Game Theory

Momentum

21 papers in the last four weeks, up 200% on the four weeks before. 0.2% of all new papers.

Jul 13Week of Sep 28

Latest papers 159

Jun 15, 2026cs.MA

Intermittent Strategic Cooperation of Two Selfish Agents on Graphs

We study strategic space- and time-constrained cooperation between two self-interested agents through the Intermittent Strategic Cooperation-Based Two-Agent Path Planning (IC2PP) problem, a shortest-path game on graphs in which agents navigate toward individual targets while optionally cooperating at specific nodes to reduce their own travel times. Although such cooperation can strictly benefit both agents, it is strategically fragile: agents may deviate at any point along their paths. Modeled as a 2-player game, we characterize the structure of Pure Nash Equilibrium (PNE) joint strategies in IC2PP, and show that stable cooperation must follow a highly constrained form. We further prove that at least one PNE exists in every instance of IC2PP, and present a polynomial-time algorithm for enumerating all relevant PNEs. When multiple equilibria arise, we study coordination mechanisms based on bargaining-theoretic selection concepts and empirically compare equilibrium outcomes in terms of individual travel times and social welfare.
Jun 11, 2026cs.AR

The Price of Anarchy in Disaggregated Inference

Disaggregated inference architectures physically separate prefill and decode phases onto distinct GPU pools, creating competing "agents" that share a fixed hardware budget. We provide, to our knowledge, the first formal game-theoretic analysis of this architecture, using NVIDIA Dynamo as a concrete case study. We model disaggregated serving as three coupled games: a two-player resource game between prefill and decode pools, a selfish caching game over the hierarchical KV cache, and a congestion game with positive externalities for request routing. We empirically validate the latter two; the P/D resource game is treated analytically (Section 9.2). We characterize how GPU saturation induces regime transitions that shift the game's payoff structure: below saturation, selfish behavior has bounded Price of Anarchy (PoA); at saturation, superlinear latency and cache externalities drive our empirical estimator PoA-hat (defined in Section 6.4) upward. Based on this analysis, we design an adaptive controller that detects saturation transitions in real time and adjusts routing parameters accordingly, shifting from cache-affinity exploitation to load-balanced congestion avoidance. We instantiate our framework on a 3-node NVIDIA B200 cluster running Dynamo with two models, Nemotron-4-340B (TP=8, full-node workers with cross-InfiniBand KV transfers) and Llama-3.1-70B (TP=4), and find the same three-regime PoA-hat structure with the same first post-knee grid point (C=128) on both models. Adaptive routing shifts each model to a better operating point. Our strongest result is on the 70B 1P/5D topology, where PoA-hat drops 3.1x (66.4 to 21.5) in the saturated phase at a 13% throughput cost. On the 70B 1P/2D, PoA-hat drops 2.2x and TTFT P99 drops 7.6x (see Section 8.5).
Jun 8, 2026cs.GT

Duality for Optimal Multi-Item, Multi-Bidder Auction Design: Revenue Certificates through Deep Learning

Characterizing revenue-optimal auctions for multi-item, multi-bidder settings remains a fundamental open problem, with no known closed-form solution existing beyond restrictive binary-type instances. This has motivated interest in computational approaches to optimal auction design. In this paper, we introduce the first computational framework that directly tackles the dual problem for multi-item, multi-bidder auctions and dominant-strategy incentive compatibility (DSIC), generating certified revenue upper bounds. Our approach parametrizes Lagrange multipliers with a structurally guaranteed strict flow-conservation property using neural networks, enabling efficient optimization over feasible dual solutions via gradient descent. To bridge the gap between discrete computational methods and theoretical guarantees for continuous types, we develop a novel lifting technique that maps dual certificates from coarse discretizations to fine refinements. We prove that lifting gives valid revenue upper bounds for multi-item, multi-bidder auctions with continuous uniform valuations. Furthermore, we give a generalized lifting construction for arbitrary continuous distributions and demonstrate that these lifted duals converge to the revenue of the original continuous problem in the discrete limit. We validate this computational framework for the dual auction design problem by recovering known analytical mechanisms for canonical instances. For multi-item multi-bidder problems, our framework establishes a small gap between the optimal revenue and best-known DSIC mechanisms, providing computational certificates of near-optimality.
Jun 6, 2026cs.LG

DICE: Entropy-Regularized Equilibrium Selection for Stable Multi-Agent LLM Coordination

Multi-agent large language model (LLM) systems often fail to reliably outperform a single strong model equipped with best-of-N sampling. We argue that a core source of this instability is ill-posed equilibrium selection: current systems specify what information agents share, but not which coordination convention should be selected. We formalize a broad class of such systems as discounted incomplete-information Markov games and show that two common pathologies, oscillation between competing conventions and drift across them, can both induce unstable learning and linear Bayesian regret. To obtain a well-posed target, we introduce the Heterogeneous Quantal Response Equilibrium (HQRE), an entropy-regularized equilibrium concept with agent- and state-dependent temperatures. Under a monotonicity condition, HQRE is unique, admits linearly convergent mirror updates, and yields bounded Bayesian regret; the same condition yields rollout-measurable stability diagnostics. We instantiate this objective in two algorithms: DICE-PC, which coordinates frozen models through prompt-control actions, and DICE-FT, which performs parameter-efficient mirror fine-tuning. Across eleven benchmarks in four domains, DICE improves accuracy-cost trade-offs over strong within-class baselines; on reasoning and planning tasks, DICE-PC improves by 4.3 percentage points on average and DICE-FT by 8.5 points.
Jun 4, 2026cs.LG

Regret Minimization with Adaptive Opponents in Repeated Games

In this paper, we study regret minimization in repeated games with \emph{adaptive} opponents who can respond based on histories of play. The standard metric of \emph{external regret} in online learning is known to fail to capture such adaptivity. To account for players' counterfactual reasoning, we introduce {\tt Repeated Policy Regret (RP-Regret)}, a game-theoretic metric that measures the difference between the \emph{realized} and the \emph{best-in-hindsight} accumulated utility when all players can \emph{respond} to the history of play. Compared to existing regret notions in this setting, ours is native to repeated game playing, enabling stronger comparators and opponents with fewer constraints, while maintaining the possibility of finding better equilibria when all players minimize it. We first identify necessary conditions for obtaining {\tt RP-Regret} sublinear in time, on the variation of the player's comparator strategies in the regret definition and on the memories of both the comparator and opponents' strategies. We then study additional conditions and provable algorithms to minimize {\tt RP-Regret}, which is by definition \emph{non-convex} in the strategy space. To address this challenge, we propose three algorithms: (i) one based on an optimization oracle, as assumed in some prior work in online non-convex learning; (ii) one that minimizes a convex and \emph{linearized} surrogate of {\tt RP-Regret} at each iteration; (iii) one that directly minimizes {\tt RP-Regret} when opponents change strategies slowly. Furthermore, when all players can run algorithms to minimize the {\tt RP-Regret} (or its linearized variant), certain subgame perfect equilibria of the repeated game can be learned. We also provide experiments showing that minimizing our regret notions can lead to more cooperative solutions with higher utility in games such as Stag-Hunt.
Jun 4, 2026cs.GT

DNQ: Deep Nash Q-Network for Partially Observable n-Player Games

Many real-world competitive systems require multiple decision-makers to act simultaneously under shared constraints, limited information, and repeated interaction, as in auctions, resource allocation, and security competition. We study multi-turn simultaneous bidding as a controlled testbed for such problems and propose DNQ, a solver-in-the-loop equilibrium supervision framework for training bidding agents. DNQ alternates between trajectory collection, critic-based payoff estimation, equilibrium computation, and policy imitation. At each visited state, a shared critic predicts either pairwise payoff matrices or an exact N-player payoff tensor, an external solver computes equilibrium strategies, and the agents are trained by minimizing the KL divergence between their masked policies and the solver-derived equilibrium targets. We focus on a scalable pairwise formulation that greatly reduces equilibrium-solving cost and training time compared with the exact formulation, while the shared critic amortizes payoff learning across agents and states. Experiments compare the pairwise and exact variants using critic loss, policy entropy, bidding resource usage, and training cost, showing that the pairwise method scales to larger numbers of agents, whereas the exact method becomes computationally impractical as the joint game grows. These results illustrate the trade-off between strategic fidelity and scalability in repeated competitive environments.
Jun 3, 2026cs.GT

Oblivious Learning and Collusive Pricing

On a platform with many sellers, should a pricing algorithm explicitly model competitors' prices when learning demand? Classical arguments suggest that ignoring competitors induces model misspecification and inefficiency, yet findings from algorithmic collusion suggest that ignoring competitor prices may, surprisingly, facilitate collusive outcomes and improve profits. We study this problem in a competitive market with unknown noisy demand, in which sellers repeatedly set prices, either incorporating competitor prices in learning their demand models (informed), or ignoring them (oblivious). We show that, relative to a monopolist, an oblivious seller in a competitive market must conduct more aggressive price exploration to compensate for the loss of dynamic competitor information. When all sellers are oblivious, prices converge to the competitive outcome under persistent exploration, while a continuum of pseudo-equilibria arises when exploration is "insufficient." In markets with a mix of oblivious and informed sellers, the informed strictly out-earn the oblivious. In game-theoretic terms, the unique Nash equilibrium is the all-informed market, in which prices converge to the competitive outcome efficiently, and oblivious modeling does not robustly lead to collusive patterns.
Jun 1, 2026math.OC

A No-Regret Framework for Adaptive Incentive Design

Incentive design studies how a central authority can influence strategic agents through payments, subsidies, or taxes, so that individual objectives align with collective welfare. This paper introduces a No-Regret Adaptive Incentive Design (RAID) framework for nonlinear games with continuous action spaces and private agent costs. In this framework, the authority (planner) designs incentives that regulate the Nash equilibrium toward a socially optimal action profile, while simultaneously learning agents' unknown preferences from repeated strategic responses. We formulate the RAID problem and construct a least-squares estimator whose strong consistency requires only diminishing excitation. Leveraging this weak excitation requirement, we propose a switching incentive policy that alternates between probing (exploration) and estimate-based (exploitation) incentives. The resulting policy achieves an O(t−0.5)O(t^{-0.5}) parameter estimation rate and accumulates O(t0.5log⁡t)O(t^{0.5}\log t) squared social-cost regret, almost surely. We further extend the framework to an endogenous-noise response model, where standard least-squares estimation is biased due to an error-in-variables correlation between the noise and agent responses. We utilize a repeated-sampling estimator and corresponding switching policy that retain the same almost-sure convergence and regret rates. Numerical experiments validate the effectiveness and predicted convergence rates of the method.
Jun 1, 2026quant-ph

Coherent Swap Regret and Channel-Proof Learning

External regret certifies stability only against replacing one's behavior by a fixed alternative. In a quantum game, this misses a natural physical move: a player can apply a local completely positive trace-preserving (CPTP) map to the state it actually received or prepared. We introduce coherent swap regret as the regret benchmark against all such local CPTP deviations, and give an algorithm achieving O(dTlog⁡d)O(\sqrt{dT\log d}) coherent swap regret via entropic mirror ascent on the CPTP Choi slice with a fixed-point play rule. The main result is a three-level deviation-class landscape. Replacement channels recover ordinary external regret at rate Θ(Tlog⁡d)Θ(\sqrt{T\log d}). Unital channels, including unitary deviations and mixtures of unitaries, have zero minimax regret. Deterministic measurement-and-preparation channels already force Ω(dTlog⁡d)Ω(\sqrt{dT\log d}) regret in the moderate-horizon regime, and this rate is also sufficient for all CPTP deviations. Thus the hardness comes from non-unital use of the recommendation register, not from quantum coherence alone. As an application, decentralized full-information learning in finite quantum games reaches an ε\varepsilon-approximate separable quantum correlated equilibrium after T=O(max⁡idilog⁡di/ε2)T=O(\max_i d_i\log d_i/\varepsilon^2) rounds. We identify these equilibria with channel-proofness of mediated quantum recommendation protocols, give an SDP audit for local CPTP exploitability applicable to arbitrary finite-dimensional states, and include a probing-bandit extension with pseudo-regret O(d4/3T2/3(log⁡d)1/3)O(d^{4/3}T^{2/3}(\log d)^{1/3}) under Haar-random pure-state probes.
Jun 1, 2026cs.GT

A Sheaf Framework for Strategic Multi-Agent Systems: From Consensus to Nash Equilibria

The coordination of heterogeneous autonomous agents in dynamic, adversarial environments requires simultaneous satisfaction of geometric constraints, logical consistency, temporal reasoning, and strategic optimization. Existing sheaf- and topos-theoretic frameworks provide powerful tools for geometric consensus, knowledge alignment, and causal planning, but lack explicit models for value, reward, and strategic choice. This report presents a unified categorical framework that integrates event calculus, SCEL-like ensemble formation, and game-theoretic reward structures into a single Grothendieck topos of time-space histories. We introduce the notion of a \emph{game sheaf} whose stalks contain utility functions and policy distributions, and restriction maps encode both parallel transport and best-response dynamics. We prove that Nash equilibria correspond to global sections of a derived best-response correspondence sheaf, while cohomological obstructions classify failures of strategic consistency. A detailed case study of an immunological ``bastion defense'' scenario -- heterogeneous agents forming attack/defense ensembles under resource constraints -- demonstrates the framework's expressiveness. This synthesis provides a rigorous foundation for verifiable, autonomic, and economically rational multi-agent systems.
May 30, 2026cs.LG

Distributed GNEP Algorithms without Multiplier Sharing and Applications to Multi-Robot Coordination and Contextual Bandit-Based Active Learning

Recent advances in artificial intelligence have expanded the focus from classical optimization to include equilibrium analysis in noncooperative games. Many such games involve shared constraints, leading to Generalized Nash Equilibrium Problems (GNEPs). Existing distributed algorithms typically require agents to exchange Lagrange multipliers to enforce consensus and compute variational-GNEs (v-GNEs). This work introduces fully distributed continuous-time algorithms and establishes convergence without requiring multiplier exchange, thereby reducing information exchange per iteration while improving privacy preservation. The analysis focuses on strongly monotone games with convex individual constraints and linear shared constraints. I also propose several discretization schemes for the continuous-time algorithms. The proposed approach converges to general GNEs, rather than being restricted to v-GNEs, with the attained equilibrium depending on the initialization. The effectiveness of the proposed method is demonstrated through applications in multi-robot coordination and placement. In the second part, this work includes research conducted in collaboration with Amazon scientists. One of the most challenging problems in real-world machine learning is labeled data collection, which typically requires substantial human effort and cost. Active learning aims to reduce this labeling requirement. Existing handcrafted active learning strategies, however, generally perform well only on specific types of datasets, which are often unknown in advance. In this work, I propose using contextual bandits to adaptively select the most suitable active learning strategy. The effectiveness of the proposed approach is demonstrated on publicly available external datasets.
May 29, 2026cs.GT

Model Monotonicity in Autobidding Auctions: When Do Better Predictions Lead to Better Outcomes?

Online advertising platforms rely on machine learning models to predict click-through rates (pCTR) and conversion rates (pCVR) for auction mechanisms. We introduce a novel framework to study the interaction between recommender system model quality, auction format, and autobidder behavior. We formalize when model improvements -- defined via a refinement relation inspired by filtrations in probability theory -- lead to improvements in platform-level Evaluation Criteria Metrics (ECM) such as revenue, welfare, or liquid welfare. Our main contributions are: (1) a formal definition of model improvement based on cluster refinement, and (2) a systematic characterization of ECM monotonicity across different combinations of bidder types (tCPA, max-CPA), auction formats (first-price, second-price, VCG), and budget constraints. We show that first-price auctions with uniform bidding guarantee revenue monotonicity for tCPA bidders without budgets (via Jensen's inequality), while second-price auctions and budget constraints can break this property. We provide full numerical constructions for the non-monotonicity results. Our findings have practical implications for advertising platforms seeking to align model improvements with business outcomes.
May 28, 2026cs.MA

Discovering Cooperative Pipelines: Autoresearch for Sequential Social Dilemmas

We study two-level autoresearch for cooperation: an outer-loop AI agent autonomously redesigns the inner-loop pipeline of an LLM policy-synthesis system for multi-agent Sequential Social Dilemmas (SSDs). A researcher agent R\mathcal{R} (run as a coding agent) reads the inner-loop source code, edits system prompts, feedback functions, helper libraries, and iteration logic, runs evaluations, and decides what to keep, following the autoresearch paradigm. Across two games (Cleanup and Gathering), two policy-synthesizer LLMs, and two welfare objectives (utilitarian efficiency and Rawlsian maximin), the researcher reliably exceeds hand-designed baselines, sharply tightens run-to-run variance, and outperforms prompt-only optimization. The discovered pipelines are objective-dependent: only under maximin does the researcher inject an explicit fairness mechanism into synthesizer pipelines, a class of mechanism that is absent from its own objective-agnostic system prompt and from every efficiency-optimized pipeline. This supports an information-design reading in which the researcher chooses what to reveal to the boundedly rational synthesizer as a function of the welfare objective. Code at https://github.com/vicgalle/autoresearch-social-dilemmas.
May 28, 2026cs.AI

On the Geometry of Games and their Solvers

A central challenge in game theory and learning systems such as GANs is understanding which algorithms can efficiently compute equilibria across the heterogeneous landscape of games. Equilibrium computation is typically studied solver by solver and game class by game class, yielding strong local guarantees but a fragmented view of solver behaviour. Existing discrete taxonomies often provide an incomplete account of where algorithms succeed. We study this problem through a solver-game map linking games to effective solver dynamics. Classical theory identifies isolated regions of this map but provides limited insight into intermediate or overlapping regimes, suggesting that solvability is governed by latent structural properties defining a continuous solver-aligned geometry of games. We formalise this perspective through structure-aware solver synthesis. A learned structure recogniser maps each game to a low-dimensional solver-aligned representation, and a policy maps this representation to effective primitive mechanisms, adapting solver behaviour across regimes. This reveals regions where particular solver dynamics are effective and where mixtures of primitives are required rather than a single dominant solver. A bounded residual acts as a local corrector and diagnostic signal for incomplete solver bases or representations. The framework yields both an adaptive solver and an analytical lens: games with similar optimisation dynamics cluster together, revealing continuous regions of algorithmic validity and overlapping solver behaviour. Empirically, we show that fixed primitives exhibit systematic regime mismatch, while the learned representation organises game space into a structured cartography aligned with solver behaviour. These results suggest viewing equilibrium computation as the joint problem of learning solver mechanisms and mapping the geometry of solvability.
May 27, 2026cs.AI

Global Policy-Space Response Oracles for Two-Player Zero-Sum Games

The Policy-Space Response Oracles (PSRO) framework scales equilibrium computation to large zero-sum games by iteratively expanding a restricted strategy set using deep reinforcement learning (DRL). A central challenge is to construct, under limited computational budgets, a small strategy population whose induced game well approximates the full game. Existing PSRO variants typically expand the population using best responses to meta-strategies computed from restricted-game payoffs, which can lead to inefficient expansions that provide limited global improvement. We propose to guide population expansion by directly evaluating the post-expansion population quality. Specifically, we adopt Population Exploitability (PE) to measure how well a restricted strategy set represents the full game, and introduce a two-phase exploration--selection framework that explicitly minimizes PE during expansion. We instantiate this framework as Global PSRO, a practical DRL-based algorithm that efficiently generates candidate responses and estimates PE via parameter-sharing conditional neural networks. Experiments across multiple two-player zero-sum games show that Global PSRO achieves lower exploitability and approximates Nash equilibria with significantly fewer policy iterations than prior PSRO methods.
May 27, 2026cs.LG

Learning to Bid in Repeated Second-Price Auctions with Dynamic Values and Aggregated Feedback

We study the problem of learning to bid when the bidder's value is dynamic, i.e., when the current value depends on past outcomes. Specifically, we consider a bidder participating in repeated second-price auctions whose value depends on the time elapsed since their last successful bid, with auctions arriving in continuous time and only aggregated feedback revealed at the end of the horizon. Such a bidder must (1) balance the immediate benefit of winning the current auction against its impact on future values and (2) learn unknown environmental parameters. We derive regret bounds for a class of learning methods that combine plug-in estimators with a differential-equation characterization of the optimal policy, and show that a specific confidence bound algorithm learns the optimal policy with a near optimal regret of O~(log⁡N)\widetilde{O}(\log N) for piecewise linear primitives, and O~(N1/3)\widetilde{O}(N^{1/3}) for general, smooth primitives, achieving these regrets without explicit randomization. These theoretical results are supported by numerical experiments.
May 26, 2026cs.LG

Bilevel Optimization over Saddle Points of Zero-Sum Markov Games

Reinforcement learning (RL) often has a hierarchical structure, where an upper-level (UL) learner selects model parameters and a lower-level (LL) decision-making process responds, naturally leading to a bilevel optimization problem. Most existing bilevel RL methods assume a single-policy LL Markov decision process (MDP), and therefore fail to capture competitive structures arising in applications such as incentive design, where multiple policies interact. We study bilevel optimization problems in which the LL problem is a regularized min-max zero-sum Markov game and the UL objective is optimized through the saddle-point equilibrium induced by the LL game. In this work, we propose penalty-augmented Nikaido-Isoda descent-ascent (PANDA), a penalty-based first-order policy-gradient method based on the Nikaido-Isoda function. By exploiting the min-max game structure, PANDA avoids computing UL hypergradients and does not require second-order information. We prove that PANDA converges to stationary points without convexity assumptions on either the UL or LL objectives. Moreover, PANDA reaches an εε-stationary point in O~(ε−1)\tilde{\mathcal{O}}(ε^{-1}) iterations with sample complexity O~(ε−3)\tilde{\mathcal{O}}(ε^{-3}), matching the best-known rates for bilevel RL with single-policy LL MDPs. Experiments demonstrate the superior performance of PANDA over closely related baselines.
May 22, 2026cs.AI

GENSTRAT: Toward a Science of Strategic Reasoning in Large Language Models

Large language models (LLMs) are increasingly deployed as economic agents in marketplaces, auctions, and bidding settings. Anticipating their behavior in any specific deployment is hard. Existing strategic-reasoning benchmarks evaluate models on fixed canonical games. These benchmarks may saturate as the frontier improves, and they do not allow evaluators to generalize with confidence from benchmark performance to the varied and messy strategic environments that actual deployments involve. We introduce GENSTRAT, which uses procedurally generated strategic environments to address these challenges. Concretely, we generate a distribution of two-player zero-sum imperfect-information card games. The generator can draw fresh games on demand, allowing for evergreen evaluation and resistance to contamination. We pair the game distribution with a capability-profile methodology that decomposes model competence across six axes (state space, temporal depth, information sensitivity, opponent modeling, risk, and brittleness). We also introduce a jaggedness measure of within-distribution smoothness that detects when a model's advantage jumps unpredictably between strategically similar games. We sample 50 benchmark games from a 2,000-game generated pool and evaluate nine frontier and open-weight LLMs in a head-to-head tournament with over 36,000 matches. Newer frontier-tier models score higher on average. Beyond that average, models with near-identical overall strength show qualitatively different capability profiles, and two of the top three leaderboard models (gpt-5 and claude) are noticeably more locally volatile than the third (gemini-3.1-pro), despite being close in overall strength. Together, the capability profile and the jaggedness measure give a deployment-relevant diagnostic that the overall ranking alone cannot provide.
May 21, 2026stat.ML

Do Not Trust The Auctioneer: Learning to Bid in Feedback-Manipulated Auctions

Shilling is the use of artificial bids to make competition appear stronger and push prices upward. We study repeated first-price auctions in which shilling affects feedback but not allocation: the learner wins or loses against the real competing bid, but after a loss observes the maximum of the real bid and an independent shill bid. Thus the manipulation changes what the learner observes and hence how it learns to bid, without changing the outcome of the current auction. We analyze regret with respect to the best bid benchmark, assuming that the shill-bid distribution is known. Even then, shilling can mask the real bid, while useful side information appears only through intermittent low-shill events. Our algorithm combines a robust interval-elimination branch, which ignores the shilled report and achieves the dynamic-pricing rate O~(T2/3)\tilde{\mathcal{O}}(T^{2/3}), with an optimistic branch that debiases losing-side reports and exploits the resulting suffix information when it is reliable and achieves the first-price auctions rate O~(T)\tilde{\mathcal{O}}(\sqrt{T}). A validation and racing procedure lets the algorithm use these optimistic updates without knowing the right scale or feedback geometry in advance. We complement the upper bounds with a matching lower bound, up to logarithmic factors, in the single-active-region case. Overall, the results show that even feedback-only shilling can sharply alter the statistical difficulty of repeated bidding.
May 21, 2026econ.GN

Not Yet: Humans Outperform LLMs in a Colonel Blotto Tournament

The emergence of large language models (LLMs) has spurred economists to study how humans and LLMs behave in strategic settings. We organized a series of round-robin tournaments in the Colonel Blotto game. This game attracts game theorists' attention due to high-dimensional action space and the absence of pure strategy Nash equilibria. In the first tournament, more than 200 human participants competed against one another. In the second tournament, several popular LLMs were invited to submit strategies. In the third tournament, we matched the number of LLM strategies to the number submitted by humans. We find that humans more often employ better-calibrated intermediate-level allocation heuristics and outperform the simpler, more stereotyped strategies submitted by LLMs. Strategic sophistication is key to success if and only if the necessary level of reasoning depth is reached, while lower and higher levels of reasoning offer no clear advantage over the primitive strategies. Among humans, field of study weakly predicts success: participants with STEM backgrounds perform better in the first tournament. Surprisingly, humans almost do not adjust their strategies across tournaments with different sets of opponents. This result suggests that humans base their choices primarily on the game's rules rather than on the identity of their opponents, treating LLMs much like human competitors.
May 19, 2026cs.CV

A Nash Equilibrium Framework For Training-Free Multimodal Step Verification

Multimodal large language models often generate reasoning chains containing subtle errors that lead to incorrect answers. Current verification approaches have notable limitations. Learned critics need extensive labeled data and show inconsistent performance across different tasks. Meanwhile, existing training-free methods simply average scores from different sources, missing a key insight: when these scores disagree, that disagreement itself carries important information about whether a reasoning step is truly valid or not. We propose a training-free verification approach that treats step-wise verification as a coordination problem among specialized judges. We formalize these judges' interaction as a Nash equilibrium game where agreement signals valid steps while disagreement reveals instability. Our method computes equilibrium scores through a closed-form solution, enabling both disagreement-aware filtering and stability-conscious ranking of reasoning steps. Evaluated across six benchmarks, our approach achieves consistent improvements of 2.4% to 5.2% over baseline models and shows competitive performance against learned critics, demonstrating that cross-modal agreement (not just average confidence) provides robust verification signals without task-specific adaptation.
May 19, 2026cs.GT

Equilibria in Multiplayer Graph Games: An Algorithmic Study

To verify the robustness of a program or protocol, it is common in the computer science community to rely on the theoretical framework of game theory. In particular, if one seeks to enforce a desired property, or specification, despite an unpredictable environment, a useful abstraction is to model the situation as a two-player zero-sum game. The goal is then to find a strategy for the system that guarantees the specification against any strategy of the environment. However, to model more complex situations, such as multiple systems with different objectives or an environment composed of various agents, the richer framework of multiplayer games must be considered. In this setting, a natural question is to identify equilibria, i.e., strategy profiles that are robust in the sense that no player has an incentive to deviate. The most well-known equilibrium concept is the Nash equilibrium, but several alternatives exist. We study five such notions and, for each of them, we provide complexity results for the constrained existence problem, which consists of deciding whether a given game contains an equilibrium that ensures each player a payoff within a specified interval.
May 18, 2026cs.GT

Nash Welfare in Additively Separable Hedonic Games

Additively separable hedonic games (ASHGs) are a prominent model of coalition formation where agents' preferences are derived from their individual valuations of peers. While social welfare maximization in ASHGs has traditionally focused mostly on utilitarian welfare, Nash welfare -- a well-established metric in economics which balances fairness with efficiency and offers scale invariance -- has been entirely overlooked. In this paper, we initiate the study of Nash welfare in ASHGs. We point out desirable properties fulfilled by partitions with high Nash welfare. This includes guaranteed contractual Nash stability in symmetric games, even for any approximation of Nash welfare. This is particularly appealing since, as for other welfare notions, Nash welfare turns out to be NP-hard to maximize, even for the ASHG subclass of symmetric aversion to enemies games (AEGs). A main focus of our study is on approximation algorithms for the Nash welfare objective. We present packing-based algorithms with approximation ratios for well-established subclasses of ASHGs: n−1n-1 for AEGs and 2n2n for appreciation of friends games. This is complemented by a strict inapproximability result showing it is NP-hard to approximate Nash welfare within a factor of 1.00007591.0000759 in general ASHGs. Further, we investigate the restricted settings with an upper bound on the coalition size or number of coalitions, and draw the boundary between the cases admitting efficient algorithms and those yielding NP-hardness: bounding the allowed size or number of coalitions by 22 admits polynomial-time solvability, whereas bounds of 33 or more yield NP-hardness or unbounded inapproximability.
May 18, 2026cs.MA

The Dynamics of Policy Gradient in Social Dilemmas with Partner Selection

In social dilemmas self-interested learning agents face the choice between the societal benefit of cooperation and the immediate reward of defection. Significant evidence exists on the benefits of assortment mechanisms such as partner selection for the emergence of cooperation, but this is largely available through agent-based simulations. In this paper, we provide an analytical solution to the problem, studying the policy-gradient dynamics in a multi-agent environment with partner selection. We show how partner selection changes the opponent distribution and hence the reward landscape, and prove this promotes cooperation under simple rules known from the literature. In particular, we find that population variance is a necessary condition for cooperation to emerge. Using a two-dimensional Wiener process, we extend the dynamics to capture the stochastic effects of partner selection and the resulting opponent distribution. We derive a sufficient condition for the population to be cooperation-promoting and prove the existence of a stationary distribution. Simulations confirm that the stochastic model accurately captures the policy-gradient dynamics and clarifies how the learning rate affects the emergence of cooperation.
May 18, 2026cs.LG

Equilibrium Selection in Multi-Agent Policy Gradients via Opponent-Aware Basin Entry

Multi-agent policy-gradient methods have been shown to converge locally near stable Nash equilibria. Local convergence, however, does not determine which equilibrium is reached. We study this question through basin-entry probability with respect to a target set of equilibria selected by an external criterion, such as payoff dominance. For finite-unroll Meta-MAPG, we show that the update decomposes into ordinary policy gradient plus own-learning and peer-learning corrections, with controlled sampling noise and finite-unroll bias. We identify the peer-learning correction as the main equilibrium-selection mechanism: under a local alignment condition, the probability of entering the certified attraction region of the target stable-Nash set increases, relative to ordinary policy gradient. Because persistent correction may shift zero-update points of the original game, annealing the correction after entering the basin recovers ordinary policy-gradient dynamics and inherits local stable-Nash convergence guarantees. Experiments in Stag Hunt, iterated Prisoner's Dilemma, and preliminary neural-policy coordination environments support this basin-entry view, showing increased entry into cooperative basins under peer-aware updates.
May 16, 2026stat.ML

Prediction-Intervention Games and Invariant Sets

We consider the following two-player game: using observational data, the leader chooses a prediction function for a response variable YY from given covariates. The follower then reacts with an intervention on some covariates in the underlying structural causal model to maximize their own objective. The leader knows the intervention targets, but may have limited knowledge of the follower's objective. We call this setup a prediction-intervention game, a special case of a Stackelberg game. Finding an optimal strategy for the leader is generally difficult. To avoid severe performance loss, the leader may base their prediction on the causal parents of YY, or more generally on an invariant subset of covariates. We prove, for two common classes of follower objectives, that predictors based on the stable blanket, a specific invariant subset, are always better or as good as those based on the causal parents. We further upper bound the leader's post-intervention risk by a worst-case risk over allowed interventions and strengthen existing distribution generalization results to analyze this bound: we give sufficient conditions under which stable-blanket predictors are worst-case optimal, and show by examples that these conditions cannot in general be dropped. Finally, we discuss practical strategies for settings with known and unknown graph, and test them on simulated and real-world data.
May 15, 2026cs.LG

Learning with Conflicts of Interest

Financial, social, and political factors often prevent the interests of the owners of ML systems and services and their users from being perfectly aligned. ML systems often produce biased information that can influence users to make decisions that are not in their best interest. Current solution approaches require ML systems to implement protocols to mitigate their biases. However, ML system owners usually do not have any incentive to implement these protocols and often argue that it limits their freedom of expression or business. We believe that a successful solution to this problem must recognize the conflict of interest between the ML systems and their users, and use this information to protect users against information that adversely influences their decisions while allowing users to safely benefit from these systems. To this end, we propose a game-theoretic framework that models the interaction between ML systems and users with conflicts of interest. We present scalable algorithms with theoretical guarantees that maximize the amount of desired information and actions and minimize the amount of biased and manipulative actions in interaction with ML systems.
May 14, 2026cs.LG

Generalized Priority-Aware Shapley Value

Shapley value and its priority-aware extensions are widely used for valuation in machine learning, but existing methods require pairwise priority to be binary and acyclic, a restriction spectacularly violated in real-data examples such as aggregated human preferences and multi-criterion comparisons. We introduce the generalized priority-aware Shapley value (GPASV), a random order value defined on arbitrary directed weighted priority graphs, in which pairwise edges penalize rather than forbid order violations. GPASV covers a range of classical models as boundary cases. We establish GPASV through an axiomatic characterization, develop the associated computational methods, and introduce a priority sweeping diagnostic extending PASV's. We apply GPASV to LLM ensemble valuation on the cyclic Chatbot Arena preference graph, illustrating that priority-aware valuation is not a one-button operation: different balances of pairwise graph priority versus individual soft priority produce substantively different valuations of the same data.
May 14, 2026cs.LG

When Individually Calibrated Models Become Collectively Miscalibrated

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.
May 14, 2026cs.LG

Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games

Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In this paper, we propose a multi-agent starting-state sampling strategy designed to substantially accelerate online exploration in regularized policy-gradient game methods for two-player zero-sum (2p0s) games. Motivated by an assumption that offline demonstrations from skilled humans can provide good coverage of high-level strategies relevant to equilibrium play, we propose the initialization of reinforcement learning data collection at intermediate states sampled from offline data to facilitate exploration of strategically relevant subgames. Referring to this method as Data-Augmented Game Starts (DAGS), we perform experiments using synthetic datasets and analytically tractable, long-horizon control variants of two-player Kuhn Poker, Goofspiel, and a counterexample game designed to penalize biased beliefs over hidden information. Under fixed computational budgets, DAGS enables regularized policy gradient methods to achieve lower exploitability in games with significantly more challenging exploration. We show that augmenting starting state distributions when solving imperfect information games can lead to biased equilibria, and we provide a straightforward mitigation to this in the form of multi-task observation flags. Finally, we release a new set of benchmark environments that drastically increase exploration challenges and state counts in existing OpenSpiel games while keeping exploitability measurements analytically tractable.