论文检索

输入标题、作者或关键词,从 672 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
672篇论文匹配“Game Theory”
第 8 / 34 页

Theory · Game Theory

Xuan Ding, Pengyu Tong, Ranjie Duan, Yunjian Zhang, Rui Sun, Yao Zhu

While large language models (LLMs) demonstrate impressive performance across various tasks, their deployment in real-world scenarios is still constrained by high computational demands. Layer-wise pruning, a commonly employed strategy to mitigate inference costs, can partially address this challenge. However, existing approaches generally depend on static heuristic rules and fail to account for the interdependencies among layers, thereby limiting the effectiveness of the pruning process. To this end, this paper proposes a game-theoretic framework that formulates layer pruning as a cooperative game in which each layer acts as a player and model performance serves as the utility. As computing exact Shapley values is computationally infeasible for large language models (LLMs), we propose using a lightweight surrogate network to estimate layer-wise marginal contributions. This network can predict LLM performance for arbitrary layer combinations at a low computational cost. Additionally, we employ stratified Monte Carlo mask sampling to further reduce the cost of Sharpley value estimation. This approach captures inter-layer dependencies and dynamically identifies critical layers for pruning. Extensive experiments demonstrate the consistent superiority of our method in terms of perplexity and zero-shot accuracy, achieving more efficient and effective layer-wise pruning for large language models.

Theory · Probabilistic Methods

Deepro Choudhury, Sinead Williamson, Adam Golinski, Ning Miao, Freddie Bickford Smith, Michael Kirchhof, Yizhe Zhang, Tom Rainforth

We propose a general-purpose approach for improving the ability of large language models (LLMs) to intelligently and adaptively gather information from a user or other external source using the framework of sequential Bayesian experimental design (BED). This enables LLMs to act as effective multi-turn conversational agents and interactively interface with external environments. Our approach, which we call BED-LLM (Bayesian experimental design with large language models), is based on iteratively choosing questions or queries that maximize the expected information gain (EIG) with respect to a variable of interest given the responses gathered previously. We show how this EIG can be formulated (and then estimated) in a principled way using a probabilistic model derived from the LLM's predictive distributions and provide detailed insights into key decisions in its construction and updating procedure. We find that BED-LLM achieves substantial gains in performance across a wide range of tests based on the 20 Questions game and using the LLM to actively infer user preferences, compared to purely prompting-based design generation and other adaptive design strategies.

Social Aspects · Accountability, Transparency and Interpretability

Tanya Chowdhury, Atharva Nijasure, Yair Zick, James Allan

Fine-tuned Large Language Models (LLMs) encode rich task-specific features, but the form of these representations—especially within MLP layers—remains unclear. Empirical inspection of LoRA updates shows that new features concentrate in mid-layer MLPs, yet the scale of these layers obscures meaningful structure. Prior probing suggests that statistical priors may strengthen, split, or vanish across depth, motivating the need to study how neurons work together rather than in isolation. We introduce a mechanistic interpretability framework based on coalitional game theory, where neurons mimic agents in a hedonic game whose preferences capture their synergistic contributions to layer-local computations. Using top-responsive utilities and the PAC-Top-Cover algorithm, we extract stable coalitions of neurons—groups whose joint ablation has non-additive effects—and track their transitions across layers as persistence, splitting, merging, or disappearance. Applied to LLaMA, Mistral, and Pythia rerankers fine-tuned on scalar output tasks, our method finds coalitions with consistently higher synergy than clustering baselines. By revealing how neurons cooperate to encode features, hedonic coalitions uncover higher-order structure beyond disentanglement and yield computational units that are functionally important, interpretable, and predictive across domains.

Social Aspects · Accountability, Transparency and Interpretability

Mélissa Tamine, Benjamin Heymann, Maxime Vono, Patrick Loiseau

Semivalue–based data valuation uses cooperative‐game theory intuitions to assign each data point a value reflecting its contribution to a downstream task. Still, those values depend on the practitioner’s choice of utility, raising the question: *How robust is semivalue-based data valuation to changes in the utility?* This issue is critical when the utility is set as a trade‐off between several criteria and when practitioners must select among multiple equally valid utilities. We address this by introducing the notion of a dataset’s *spatial signature*: given a semivalue, we embed each data point into a lower-dimensional space in which any utility becomes a linear functional, making the data valuation framework amenable to a simpler geometric picture. Building on this, we propose a practical methodology centered on an explicit robustness metric that informs practitioners whether and by how much their data valuation results will shift as the utility changes. We validate this approach across diverse datasets and semivalues, demonstrating strong agreement with rank‐correlation analyses and offering analytical insight into how choosing a semivalue can amplify or diminish robustness.

Theory · Game Theory

Mingyang Liu, Yongshan Chen, Zhiyuan Fan, Gabriele Farina, Asuman Ozdaglar, Kaiqing Zhang

Online learning in arbitrary, and possibly adversarial, environments has been extensively studied in sequential decision-making, and it is closely connected to equilibrium computation in game theory. Most existing online learning algorithms rely on \emph{numeric} utility feedback from the environment, which may be unavailable in human-in-the-loop applications and/or may be restricted by privacy concerns. In this paper, we study an online learning model in which the learner only observes a \emph{ranking} over a set of proposed actions at each timestep. We consider two ranking mechanisms: rankings induced by the \emph{instantaneous} utility at the current timestep, and rankings induced by the \emph{time-average} utility up to the current timestep, under both \emph{full-information} and \emph{bandit} feedback settings. Using the standard external-regret metric, we show that sublinear regret is impossible with instantaneous-utility ranking feedback in general. Moreover, when the ranking model is relatively deterministic, \emph{i.e.}, under the Plackett-Luce model with a temperature that is sufficiently small, sublinear regret is also impossible with time-average utility ranking feedback. We then develop new algorithms that achieve sublinear regret under the additional assumption that the utility sequence has sublinear total variation. Notably, for full-information time-average utility ranking feedback, this additional assumption can be removed. As a consequence, when all players in a normal-form game follow our algorithms, repeated play yields an approximate coarse correlated equilibrium. We also demonstrate the effectiveness of our algorithms in an online large-language-model routing task.

Theory · Game Theory

Ioannis Anagnostides, Emanuel Tewolde, Brian Zhang, Ioannis Panageas, Vincent Conitzer, Tuomas Sandholm

Regret matching (RM)---and its modern variants---is a foundational online algorithm that has been at the heart of many AI breakthrough results in solving benchmark zero-sum games, such as poker. Yet, surprisingly little is known so far in theory about its convergence beyond two-player zero-sum games. For example, whether regret matching converges to Nash equilibria in potential games has been an open problem for two decades. Even beyond games, one could try to use RM variants for general constrained optimization problems. Recent empirical evidence suggests that they---particularly regret matching$^+$ (RM$^+$)---attain strong performance on benchmark constrained optimization problems, outperforming traditional gradient descent-type algorithms. We show that RM$^+$ converges to an $\epsilon$-KKT point after $O_\epsilon(1/\epsilon^4)$ iterations, establishing for the first time that it is a sound and fast first-order optimizer. Our argument relates the KKT gap to the accumulated \emph{regret}, two quantities that are entirely disparate in general but interact in an intriguing way in our setting, so much so that when regrets are bounded, our complexity bound improves all the way to $O_\epsilon(1/\epsilon^2)$. From a technical standpoint, while RM$^+$ does not have the usual one-step improvement property in general, we show that it does in a certain region that the algorithm will quickly reach and remain in thereafter. In contrast, our second main result establishes that RM, with or without alternation, can take an exponential number of iterations to reach a crude approximate solution even in two-player potential games. This represents the first worst-case separation between RM and RM$^+$. Our lower bound shows that convergence to coarse correlated equilibria in potential games is exponentially faster than convergence to Nash equilibria.

Dung Viet Nguyen, Anh Thi, Minh Hoang Nguyen, Luc Nguyen, Shiqi Jiang, Ethan Fetaya, Duy Linh Tran, Gal Chechik, Tan Nguyen

Existing expert merging strategies for Sparse Mixture of Experts (SMoE) typically rely on input-dependent or input-independent averaging of expert parameters, but often lack a principled weighting mechanism. In this work, we reinterpret expert merging through the lens of game theory, revealing cooperative and competitive dynamics among experts. Based on this perspective, we introduce Nash Merging of Experts (NAMEx), a novel framework that incorporates Nash Bargaining into the merging process, enabling more balanced and efficient collaboration among experts. Additionally, we incorporate complex momentum into NAMEx to accelerate expert propagation with theoretical guarantees for convergence. Extensive experiments across language modeling, text classification, image classification, and zero-shot robustness under data corruption show that NAMEx consistently outperforms competing methods while integrating seamlessly with popular MoE architectures. Finally, we demonstrate NAMEx’s scalability by applying it to large-scale systems, including Qwen1.5-MoE (14B) and DeepSeek-MoE (16B), where it proves effective in both zero-shot and fine-tuning settings.

Theory · Game Theory

Linjian Meng, Youzhi Zhang, Shangdong Yang, Wenbin Li, Tianyu Ding, Yang Gao

Regret Matching (RM) and its variants are widely employed to learn a Nash equilibrium (NE) in large-scale games. However, most existing research only establishes a theoretical convergence rate of $O(1/\sqrt{T})$ for these algorithms in learning an NE. Recent studies have shown that smooth RM$^+$ variants, the advanced variants of RM, can achieve an improved convergence rate of $O(1/T)$. Despite this improvement, smooth RM$^+$ variants lose the parameter-free property, i.e., no parameters that need to be tuned, a highly desirable feature in practical applications. In this paper, we propose a novel smooth RM$^+$ variant called Monotone Increasing Smooth Predictive Regret Matching$^+$ (MI-SPRM$^+$), which retains the parameter-free property while still achieving a theoretical convergence rate of $O(1/T)$. To achieve these properties, MI-SPRM$^+$ employs a technology called Adaptive Regret Domain (ARD), which ensures that the lower bound for the 1-norm of accumulated regrets increases monotonically by adjusting the decision space at each iteration. This design is motivated by the observation that the range of step-sizes supporting the $O(1/T)$ convergence rate in existing smooth RM$^+$ variants is contingent on the lower bound for the 1-norm of accumulated regrets. Experimental results confirm that MI-SPRM$^+$ empirically attains an $O(1/T)$ convergence rate.

Deep Learning · Graph Neural Networks

Amirreza Akbari, Amauri Souza, Vikas Garg

Graph neural networks (GNNs) are the standard for learning on graphs, yet they have limited expressive power, often expressed in terms of the Weisfeiler-Leman (WL) hierarchy or within the framework of first-order logic. In this context, topological neural networks (TNNs) have recently emerged as a promising alternative for graph representation learning. By incorporating higher-order relational structures into message-passing schemes, TNNs offer higher representational power than traditional GNNs. However, a fundamental question remains open: _what is the logical expressiveness of TNNs?_ Answering this allows us to characterize precisely which binary classifiers TNNs can represent. In this paper, we address this question by analyzing isomorphism tests derived from the underlying mechanisms of general TNNs. We introduce and investigate the power of higher-order variants of WL-based tests for combinatorial complexes, called $k$-CCWL test. In addition, we introduce the topological counting logic $TC_{k}$, an extension of standard counting logic featuring a novel pairwise counting quantifier $\exists^{N}(x_i,x_j) \varphi(x_i,x_j),$ which explicitly quantifies pairs $(x_i, x_j)$ satisfying property $\varphi$. We rigorously prove the exact equivalence: $\text{k-CCWL} \equiv \text{TC}_{k{+}2} \equiv \text{Topological }(k{+}2)\text{-pebble game}.$ These results establish a logical expressiveness theory for TNNs.

Theory · Game Theory

Brian Zhang, Tao Lin, Yiling Chen, Tuomas Sandholm

We study the problem of learning the utility functions of no-regret learning agents in a repeated normal-form game. Differing from most prior literature, we introduce a principal with the power to observe the agents playing the game, send agents signals, and give agents *payments* as a function of their actions. We show that the principal can, using a number of rounds polynomial in the size of the game, learn the utility functions of all agents to any desired precision $\varepsilon > 0$, for *any* no-regret learning algorithms of the agents. Our main technique is to formulate a zero-sum game between the principal and the agents, where the principal chooses strategies among the set of all payment functions to minimize the agent's payoff. Finally, we discuss implications for the problem of *steering* agents. We introduce, using our utility-learning algorithm as a subroutine, the first algorithm for steering arbitrary no-regret learning agents to a desired equilibrium without prior knowledge of their utility functions.

Theory · Learning Theory

Ariel Procaccia, Han Shao, Itai Shapira

Federated learning promises significant sample-efficiency gains by pooling data across multiple agents, yet incentive misalignment is an obstacle: each update is costly to the contributor but boosts every participant. We introduce a game-theoretic framework that captures heterogeneous data: an agent’s utility depends on who supplies each sample, not just how many. Agents aim to meet a PAC-style accuracy threshold at minimal personal cost. We show that uncoordinated play yields pathologies: pure equilibria may not exist, and the best equilibrium can be arbitrarily more costly than cooperation. To steer collaboration, we analyze the cost-minimizing contribution vector, prove that computing it is NP-hard, and derive a polynomial-time linear program that achieves a logarithmic approximation. Finally, pairing the LP with a simple pay-what-you-contribute rule—each agent receives a payment equal to its sample cost—yields a mechanism that is strategy-proof and, within the class of contribution-based transfers, is unique.

Theory · Interpretability and Visualization

Mohammad Taufeeque, Aaron Tucker, Adam Gleave, Adrià Garriga-Alonso

We partially reverse-engineer a convolutional recurrent neural network (RNN) trained with model-free reinforcement learning to play the box-pushing game Sokoban. We find that the RNN stores future moves (plans) as activations in particular channels of the hidden state, which we call *path channels*. A high activation in a particular location means that, when a box is in that location, it will get pushed in the channel's assigned direction. We examine the convolutional kernels between path channels and find that they encode the change in position resulting from each possible action, thus representing part of a learned *transition model*. The RNN constructs plans by starting at the boxes and goals. These kernels, *extend* activations in path channels forwards from boxes and backwards from the goal. Negative values are placed in channels at obstacles. This causes the extension kernels to propagate the negative value in reverse, thus pruning the last few steps and letting an alternative plan emerge; a form of backtracking. Our work shows that, a precise understanding of the plan representation allows us to directly understand the bidirectional planning-like algorithm learned by model-free training in more familiar terms.

Theory · Game Theory

Brian Zhang, Tuomas Sandholm

Since the advent of AI, games have served as progress benchmarks. Meanwhile, imperfect-information variants of chess have existed for over a century, present extreme challenges, and have been the focus of decades of AI research. Beyond calculation needed in regular chess, they require reasoning about information gathering, the opponent’s knowledge, signaling, _etc_. The most popular variant, _Fog of War (FoW) chess_ (a.k.a. _dark chess_), has been a major challenge problem in imperfect-information game solving since superhuman performance was reached in no-limit Texas hold’em poker. We present _Obscuro_, the first superhuman AI for FoW chess. It introduces advances to search in imperfect-information games, enabling strong, scalable reasoning. Experiments against the prior state-of-the-art AI and human players---including the world's best---show that _Obscuro_ is significantly stronger. FoW chess is the largest (by amount of imperfect information) turn-based zero-sum game in which superhuman performance has been achieved and the largest game in which imperfect-information search has been successfully applied.

Theory · Game Theory

Ratip Emin Berker, Ben Armstrong, Vincent Conitzer, Nihar Shah

Rank aggregation has critical applications for developing AI agents, as well as for evaluating them. However, different methods can give rise to significantly different aggregate rankings, impacting these applications. Indeed, work in social choice and statistics has produced many rank aggregation methods, each with its desirable properties, but also with its limitations. Given this trade-off, how do we decide which aggregation rule to use, _i.e._, what is a good _rule picking rule (RPR)_? In this paper, we design a data-driven RPR that identifies the best method for each dataset without assuming a generative model. The principle behind our RPR is to maximize consistency if the data collection process was repeated. We show that our method satisfies several consistency-related axioms failed by a wide class of natural RPRs. While we prove that the computational problem of maximizing consistency is hard, we provide a sampling-based implementation that is efficient in practice. We run this implementation on known statistical models to experimentally demonstrate its desirable properties, as well as on real-world data where our method provides important insights into how to improve consistency.

Theory · Game Theory

Mingyang Liu, Yongshan Chen, Zhiyuan Fan, Gabriele Farina, Asuman Ozdaglar, Kaiqing Zhang

Online learning in arbitrary, and possibly adversarial, environments has been extensively studied in sequential decision-making, and it is closely connected to equilibrium computation in game theory. Most existing online learning algorithms rely on \emph{numeric} utility feedback from the environment, which may be unavailable in human-in-the-loop applications and/or may be restricted by privacy concerns. In this paper, we study an online learning model in which the learner only observes a \emph{ranking} over a set of proposed actions at each timestep. We consider two ranking mechanisms: rankings induced by the \emph{instantaneous} utility at the current timestep, and rankings induced by the \emph{time-average} utility up to the current timestep, under both \emph{full-information} and \emph{bandit} feedback settings. Using the standard external-regret metric, we show that sublinear regret is impossible with instantaneous-utility ranking feedback in general. Moreover, when the ranking model is relatively deterministic, \emph{i.e.}, under the Plackett-Luce model with a temperature that is sufficiently small, sublinear regret is also impossible with time-average utility ranking feedback. We then develop new algorithms that achieve sublinear regret under the additional assumption that the utility sequence has sublinear total variation. Notably, for full-information time-average utility ranking feedback, this additional assumption can be removed. As a consequence, when all players in a normal-form game follow our algorithms, repeated play yields an approximate coarse correlated equilibrium. We also demonstrate the effectiveness of our algorithms in an online large-language-model routing task.

Theory · Game Theory

Emanuele Coccia, Martino Bernasconi, Andrea Celli

We study the problem of contextual online bilateral trade. At each round, the learner faces a seller-buyer pair and must propose a trade price without observing their private valuations for the item being sold. The goal of the learner is to post prices to facilitate trades between the two parties. Before posting a price, the learner observes a $d$-dimensional context vector that influences the agent's valuations. Prior work in the contextual setting has focused on linear valuation models, where valuations are linear functions of the context. We provide the first characterisation of a general nonparametric setting in which the buyer’s and seller’s valuations behave according to arbitrary Lipschitz functions of the context. We design an algorithm that leverages contextual information through a hierarchical tree construction and guarantees regret $\widetilde{O}(T^{(d-1)/d})$. Remarkably, our algorithm operates under two stringent features of the setting: (1) one-bit feedback, where the learner only observes whether a trade occurred or not, and (2) strong budget balance, where the learner cannot subsidize or profit from the market participants. We further provide a matching lower bound in the full-feedback setting, demonstrating the tightness of our regret bound.

Jing Wu, Mehrtash Harandi

Machine Unlearning (MU) aims to selectively erase harmful behaviors from models while retaining the overall utility of the model. As a multi-task learning problem, MU involves balancing objectives related to forgetting specific concepts/data and preserving general performance. A naive integration of these forgetting and preserving objectives can lead to gradient conflicts and dominance, impeding MU algorithms from reaching optimal solutions.To address the gradient conflict and dominance issue, we reformulate MU as a two-player cooperative game, where the two players, namely, the forgetting player and the preservation player, contribute via their gradient proposals to maximize their overall gain and balance their contributions.To this end, inspired by the Nash bargaining theory, we derive a closed-form solution to guide the model toward the Pareto stationary point.Our formulation of MU guarantees an equilibrium solution, where any deviation from the final state would lead to a reduction in the overall objectives for both players, ensuring optimality in each objective.We evaluate our algorithm's effectiveness on a diverse set of tasks across image classification and image generation.Extensive experiments with ResNet, vision-language model CLIP, and text-to-image diffusion models demonstrate that our method outperforms state-of-the-art MU algorithms, achieving a better trade-off between forgetting and preserving.Our results also highlight improvements in forgetting precision, preservation of generalization, and robustness against adversarial attacks.

Aleksandr Farseev

In this industry demonstration, we present SOMIN - an Explainable AI and LLM Platform for Real-Time, Data-Driven Digital Marketing Strategy recommendation. This is achieved through two primary, interconnected subsystems: a predictive model for performance analysis and an LLM for semantic understanding. The system is built on SoWide-ViT, a ''wide and deep'' neural network for advertiser-side CTR prediction. It processes tabular features (campaign settings), text (ad copy, headlines), and visuals (images or keyframes) through TabTransformer, multilingual BERT, and a Vision Transformer (ViT). Replacing the previous ABN model with ViT improved performance, reaching an F1-score of 0.78. Explainability comes from ViT's self-attention, which produces heatmaps highlighting influential regions. High-performing ads showed relevant cues (e.g., gaming objects), while low-performing ones exposed distracting elements. Heatmaps show where the model focuses, while the LLM explains why and suggests improvements. A multimodal GPT-5 interprets creatives, finding flaws such as weak hierarchy, poor CTAs, or off-brand imagery. At scale, the Content Library and Perspective Studies classify competitor ads into 16 marketing concepts, clustering them into Personas (e.g., ''Chocolate Connoisseur'') and Tensions (e.g., ''Work Stress''). The SOINSPIRE module converts Personas and Tensions into insights and campaign propositions, applying marketing theories to generate repeatable, data-driven Expressions.

Zheng Zhang, Nuoqian Xiao, Qi Chai, Deheng Ye, Hao Wang 0094

Large Language Model (LLM) agents have demonstrated impressive capabilities in social deduction games (SDGs) like Werewolf, where strategic reasoning and social deception are essential. However, current approaches remain limited to textual information, ignoring crucial multimodal cues such as facial expressions and tone of voice that humans naturally use to communicate. Moreover, existing SDG agents primarily focus on inferring other players' identities without modeling how others perceive themselves or fellow players. To address these limitations, we use One Night Ultimate Werewolf (ONUW) as a testbed and present MultiMind, the first framework integrating multimodal information into SDG agents. MultiMind processes facial expressions and vocal tones alongside verbal content, while employing a Theory of Mind (ToM) model to represent each player's suspicion levels toward others. By combining this ToM model with Monte Carlo Tree Search (MCTS), our agent identifies communication strategies that minimize suspicion directed at itself. Through comprehensive evaluation in both agent-versus-agent simulations and studies with human players, we demonstrate MultiMind's superior performance in gameplay. Our work presents a significant advancement toward LLM agents capable of human-like social reasoning across multimodal domains. Our code is available at https://github.com/CjangCjengh/onuw.

Shanghui Deng, Xiao Zheng, Chang Tang, Kun Sun 0002, Yuanyuan Liu 0004, Xinwang Liu 0002

Partially view-aligned clustering (PVC) has emerged as a critical area in multi-view clustering, addressing the inherent instance misalignment across views during data collection. The primary challenge of PVC is accurately establishing correspondences between cross-view samples. The Banzhaf index in cooperative game theory serves as an effective tool for modeling complex relationships between multi-view samples by quantifying the marginal contributions of coalition members to collaborative benefits. To this end, we propose a Banzhaf Index-driven cross-view aligNment method, dubbed BIN, which systematically evaluates each view sample's contribution to joint decision-making within a game-theoretic framework. This approach overcomes the limitations of existing PVC methods reliant on prior alignment information and enhances the robustness of multi-view matching. Specifically, we model multi-view samples as players in a cooperative game and quantify their interactions using a payoff model. Simultaneously, we propose a dual-loss constraint: (1) Banzhaf gain loss, which dynamically captures the marginal contribution of key cross-view sample pairs to reinforce associations; (2) contrast loss, which applies exclusion constraints in the feature space to suppress interference from weakly correlated samples. Together, these losses form an effective optimization mechanism. This game-theoretic approach adaptively learns sample correspondences without pre-alignment and ensures robust matching in complex misalignment scenarios. Extensive experiments demonstrate that our method achieves competitive performance against eight state-of-the-art PVC algorithms.