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672篇论文匹配“Game Theory”
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Theory · Game Theory

Bana Sadi, Eden Saig, Nir Rosenfeld

Prediction algorithms are increasingly used to inform decisions about humans, but maximizing accuracy—the standard learning objective—is not necessarily optimal for this purpose. Instead, we propose optimizing social welfare, defined as the average gain users receive from correct predictions. Welfare enables to express, and therefore account for, heterogeneity in how much users benefit from accuracy. But since these valuations are private and users can benefit from overreporting them, learning must simultaneously elicit truthful values and optimize welfare with respect to them. To this end, we propose a novel learning algorithm that incorporates a truthful auction. We show how to compute allocations and prices efficiently, and bound the number of paying users—which surprisingly is independent of the sample size. We conclude with experiments on real and synthetic data that demonstrate our algorithm and explore the connections between welfare and accuracy.

Theory · Game Theory

Tamar Garbuz, Ariel Procaccia, Eden Saig, Inbal Talgam-Cohen, Jamie Tucker-Foltz

When organizations delegate text generation tasks to AI providers via pay-for-performance contracts, expected payments rise when evaluation is noisy. As evaluation methods become more elaborate, the economic benefits of decreased noise are often overshadowed by increased evaluation costs. In this work, we introduce adaptive contracts for AI delegation, which allow detailed evaluation to be performed selectively after observing an initial coarse signal in order to conserve resources. We make three sets of contributions: First, we provide efficient algorithms for computing optimal adaptive contracts under natural assumptions or when core problem dimensions are small, and prove hardness of approximation in the general unstructured case. We then formulate alternative models of randomized adaptive contracts and discuss their benefits and limitations. Finally, we empirically demonstrate the benefits of adaptivity over non-adaptive baselines using question-answering and code-generation datasets.

Theory · Game Theory

Yiting Hu, Lingjie Duan

Continual learning (CL), where a model is trained on a sequence of data tasks, is increasingly being adopted across key fields such as large language models and image recognition, yet it remains highly vulnerable to data poisoning that triggers learning divergence or severe generalization loss. Despite these threats, a principled theoretical foundation in CL for understanding attack and defense remains lacking. In this paper, we develop a theoretical framework to analyze strategic attacks and defenses in regularization-based CL, a cornerstone of recent CL theory. By framing the adversary-defender interaction as an online zero-sum game, we first establish a fundamental performance limit: no defense succeeds when an adversary poisons a linear proportion of tasks via adding unbounded noise or pattern shifts in regularization-based CL. We then analyze two possibly denfensible scenarios: infrequent attacks and bounded noise per attack. For the former regime, we propose a task-to-task verification mechanism to detect data poisoning and reduce cumulative bias for learning convergence. For the latter regime, we derive a robust defense that minimizes the model’s sensitivity to poisoned features, provably accelerating the convergence rate. Extensive experiments on realistic tasks further validate our theoretical results.

Theory · Game Theory

Omar Abbadi, Rida Laraki, Panayotis Mertikopoulos

We examine the interplay between ordinal, preference-based solution concepts in games and the outcomes of payoff-driven learning dynamics, asking to what extent the combinatorial data of a game—its preference graph—can predict the long-run behavior of no-regret dynamics such as *follow-the-regularized-leader* (FTRL). In one direction, we show that the skeleton of every *dynamically stable* set, i.e., the set of pure profiles it contains, must be *preferentially stable*, that is, closed under pure profitable deviations. We then ask the converse question: when are preferences sufficient to describe long-run behavior? For *subgames*—subsets of pure profiles obtained by restricting players’ action sets—preferences are enough to fully characterize asymptotic stability. Beyond subgames however, we construct a three-player counterexample with a preferentially stable set whose span is dynamically *unstable*, thus establishing that preferences are *not sufficient* to describe dynamically stable behavior in general. To restore stability, we introduce the notion of *leaklessness*, a measure of aggregate payoff drift away from a set of pure profiles, and use it to identify a payoff-based condition under which the span of a set of pure profiles remains stable and attracting, thereby setting forth a natural cardinal guarantee of dynamic stability.

General Machine Learning · Online Learning, Active Learning and Bandits

Hang Yu, Yu-Hu Yan, Peng Zhao

Gradient-variation online learning has drawn increasing attention due to its deep connections to game theory, optimization, etc. It has been studied extensively in the full-information setting, but is underexplored with bandit feedback. In this work, we focus on gradient variation in Bandit Convex Optimization (BCO) with two-point feedback. By proposing a refined analysis on the *non-consecutive* gradient variation, a fundamental quantity in gradient variation with bandits, we improve the dimension dependence for both convex and strongly convex functions compared with the best known results (Chiang et al., 2013). Our improved analysis for the non-consecutive gradient variation also implies other favorable problem-dependent guarantees, such as gradient-variance and small-loss regrets. Beyond the two-point setup, we demonstrate the versatility of our technique by achieving the *first* gradient-variation bound for one-point bandit linear optimization over hyper-rectangular domains. Finally, we validate the effectiveness of our results in more challenging tasks such as dynamic/universal regret minimization and bandit games, establishing the *first* gradient-variation dynamic and universal regret bounds for two-point BCO and fast convergence rates in bandit games.

Theory · Game Theory

Mehryar Mohri, Jon Schneider, Yifan Wu

We focus on the problem of Answer-Level Fine-Tuning (ALFT), where the goal is to optimize a language model based on the correctness or properties of its final answers, rather than the specific reasoning traces used to produce them. Directly optimizing answer-level objectives is computationally intractable due to the need to marginalize over the vast space of latent reasoning paths. To overcome this, we propose a general game-theoretical framework that lifts the problem to a Distributional Alignment Game. We formulate ALFT as a two-player game between a Policy (the generator) and a Target (an auxiliary distribution). We prove that the Nash Equilibrium of this game corresponds exactly to the solution of the original answer-level optimization problem. This variational perspective transforms the intractable marginalization problem into a tractable projection problem. We demonstrate that this framework unifies recent approaches to diversity and self-improvement (coherence) and provide efficient algorithms compatible with Group Relative Policy Optimization (GRPO), yielding significant complexity gains in mathematical reasoning tasks.

Theory · Game Theory

Yanru Guan, Jiahao Zhang, Zhe Feng, Tao Lin

While the auto-bidding literature predominantly considers independent bidding, we investigate the coordination problem among multiple auto-bidders in online advertising platforms. Two motivating scenarios are: collaborative bidding among multiple bidders managed by a third-party bidding agent, and strategic bid selection for multiple ad campaigns managed by a single advertiser. We formalize this coordination problem as a theoretical model and investigate the coordination mechanism where only the highest-value bidder competes with outside bidders, while other coordinated bidders refrain from competing. We demonstrate that such a coordination mechanism dominates independent bidding, improving both Return-on-Spend (RoS) compliance and the total value accrued for the participating auto-bidders or ad campaigns, for a broad class of auto-bidding algorithms. Additionally, our simulations on synthetic and real-world datasets support the theoretical result that coordination outperforms independent bidding. These findings highlight both the theoretical potential and the practical robustness of coordinated auto-bidding in online auctions.

Theory · Game Theory

Zihan Li, Yan Hao Ling, Jonathan Scarlett, Warut Suksompong

We introduce a problem of fairly allocating indivisible goods (items) in which the agents' valuations cannot be observed directly, but instead can only be accessed via noisy queries. In the two-agent setting with Gaussian noise and bounded valuations, we derive upper and lower bounds on the required number of queries for finding an envy-free allocation in terms of the number of items, $m$, and the negative-envy of the optimal allocation, $\Delta$. In particular, when $\Delta$ is not too small (namely, $\Delta \gg m^{1/4}$), we establish that the optimal number of queries scales as $\frac{\sqrt m }{(\Delta / m)^2} = \frac{m^{2.5}}{\Delta^2}$ up to logarithmic factors. Our upper bound is based on non-adaptive queries and a simple thresholding-based allocation algorithm that runs in polynomial time, while our lower bound holds even under adaptive queries and arbitrary computation time.

Theory · Learning Theory

Raman Arora

We study sequential decision-making in partially observable environments against strategic, adaptive opponents, modeled as partially observable Markov games (POMGs). The central challenge is to learn latent dynamics from partial observations while facing an adversary whose behavior depends on the learner's strategy, making standard regret notions inadequate. We develop an epoch-based optimistic, model-based framework and show it achieves policy regret $\tilde{O}\!\left(H(m+\sqrt{\beta})\sqrt{d_E T}\right)$, where $H$ is the horizon, $m$ the adversary's memory bound, $d_E$ the Eluder dimension of the joint model class, and $T$ the number of episodes. Our algorithm selects one policy per geometrically growing epoch using confidence sets built cumulatively from past data. We also prove a matching $\Omega(\sqrt{d_E T})$ lower bound (optimal up to log factors), and extend the framework to fading-memory adversaries and horizon-adaptive variants. These results give the first tight characterization of learnability in POMGs against adaptive opponents.

Theory · Game Theory

Davin Choo, Winston Fu, Tzeh Yuan Neoh, Tze-Yang Poon, Nicholas Teh

We study the online fair division problem, where indivisible goods arrive sequentially and must be allocated immediately and irrevocably. Prior work establishes strong impossibility results for approximating classic notions such as envy-freeness up to one good (EF1) and maximin share (MMS) in this setting, but the approximability of proportionality up to one good (PROP1) has remained unresolved. We resolve this gap in two steps. First, we show that three natural greedy allocation rules (standard baselines in fair division) fail to guarantee any multiplicative approximation to PROP1 against an adaptive adversary. These limitations motivate two relaxations: (i) restricting attention to a non-adaptive adversary, and (ii) incorporating coarse predictions in the spirit of learning-augmented algorithms. Under a non-adaptive adversary, we show that the uniform random allocation achieves a meaningful PROP1 approximation with high probability, and this guarantee is essentially tight for this approach; moreover, when item values are sufficiently small, the allocation is near-PROP1 with high probability. Finally, given maximum item value (MIV) predictions, we design an online algorithm that achieves robust approximation guarantees for PROP1, and degrades gracefully under one-sided prediction error. In contrast, we show that EF1, MMS, and PROPX remain inapproximable even with perfect MIV predictions.

Theory · Game Theory

Kassian Köck, Fabian Raoul Pieroth, Martin Bichler

We investigate learning dynamics in competitive newsvendor games, a class of continuous-action games with strategic substitutes. Despite established equilibrium properties, convergence of independent learning algorithms in repeated general-sum play remains uncertain. We analyze structural properties under complete and incomplete information, deriving closed-form equilibria for a symmetric complete-information benchmark with perfect substitution. Our main theoretical contribution proves strict monotonicity in both complete-information and Bayesian models with private costs, ensuring equilibrium uniqueness and ruling out unstable dynamics. This provides convergence guarantees for variational-inequality-based algorithms. Numerical experiments using deep reinforcement learning agents with Proximal Policy Optimization empirically demonstrate convergence to Nash and Bayesian Nash equilibria, verified by equilibrium checks. These results establish a foundation for applying deep reinforcement learning in competitive inventory management.

Social Aspects · Alignment

Natalie Collina, Surbhi Goel, Aaron Roth, Emily Ryu, Mirah Shi

Aligning AI systems with human values remains a fundamental challenge, but does our inability to create perfectly aligned models preclude obtaining the benefits of alignment? We study a strategic setting where a human user interacts with multiple differently misaligned AI agents, none of which are individually well-aligned. Our key insight is that when the user’s utility lies approximately within the convex hull of the agents’ utilities, a condition that becomes easier to satisfy as model diversity increases, strategic competition can yield outcomes comparable to interacting with a perfectly aligned model. We model this as a multi-leader Stackelberg game, extending Bayesian persuasion to multi-round conversations between differently informed parties, and prove three results: (1) when perfect alignment would allow the user to learn her Bayes-optimal action, she can also do so in all equilibria under the convex hull condition; (2) under weaker assumptions requiring only approximate utility learning, a non-strategic user employing quantal response achieves near-optimal utility in all equilibria; and (3) when the user selects the best single AI after an evaluation period, equilibrium guarantees remain near-optimal without further distributional assumptions. We complement the theory with two forms of empirical evidence: First, we perform simulations of the best-AI selection game using best response dynamics, which show that competition among individually misaligned agents reliably improves user utility when the approximate convex hull assumption is satisfied, but does not always when it fails. Second, we show that synthetically generated AI utility functions (produced via perturbations of the same prompt to evaluate instances on a movie recommendation (MovieLens) and ethical judgement (ETHICS) dataset) quickly produce a convex hull that contains a good approximation of a given utility function even when none of the individual LLM utility functions is well aligned. We show that this phenomenon extends to human and LLM responses on real-world polling data (OpinionQA): a convex hull of LLM opinions can approximate human opinions more accurately than any individual LLM across a wide range of survey questions.

Theory · Game Theory

Nina Balcan, Kiriaki Fragkia, Keegan Harris

We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as security games and AI safety, we show how this additional structure can help the leader learn a utility-maximizing policy in both the online and distributional settings. In the online setting, we first prove that standard learning-theoretic measures of complexity do not characterize the difficulty of the leader's learning task. Remarkably, we find that there exists a learning-theoretic measure of complexity, analogous to the Littlestone dimension in online classification, that tightly characterizes the leader's instance-optimal regret. We term this the Stackelberg-Littlestone dimension, and leverage it to provide a provably optimal online learning algorithm. In the distributional setting, we provide analogous results by showing that two new dimensions control the sample complexity upper- and lower-bound.

Philip Jordan, Maryam Kamgarpour

We study the existence and computation of Nash equilibria in concave games where the players' admissible strategies are subject to shared coupling constraints. Under playerwise concavity of constraints, we prove existence of Nash equilibria. Our proof leverages topological fixed point theory and novel structural insights into the contractibility of feasible sets, and relaxes strong assumptions for existence in prior work. Having established existence, we address the question of whether in the presence of coupling constraints, playerwise independent learning dynamics have convergence guarantees. We address this positively for the class of potential games by designing a convergent algorithm. To account for the possibly nonconvex feasible region, we employ a log barrier regularized gradient ascent with adaptive stepsizes. Starting from an initial feasible strategy profile and under exact gradient feedback, the proposed method converges to an $\epsilon$-approximate constrained Nash equilibrium within $\mathcal{O}(\epsilon^{-3})$ iterations.

Theory · Game Theory

Philip Jordan, Maryam Kamgarpour

We study the existence and computation of Nash equilibria in concave games where the players' admissible strategies are subject to shared coupling constraints. Under playerwise concavity of constraints, we prove existence of Nash equilibria. Our proof leverages topological fixed point theory and novel structural insights into the contractibility of feasible sets, and relaxes strong assumptions for existence in prior work. Having established existence, we address the question of whether in the presence of coupling constraints, playerwise independent learning dynamics have convergence guarantees. We address this positively for the class of potential games by designing a convergent algorithm. To account for the possibly nonconvex feasible region, we employ a log barrier regularized gradient ascent with adaptive stepsizes. Starting from an initial feasible strategy profile and under exact gradient feedback, the proposed method converges to an $\epsilon$-approximate constrained Nash equilibrium within $\mathcal{O}(\epsilon^{-3})$ iterations.

Theory · Game Theory

Shuang Cui, He Huang, Yu-e Sun, Chen Xue

Budget-feasible procurement auctions play a pivotal role in various AI-driven marketplaces, such as data acquisition and crowdsourcing, where a buyer with a limited budget seeks to procure services from strategic sellers with private costs. While numerous budget-feasible mechanisms have been proposed for the classic objective of maximizing the buyer's valuation, the more challenging and economically significant objective of social welfare maximization has only recently been studied, and existing approaches still sacrifice budget feasibility, thereby limiting their practical applicability. In this paper, we bridge this gap by proposing BFM-SWM, the first budget-feasible mechanism with provable approximation guarantees for submodular welfare maximization in procurement auctions. Our mechanism satisfies standard economic properties, including truthfulness, individual rationality, and non-negative auctioneer surplus. As a by-product, we develop BFM-VM, a variant tailored for valuation maximization, which achieves a deterministic approximation ratio of $1/(12+4\sqrt{3})$ for general submodular functions, substantially improving upon the best-known deterministic ratio of $1/64$ established by [Balkanski et al., SODA 2022], while reducing the running time from $\mathcal{O}(n^2\log n)$ to $\mathcal{O}(n\log n)$. Extensive experiments demonstrate the efficiency and effectiveness of our mechanisms.

Theory · Game Theory

Ioannis Anagnostides, Ioannis Panageas, Nikolas Patris, Tuomas Sandholm

Follow the regularized leader (FTRL) is the premier algorithm for online optimization. However, despite decades of research on its convergence in constrained optimization---and potential games in particular---its behavior remained hitherto poorly understood. In this paper, we establish that FTRL can take exponential time to converge to a Nash equilibrium in two-player potential games for any (permutation-invariant) regularizer and potentially vanishing learning rate. By known equivalences, this translates to an exponential lower bound for certain mirror descent counterparts, most notably multiplicative weights update. On the positive side, we establish the potential property for FTRL and obtain an exponential upper bound $\exp(O_{\epsilon}(1/\epsilon^2))$ for any no-regret dynamics executed in a lazy, alternating fashion, matching our lower bound up to factors in the exponent. Finally, in multi-player potential games, we show that fictitious play---the extreme version of FTRL---can take doubly exponential time to reach a Nash equilibrium. This constitutes an exponentially stronger lower bound for the foundational learning algorithm in games.

Deep Learning · Large Language Models

Kishan Panaganti, Zhenwen Liang, Wenhao Yu, Haitao Mi, Dong Yu

Reasoning post-training with GRPO is typically built on *static uniformity*: uniform prompt sampling and a fixed number of rollouts per prompt. For heterogeneous, heavy-tailed reasoning data, this wastes compute on already-solved patterns while under-training the long tail of hard problems. We cast GRPO post-training as *two independent GDRO games* (not coupled) over *dynamic difficulty groups* defined online by pass@8: a *data adversary* that reshapes prompt sampling and a *compute adversary* that redistributes rollouts. **Prompt-GDRO** applies multiplicative-weights reweighting over bins (with an EMA-debiased difficulty score) to upweight persistently hard groups without frequency bias. **Rollout-GDRO** allocates rollouts across bins under a fixed *mean* budget via a shadow-price controller, improving gradient information efficiency on high-uncertainty groups while remaining compute-neutral. Our approach is principled and theory-driven: we provide no-regret guarantees for the Prompt-GDRO game (via an entropy-regularized GDRO surrogate) and a variance-proxy analysis that yields a square-root optimal compute allocation for Rollout-GDRO. On DAPO 14.1k with Qwen3-Base (1.7B/4B/8B), each controller improves pass@8 by 9-13\% over GRPO, and diagnostics reveal an emergent curriculum that tracks the evolving reasoning frontier.

Reinforcement Learning · Multi-agent

David Mguni, Yaqi Sun, Haojun Chen, Wanrong Yang, Amir Darabi, Larry Orimoloye, Yaodong Yang

We study robustness to agent malfunctions in cooperative multi-agent reinforcement learning (MARL), a failure mode that is critical in practice yet underexplored in existing theory. We introduce MARTA, a plug-and-play robustness layer that augments standard MARL algorithms with a {\fontfamily{cmss}\selectfont Switcher}–{\fontfamily{cmss}\selectfont Adversary} mechanism which selectively induces malfunctions in performance-critical states. This formulation defines a fault-switching $(N+2)$-player Markov game in which the {\fontfamily{cmss}\selectfont Switcher} chooses when and which agent fails, and the {\fontfamily{cmss}\selectfont Adversary} controls the resulting faulty behaviour via random or worst-case policies. We develop a Q-learning-type scheme and show that the associated Bellman operator is a contraction, yielding existence and uniqueness of the minimax value, convergence to a Markov perfect equilibrium. MARTA integrates seamlessly with MARL algorithms without architectural modification and consistently improves robustness across Traffic Junction (TJ), Level-Based Foraging (LBF), MPE SimpleTag, and SMAC (v2). In these domains, MARTA achieves large gains in final performance of up to \textbf{116.7\%} in SMAC, \textbf{21.4\%} in MPE SimpleTag, and \textbf{44.6\%} in LBF, while significantly reducing failure rates under train–test mismatched fault regimes. These results establish MARTA as a theoretically grounded and practically deployable mechanism for fault-tolerant MARL.

Theory · Game Theory

Renato Leme, Clifford Stein, Yifeng Teng, Pratik Worah

We design efficient approximation algorithms for maximizing the expectation of the supremum of families of Gaussian random variables. In particular, let $OPT:=\max_{\sigma_1,\cdots,\sigma_n}\mathbb{E}\sum_{j=1}^{m}\max_{i\in S_j} X_i$, where $X_i$ are Gaussian, $S_j\subset[n]$ and $\sum_i\sigma_i^2=1$, then our theoretical results include: - We characterize the optimal variance allocation -- it concentrates on a small subset of variables as $|S_j|$ increases, - A polynomial time approximation scheme (PTAS) for computing OPT when $m=1$, and - An $O(\log n)$ approximation algorithm for computing OPT for general $m>1$.