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672篇论文匹配“Game Theory”
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Theory · Reinforcement Learning and Planning

Yike Zhao, Onno Eberhard, Malek khammassi, Ali Sayed, Michael Muehlebach

The family of linear recurrent neural networks has shown strong performance as recurrent memory units in partially observable reinforcement learning. We provide a theoretical justification for their empirical effectiveness by constructing and studying two linear filters: (i) the first exactly reproduces the pre–softmax logits of the belief vector in a hidden Markov model (HMM) under a deterministic transition matrix, thereby serving as a sufficient statistic for optimal policy learning, (ii) the second achieves vanishing state-decoding error under a nearly deterministic transition matrix, thus reducing state ambiguity to near zero. The results extend to action-controlled HMMs, where the corresponding linear filters become time-varying with action-dependent dynamics. We illustrate our main results through numerical experiments and further show that the constructed linear filter serves as a strong feature extractor in a small reinforcement learning game.

Theory · Game Theory

Tzeh Yuan Neoh, Jannik Peters, Nicholas Teh

We study the problem of fairly allocating indivisible goods to agents in an online setting, where goods arrive sequentially and must be allocated irrevocably. Focusing on the popular fairness notions of envy-freeness, proportionality, and maximin share fairness (and their approximate variants), we investigate how access to future information changes what guarantees are achievable. Without any information, we prove strong impossibility results even for approximate fairness. With normalization information (agents' total values), we provide an algorithm that achieves stronger fairness guarantees than previously known results, and show matching impossibilities for stronger notions. With frequency predictions (value multisets without order), we design a meta-algorithm that lifts a broad class of offline "share-based" guarantees to the online setting, matching the best-known offline bounds. Finally, we provide learning-augmented variants of both models: under noisy totals or noisy frequency predictions, our guarantees are robust and degrade gracefully with the error parameters.

Theory · Everything Else

Edwige Cyffers, Alireza Mirrokni, Marco Mondelli

In performative learning, the data distribution reacts to the deployed model—for example, because strategic users adapt their features to game it—which creates a more complex dynamic than in classical supervised learning. One should thus not only optimize the model for the current data but also take into account that the model might steer the distribution in a new direction, without knowing the exact nature of the potential shift. We explore how regularization can help cope with performative effects by studying its impact in high-dimensional ridge regression. We show that, while performative effects worsen the test risk in the population setting, when moving to the over-parameterized regime where the number of features exceeds the number of samples, the optimal regularization in the presence of performativity helps reduce the variance in the estimated parameters, thereby improving performance. We show that the optimal regularization scales with the overall strength of the performative effect, making it possible to set the regularization in anticipation of this effect. We illustrate this finding through empirical evaluations of the optimal regularization parameter on both synthetic and real-world datasets.

Theory · Game Theory

Achref Doula, Otthein Herzog, Siegfried WU, Max Mühlhäuser

AI-assisted decision-making is subject to AI model uncertainty. Prior works proposed to make this uncertainty explicit for increasing trust and transparency, but its behavioral role was rarely treated. This position paper argues, from a game-theoretic perspective, that human–AI decision support should be viewed as a repeated mechanism in which AI uncertainty functions as a strategic signal that shapes how users adopt reliance policies over time. We formalize a framework in which the interface specifies uncertainty signals, user response such as accepting versus verifying, and the resulting policy-shaping consequences. These repeated steps are used to characterize near-separating reliance regimes. A first pilot study conducted with 180 participants supports our proposition: Our game-theoretic mechanism increased verification and sharply reduced blind acceptance of wrong AI outputs. These initial results support treating human–AI interaction as a game-theoretic mechanism with uncertainty as a strategic signal, rather than a static model property or purely informational label.

Social Aspects · Privacy

Joshua J Bon, James Bailie, Judith Rousseau, Christian P Robert

We propose a novel framework for measuring privacy from a Bayesian game-theoretic perspective. This framework enables the creation of new, purpose-driven privacy definitions that are rigorously justified, while also allowing for the assessment of existing privacy guarantees through game theory. We show that pure and probabilistic differential privacy are special cases of our framework, and provide new interpretations of the post-processing inequality in these settings. Further, we demonstrate that privacy guarantees can be established for deterministic algorithms, which are overlooked by current privacy standards.

Theory · Learning Theory

Dionysis Arvanitakis, Vaggos Chatziafratis, Yiyuan Luo

Embedding-based representations in Euclidean space $\mathbb{R}^d$ are a cornerstone of modern machine learning, where a major goal is to use the \emph{smallest dimension} that faithfully captures data relations. In this work, we prove sharp dimension--accuracy tradeoffs and identify a fundamental information-theoretic limitation: unless the embedding dimension $d$ is chosen close to the ground-truth dimension $D$, accuracy undergoes a sudden collapse. Our main result shows that this phenomenon arises even in standard contrastive learning settings, where supervision is limited to a set of $m$ anchor--positive--negative triplets $(i,j,k)$ encoding distance comparisons $\mathrm{dist}(i,j) < \mathrm{dist}(i,k)$. Specifically, given triplets realizable by an unknown ground-truth embedding in $D$ dimensions, we prove that there exists constant $c < 1$, such that \emph{every embedding of dimension at most $cD$ violates half of the triplets}, yielding accuracy as low as a trivial one-dimensional solution that ignores the input. We complement our information-theoretic bounds with strong computational hardness results: under the Unique Games Conjecture, even if the given triplets are nearly realizable in $D=1$ dimension, no polynomial-time algorithm---\textit{regardless of its dimension}---can achieve accuracy above the trivial 50% baseline.

Theory · Game Theory

Xiaotie Deng, Yanru Guan, Ningyuan Li, Zihe Wang, Jie Zhang

We study mechanism design for selling data as a digital good when the value derived from training AI models follows a scaling law. The seller faces a linear cost when producing data, while the buyers benefit from additional data with diminishing returns as data volume increases. This departs from classical auction models by allowing allocations to be continuous quantities of data rather than binary outcomes. We first analyze an offline setting in which all buyer types are realized simultaneously, characterizing profit-optimal mechanisms and showing how virtual-value methods extend to continuous data allocations. We then consider an online setting with sequential arrivals, where production decisions must be made under demand uncertainty. We show that myopic allocation and fixed production plans can be arbitrarily suboptimal, whereas a simple two-stage algorithm that combines upfront production with adaptive expansion achieves a constant-factor approximation to the offline optimum. Finally, we study bilateral data trading under asymmetric information, where both the buyer’s value and the seller’s cost are private. Although the optimal truthful mechanism has a complex structure, we show that simple and implementable mechanisms recover a constant fraction of the first-best gain-from-trade. Overall, our results highlight how scaling laws introduce new algorithmic trade-offs in market design and provide performance guarantees for data markets under uncertainty.

Theory · Game Theory

Matteo Bollini, Francesco Bacchiocchi, Samuel Coutts, Matteo Castiglioni, Alberto Marchesi

We study online learning in Bayesian Stackelberg games, where a leader repeatedly interacts with a follower whose unknown private type is independently drawn at each round from an unknown probability distribution. The goal is to design algorithms that minimize the leader's regret with respect to always playing an optimal commitment computed with knowledge of the game. We consider, for the first time to the best of our knowledge, the most realistic case in which the leader does not know anything about follower's types, i.e., the possible follower's payoffs. This raises considerable additional challenges compared to the usually addressed case in which follower's payoffs are known. First, we prove a strong negative result: no-regret is unattainable under action feedback, i.e., when the leader only observes the follower's best response at the end of each round. Thus, we focus on the easier type feedback model, where the follower's type is also revealed. In such a setting, we propose an algorithm that achieves a regret of $\widetilde{O}(\sqrt{T})$, ignoring the dependence on other parameters.

Theory · Game Theory

Anna Lunghi, Mattia Piccinato, Matteo Castiglioni, Alberto Marchesi

We study online bilateral trade, where a learner facilitates repeated exchanges between a buyer and a seller to maximize the Gain From Trade (GFT), i.e., the social welfare. In doing so, the learner must guarantee not to subsidize the market. This constraint is usually imposed per round through Weak Budget Balance (WBB). Despite that, (Bernasconi et al.,2024) shows that a Global Budget Balance (GBB) constraint on the profit--enforced over the entire time horizon--can improve the GFT by a multiplicative factor of two. While this might appear to be a marginal relaxation, this implies that all existing WBB-focused algorithms suffer linear regret when measured against the GBB optimum. In this work, we provide the first algorithm to achieve sublinear regret against the GBB benchmark in stochastic environments under one-bit feedback. In particular, we show that when the joint distribution of valuations has a bounded density, our algorithm achieves $\widetilde{\mathcal{O}}(T^{3/4})$ regret. Our result shows that there is no separation between the one-dimensional problem of learning the optimal WBB price and the two-dimensional problem of learning the optimal GBB distribution over *couples* of prices.

Theory · Game Theory

Mingyang Liu, Gabriele Farina, Asuman Ozdaglar

We study equilibrium finding in polymatrix games under differential privacy constraints. Prior work in this area fails to achieve both high-accuracy equilibria and a low privacy budget. To better understand the fundamental limitations of differential privacy in games, we show hardness results establishing that no algorithm can simultaneously obtain high accuracy and a vanishing privacy budget as the number of players tends to infinity. This impossibility holds in two regimes: (i) We seek to establish equilibrium approximation guarantees in terms of Euclidean \emph{distance} to the equilibrium set, and (ii) The adversary has access to all communication channels. We then consider the more realistic setting in which the adversary can access only a bounded number of channels and propose a new distributed algorithm that: recovers strategies with simultaneously vanishing \emph{Nash gap} (in expected utility, also referred to as \emph{exploitability}) and \emph{privacy budget} as the number of players increases. Our approach leverages structural properties of polymatrix games. To our knowledge, this is the first paper that can achieve this in equilibrium computation. Finally, we also provide numerical results to justify our algorithm.

Theory · Game Theory

Yixin Liu, Argyris Oikonomou, Weiqiang Zheng, Yang Cai, Arman Cohan

Many alignment methods, including reinforcement learning from human feedback (RLHF), rely on the Bradley-Terry reward assumption, which is not always sufficient to capture the full range and complexity of general human preferences. We explore RLHF under a general preference framework by modeling the alignment problem as a two-player zero-sum game in a game-theoretic framework, where the Nash equilibrium policy guarantees a 50\% win rate against any competing policy. However, previous self-play algorithms for finding the Nash policy either diverge or only converge to a Nash policy in a modified game, even in a simple synthetic setting, thereby failing to maintain the 50\% win rate guarantee against all other policies. We propose a meta-algorithm, **Co**nvergent **M**eta **Al**ignment Algorithm (COMAL), for language model alignment with general preferences, inspired by convergent algorithms in game theory. We provide theoretical analysis that our meta-algorithm converges to an exact Nash policy in the last iterate and demonstrate its effectiveness on a range of synthetic and preference optimization datasets. COMAL is simple and can be integrated with many existing methods designed for preference optimization with minimal changes, and empirically it consistently maintains above 60.2\% and 56.8\% win rates, when applied to Llama-3-8B-Instruct and Qwen2.5-7B, against all compared algorithms under controlled evaluations.

Theory · Game Theory

Denizalp Goktas, Sadie Zhao, Yiling Chen, Amy Greenwald

In this paper, we study a generalization of Markov games and pseudo-games that we call Markov pseudo-games, which like the former, captures time and uncertainty, and like the latter, allows for the players’ actions to determine the set of actions available to the other players. In the same vein as Arrow and Debreu, we intend for this model to be rich enough to encapsulate a broad mathematical framework for modeling economies. We then prove the existence of a game-theoretic equilibrium in our model, which in turn implies the existence of a general equilibrium in the corresponding economies. Finally, going beyond Arrow and Debreu, we introduce a solution method for Markov pseudo-games, and prove its polynomial-time convergence. We then provide an application of Markov pseudo-games to infinite-horizon Markov exchange economies, a stochastic economic model that extends Radner’s stochastic exchange economy and Magill and Quinzii’s infinite horizon incomplete markets model. We show that under suitable assumptions, the solutions of any infinite horizon Markov exchange economy (i.e., recursive Radner equilibria—RRE) can be formulated as the solution to a concave Markov pseudo-game, thus establishing the existence of RRE, and providing first-order methods for approximating RRE. Finally, we demonstrate the effectiveness of our approach in practice by building the corresponding generative adversarial policy neural network, and using it to compute RRE in a variety of infinite-horizon Markov exchange economies.

Theory · Reinforcement Learning and Planning

Guruprerana Shabadi, Rajeev Alur

From software development to robot control, modern agentic systems decompose complex objectives into a sequence of subtasks and choose a set of specialized AI agents to complete them. We formalize agentic workflows as directed acyclic graphs, called agent graphs, where edges represent AI agents and paths correspond to feasible compositions of agents. Real-world deployment requires selecting agent compositions that not only maximize task success but also minimize violations of safety, fairness, and privacy requirements which demands a careful analysis of the low-probability (tail) behaviors of compositions of agents. In this work, we consider risk minimization over the set of feasible agent compositions and seek to minimize the value-at-risk and the conditional value-at-risk of the loss distribution of the agent composition where the loss quantifies violations of these requirements. We introduce an efficient algorithm which traverses the agent graph and finds a near-optimal composition of agents. It uses a dynamic programming approach to approximate the value-at-risk of agent compositions by exploiting a union bound. Furthermore, we prove that the approximation is near-optimal asymptotically for a broad class of practical loss functions. We also show how our algorithm can be used to approximate the conditional value-at-risk as a byproduct. To evaluate our framework, we consider a suite of video game-like control benchmarks that require composing several agents trained with reinforcement learning and demonstrate our algorithm's effectiveness in approximating the value-at-risk and identifying the optimal agent composition.

Theory · Optimization

Ruichen Luo, Sebastian Stich, Krishnendu Chatterjee

Zero-sum and non-zero-sum (aka general-sum) games are relevant in a wide range of applications. While general non-zero-sum games are computationally hard, researchers focus on the special class of monotone games for gradient-based algorithms. However, there is a substantial gap between the gradient complexity of monotone zero-sum and monotone general-sum games. Moreover, in many practical scenarios of games the zero-sum assumption needs to be relaxed. To address these issues, we define a new intermediate class of monotone near-zero-sum games that contains monotone zero-sum games as a special case. Then, we present a novel algorithm that transforms the near-zero-sum games into a sequence of zero-sum subproblems, improving the gradient-based complexity for the class. Finally, we demonstrate the applicability of this new class to model practical scenarios of games motivated from the literature.

Theory · Game Theory

Mukesh Ghimire, Lei Zhang, Zhe Xu, Yi Ren

For a two-player imperfect-information extensive-form game (IIEFG) with $K$ time steps and a player action space of size $U$, the game tree complexity is $U^{2K}$, causing existing IIEFG solvers to struggle with large or infinite $(U,K)$, e.g., differential games with continuous action spaces. To partially address this scalability challenge, we focus on an important class of 2p0s games where the informed player (P1) knows the payoff while the uninformed player (P2) only has a belief over the set of $I$ possible payoffs. Such games encompass a wide range of scenarios in sports, defense, cybersecurity, and finance. We prove that under mild conditions, P1's (resp. P2's) equilibrium strategy at any infostate concentrates on at most $I$ (resp. $I+1$) action prototypes. When $I\ll U$, this equilibrium structure causes the game tree complexity to collapse to $I^K$ for P1 when P2 plays best responses, and $(I+1)^K$ for P2 in a dual game where P1 plays best responses. We then show that exploiting this structure in model-free multiagent reinforcement learning and model predictive control leads to significant improvements in learning accuracy and efficiency from SOTA IIEFG solvers. Our demonstration solves a 22-player football game with continuous action spaces and $K=10$ time steps, where the offense team needs to strategically conceal their play until a critical moment in order to exploit information advantage. Code is available [here](https://github.com/ghimiremukesh/cams/blob/iclr/).

Theory · Game Theory

Kiarash Banihashem, Diptarka Chakraborty, Shayan Jahan, Iman Gholami, MohammadTaghi Hajiaghayi, Mohammad Mahdavi, Max Springer

Selecting representatives based on voters' preferences is a fundamental problem in social choice theory. While cardinal utility functions offer a detailed representation of preferences, voters often cannot precisely quantify their affinity towards a given candidate. As a result, modern voting systems rely on ordinal rankings to simplistically represent preference profiles. In quantifying the suboptimality of solutions due to the loss of information when using ordinal preferences, the metric distortion framework models voters and candidates as points in a metric space, with distortion bounding the efficiency loss. Prior works within this framework use the distance between a voter and a candidate in the underlying metric as the cost of selecting the candidate for the given voter, with a goal of minimizing the sum (utilitarian) or maximum (egalitarian) of costs across voters. For deterministic election mechanisms selecting a single winning candidate, the best possible distortion is known to be 3 for any metric, as established by Gkatzelis, Halpern, and Shah (FOCS'20). In contrast, for randomized mechanisms, distortions cannot be lower than $2.112$, as shown by Charikar and Ramakrishnan (SODA'22), and there exists a mechanism with a distortion guarantee of $2.753$, according to Charikar, Ramakrishnan, Wang, and Wu (SODA'24 Best Paper Award). Our work asks: can one obtain a better approximation compared to an optimal candidate by selecting a committee of $k$ candidates ($k \ge 1$), where the cost of a voter is defined to be its distance to the closest candidate in the committee? We affirmatively answer this question by introducing the concept of bi-criteria approximation within the metric distortion framework. In the line metric, it is possible to achieve optimal cost with only $O(1)$ candidates. In contrast, we also prove that in both the two-dimensional and tree metrics -- which naturally generalize the line metric -- achieving optimal cost is impossible unless all candidates are selected. These results apply to both utilitarian and egalitarian objectives. Our results establish a stark separation between the line metric and the 2D or tree metric in the context of the metric distortion problem.

Theory · Game Theory

Nina Balcan, Martino Bernasconi, Matteo Castiglioni, Andrea Celli, Keegan Harris, Steven Wu

We study the problem of online learning in Stackelberg games with side information between a leader and a sequence of followers. In every round the leader observes contextual information and commits to a mixed strategy, after which the follower best-responds. We provide learning algorithms for the leader which achieve O(T^{1/2}) regret under bandit feedback, an improvement from the previously best-known rates of O(T^{2/3}). Our algorithms rely on a reduction to linear contextual bandits in the utility space: In each round, a linear contextual bandit algorithm recommends a utility vector, which our algorithm inverts to determine the leader's mixed strategy. We extend our algorithms to the setting in which the leader's utility function is unknown, and also apply it to the problems of bidding in second-price auctions with side information and online Bayesian persuasion with public and private states. Finally, we observe that our algorithms empirically outperform previous results on numerical simulations.

Theory · Game Theory

Mingyang Liu, Gabriele Farina, Asuman Ozdaglar

Most familiar equilibrium concepts, such as Nash and correlated equilibrium, guarantee only that no single player can improve their utility by deviating unilaterally. They offer no guarantees against profitable coordinated deviations by coalitions. Although the literature proposes notions to address multilateral deviations (\emph{e.g.}, strong Nash and coalition-proof equilibrium), these generally fail to exist. In this paper, we study a solution concept that accommodates multi-player deviations and is guaranteed to exist. We prove a fixed-parameter lower bound on the complexity of computing such an equilibrium and present an algorithm that matches this bound.

Theory · Game Theory

Wolfgang Lehrach, Daniel Hennes, Miguel Lazaro-Gredilla, Xinghua Lou, Carter Wendelken, Zun Li, Antoine Dedieu, Marc Lanctot, Atil Iscen, John Schultz 等

Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach---involving prompting for direct move generation---has significant drawbacks. It relies on the model's implicit fragile pattern-matching capabilities, leading to frequent illegal moves and strategically shallow play. Here we introduce an alternative approach: We use the LLM to translate natural language rules and game trajectories into a formal, executable world model represented as Python code. This generated model---comprising functions for state transition, legal move enumeration, and termination checks---serves as a verifiable simulation engine for high-performance planning algorithms like Monte Carlo tree search (MCTS). In addition, we prompt the LLM to generate heuristic value functions (to make MCTS more efficient), and inference functions (to estimate hidden states in imperfect information games). Our method offers three distinct advantages compared to directly using the LLM as a policy: (1) Verifiability: The generated CWM serves as a formal specification of the game's rules, allowing planners to algorithmically enumerate valid actions and avoid illegal moves, contingent on the correctness of the synthesized model; (2) Strategic Depth: We combine LLM semantic understanding with the deep search power of classical planners; and (3) Generalization: We direct the LLM to focus on the meta-task of data-to-code translation, enabling it to adapt to new games more easily. We evaluate our agent on 10 different games, of which 4 are novel and created for this paper. 5 of the games are fully observed (perfect information), and 5 are partially observed (imperfect information). We find that our method outperforms or matches Gemini 2.5 Pro in 9 out of the 10 considered games.

Theory · Game Theory

Tianlong Nan, Shuvomoy Das Gupta, Garud Iyengar, Christian Kroer

We study the alternating gradient descent-ascent (AltGDA) algorithm in two-player zero-sum games. Alternating methods, where players take turns to update their strategies, have long been recognized as simple and practical approaches for learning in games, exhibiting much better numerical performance than their simultaneous counterparts. However, our theoretical understanding of alternating algorithms remains limited, and results are mostly restricted to the unconstrained setting. We show that for two-player zero-sum games that admit an interior Nash equilibrium, AltGDA converges at an $O(1/T)$ ergodic convergence rate when employing a small constant stepsize. This is the first result showing that alternation improves over the simultaneous counterpart of GDA in the constrained setting. For games without an interior equilibrium, we show an $O(1/T)$ local convergence rate with a constant stepsize that is independent of any game-specific constants. In a more general setting, we develop a performance estimation programming (PEP) framework to jointly optimize the AltGDA stepsize along with its worst-case convergence rate. The PEP results indicate that AltGDA may achieve an $O(1/T)$ convergence rate for a finite horizon $T$, whereas its simultaneous counterpart appears limited to an $O(1/\sqrt{T})$ rate.