of an advertiser's truthful report is at least as good as the best-case outcome of any of the advertiser's possible deviations. In this paper, we introduce two refined and relaxed concepts: Risk-Averse Auto-bidding Incentive Compatibility (RAIC) and Optimistic Auto-bidding Incentive Compatibility (OAIC). RAIC (OAIC) stipulates that truthful reporting is preferred if its least (most) favorable equilibrium outcome is no worse than the least (most) favorable equilibrium outcome from any misreport. We demonstrate that SPA satisfies both RAIC and OAIC. These findings clarify SPA's incentive properties under auto-bidding, specifically regarding advertiser perspectives on equilibrium selection.
Theory · Game Theory
*Hidden-action principal-agent problems* model scenarios in which a principal induces an agent to take a costly and *unobservable* action through the provision of outcome-dependent payments. These problems find application in a variety of real-world settings, such as crowdsourcing, online labor platforms, and machine learning task delegation. Recently, much of the literature has focused on how to handle the principal’s *uncertainty* about the agent and the surrounding environment, which is often the main challenge in practice. One prominent approach is to adopt an *online learning* framework, where the principal repeatedly interacts with the agent to learn optimal payments from experience. However, existing learning algorithms, while achieving regret that scales sublinearly in the number of interaction rounds $T$, typically suffer from an exponential dependence on the size of the problem instance. In this paper, we show that this problematic exponential growth can be avoided by assuming that the principal has knowledge of a set of possible actions of the agent, while remaining unaware of which actions are actually available---an assumption that is reasonable in many real-world settings.
Theory · Game Theory
An AI agent will learn a desired goal more effectively if it does not resist the training process, but many partially learned goals incentivize an AI to avoid further goal updates. We would like goals to be corrigible, meaning they allow requested changes, so that we can confidently correct errors and shut down the AI if necessary. Despite this being a crucial safety property, the existing literature does not specify goals that are both corrigible and competitive with alternatives. We introduce a transformation that constructs a corrigible version of nearly any goal, without sacrificing performance. This is done by eliciting predictions of reward conditional on costlessly preventing updates, and having that target be pursued myopically. These goals are then shown to lead to optimal performance among the class of corrigible goals, incentivize allowing mid-action overrides, disincentivize deliberate self-modification, and induce corrigible behavior in gridworld settings.
Theory · Game Theory
AI arenas, which rank models from pairwise preferences of users, are an industry-standard evaluation mechanism for generative models. In a recent paper, Singh et al. (2025) demonstrate that widely-used mechanisms are not clone-robust: In particular, they submitted multiple copies of the same model and showed that the higher-ranked copy was several positions above the lower-ranked one. In this paper, we begin by showing, both theoretically and in simulations calibrated to data from LMArena, that producers can benefit substantially from submitting clones. We then propose a new mechanism for ranking models based on pairwise comparisons, called You-Rank-We-Rank (YRWR). It uses producers’ rankings over their own models to correct statistical estimates of model quality. We prove that this mechanism is approximately clone-robust, in the sense that a producer cannot gain much utility by doing anything other than submitting each of their unique models exactly once. Moreover, to the extent that model producers are able to correctly rank their own models, YRWR improves overall ranking accuracy. We validate our theory with further semisynthetic experiments.
Applications · Social Sciences
As Large Language Models (LLMs) are increasingly deployed in social and strategic scenarios, it becomes critical to understand where and why their behavior diverges from that of humans. While behavioral game theory (BGT) provides a framework for analyzing behavior, existing models do not fully capture the idiosyncratic behavior of humans or black-box, non-human agents like LLMs. We employ AlphaEvolve, a cutting-edge program discovery tool, to directly discover *interpretable* models of human and LLM behavior from data, thereby enabling open-ended discovery of structural factors driving human and LLM behavior. Our analysis on iterated rock-paper-scissors reveals that frontier LLMs can be capable of deeper strategic behavior than humans. These results provide a foundation for understanding structural differences driving differences in human and LLM behavior in strategic interactions.
Theory · Game Theory
We study a setting in which two players play a (possibly approximate) Nash equilibrium of a bimatrix game, while a learner observes only their actions and has no knowledge of the equilibrium or the underlying game. A natural question is whether the learner can rationalize the observed behavior by inferring the players' payoff functions. Rather than producing a single payoff estimate, inverse game theory aims to identify the entire set of payoffs consistent with observed behavior, enabling downstream use in, e.g., counterfactual analysis and mechanism design across applications like auctions, pricing, and security games. We focus on the problem of estimating the set of feasible payoffs with high probability and up to precision $\epsilon$ on the Hausdorff metric. We provide the first minimax-optimal rates for both exact and approximate equilibrium play, in zero-sum as well as general-sum games. Our results provide learning-theoretic foundations for set-valued payoff inference in multi-agent environments.
Reinforcement Learning · Planning
Modern reinforcement learning (RL) systems have demonstrated remarkable capabilities in complex environments, such as video games. However, they still fall short of achieving human-like sample efficiency and adaptability when learning new domains. Theory-based reinforcement learning (TBRL) is an algorithmic framework specifically designed to address this gap. Modeled on cognitive theories, TBRL leverages structured, causal world models---``theories''---as forward simulators for use in planning, generalization and exploration. Although current TBRL systems provide compelling explanations of how humans learn to play video games, they face several technical limitations: their theory languages are restrictive, and their planning algorithms are not scalable. To address these challenges, we introduce TheoryCoder, an instantiation of TBRL that exploits hierarchical representations of theories and efficient program synthesis methods for more powerful learning and planning. TheoryCoder equips agents with general-purpose abstractions (e.g., ``move to''), which are then grounded in a particular environment by learning a low-level transition model (a Python program synthesized from observations by a large language model). A bilevel planning algorithm can exploit this hierarchical structure to solve large domains. We demonstrate that this approach can be successfully applied to diverse and challenging grid-world games, where approaches based on directly synthesizing a policy perform poorly. Ablation studies demonstrate the benefits of using hierarchical abstractions.
Theory · Game Theory
We study consumer utility maximization in an online random-order model where strategic agents arrive sequentially. To circumvent strong impossibility results for utility maximization, we turn to the framework of learning-augmented mechanism design. Crucially, we show that the types of predictions commonly used in learning-augmented mechanism design (such as predictions of agent values or the optimal value) are not useful for utility maximization, where payments are directly at odds with the objective. Instead, we identify that a qualitatively different kind of prediction suffices: the identity of the highest-valued agent. First, we provide a deterministic truthful mechanism for our online setting by adapting offline randomized techniques. Then, we augment our mechanism with predictions. When the predictions are correct, we achieve a constant approximation to the optimal solution under full information (consistency), and even when predictions are arbitrarily bad, we guarantee a constant approximation to the best implementable solution (robustness).