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theory->game_theory
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On the Importance of Gaussianizing Representations
Daniel Eftekhari, Vardan Papyan
The normal distribution plays a central role in information theory – it is at the same time the best-case signal and worst-case noise distribution, has the greatest representational capacity of any distribution, and offers an equivalence between uncorrelatedness and independence for joint distributions. Accounting for the mean and variance of activations throughout the layers of deep neural networks has had a significant effect on facilitating their effective training, but seldom has a prescription for precisely what distribution these activations should take, and how this might be achieved, been offered. Motivated by the information-theoretic properties of the normal distribution, we address this question and concurrently present normality normalization: a novel normalization layer which encourages normality in the feature representations of neural networks using the power transform and employs additive Gaussian noise during training. Our experiments comprehensively demonstrate the effectiveness of normality normalization, in regards to its generalization performance on an array of widely used model and dataset combinations, its strong performance across various common factors of variation such as model width, depth, and training minibatch size, its suitability for usage wherever existing normalization layers are conventionally used, and as a means to improving model robustness to random perturbations.
Convex Markov Games: A New Frontier for Multi-Agent Reinforcement Learning
Ian Gemp, Andreas Alexander Haupt, Luke Marris, Siqi Liu, Georgios Piliouras
Behavioral diversity, expert imitation, fairness, safety goals and others give rise to preferences in sequential decision making domains that do not decompose additively across time. We introduce the class of convex Markov games that allow general convex preferences over occupancy measures. Despite infinite time horizon and strictly higher generality than Markov games, pure strategy Nash equilibria exist. Furthermore, equilibria can be approximated empirically by performing gradient descent on an upper bound of exploitability. Our experiments reveal novel solutions to classic repeated normal-form games, find fair solutions in a repeated asymmetric coordination game, and prioritize safe long-term behavior in a robot warehouse environment. In the prisoner's dilemma, our algorithm leverages transient imitation to find a policy profile that deviates from observed human play only slightly, yet achieves higher per-player utility while also being three orders of magnitude less exploitable.
A-PSRO: A Unified Strategy Learning Method with Advantage Metric for Normal-form Games
Yudong Hu, Haoran Li, Congying Han, Tiande Guo, Bonan Li, Mingqiang Li
Solving the Nash equilibrium in normal-form games with large-scale strategy spaces presents significant challenges. Open-ended learning frameworks, such as PSRO and its variants, have emerged as effective solutions. However, these methods often lack an efficient metric for evaluating strategy improvement, which limits their effectiveness in approximating equilibria. In this paper, we introduce a novel evaluative metric called Advantage, which possesses desirable properties inherently connected to the Nash equilibrium, ensuring that each strategy update approaches equilibrium. Building upon this, we propose the Advantage Policy Space Response Oracle (A-PSRO), an innovative unified open-ended learning framework applicable to both zero-sum and general-sum games. A-PSRO leverages the Advantage as a refined evaluation metric, leading to a consistent learning objective for agents in normal-form games. Experiments showcase that A-PSRO significantly reduces exploitability in zero-sum games and improves rewards in general-sum games, outperforming existing algorithms and validating its practical effectiveness.
Observation Interference in Partially Observable Assistance Games
Scott Emmons, Caspar Oesterheld, Vincent Conitzer, Stuart Russell
We study partially observable assistance games (POAGs), a model of the human-AI value alignment problem which allows the human and the AI assistant to have partial observations. Motivated by concerns of AI deception, we study a qualitatively new phenomenon made possible by partial observability: would an AI assistant ever have an incentive to interfere with the human's observations? First, we prove that sometimes an optimal assistant must take observation-interfering _actions_, even when the human is playing optimally, and even when there are otherwise-equivalent actions available that do not interfere with observations. Though this result seems to contradict the classic theorem from single-agent decision making that the value of perfect information is nonnegative, we resolve this seeming contradiction by developing a notion of interference defined on entire _policies_. This can be viewed as an extension of the classic result that the value of perfect information is nonnegative into the cooperative multiagent setting. Second, we prove that if the human is simply making decisions based on their immediate outcomes, the assistant might need to interfere with observations as a way to query the human's preferences. We show that this incentive for interference goes away if the human is playing optimally, or if we introduce a communication channel for the human to communicate their preferences to the assistant. Third, we show that if the human acts according to the Boltzmann model of irrationality, this can create an incentive for the assistant to interfere with observations. Finally, we use an experimental model to analyze tradeoffs faced by the AI assistant in practice when considering whether or not to take observation-interfering actions.
Securing Equal Share: A Principled Approach for Learning Multiplayer Symmetric Games
Jiawei Ge, Yuanhao Wang, Wenzhe Li, Chi Jin
This paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, such as Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games, equilibria in multiplayer games are neither unique nor non-exploitable, failing to provide meaningful guarantees when competing against opponents who play different equilibria or non-equilibrium strategies. This gives rise to a series of long-lasting fundamental questions in multiplayer games regarding suitable objectives, solution concepts, and principled algorithms. This paper takes an initial step towards addressing these challenges by focusing on the natural objective of *equal share*—securing an expected payoff of $C/n$ in an $n$-player symmetric game with a total payoff of $C$. We rigorously identify the theoretical conditions under which achieving an equal share is tractable and design a series of efficient algorithms, inspired by no-regret learning, that *provably* attain approximate equal share across various settings. Furthermore, we provide complementary lower bounds that justify the sharpness of our theoretical results. Our experimental results highlight worst-case scenarios where meta-algorithms from prior state-of-the-art systems for multiplayer games fail to secure an equal share, while our algorithm succeeds, demonstrating the effectiveness of our approach.
Self-Play $Q$-Learners Can Provably Collude in the Iterated Prisoner's Dilemma
Quentin Bertrand, Juan Agustin Duque, Emilio Calvano, Gauthier Gidel
A growing body of computational studies shows that simple machine learning agents converge to cooperative behaviors in social dilemmas, such as collusive price-setting in oligopoly markets, raising questions about what drives this outcome. In this work, we provide theoretical foundations for this phenomenon in the context of self-play multi-agent Q-learners in the iterated prisoner’s dilemma. We characterize broad conditions under which such agents provably learn the cooperative Pavlov (win-stay, lose-shift) policy rather than the Pareto-dominated “always defect” policy. We validate our theoretical results through additional experiments, demonstrating their robustness across a broader class of deep learning algorithms.
Finite-Time Convergence Rates in Stochastic Stackelberg Games with Smooth Algorithmic Agents
Eric Frankel, Kshitij Kulkarni, Dmitriy Drusvyatskiy, Sewoong Oh, Lillian J. Ratliff
Decision-makers often adaptively influence downstream competitive agents' behavior to minimize their cost, yet in doing so face critical challenges: $(i)$ decision-makers might not *a priori* know the agents' objectives; $(ii)$ agents might *learn* their responses, introducing stochasticity and non-stationarity into the decision-making process; and $(iii)$ there may be additional non-strategic environmental stochasticity. Characterizing convergence of this complex system is contingent on how the decision-maker controls for the tradeoff between the induced drift and additional noise from the learning agent behavior and environmental stochasticity. To understand how the learning agents' behavior is influenced by the decision-maker’s actions, we first consider a decision-maker that deploys an arbitrary sequence of actions which induces a sequence of games and corresponding equilibria. We characterize how the drift and noise in the agents' stochastic algorithms decouples from their optimization error. Leveraging this decoupling and accompanying finite-time efficiency estimates, we design decision-maker algorithms that control the induced drift relative to the agent noise. This enables efficient finite-time tracking of game theoretic equilibrium concepts that adhere to the incentives of the players' collective learning processes.
Beyond Self-Interest: How Group Strategies Reshape Content Creation in Recommendation Platforms?
Yaolong Yu, Fan Yao, Sinno Jialin Pan
We employ a game-theoretic framework to study the impact of a specific strategic behavior among creators---group behavior---on recommendation platforms. In this setting, creators within a group collaborate to maximize their collective utility. We show that group behavior has a limited effect on the game's equilibrium when the group size is small. However, when the group size is large, group behavior can significantly alter content distribution and user welfare. Specifically, in a top-$K$ recommendation system with exposure-based rewards, we demonstrate that user welfare can suffer a significant loss due to group strategies, and user welfare does not necessarily increase with larger values of $K$ or more random matching, contrasting sharply with the individual creator case. Furthermore, we investigate user welfare guarantees through the lens of the Price of Anarchy (PoA). In the general case, we establish a negative result on the bound of PoA with exposure rewards, proving that it can be arbitrarily large. We then investigate a user engagement rewarding mechanism, which mitigates the issues caused by large group behavior, showing that $\text{PoA}\leq K+1$ in the general case and $\text{PoA}\leq 2$ in the binary case. Empirical results from simulations further support the effectiveness of the user engagement rewarding mechanism.
Heterogeneous Data Game: Characterizing the Model Competition Across Multiple Data Sources
Renzhe Xu, Kang Wang, Bo Li
Data heterogeneity across multiple sources is common in real-world machine learning (ML) settings. Although many methods focus on enabling a single model to handle diverse data, real-world markets often comprise multiple competing ML providers. In this paper, we propose a game-theoretic framework—the Heterogeneous Data Game—to analyze how such providers compete across heterogeneous data sources. We investigate the resulting pure Nash equilibria (PNE), showing that they can be non-existent, homogeneous (all providers converge on the same model), or heterogeneous (providers specialize in distinct data sources). Our analysis spans monopolistic, duopolistic, and more general markets, illustrating how factors such as the ``temperature'' of data-source choice models and the dominance of certain data sources shape equilibrium outcomes. We offer theoretical insights into both homogeneous and heterogeneous PNEs, guiding regulatory policies and practical strategies for competitive ML marketplaces.
Position: Algebra Unveils Deep Learning - An Invitation to Neuroalgebraic Geometry
Giovanni Luca Marchetti, Vahid Shahverdi, Stefano Mereta, Matthew Trager, Kathlén Kohn
In this position paper, we promote the study of function spaces parameterized by machine learning models through the lens of algebraic geometry. To this end, we focus on algebraic models, such as neural networks with polynomial activations, whose associated function spaces are semi-algebraic varieties. We outline a dictionary between algebro-geometric invariants of these varieties, such as dimension, degree, and singularities, and fundamental aspects of machine learning, such as sample complexity, expressivity, training dynamics, and implicit bias. Along the way, we review the literature and discuss ideas beyond the algebraic domain. This work lays the foundations of a research direction bridging algebraic geometry and deep learning, that we refer to as neuroalgebraic geometry.
An Instrumental Value for Data Production and its Application to Data Pricing
Rui Ai, Boxiang Lyu, Zhaoran Wang, Zhuoran Yang, Haifeng Xu
We develop a framework for capturing the instrumental value of data production processes, which accounts for two key factors: (a) the context of the agent’s decision-making; (b) how much data or information the buyer already possesses. We "micro-found" our data valuation function by establishing its connection to classic notions of signals and information design in economics. When instantiated in Bayesian linear regression, our value naturally corresponds to information gain. Applying our proposed data value in Bayesian linear regression for monopoly pricing, we show that if the seller can fully customize data production, she can extract the first-best revenue (i.e., full surplus) from any population of buyers, i.e., achieving first-degree price discrimination. If data can only be constructed from an existing data pool, this limits the seller’s ability to customize, and achieving first-best revenue becomes generally impossible. However, we design a mechanism that achieves seller revenue at most $\log(\kappa)$ less than the first-best, where $\kappa$ is the condition number associated with the data matrix. As a corollary, the seller extracts the first-best revenue in the multi-armed bandits special case.
Best of Both Worlds: Regret Minimization versus Minimax Play
Adrian Müller, Jon Schneider, Stratis Skoulakis, Luca Viano, Volkan Cevher
In this paper, we investigate the existence of online learning algorithms with bandit feedback that simultaneously guarantee $O(1)$ regret compared to a given comparator strategy, and $\tilde{O}(\sqrt{T})$ regret compared to any fixed strategy, where $T$ is the number of rounds. We provide the first affirmative answer to this question whenever the comparator strategy supports every action. In the context of zero-sum games with min-max value zero, both in normal- and extensive form, we show that our results allow us to guarantee to risk at most $O(1)$ loss while being able to gain $\Omega(T)$ from exploitable opponents, thereby combining the benefits of both no-regret algorithms and minimax play.
Procurement Auctions via Approximately Optimal Submodular Optimization
Yuan Deng, amin karbasi, Vahab Mirrokni, Renato Paes Leme, Grigoris Velegkas, Song Zuo
We study the problem of procurement auctions, in which an auctioneer seeks to acquire services from a group of strategic sellers with private costs. The quality of the services is measured through some submodular function that is known to the auctioneer. Our goal is to design computationally efficient procurement auctions that (approximately) maximize the difference between the quality of the acquired services and the total cost of the sellers, in a way that is incentive compatible (IC) and individual rational (IR) for the sellers, and generates non-negative surplus (NAS) for the auctioneer. {Our contribution is twofold: \textbf{i)} we provide an improved analysis of existing algorithms for non-positive submodular function maximization and \textbf{ii)} we design computationally efficient frameworks that transform submodular function optimization algorithms to mechanisms that are IC and IR for the sellers, NAS for the auctioneer, and approximation-preserving.} Our frameworks are general and work both in the offline setting where the auctioneer can observe the bids and the services of all the sellers simultaneously, and in the online setting where the sellers arrive in an adversarial order and the auctioneer has to make an irrevocable decision whether to purchase their service or not. We further investigate whether it is possible to convert state-of-art submodular optimization algorithms into descending auctions. We focus on the adversarial setting, meaning that the schedule of the descending prices is determined by an adversary. We show that a submodular optimization algorithm satisfying bi-criteria $(1/2,1)$-approximation in welfare can be effectively converted to a descending auction in this setting. We further establish a connection between descending auctions and online submodular optimization. Finally, we demonstrate the practical applications of our frameworks by instantiating them with different state-of-the-art submodular optimization algorithms and comparing their welfare performance through empirical experiments on publicly available datasets that consist of thousands of sellers.
Provably Efficient Algorithm for Best Scoring Rule Identification in Online Principal-Agent Information Acquisition
Zichen Wang, Chuanhao Li, Huazheng Wang
We investigate the problem of identifying the optimal scoring rule within the principal-agent framework for online information acquisition problem. We focus on the principal's perspective, seeking to determine the desired scoring rule through interactions with the agent. To address this challenge, we propose two algorithms: OIAFC and OIAFB, tailored for fixed confidence and fixed budget settings, respectively. Our theoretical analysis demonstrates that OIAFC can extract the desired $(\epsilon, \delta)$-scoring rule with a efficient instance-dependent sample complexity or an instance-independent sample complexity. Our analysis also shows that OIAFB matches the instance-independent performance bound of OIAFC, while both algorithms share the same complexity across fixed confidence and fixed budget settings.
Safely Learning Optimal Auctions: A Testable Learning Framework for Mechanism Design
Vikram Kher, Manolis Zampetakis
When can the distributional assumptions of theorems and learning algorithms be trusted? Inspired by this question, Rubinfeld and Vasilyan (2023) initiated the study of testable learning. In this schema, we always learn one of the following two things: either we have achieved the desired accuracy regardless of whether the distributional assumptions are satisfied, or the input distribution does not satisfy the original distributional assumptions. Motivated by the challenge of relying on strong distributional assumptions in many theorems in mechanism design, we develop a testable learning framework for mechanism design. Traditional models in mechanism design assume that value distributions satisfy some notion of regularity. Unfortunately, testing regularity is not possible in the original testable learning framework as we show. To bypass this impossibility, we propose a regularized version of the testable learning framework. Under this framework, we always learn one of the following two things: either we achieve high revenue compared to the best possible revenue of any regular distribution close to the input distribution, or the input distribution does not satisfy regularity. We then use this framework to provide: 1) a tester-learner pair for revenue optimal mechanisms, 2) a tester for whether the fundamental Bulow-Klemperer Theorem (Bulow and Klemperer 1996) is applicable to a given dataset, and 3) a tester to confirm the existence of an anonymous reserve price that results in the anonymous price auction securing a constant fraction of the optimal revenue.
Fraud-Proof Revenue Division on Subscription Platforms
Abheek Ghosh, Tzeh Yuan Neoh, Nicholas Teh, Giannis Tyrovolas
We study a model of subscription-based platforms where users pay a fixed fee for unlimited access to content, and creators receive a share of the revenue. Existing approaches to detecting fraud predominantly rely on machine learning methods, engaging in an ongoing arms race with bad actors. We explore revenue division mechanisms that inherently disincentivize manipulation. We formalize three types of manipulation-resistance axioms and examine which existing rules satisfy these. We show that a mechanism widely used by streaming platforms, not only fails to prevent fraud, but also makes detecting manipulation computationally intractable. We also introduce a novel rule, ScaledUserProp, that satisfies all three manipulation-resistance axioms. Finally, experiments with both real-world and synthetic streaming data support ScaledUserProp as a fairer alternative compared to existing rules.
The impact of uncertainty on regularized learning in games
Pierre-Louis Cauvin, Davide Legacci, Panayotis Mertikopoulos
In this paper, we investigate how randomness and uncertainty influence learning in games. Specifically, we examine a perturbed variant of the dynamics of “follow-the-regularized-leader” (FTRL), where the players’ payoff observations and strategy updates are continually impacted by random shocks. Our findings reveal that, in a fairly precise sense, “uncertainty favors extremes”: in any game, regardless of the noise level, every player’s trajectory of play reaches an arbitrarily small neighborhood of a pure strategy in finite time (which we estimate). Moreover, even if the player does not ultimately settle at this strategy, they return arbitrarily close to some (possibly different) pure strategy infinitely often. This prompts the question of which sets of pure strategies emerge as robust predictions of learning under uncertainty. We show that (a) the only possible limits of the FTRL dynamics under uncertainty are pure Nash equilibria; and (b) a span of pure strategies is stable and attracting if and only if it is closed under better replies. Finally, we turn to games where the deterministic dynamics are recurrent—such as zero-sum games with interior equilibria—and show that randomness disrupts this behavior, causing the stochastic dynamics to drift toward the boundary on average.
Modular Duality in Deep Learning
Jeremy Bernstein, Laker Newhouse
An old idea in optimization theory says that since the gradient is a dual vector it may not be subtracted from the weights without first being mapped to the primal space where the weights reside. We take this idea seriously in this paper and construct such a duality map for general neural networks. Our map, which we call modular dualization, forms a unifying theoretical basis for training algorithms that are a) fast and b) scalable. Modular dualization involves first assigning operator norms to layers based on the semantics of each layer, and then using these layerwise norms to recursively induce a duality map on the weight space of the full neural architecture. We derive GPU-friendly algorithms for dualizing Embed, Linear and Conv2D layers—the latter two methods are based on a Newton-Schulz iteration. We conclude with small experiments demonstrating the speed, scalability and novel numerical properties of duality-based optimizers. Our methods were used in the Muon optimizer, which recently set speed records for training NanoGPT and was scaled up to a 1.5 billion parameter transformer.
Learning to Steer Learners in Games
Yizhou Zhang, Yian Ma, Eric Mazumdar
We consider the problem of learning to exploit learning algorithms through repeated interactions in games. Specifically, we focus on the case of repeated two player, finite-action games, in which an optimizer aims to steer a no-regret learner to a Stackelberg equilibrium without knowledge of its payoffs. We first show that this is impossible if the optimizer only knows that the learner is using an algorithm from the general class of no-regret algorithms. This suggests that the optimizer requires more information about the learner's objectives or algorithm to successfully exploit them. Building on this intuition, we reduce the problem for the optimizer to that of recovering the learner's payoff structure. We demonstrate the effectiveness of this approach if the learner’s algorithm is drawn from a smaller class by analyzing two examples: one where the learner uses an ascent algorithm, and another where the learner uses stochastic mirror ascent with known regularizer and step sizes.
Towards a Formal Theory of Representational Compositionality
Eric Elmoznino, Thomas Jiralerspong, Yoshua Bengio, Guillaume Lajoie
Compositionality is believed to be fundamental to intelligence. In humans, it underlies the structure of thought and language. In AI, it enables a powerful form of out-of-distribution generalization, in which a model systematically adapts to novel combinations of known concepts. However, while we have strong intuitions about what compositionality is, we lack satisfying formal definitions for it. Here, we propose such a definition called representational compositionality that is conceptually simple, quantitative, and grounded in algorithmic information theory. Intuitively, representational compositionality states that a compositional representation is both expressive and describable as a simple function of parts. We validate our definition on both real and synthetic data, and show how it unifies disparate intuitions from across the literature in both AI and cognitive science. We hope that our definition can inspire the design of novel, theoretically-driven models that better capture the mechanisms of compositional thought. We make our code available at https://github.com/EricElmoznino/complexity_compositionality.