Stackelberg Games
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Latest papers 12
Feedback from automated testing, human red teaming, and incident response can strengthen an AI system's defenses when discovered failures lead to effective repairs. We study when this feedback process provides sufficient protection and when investing in it is economically worthwhile. We begin by showing that an attack surface composed of finite number of inputs is defended with probability 1 if every unresolved attack has a persistent chance of discovery, repairs are effective, and subsequent updates preserve earlier protection. We derive completion-time bounds and extend the analysis to growing attack surfaces, repairs that generalize across related attacks, and multiple discovery mechanisms. These results distinguish eventual protection against each fixed attack from complete protection at a single time. We then formulate a defender-led Stackelberg game in which the defender invests in proactive discovery and reactive repair, anticipating the attacker's choice of search effort. We characterize the least-cost allocation that deters attack and the equilibrium regimes in which the defender funds neither capability, one capability, or both. Numerical experiments illustrate these regimes and show how faster repair can reduce compromise duration without reducing compromise probability.
Decision-Focused Learning in Network Interdiction Games
We study decision-focused learning (DFL) in shortest-path network interdiction (SPNI) games, a Stackelberg game where an interdictor (leader) strengthens the networks' arcs against attacks, while an evader (follower) who is uncertain about costs of attacking network arcs relies on a machine-learned predictor to identify the shortest path. While DFL is highly effective as an end-to-end optimization framework, we show that it faces a fundamental structural failure when employed in this game setting: its training objective admits a broad decision-equivalence class of cost estimators that achieve zero nominal loss yet fail under interdiction, reversing DFL's usual advantage over a naive prediction-focused learning (PFL) approach. To address this, we propose Adversarial DFL (A-DFL), which replaces nominal training samples with interdicted scenarios to collapse the harmful equivalence class. Experiments on synthetic and real-world networks confirm that A-DFL restores DFL's advantage in this game setting, enabling effective end-to-end optimization.
CoNav-UAV: Cooperative Dual-Altitude Aerial Navigation via Stackelberg Learning
Target-oriented vision-and-language navigation (VLN) on aerial platforms is attracting growing attention for missions such as disaster rescue, infrastructure inspection, and security patrol. In this task, an unmanned aerial vehicle (UAV) needs to locate targets given only a concise description of their appearance and surroundings. This requires global exploration and grounding as well as collision-free close-range approach, two interleaved processes difficult to reconcile within a single agent. Most existing methods transfer the ground VLN paradigm to a low-altitude UAV and compensate for its inefficient exploration with external assistance. A recent attempt deploys two UAVs at complementary altitudes yet still relies on privileged information and trains its two agents independently, precluding any mutual adaptation essential for cooperation. Here we propose CoNav-UAV, which explicitly models the task as a Stackelberg game between a high-altitude leader and a low-altitude follower, with the system operating on onboard visual and linguistic inputs alone. To solve this game, we introduce Iterative Stackelberg Learning. The leader's high-level vision-language reasoning is refined via memory-based in-context learning, while the follower's precise motion control is updated via DAgger-style expert distillation. The alternation drives both agents toward a Stackelberg equilibrium. CoNav-UAV consistently outperforms single- and dual-agent baselines across three high-fidelity urban scenes from the AerialVLN benchmark. Success rate improves by up to 30.8 points on the learning scene, and 9.0 points under cross-scene transfer while using about 3x less adaptation data. Further analyses validate the complementary gains of the leader and follower updates and reveal robust gains yet distinct learning dynamics across VLM backbones.
Entropy-Regularized Reinforcement Learning for Linear-Quadratic Stackelberg Differential Games in Regime-Switching Diffusion Models
Stackelberg differential games (SDGs) provide a powerful framework for hierarchical decision-making in stochastic and continuous-time environments, yet their solution remains computationally challenging due to the complexity of traditional dynamic programming and Hamilton-Jacobi-Bellman-Isaacs (HJBI) methods, especially in high-dimensional systems. This paper proposes an entropy-regularized reinforcement learning (ERRL) approach for linear-quadratic SDGs (LQ-SDGs) within a continuous-time diffusion framework governed by Markovian regime switching. The key innovation lies in deriving exploratory weakly-coupled HJBI equations with entropy regularization, which promotes stochastic policies that actively avoid suboptimal equilibria -- a limitation of classical SDG methods. Neural networks are integrated to approximate regime-dependent value functions and solve high-dimensional partial differential equations (PDEs) efficiently, while a novel sampling technique enhances computational tractability. Numerical results demonstrate the effectiveness of the framework compared to conventional approaches, particularly in escaping suboptimal traps through exploratory policies. The study highlights the critical role of entropy regularization and neural network approximations in achieving robust solutions for hierarchical decision-making problems under abrupt environmental shifts.
A Stackelberg Framework for Resource-Aware LLM Agents: Learning, Repair, and Conditional Guarantees
Large language model (LLM) agents increasingly operate as multi-turn systems that must allocate context, prompt verbosity, and tool access under finite computational budgets. Static thresholds are simple, but they are brittle under heterogeneous tasks and evolving session states. We formulate resource governance as a contextual Stackelberg game: a controller commits to a quality target and a cost incentive, while an executor responds with resource actions over context, prompting, and tool usage. We learn a conditional response model, optimize a leader policy against that model, and repair the resulting policy using real-API calibration and projection onto an empirically selected action set. For the restricted game, we establish conditional guarantees for equilibrium existence, follower-response stability, safe-set projection, and transfer from a surrogate environment to the real environment under bounded value error. The primary real-API experiment comprises 300 evaluated turns. Relative to a conservative baseline, the selected repaired controller reduces mean token cost by 17.4% (Welch ), while the measured quality difference is not statistically significant (). The theoretical results are conditional and the experiments do not estimate their regret or transfer constants; consequently, the evidence establishes a promising repaired operating point, not a certified real-system equilibrium.
Learning from Acceptance: Cumulative Regret in the Game of Coding
Classical coding-theoretic guarantees often rely on trust assumptions, such as requiring sufficiently many honest nodes compared with adversarial ones. These assumptions are difficult to enforce in open decentralized systems where participants are not centrally certified. At the same time, such environments often contain incentive mechanisms: participants may be rewarded only when their submitted data are accepted and the system remains functional. This changes the role of an adversary. Rather than acting as a pure saboteur, a strategic adversary may submit data that are consistent enough to be accepted while still degrading the quality of the final estimate. The game-of-coding framework models this strategic interaction between a data collector (DC) and an adversary. Existing works on the game of coding mostly consider the complete-information case, where the DC knows how the adversary trades off acceptance and estimation error. In this paper, we study an incomplete-information version of the game of coding in which the DC, acting as a Stackelberg leader, does not know the adversary's utility trade-off and must learn through repeated interaction. Prior work on the unknown-adversary setting considered an explore-then-commit objective, where only the final selected acceptance rule is evaluated. In contrast, we study the full learning trajectory: every acceptance rule used during the algorithm is executed and contributes to performance. We propose an algorithm that refines its search around promising acceptance rules, prove that it achieves sublinear cumulative regret, and evaluate its performance through numerical experiments.
Rethinking Priority Scheduling for Sequential Multi-Agent Decision Making in Stackelberg Games
Current research applying N-level Stackelberg Game to multi-agent systems often uses the default decision order of agents provided by the environment. However, this raises the question: does the order of agents necessarily affect the final equilibrium point of the game? To address this, we formally analyze the N-level Stackelberg Game, where changing the order in which agents make decisions typically leads to an overdetermined system. As a result, the equilibrium point shifts unless special structural conditions are satisfied. Based on this analysis, we propose the Hierarchical Priority Adjustment (HPA) method, which adjusts and selects the agents' decision order. At the upper level, an upper policy dynamically selects the optimal decision order of agents based on the current game state. At the lower level, agents execute strategies in the Spatio-Temporal Sequential Markov Game (STMG) according to the selected order. To coordinate learning across time scales, we employ a slow-fast update scheme with shared intrinsic rewards derived from the advantage function of the upper policy. Experimental results on high-precision control tasks, including multi-agent MuJoCo, show that HPA outperforms benchmark algorithms and robustly adapts to changing environments. These results highlight the crucial role of optimizing the agents' decision order in N-level Stackelberg Game.
A Benchmark for Strategic Auditee Gaming Under Continuous Compliance Monitoring
Continuous post-deployment compliance audits, mandated by emerging regulations such as the EU AI Act and Digital Services Act, create a class of strategic gaming distinct from the one-shot input/output gaming studied in prior work. Regulated systems can delay outcome reporting, drift their reports within plausible noise envelopes, exploit longitudinal sample attrition, and cherry-pick among ambiguous metric definitions. We formalize continuous auditing as a -round Stackelberg game between an auditor that commits to a temporal policy and an adaptive auditee, and identify a structural feature of any noise-aware static-auditor design: a cover regime in which coverage gaps and granularity gaps cannot be closed simultaneously. We make this formal as Observation 1 and show that two minimal extension policies, each derived from the observation, close the regime along orthogonal axes: a sample-size-aware static rule (Periodic-with-floor) closes the granularity-failure case, while a history-conditioned suspicion-escalation policy closes the coverage-failure case for the naive Drift strategy -- and neither closes both, exactly as the observation predicts; an audit-aware OffAuditDrift strategy that exploits Stackelberg commitment defeats both. To support empirical study we contribute a non-additive harm decomposition (welfare loss , coverage loss ) that exposes how attrition shifts harm from the regulator-accountable surface to a regulator-invisible one; an initial library of five auditee strategies (Delay, Drift, Cherry-pick, Attrition, OffAuditDrift) and five auditor policies, calibrated to summary statistics from published audits of the DSA Transparency Database; and a reproducible simulator with a small, extensible Python interface.
Evolutionarily Stable Stackelberg Equilibrium
We present a new solution concept called evolutionarily stable Stackelberg equilibrium (SESS). We study the Stackelberg evolutionary game setting in which there is a single leading player and a symmetric population of followers. The leader selects an optimal mixed strategy, anticipating that the follower population plays an evolutionarily stable strategy (ESS) in the induced subgame and may satisfy additional ecological conditions. We consider both leader-optimal and leader-pessimal selection among ESSs, which arise as special cases of our framework. Prior approaches to Stackelberg evolutionary games either define the follower response via evolutionary dynamics or assume rational best-response behavior, without explicitly enforcing stability against invasion by mutations. We present algorithms for computing SESS in discrete and continuous games, and validate the latter empirically. Our model applies naturally to biological settings; for example, in cancer treatment the leader represents the physician and the followers correspond to competing cancer cell phenotypes.
LLM-Empowered Agentic MAC Protocols: A Dynamic Stackelberg Game Approach
Medium Access Control (MAC) protocols, essential for wireless networks, are typically manually configured. While deep reinforcement learning (DRL)-based protocols enhance task-specified network performance, they suffer from poor generalizability and resilience, demanding costly retraining to adapt to dynamic environments. To overcome this limitation, we introduce a game-theoretic LLM-empowered multi-agent DRL (MARL) framework, in which the uplink transmission between a base station and a varying number of user equipments is modeled as a dynamic multi-follower Stackelberg game (MFSG), capturing the network's natural hierarchical structure. Within this game, LLM-driven agents, coordinated through proximal policy optimization (PPO), synthesize adaptive, semantic MAC protocols in response to network dynamics. Protocol action grammar (PAG) is employed to ensure the reliability and efficiency of this process. Under this system, we further analyze the existence and convergence behavior in terms of a Stackelberg equilibrium by studying the learning dynamics of LLM-empowered unified policies in response to changing followers. Simulations corroborate that our framework achieves a 77.6% greater throughput and a 65.2% fairness improvement over conventional baselines. Besides, our framework generalizes excellently to a fluctuating number of users without requiring retraining or architectural changes.
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.
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.