Community detection is a critical task in graph theory, social network analysis, and bioinformatics, where communities are defined as clusters of densely interconnected nodes. However, detecting communities in large-scale networks with millions of nodes and billions of edges remains challenging due to the inefficiency and unreliability of existing methods. Moreover, many current approaches are limited to specific graph types, such as unweighted or undirected graphs, reducing their broader applicability. To address these issues, we propose a novel heuristic community detection algorithm, termed CoDeSEG, which identifies communities by minimizing the network's two-dimensional (2D) structural entropy within a potential game framework. In the game, nodes decide to stay in the current community or move to another based on a strategy that maximizes the 2D structural entropy utility function. Additionally, we introduce a structural entropy-based node overlapping heuristic for detecting overlapping communities, with a near-linear time complexity. Experimental results on real-world networks demonstrate that CoDeSEG is the fastest method available and achieves state-of-the-art performance in overlapping normalized mutual information (ONMI) and F1 scores.
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Matching markets, where agents are assigned to one another based on preferences and constraints, are fundamental in various AI-driven applications such as school choice, content matching, and recommender systems. A key challenge in these markets is understanding preference data, as the interpretability of algorithmic solutions hinges on accurately capturing and explaining preferences. We introduce MatchXplain, a platform that integrates preference explanation with a robust matching engine. MatchXplain offers a layered approach for explaining preferences, computing diverse matching solutions, and providing interactive visualizations to enhance user understanding. By bridging algorithmic decision-making with explainability, MatchXplain improves transparency and trust in algorithmic matching markets.
Combining Code Generating Large Language Models and Self-Play to Iteratively Refine Strategies in Games
PDF ↗We propose a self-play approach to generating strategies for playing in multi-player games, where strategies are represented as computer code. We use large language models (LLMs) to generate pieces of code to play in the game, which we refer to as generated bots. We engage the LLM generated bots in competitions, designed to generate increasingly stronger strategies. We follow game theoretic principles in organizing these tournaments, and use a Policy Space Response Oracle (PSRO) approach. We start with an initial set of LLM generated bots, and continue in rounds for adding new bots into the population. Each round adds a bot to the population by asking the LLM to produce code for playing against a bot representing the Nash equilibrium mixture over the current population. Our analysis shows that even a few rounds are sufficient to produces strong bots for playing the game. Our demo shows the process for the game of Checkers. We allow users to select initial bots in the population, run the process, inspect how the bots evolve over time, and play against the generated bots.
Humans possess innate collaborative capacities. However, effective teamwork often remains challenging. This study delves into the feasibility of collaboration within teams of rational, selfinterested agents who engage in teamwork without the obligation to contribute. Drawing from psychological and game theoretical frameworks, we formalise teamwork as a one-shot aggregative game, integrating insights from Steiner’s theory of group productivity. We characterise this novel game’s Nash equilibria and propose a multiagent multi-armed bandit system that learns to converge to approximations of such equilibria. Our research contributes value to the areas of game theory and multiagent systems, paving the way for a better understanding of voluntary collaborative dynamics. We examine how team heterogeneity, task typology, and assessment difficulty inuence agents’ strategies and resulting teamwork outcomes. Finally, we empirically study the behaviour of work teams under incentive systems that defy analytical treatment. Our agents demonstrate human-like behaviour patterns, corroborating ndings from social psychology research.
We study cooperative games where players join sequentially, and the value generated by those who have joined at any point must be irrevocably divided among these players. We introduce two desiderata for the value division mechanism: that the players should have incentives to join as early as possible, and that the division should be considered fair. For the latter, we require that each player's expected share in the mechanism should equal her Shapley value if the players' arrival order is uniformly at random. When the value generation function is submodular, allocating the marginal value to the player satisfies these properties. This is no longer true for more general functions. Our main technical contribution is a complete characterization of 0-1 value games for which desired mechanisms exist. We show that a natural mechanism, Rewarding First Critical Player (RFC), is complete, in that a 0-1 value function admits a mechanism with the properties above if and only if RFC satisfies them; we analytically characterize all such value functions. Moreover, we give an algorithm that decomposes, in an online fashion, any value function into 0-1 value functions, on each of which RFC can be run. In this way, we design an extension of RFC for general monotone games, and the properties are proved to be maintained.
We investigate auction mechanisms for AI-generated content, focusing on applications like ad creative generation. In our model, agents' preferences over stochastically generated content are encoded as large language models (LLMs). We propose an auction format that operates on a token-by-token basis, and allows LLM agents to influence content creation through single dimensional bids. We formulate two desirable incentive properties and prove their equivalence to a monotonicity condition on output aggregation. This equivalence enables a second-price rule design, even absent explicit agent valuation functions. Our design is supported by demonstrations on a publicly available LLM.
Game theory establishes a fundamental framework for analyzing strategic interactions among rational decision-makers. The rapid advancement of large language models (LLMs) has sparked extensive research exploring the intersection of these two fields. Specifically, game-theoretic methods are being applied to evaluate and enhance LLM capabilities, while LLMs themselves are reshaping classic game models. This paper presents a comprehensive survey of the intersection of these fields, exploring a bidirectional relationship from three perspectives: (1) Establishing standardized game-based benchmarks for evaluating LLM behavior; (2) Leveraging game-theoretic methods to improve LLM performance through algorithmic innovations; (3) Characterizing the societal impacts of LLMs through game modeling. Among these three aspects, we also highlight how the equilibrium analysis for traditional game models is impacted by LLMs' advanced language understanding, which in turn extends the study of game theory. Finally, we identify key challenges and future research directions, assessing their feasibility based on the current state of the field. By bridging theoretical rigor with emerging AI capabilities, this survey aims to foster interdisciplinary collaboration and drive progress in this evolving research area.
The two-sided matching market problem has attracted extensive research in both computer science and economics due to its wide-ranging applications in multiple fields. In various online matching platforms, market participants often have unclear preferences. As a result, a growing area of research focuses on the online scenario. Here, one-side participants (players) gradually figure out their unknown preferences through multiple rounds of interactions with the other-side participants (arms). This survey comprehensively reviews and systematically organizes the abundant literature on bandit learning in matching markets. It covers not only existing theoretical achievements but also various other related aspects. Based on the current research, several distinct directions for future study have emerged. We are convinced that delving deeper into these directions could potentially yield theoretical algorithms that are more suitable for real-world situations.
Strategic mining attacks, such as selfish mining, exploit blockchain consensus protocols by deviating from honest behavior to maximize rewards. Markov Decision Process (MDP) analysis faces scalability challenges in modern digital economics, including blockchain. To address these limitations, reinforcement learning (RL) provides a scalable alternative, enabling adaptive strategy optimization in complex dynamic environments. In this survey, we examine RL’s role in strategic mining analysis, comparing it to MDP-based approaches. We begin by reviewing foundational MDP models and their limitations, before exploring RL frameworks that can learn near-optimal strategies across various protocols. Building on this analysis, we compare RL techniques and their effectiveness in deriving security thresholds, such as the minimum attacker power required for profitable attacks. Expanding the discussion further, we classify consensus protocols and propose open challenges, such as multi-agent dynamics and real-world validation. This survey highlights the potential of reinforcement learning to address the challenges of selfish mining, including protocol design, threat detection, and security analysis, while offering a strategic roadmap for researchers in decentralized systems and AI-driven analytics.
We survey the notion of control in various areas of computational social choice (COMSOC) such as voting, fair allocation, cooperative game theory, matching under preferences, and group identification. In all these scenarios, control can be exerted, for instance, by adding or deleting agents with the goal of influencing the outcome. We conclude by briefly covering control in some other COMSOC areas including participatory budgeting, judgment aggregation, and opinion diffusion.
Researchers, policy makers, and engineers need to make sense of data from spreading processes as diverse as rumor spreading in social networks, viral infections, and water contamination. Classical questions include predicting infection behavior in a given network or deducing the network structure from infection data. Most of the research on network infections studies static graphs, that is, the connections in the network are assumed to not change. More recently, temporal graphs, in which connections change over time, have been used to more accurately represent real-world infections, which rarely occur in unchanging networks. We propose a model for temporal graph discovery that is consistent with previous work on static graphs and embraces the greater expressiveness of temporal graphs. For this model, we give algorithms and lower bounds which are often tight. We analyze different variations of the problem, which make our results widely applicable and it also clarifies which aspects of temporal infections make graph discovery easier or harder. We round off our analysis with an experimental evaluation of our algorithm on real-world interaction data from the Stanford Network Analysis Project and on temporal Erdős-Renyi graphs. On Erdős-Renyi graphs, we uncover a threshold behavior, which can be explained by a novel connectivity parameter that we introduce during our theoretical analysis.
DaringFed: A Dynamic Bayesian Persuasion Pricing for Online Federated Learning Under Two-sided Incomplete Information
PDF ↗Online Federated Learning (OFL) is a real-time learning paradigm that sequentially executes parameter aggregation immediately for each random arriving client. To motivate clients to participate in OFL, it is crucial to offer appropriate incentives to offset the training resource consumption. However, the design of incentive mechanisms in OFL is constrained by the dynamic variability of Two-sided Incomplete Information (TII) concerning resources, where the server is unaware of the clients’ dynamically changing computational resources, while clients lack knowledge of the real-time communication resources allocated by the server. To incentivize clients to participate in training by offering dynamic rewards to each arriving client, we design a novel Dynamic Bayesian persuasion pricing for online Federated learning (DaringFed) under TII. Specifically, we begin by formulating the interaction between the server and clients as a dynamic signaling and pricing allocation problem within a Bayesian persuasion game, and then demonstrate the existence of a unique Bayesian persuasion Nash equilibrium. By deriving the optimal design of DaringFed under one-sided incomplete information, we further analyze the approximate optimal design of DaringFed with a specific bound under TII. Finally, extensive evaluation conducted on real datasets demonstrate that DaringFed optimizes accuracy and converges speed by 16.99%, while experiments with synthetic datasets validate the convergence of estimate unknown values and the effectiveness of DaringFed in improving the server’s utility by up to 12.6%.
Mixed precision quantization (MPQ) is an effective quantization approach to achieve accuracy-complexity trade-off of neural network, through assigning different bit-widths to network activations and weights in each layer. The typical way of existing MPQ methods is to optimize quantization policies (i.e., bit-width allocation) in a gradient descent manner, termed as Differentiable MPQ (DMPQ). At the end of the search, the bit-width associated to the quantization parameters which has the largest value will be selected to form the final mixed precision quantization policy, with the implicit assumption that the values of quantization parameters reflect the operation contribution to the accuracy improvement. While much has been discussed about the MPQ’s improvement, the bit-width selection process has received little attention. We study this problem and argue that the magnitude of quantization parameters does not necessarily reflect the actual contribution of the bit-width to the task performance. Then, we propose a Shapley-based MPQ (SMPQ) method, which measures the bit-width operation’s direct contribution on the MPQ task. To reduce computation cost, a Monte Carlo sampling-based approximation strategy is proposed for Shapley computation. Extensive experiments on mainstream benchmarks demonstrate that our SMPQ consistently achieves state-of-the-art performance than gradient-based competitors.
Inconsistency measures quantify the degree of conflict within a set of propositions. They can be broadly categorized into global measures, which assess the overall inconsistency of a set, and local measures, which evaluate the contribution of single formulas to the overall inconsistency. This paper investigates the relationship between these two classes of measures through the lens of marginal contributions and pooling mechanisms. We propose a systematic framework for deriving local inconsistency measures from global ones by employing notions of marginal contributions inspired by cooperative game theory, including Shapley and Banzhaf values. Conversely, we explore methods for constructing global inconsistency measures by aggregating local contributions using various pooling techniques. A key research question arises: which combinations of marginal contribution notions (maC) and pooling mechanisms (P) are compatible? Compatibility is defined such that, given a global measure I, applying (P) to the marginal contributions derived from I yields the same result as directly applying I, and vice versa. We analyze this compatibility condition and identify specific pairs of methods, (maC) and (P), that satisfy it across various inconsistency frameworks. Our findings provide a deeper understanding of the interplay between global and local inconsistency measures, providing a foundation for designing principled and interpretable inconsistency evaluation methods in logic-based systems.
This paper introduces a game-theoretic framework for restoring consistency in propositional bases. The process is modeled as an interactive dialogue between two agents: a Proponent, who seeks to isolate a unique, consistent subset by posing strategic questions, and an Opponent, who aims to obstruct that goal through adversarial responses. We show that this framework provides a foundation for quantifying the effort involved in restoring consistency, revealing a connection between this effort and entropy in information theory. Focusing on the case where consistency is achieved by isolating a single maximal consistent subset, we establish links between the structure and number of such subsets and the existence of winning strategies. Finally, we demonstrate how the quantified restoration effort can serve as a basis for measuring inconsistency.
The responsibility gap is a set of outcomes of a collective decision-making mechanism in which no single agent is individually responsible. In general, when designing a decision-making process, it is desirable to minimise the gap. The paper studies the class of mechanisms for which the gap is empty and proposes a concept of an elected dictatorship. It shows that, in a perfect information setting, the gap is empty if and only if the mechanism is an elected dictatorship. It also proves that in an imperfect information setting, the class of gap-free mechanisms is positioned strictly between two variations of the class of elected dictatorships.
In group decisions or deliberations, stakeholders are often confronted with conflicting opinions. We investigate a logic-based way of expressing such opinions and a formal general notion of a middle ground between stakeholders. Inspired by the literature on preferences with hierarchical and lexicographic models, we instantiate our general framework to the case where stakeholders express their opinions using preference statements of the form ‘I prefer ‘a’ to ‘b’’, where ‘a’ and ‘b’ are alternatives expressed over some attributes, e.g., in a trolley problem, one can express I prefer to save 1 adult and 1 child to 2 adults (and 0 children). We prove theoretical results on the existence and uniqueness of middle grounds. In particular, we show that, for preference statements, middle grounds may not exist and may not be unique. We provide algorithms for deciding the existence and finding middle grounds.
The standard ``serial'' (aka ``singleton'') model of belief contraction models the manner in which an agent's corpus of beliefs responds to the removal of a single item of information. One salient extension of this model introduces the idea of ``parallel'' (aka ``package'' or ``multiple'') change, in which an entire set of items of information are simultaneously removed. Existing research on the latter has largely focussed on single-step parallel contraction: understanding the behaviour of beliefs after a single parallel contraction. It has also focussed on generalisations to the parallel case of serial contraction operations whose characteristic properties are extremely weak. Here we consider how to extend serial contraction operations that obey stronger properties. Potentially more importantly, we also consider the iterated case: the behaviour of beliefs after a sequence of parallel contractions. We propose a general method for extending serial iterated belief change operators to handle parallel change based on an n-ary generalisation of Booth & Chandler's TeamQueue binary order aggregators.
Despite efforts to better understand the constraints that operate on single-step parallel (aka ``package'', ``multiple'') revision, very little work has been carried out on how to extend the model to the iterated case. A recent paper by Delgrande & Jin outlines a range of relevant rationality postulates. While many of these are plausible, they lack an underlying unifying explanation. We draw on recent work on iterated parallel contraction to offer a general method for extending serial iterated belief revision operators to handle parallel change. This method, based on a family of order aggregators known as TeamQueue aggregators, provides a principled way to recover the independently plausible properties that can be found in the literature, without yielding the more dubious ones.
Consider a market with a seller and many buyers. The seller has a kind of item for sale to the buyers. The items have a quality and each buyer has a private type. The quality is only known to the seller, and the buyers only have a prior belief of the quality. A third party (e.g., intermediaries or product reviewers) is able to reveal information about the actual quality by using a so-called signaling scheme. After receiving the information, buyers can update their beliefs accordingly and decide whether to buy the items. We consider the third party's problem of maximizing the purchasing probability by sending signals. However, the optimal signaling scheme has implementation issues, as the number of signals in the optimal scheme is the same as the number of buyer types, which can be exceedingly large or even infinite. We therefore investigate whether a finite and limited set of signals could still approximate the performance of the optimal signaling scheme. Unfortunately, our results show that with a finite number of signals, no signaling scheme can achieve a certain fraction of the performance of the optimal signaling scheme. This limitation persists even with the regularity or the monotone hazard rate assumption. Nevertheless, we identify a mild technical condition under which the third party can approximate the optimal performance within a constant factor by employing only two signals. We also conduct extensive experiments to substantiate our theoretic results. These experiments compare the performance of using a small signal set across different value distributions. Despite the negative results, our experiment results show that using only a small number of signals is able to achieve a fairly reasonable performance in average cases.