Offline multi-agent payoff models are estimated under a logging distribution but used on distributions induced by learned solutions and unilateral deviations. Standard held-out loss can therefore favor an interaction class that predicts logged play well while distorting strategic incentives. We introduce Selective Interaction-Rank Validation (SIRV) for finite games with known logging distributions. A training split fits nested payoff models and constructs a common union of all candidate deployment and unilateral-replacement distributions; an independent calibration split evaluates every candidate on this same union. SIRV returns the smallest rank whose simultaneous upper worst-target risk is within tolerance of the best upper score, and abstains when a declared target is unsupported or too imprecisely estimated. A common coverage event yields a finite-candidate target-risk bound and a candidate-specific coarse correlated equilibrium (CCE) gap certificate. We also isolate an exact two-point off-support non-identifiability result. In a controlled factorial study with 2,048 independent games per family, empirical-Bernstein bounds reduce the median CCE-gap certificate by 42.5% relative to Hoeffding bounds on common returns, with a 1.36-point reduction in supported return. Under paired rank misspecification and in a separately generated congestion family, the SIRV-EB fallback rule lowers mean true candidate-selection CCE regret relative to ID-Mean, while retaining game-level losses. Across 384 games at N=3,5,8, ID-Mean-relative mean CCE-regret effects stay positive while certified return falls sharply under weak coverage. These results separate certifiable model selection from universal strategic improvement.
We study fixed-precision ranking-and-selection in structured settings where the answer may be non-unique and where noisy estimates may temporarily admit no valid answer at all. This phenomenon arises naturally in problems such as multi-fidelity ranking-and-selection and identifying a Condorcet winner from pairwise comparisons. To address this, we propose a unified framework based on answer-wise acceptance sets, restricted generalized likelihood ratio stopping, and an answer-pitfall decomposition that yields a max-max-min characteristic value and a common sampling principle. We introduce ENDS, a general procedure that combines estimation, nomination, pitfall detection, and cost-aware information-directed selection. We instantiate ENDS for various problems by deriving explicit formulas. Extensive numerical experiments show that this unified recipe performs well across a broad range of pure-exploration problems and offers a practical framework and proof-of-concept algorithmic recipe.
Probabilistic prediction systems often aggregate probability estimates from multiple models into a single decision. A common assumption is that if each model is individually calibrated, the aggregate prediction will also be well calibrated. We show that this assumption fails in multi-agent settings: individually calibrated predictors can become collectively miscalibrated when their predictions interact strategically, in the game-theoretic sense of Brier-optimal local response, even without deliberate coordination. This phenomenon arises naturally when agents are independently trained on overlapping data. We prove that under Brier-score-based aggregation with positively correlated beliefs, each agent's individually optimal report systematically underestimates the positive-class probability, yielding a Price of Anarchy greater than one whenever Cov(b_i, b_j) > 0. In a canonical setting (n = 5 agents, pairwise correlation = 0.5, base rate = 0.3), the empirically measured PoA in false-negative rate reaches 7.25x. In contrast, VCG-based aggregation aligns incentives by rewarding marginal contribution, achieving dominant-strategy incentive compatibility and near-optimal performance. Experiments on three real-world datasets (NSL-KDD, UNSW-NB15, Credit Card Fraud) show that VCG provides strong robustness while maintaining comparable accuracy. It performs particularly well in data-sparse and adversarial settings, and adaptive weighting further improves performance under distribution shift.
Offline learning of strategies takes data efficiency to its extreme by restricting algorithms to a fixed dataset of state-action trajectories. We consider the problem in a mixed-motive multiagent setting, where the goal is to solve a game under the offline learning constraint. We first frame this problem in terms of selecting among candidate equilibria. Since datasets may inform only a small fraction of game dynamics, it is generally infeasible in offline game-solving to even verify a proposed solution is a true equilibrium. Therefore, we consider the relative probability of low regret (i.e., closeness to equilibrium) across candidates based on the information available. Specifically, we extend Policy Space Response Oracles (PSRO), an online game-solving approach, by quantifying game dynamics uncertainty and modifying the RL objective to skew towards solutions more likely to have low regret in the true game. We further propose a novel meta-strategy solver, tailored for the offline setting, to guide strategy exploration in PSRO. Our incorporation of Conservatism principles from Offline reinforcement learning approaches for strategy Exploration gives our approach its name: COffeE-PSRO. Experiments demonstrate COffeE-PSRO's ability to extract lower-regret solutions than state-of-the-art offline approaches and reveal relationships between algorithmic components empirical game fidelity, and overall performance.