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

Apr 11, 2025cs.GT

Learning in Structured Stackelberg Games

We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as security games and AI safety, we show how this additional structure can help the leader learn a utility-maximizing policy in both the online and distributional settings. In the online setting, we first prove that standard learning-theoretic measures of complexity do not characterize the difficulty of the leader's learning task. Notably, we find that there exists a learning-theoretic measure of complexity, analogous to the Littlestone dimension in online classification, that tightly characterizes the leader's instance-optimal regret. We term this the Stackelberg-Littlestone dimension, and leverage it to provide a provably optimal online learning algorithm. In the distributional setting, we provide analogous results by showing that two new dimensions control the sample complexity upper- and lower-bound.
Nov 18, 2024cs.LG

Nonlinear Equilibrium Transitions in a Potential Game Model for Federated Learning

In federated learning (FL), a central server typically allocates training efforts to clients. However, from a market-oriented perspective, clients may independently choose their training efforts based on rational self-interest. To study this setting, we propose a potential game framework in which each client's payoff is determined by its individual effort and the rewards provided by the server. The rewards are influenced by the collective efforts of all clients and can be modulated by a reward factor. We first establish the existence of Nash equilibria (NEs) and then investigate their uniqueness in a stationary setting. We show that the NEs depend nonlinearly on the reward factor and exhibit a nonsmooth transition at a critical value, where the stationary potential loses strict curvature, leading to nonunique NEs and a jump between low-effort and high-effort branches. Furthermore, we prove the convergence of the best-response algorithm for computing NEs in our FL game. Finally, we apply the clients' rational efforts derived from the NEs to FL training with various datasets and models, thereby validating the effectiveness of the identified critical reward factor. The source code is available at https://github.com/DCN-FAU-AvH/FL-Potential-Game
Sep 2, 2024cs.LG

Decentralized Best-Response-Based Learning in Two-Player Zero-Sum Stochastic Games: A Finite-Sample Analysis

We present a finite-sample analysis of decentralized learning in two-player zero-sum matrix games and stochastic games, with a focus on best-response-based learning algorithms. In matrix games, the learning algorithm is payoff-based and symmetric: each player updates its policy using only its own payoff observations, incrementally moving toward an estimated smoothed best response to the opponent's latest policy. For stochastic games, we build on this matrix-game primitive to develop a learning algorithm called value iteration with smoothed best response (VI-SBR), which combines smoothed-best-response learning in induced matrix games with a decentralized, model-free approximation of minimax value iteration. We establish finite-sample guarantees in both settings. For matrix games, our results imply a sample complexity of O(ε−1)\mathcal{O}(ε^{-1}) for finding an εε-Nash distribution and, with explicit exploration, O~(ε−8)\tilde{\mathcal{O}}(ε^{-8}) for finding an εε-Nash equilibrium. For stochastic games, we prove that the exploration-enhanced VI-SBR algorithm achieves a sample complexity of O~(ε−8)\tilde{\mathcal{O}}(ε^{-8}) for finding an εε-Nash equilibrium. Technically, our analysis develops a coupled Lyapunov-drift framework. This framework simultaneously handles stochastic iterative algorithms with multiple interacting stochastic iterates, the non-zero-sum auxiliary games generated by independently updated value functions, and the time-inhomogeneous Markovian noise induced by time-varying policies. The resulting tools may be useful more broadly for analyzing learning algorithms with coupled stochastic iterates and nonstationary sampling processes.
Apr 30, 2024stat.ML

Neural Dynamic Data Valuation via Stochastic State-Adjoint Trajectories

Classical data valuation defines a data point's value through the finite marginal contribution U(C∪{i})−U(C)U(C\cup\{i\})-U(C), but estimating this quantity over coalitions requires repeated training and does not describe the contribution made along a stochastic training path. We ask whether marginal contributions of data points can be estimated from one coupled trajectory while retaining a verifiable relation to coalition-based values. To this end, we introduce Neural Dynamic Data Valuation (NDDV), which models each data point as a controlled stochastic state and computes a first-order marginal-contribution score via the adjoint equation of the Stochastic Maximum Principle (SMP). This raw sensitivity is then calibrated by a mass-preserving redistribution that increases one data point's participation while redistributing the same total weight over the remaining data points. We prove that the resulting backward adjoint recursion is the exact reverse-mode adjoint of the frozen-aggregate Euler system, bound its discrepancy from the mean-field sensitivity, and express each finite coalition marginal as an integral of local sample-weight sensitivities. These results yield pair-specific error bounds and sufficient conditions for ordering agreement with Shapley, Banzhaf, and leave-one-out values. Experiments on existing benchmarks evaluate marginal-contribution fidelity, score-release cost, corrupted-sample detection, ablations, and failure regimes. NDDV is a one-run, trajectory-conditioned estimator, not an unconditional replacement for cooperative-game values.
Jun 5, 2023cs.GT

Calibrated Stackelberg Games: Learning Optimal Commitments Against Calibrated Agents

We introduce \emph{Calibrated Stackelberg Games (CSGs)}, a generalization of the standard Stackelberg Games (SGs) framework. In CSGs, a principal repeatedly interacts with an agent who (contrary to standard SGs) does not have direct access to the principal's action but instead best-responds to calibrated forecasts about it. This framework provides a powerful and realistic modeling tool that goes beyond assuming that agents use ad hoc and highly specified algorithms for interacting in strategic settings and instead builds on statistical foundations of forecasts and calibration. We show that in CSGs, despite both the principal and the agent having less information than in standard SGs, the principal's optimal utility remains upper and lower bounded by the Stackelberg value of the one-shot game, in both finite and continuous settings. Alongside CSGs, we develop stronger notions of calibration and corresponding algorithms that address two central challenges for calibration in game-theoretic environments. First, achieving point-wise calibration typically incurs an error that scales exponentially with the dimension of the strategy space. Second, the principal's convergence rate in CSGs depends critically on the adaptivity of the agent's calibration algorithm. To address these challenges, we establish a meaningful, efficiently achievable relaxation of calibration based on conditioning on best-response regions. This yields the first notion of calibration in games with a statistical rate that only depends on the number of agents' actions rather than the dimension of the principal's strategy space and that leads to no-swap regret for the agent. We further develop adaptive calibration algorithms for the agents that provide fine-grained, any-time calibration guarantees against adversarial sequences, enabling the principal to achieve faster convergence in CSGs.
Oct 29, 2022cs.GT

Observable Perfect Equilibrium

While Nash equilibrium has emerged as the central game-theoretic solution concept, many important games contain several Nash equilibria and we must determine how to select between them in order to create real strategic agents. Several Nash equilibrium refinement concepts have been proposed and studied for sequential imperfect-information games, the most prominent being trembling-hand perfect equilibrium, quasi-perfect equilibrium, and recently one-sided quasi-perfect equilibrium. These concepts are robust to certain arbitrarily small mistakes, and are guaranteed to always exist; however, we argue that neither of these is the correct concept for developing strong agents in sequential games of imperfect information. We define a new equilibrium refinement concept for extensive-form games called observable perfect equilibrium in which the solution is robust over trembles in publicly-observable action probabilities (not necessarily over all action probabilities that may not be observable by opposing players). Observable perfect equilibrium correctly captures the assumption that the opponent is playing as rationally as possible given mistakes that have been observed (while previous solution concepts do not). We prove that observable perfect equilibrium is always guaranteed to exist, and demonstrate that it leads to a different solution than the prior extensive-form refinements in no-limit poker. We expect observable perfect equilibrium to be a useful equilibrium refinement concept for modeling many important imperfect-information games of interest in artificial intelligence.
Date pendingcs.GT

Independent Learning of Nash Equilibria in Partially Observable Markov Potential Games with Decoupled Dynamics

We study Nash equilibrium learning in partially observable Markov games (POMGs), a multi-agent reinforcement learning framework in which agents cannot fully observe the underlying state. Prior work in this setting relies on centralization or information sharing, and suffers from sample and computational complexity that scales exponentially in the number of players. We focus on a subclass of POMGs with independent state transitions, where agents remain coupled through their rewards, and assume that the underlying fully observed Markov game is a Markov potential game. For this class, we present an independent learning algorithm in which players, observing only their own actions and observations and without communication, jointly converge to an approximate Nash equilibrium. Due to partial observability, optimal policies may in general depend on the full action-observation history. Under a filter stability assumption, we show that policies based on finite history windows provide sufficient approximation guarantees. This enables us to approximate the POMG by a surrogate Markov game that is near-potential, leading to quasi-polynomial sample and computational complexity for independent Nash equilibrium learning in the underlying POMG.
Date pendingecon.TH

Strategic Type Spaces

We provide a strategic foundation for information: in any given game with incomplete information we define strategic quotients as information representations that are sufficient for players to compute best-responses to other players. We prove 1/ existence and essential uniqueness of a minimal strategic quotient called the Strategic Type Space (STS) in which a type is given by an interim correlated rationalizability hierarchy and represents a set of beliefs over other players' types and nature that rationalize this hierarchy and 2/ that the minimal STS has a recursive structure that is captured by a finite automaton.
Date pendingcs.MA

Stability and Convergence of Optimistic Exponential Weights with Asymmetric Step Sizes in Bimatrix Games

We study bimatrix two-player games and investigate the last-iterate convergence and stability of equilibria for the iterates generated by the optimistic exponential weights method. In contrast to prior work, we allow the step sizes ηx\eta_x and ηy\eta_y to differ. Our first main result establishes, under the assumption that the set of fixed points is finite, a sufficient condition for global last-iterate convergence in the special case of zero-sum games, which constrains only the product ηxηy\eta_x\eta_y of the step sizes. This condition is practically relevant and partially explains empirically observed behavior. Our second main result provides an almost-tight threshold for asymptotic stability and instability, again in terms of products of the step sizes, for general bimatrix games. This result is primarily of theoretical interest. We derive several known results and practically relevant step size bounds for special cases and illustrate our results by experiments.