SearcharxivSearch

arXiv subjects

Antoine Scheid

Publications and source records attributed to Antoine Scheid.

8 recordsLinked to original sources

Recommendation Quality and the Concentration of Consumption: Experimental Evidence from Netflix

We study an experiment with 8.5 million users on Netflix's recommender system to measure how improvements in recommendation technology affect the set of products that get consumed. Improvements increase total consumption and users' reliance on recommendations while diffusing recommendations and consumption away from the most popular titles (``superstars") toward a larger number of moderately popular titles (``middle-tail"), with minimal effects on the most niche titles (``long-tail"). Our results challenge the notion that recommender systems polarize consumption -- raising the consumption shares of the head and tail at the expense of the middle -- and suggest that the returns to investing in middle-tail products grow as algorithms improve and platforms scale.

econ.GN

Semiparametric inference on identification sets in choice modeling

In a discrete choice model, choice probabilities observed for a finite collection of choice sets may not identify a counterfactual choice probability under an unobserved choice set. We represent this counterfactual probability as a linear functional of a mixing distribution. Because the target is a functional of a distribution whose support is not restricted to a finite set, the parameter space is infinite-dimensional, while the data impose only finitely many moment restrictions. Therefore, observed choice probabilities need not point identify such a target. The identified set is defined as the set of target values compatible with observed choice probabilities. Rather than imposing conditions to ensure point identification, we characterize the identified set, and conduct inference on its lower and upper endpoints. We represent each endpoint as the value of a linear program over probability measures, and give conditions to obtain pathwise differentiability of the identification bounds. As a consequence, we are able to prove asymptotic normality of plug-in endpoint estimators. Finally, we provide an Expectation-Maximization-like algorithm for certifying membership of candidate values in the identified set and establish local convergence guarantees.

math.ST

Test-then-Punish: A Statistical Approach to Repeated Games

We study discounted infinitely repeated games in which players agree on a cooperative mixed action profile but, at each step, observe only the realized pure actions. This form of imperfect monitoring breaks classical trigger strategies, since deviations cannot be identified with certainty. To address this problem, we study how hypothesis testing can be used to sustain cooperation. First, we develop a framework that embeds statistical inference directly into strategic behavior. We introduce relaxed equilibrium notions that allow players to ignore vanishing probability histories arising from rare but extreme realizations of the monitoring process. Within this framework, we formalize a generic test then punish strategy: players commit ex ante to a cooperative mixed action profile, continuously test whether observed play is consistent with this prescription, and permanently switch to punishment once sufficient statistical evidence of deviation accumulates. Under mild conditions on the testing procedure, this construction sustains any feasible and individually rational payoff for sufficiently patient players, yielding a Folk theorem type result under imperfect monitoring. We then propose two explicit implementations of this strategy. The first relies on anytime valid sequential tests, providing uniform control of Type I error over an infinite horizon and a finite expected detection time for payoff-relevant deviations. However, this strategy only accounts for stationary deviations and yields a Nash equilibrium. The second uses testing over batches with a fixed size, accommodating arbitrary deviations and achieving subgame perfect Nash equilibrium, at the cost of losing global anytime guarantees on false punishments.

stat.AP

Online Decision-Making in Tree-Like Multi-Agent Games with Transfers

The widespread deployment of Machine Learning systems everywhere raises challenges, such as dealing with interactions or competition between multiple learners. In that goal, we study multi-agent sequential decision-making by considering principal-agent interactions in a tree structure. In this problem, the reward of a player is influenced by the actions of her children, who are all self-interested and non-cooperative, hence the complexity of making good decisions. Our main finding is that it is possible to steer all the players towards the globally optimal set of actions by simply allowing single-step transfers between them. A transfer is established between a principal and one of her agents: the principal actually offers the proposed payment if the agent picks the recommended action. The analysis poses specific challenges due to the intricate interactions between the nodes of the tree and the propagation of the regret within this tree. Considering a bandit setup, we propose algorithmic solutions for the players to end up being no-regret with respect to the optimal pair of actions and incentives. In the long run, allowing transfers between players makes them act as if they were collaborating together, although they remain self-interested non-cooperative: transfers restore efficiency.

cs.GT

Optimal Design for Reward Modeling in RLHF

Reinforcement Learning from Human Feedback (RLHF) has become a popular approach to align language models (LMs) with human preferences. This method involves collecting a large dataset of human pairwise preferences across various text generations and using it to infer (implicitly or explicitly) a reward model. Numerous methods have been proposed to learn the reward model and align a LM with it. However, the costly process of collecting human preferences has received little attention and could benefit from theoretical insights. This paper addresses this issue and aims to formalize the reward training model in RLHF. We frame the selection of an effective dataset as a simple regret minimization task, using a linear contextual dueling bandit method. Given the potentially large number of arms, this approach is more coherent than the best-arm identification setting. We then propose an offline framework for solving this problem. Under appropriate assumptions - linearity of the reward model in the embedding space, and boundedness of the reward parameter - we derive bounds on the simple regret. Finally, we provide a lower bound that matches our upper bound up to constant and logarithmic terms. To our knowledge, this is the first theoretical contribution in this area to provide an offline approach as well as worst-case guarantees.

cs.LG

Unravelling in Collaborative Learning

Collaborative learning offers a promising avenue for leveraging decentralized data. However, collaboration in groups of strategic learners is not a given. In this work, we consider strategic agents who wish to train a model together but have sampling distributions of different quality. The collaboration is organized by a benevolent aggregator who gathers samples so as to maximize total welfare, but is unaware of data quality. This setting allows us to shed light on the deleterious effect of adverse selection in collaborative learning. More precisely, we demonstrate that when data quality indices are private, the coalition may undergo a phenomenon known as unravelling, wherein it shrinks up to the point that it becomes empty or solely comprised of the worst agent. We show how this issue can be addressed without making use of external transfers, by proposing a novel method inspired by probabilistic verification. This approach makes the grand coalition a Nash equilibrium with high probability despite information asymmetry, thereby breaking unravelling.

cs.GT

Learning to Mitigate Externalities: the Coase Theorem with Hindsight Rationality

In economic theory, the concept of externality refers to any indirect effect resulting from an interaction between players that affects the social welfare. Most of the models within which externality has been studied assume that agents have perfect knowledge of their environment and preferences. This is a major hindrance to the practical implementation of many proposed solutions. To address this issue, we consider a two-player bandit setting where the actions of one of the players affect the other player and we extend the Coase theorem [Coase, 1960]. This result shows that the optimal approach for maximizing the social welfare in the presence of externality is to establish property rights, i.e., enable transfers and bargaining between the players. Our work removes the classical assumption that bargainers possess perfect knowledge of the underlying game. We first demonstrate that in the absence of property rights, the social welfare breaks down. We then design a policy for the players which allows them to learn a bargaining strategy which maximizes the total welfare, recovering the Coase theorem under uncertainty.

cs.GT

Incentivized Learning in Principal-Agent Bandit Games

This work considers a repeated principal-agent bandit game, where the principal can only interact with her environment through the agent. The principal and the agent have misaligned objectives and the choice of action is only left to the agent. However, the principal can influence the agent's decisions by offering incentives which add up to his rewards. The principal aims to iteratively learn an incentive policy to maximize her own total utility. This framework extends usual bandit problems and is motivated by several practical applications, such as healthcare or ecological taxation, where traditionally used mechanism design theories often overlook the learning aspect of the problem. We present nearly optimal (with respect to a horizon $T$) learning algorithms for the principal's regret in both multi-armed and linear contextual settings. Finally, we support our theoretical guarantees through numerical experiments.

stat.ML