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Atrisha Sarkar

Publications and source records attributed to Atrisha Sarkar.

17 recordsLinked to original sources

Level-k Distinguishable Mechanisms for Evaluating Bounded Rationality in LLMs

Strategic depth of reasoning is essential for human interaction of Large Language Models (LLMs) operating in boundedly rational environments. However, existing evaluations are primarily based on canonical games prevalent in pretraining corpora, making it difficult to disentangle true strategic reasoning from memorisation. To address this, we formalise a necessary level-K distinguishability condition for strategic depth inference and construct a suite of novel game structures that meet this standard. Using these games, we evaluate strategic depth in LLMs from both the Chain-of-Thought tokens and actual actions under recursive reasoning and an inductive trace of opponent game-play data. Across experimental trials spanning four LLMs, four game structures, and ten levels of iterated reasoning, we find that model models maintain accurate strategic depth under recursive reasoning, with strong internal consistency between stated reasoning and actions at every level. Errors arise from using the wrong number of iterated depth of reasoning steps, not from computing best responses incorrectly. However, inductive inference from opponent play degrades accuracy sharply and unevenly across games, and explicit strategic mentalizing in the chain of thought substantially improves overall performance.

cs.MA

Planning Autonomous Vehicle Maneuvering in Work Zones Through Game-Theoretic Trajectory Generation

Work zone navigation remains one of the most challenging manoeuvres for autonomous vehicles (AVs), where constrained geometries and unpredictable traffic patterns create a high-risk environment. Despite extensive research on AV trajectory planning, few studies address the decision-making required to navigate work zones safely. This paper proposes a novel game-theoretic framework for trajectory generation and control to enhance the safety of lane changes in a work zone environment. By modelling the lane change manoeuvre as a non-cooperative game between vehicles, we use a game-theoretic planner to generate trajectories that balance safety, progress, and traffic stability. The simulation results show that the proposed game-theoretic model reduces the frequency of conflicts by 35 percent and decreases the probability of high risk safety events compared to traditional vehicle behaviour planning models in safety-critical highway work-zone scenarios.

cs.MA

Structural transparency of societal AI alignment through Institutional Logics

The field of AI alignment is increasingly concerned with the questions of how values are integrated into the design of generative AI systems and how their integration shapes the social consequences of AI. However, existing transparency frameworks focus on the informational aspects of AI models, data, and procedures, while the institutional and organizational forces that shape alignment decisions and their downstream effects remain underexamined in both research and practice. To address this gap, we develop a framework of \emph{structural transparency} for analyzing organizational and institutional decisions concerning AI alignment, drawing on the theoretical lens of Institutional Logics. We develop a categorization of organizational decisions that are present in the governance of AI alignment, and provide an explicit analytical approach to examining them. We operationalize the framework through five analytical components, each with an accompanying "analyst recipe" that collectively identify the primary institutional logics and their internal relationships, external disruptions to existing social orders, and finally, how the structural risks of each institutional logic are mapped to a catalogue of sociotechnical harms. The proposed concept of structural transparency enables analysts to complement existing approached based on informational transparency with macro-level analyses that capture the institutional dynamics and consequences of decisions regarding AI alignment.

cs.CY

Full-Stack Alignment: Co-Aligning AI and Institutions with Thick Models of Value

Beneficial societal outcomes cannot be guaranteed by aligning individual AI systems with the intentions of their operators or users. Even an AI system that is perfectly aligned to the intentions of its operating organization can lead to bad outcomes if the goals of that organization are misaligned with those of other institutions and individuals. For this reason, we need full-stack alignment, the concurrent alignment of AI systems and the institutions that shape them with what people value. This can be done without imposing a particular vision of individual or collective flourishing. We argue that current approaches for representing values, such as utility functions, preference orderings, or unstructured text, struggle to address these and other issues effectively. They struggle to distinguish values from other signals, to support principled normative reasoning, and to model collective goods. We propose thick models of value will be needed. These structure the way values and norms are represented, enabling systems to distinguish enduring values from fleeting preferences, to model the social embedding of individual choices, and to reason normatively, applying values in new domains. We demonstrate this approach in five areas: AI value stewardship, normatively competent agents, win-win negotiation systems, meaning-preserving economic mechanisms, and democratic regulatory institutions.

cs.LG

LLM-augmented empirical game theoretic simulation for social-ecological systems

Designing institutions for social-ecological systems requires models that capture heterogeneity, uncertainty, and strategic interaction. Multiple modeling approaches have emerged to meet this challenge, including empirical game-theoretic analysis (EGTA), which merges ABM's scale and diversity with game-theoretic models' formal equilibrium analysis. The newly popular class of LLM-driven simulations provides yet another approach, and it is not clear how these approaches can be integrated with one another, nor whether the resulting simulations produce a plausible range of behaviours for real-world social-ecological governance. To address this gap, we compare four LLM-augmented frameworks: procedural ABMs, generative ABMs, LLM-EGTA, and expert guided LLM-EGTA, and evaluate them on a real-world case study of irrigation and fishing in the Amu Darya basin under centralized and decentralized governance. Our results show: first, procedural ABMs, generative ABMs, and LLM-augmented EGTA models produce strikingly different patterns of collective behaviour, highlighting the value of methodological diversity. Second, inducing behaviour through system prompts in LLMs is less effective than shaping behaviour through parameterized payoffs in an expert-guided EGTA-based model.

cs.MA

Solution Concepts in Hierarchical Games under Bounded Rationality with Applications to Autonomous Driving

With autonomous vehicles (AV) set to integrate further into regular human traffic, there is an increasing consensus on treating AV motion planning as a multi-agent problem. However, the traditional game-theoretic assumption of complete rationality is too strong for human driving, and there is a need for understanding human driving as a \emph{bounded rational} activity through a behavioural game-theoretic lens. To that end, we adapt four metamodels of bounded rational behaviour: three based on Quantal level-k and one based on Nash equilibrium with quantal errors. We formalize the different solution concepts that can be applied in the context of hierarchical games, a framework used in multi-agent motion planning, for the purpose of creating game theoretic models of driving behaviour. Furthermore, based on a contributed dataset of human driving at a busy urban intersection with a total of approximately 4k agents and 44k decision points, we evaluate the behaviour models on the basis of model fit to naturalistic data, as well as their predictive capacity. Our results suggest that among the behaviour models evaluated, at the level of maneuvers, modeling driving behaviour as an adaptation of the Quantal level-k model with level-0 behaviour modelled as pure rule-following provides the best fit to naturalistic driving behaviour. At the level of trajectories, bounds sampling of actions and a maxmax non-strategic models is the most accurate within the set of models in comparison. We also find a significant impact of situational factors on the performance of behaviour models.

cs.AI

Normative Modules: A Generative Agent Architecture for Learning Norms that Supports Multi-Agent Cooperation

Generative agents, which implement behaviors using a large language model (LLM) to interpret and evaluate an environment, has demonstrated the capacity to solve complex tasks across many social and technological domains. However, when these agents interact with other agents and humans in presence of social structures such as existing norms, fostering cooperation between them is a fundamental challenge. In this paper, we develop the framework of a 'Normative Module': an architecture designed to enhance cooperation by enabling agents to recognize and adapt to the normative infrastructure of a given environment. We focus on the equilibrium selection aspect of the cooperation problem and inform our agent design based on the existence of classification institutions that implement correlated equilibrium to provide effective resolution of the equilibrium selection problem. Specifically, the normative module enables agents to learn through peer interactions which of multiple candidate institutions in the environment, does a group treat as authoritative. By enabling normative competence in this sense, agents gain ability to coordinate their sanctioning behaviour; coordinated sanctioning behaviour in turn shapes primary behaviour within a social environment, leading to higher average welfare. We design a new environment that supports institutions and evaluate the proposed framework based on two key criteria derived from agent interactions with peers and institutions: (i) the agent's ability to disregard non-authoritative institutions and (ii) the agent's ability to identify authoritative institutions among several options. We show that these capabilities allow the agent to achieve more stable cooperative outcomes compared to baseline agents without the normative module, paving the way for research in a new avenue of designing environments and agents that account for normative infrastructure.

cs.MA

Rational Silence and False Polarization: How Viewpoint Organizations and Recommender Systems Distort the Expression of Public Opinion

AI-based social media platforms has already transformed the nature of economic and social interaction. AI enables the massive scale and highly personalized nature of online information sharing that we now take for granted. Extensive attention has been devoted to the polarization that social media platforms appear to facilitate. However, a key implication of the transformation we are experiencing due to these AI-powered platforms has received much less attention: how platforms impact what observers of online discourse come to believe about community views. These observers include policymakers and legislators, who look to social media to gauge the prospects for policy and legislative change, as well as developers of AI models trained on large-scale internet data, whose outputs may similarly reflect a distorted view of public opinion. In this paper, we present a nested game-theoretic model to show how observed online opinion is produced by the interaction of the decisions made by users about whether and with what rhetorical intensity to share their opinions on a platform, the efforts of organizations (such as traditional media and advocacy organizations) that seek to encourage or discourage opinion-sharing online, and the operation of AI-powered recommender systems controlled by social media platforms. We show that signals from ideological organizations encourage an increase in rhetorical intensity, leading to the 'rational silence' of moderate users. This, in turn, creates a polarized impression of where average opinions lie. We also show that this observed polarization can also be amplified by recommender systems that encourage the formation of communities online that end up seeing a skewed sample of opinion. We also identify practical strategies platforms can implement, such as reducing exposure to signals from ideological organizations and a tailored approach to content moderation.

cs.MA

Revealed Multi-Objective Utility Aggregation in Human Driving

A central design problem in game theoretic analysis is the estimation of the players' utilities. In many real-world interactive situations of human decision making, including human driving, the utilities are multi-objective in nature; therefore, estimating the parameters of aggregation, i.e., mapping of multi-objective utilities to a scalar value, becomes an essential part of game construction. However, estimating this parameter from observational data introduces several challenges due to a host of unobservable factors, including the underlying modality of aggregation and the possibly boundedly rational behaviour model that generated the observation. Based on the concept of rationalisability, we develop algorithms for estimating multi-objective aggregation parameters for two common aggregation methods, weighted and satisficing aggregation, and for both strategic and non-strategic reasoning models. Based on three different datasets, we provide insights into how human drivers aggregate the utilities of safety and progress, as well as the situational dependence of the aggregation process. Additionally, we show that irrespective of the specific solution concept used for solving the games, a data-driven estimation of utility aggregation significantly improves the predictive accuracy of behaviour models with respect to observed human behaviour.

cs.AI

A Hierarchical Pedestrian Behavior Model to Generate Realistic Human Behavior in Traffic Simulation

Modelling pedestrian behavior is crucial in the development and testing of autonomous vehicles. In this work, we present a hierarchical pedestrian behavior model that generates high-level decisions through the use of behavior trees, in order to produce maneuvers executed by a low-level motion planner using an adapted Social Force model. A full implementation of our work is integrated into GeoScenario Server, a scenario definition and execution engine, extending its vehicle simulation capabilities with pedestrian simulation. The extended environment allows simulating test scenarios involving both vehicles and pedestrians to assist in the scenario-based testing process of autonomous vehicles. The presented hierarchical model is evaluated on two real-world data sets collected at separate locations with different road structures. Our model is shown to replicate the real-world pedestrians' trajectories with a high degree of fidelity and a decision-making accuracy of 98% or better, given only high-level routing information for each pedestrian.

cs.RO

A taxonomy of strategic human interactions in traffic conflicts

In order to enable autonomous vehicles (AV) to navigate busy traffic situations, in recent years there has been a focus on game-theoretic models for strategic behavior planning in AVs. However, a lack of common taxonomy impedes a broader understanding of the strategies the models generate as well as the development of safety specification to identity what strategies are safe for an AV to execute. Based on common patterns of interaction in traffic conflicts, we develop a taxonomy for strategic interactions along the dimensions of agents' initial response to right-of-way rules and subsequent response to other agents' behavior. Furthermore, we demonstrate a process of automatic mapping of strategies generated by a strategic planner to the categories in the taxonomy, and based on vehicle-vehicle and vehicle-pedestrian interaction simulation, we evaluate two popular solution concepts used in strategic planning in AVs, QLk and Subgame perfect $ε$-Nash Equilibrium, with respect to those categories.

cs.AI

I Know You Can't See Me: Dynamic Occlusion-Aware Safety Validation of Strategic Planners for Autonomous Vehicles Using Hypergames

A particular challenge for both autonomous and human driving is dealing with risk associated with dynamic occlusion, i.e., occlusion caused by other vehicles in traffic. Based on the theory of hypergames, we develop a novel multi-agent dynamic occlusion risk (DOR) measure for assessing situational risk in dynamic occlusion scenarios. Furthermore, we present a white-box, scenario-based, accelerated safety validation framework for assessing safety of strategic planners in AV. Based on evaluation over a large naturalistic database, our proposed validation method achieves a 4000% speedup compared to direct validation on naturalistic data, a more diverse coverage, and ability to generalize beyond the dataset and generate commonly observed dynamic occlusion crashes in traffic in an automated manner.

cs.RO

Generalized dynamic cognitive hierarchy models for strategic driving behavior

While there has been an increasing focus on the use of game theoretic models for autonomous driving, empirical evidence shows that there are still open questions around dealing with the challenges of common knowledge assumptions as well as modeling bounded rationality. To address some of these practical challenges, we develop a framework of generalized dynamic cognitive hierarchy for both modelling naturalistic human driving behavior as well as behavior planning for autonomous vehicles (AV). This framework is built upon a rich model of level-0 behavior through the use of automata strategies, an interpretable notion of bounded rationality through safety and maneuver satisficing, and a robust response for planning. Based on evaluation on two large naturalistic datasets as well as simulation of critical traffic scenarios, we show that i) automata strategies are well suited for level-0 behavior in a dynamic level-k framework, and ii) the proposed robust response to a heterogeneous population of strategic and non-strategic reasoners can be an effective approach for game theoretic planning in AV.

cs.AI

Design Space of Behaviour Planning for Autonomous Driving

We explore the complex design space of behaviour planning for autonomous driving. Design choices that successfully address one aspect of behaviour planning can critically constrain others. To aid the design process, in this work we decompose the design space with respect to important choices arising from the current state of the art approaches, and describe the resulting trade-offs. In doing this, we also identify interesting directions of future work.

cs.RO

A behavior driven approach for sampling rare event situations for autonomous vehicles

Performance evaluation of urban autonomous vehicles requires a realistic model of the behavior of other road users in the environment. Learning such models from data involves collecting naturalistic data of real-world human behavior. In many cases, acquisition of this data can be prohibitively expensive or intrusive. Additionally, the available data often contain only typical behaviors and exclude behaviors that are classified as rare events. To evaluate the performance of AV in such situations, we develop a model of traffic behavior based on the theory of bounded rationality. Based on the experiments performed on a large naturalistic driving data, we show that the developed model can be applied to estimate probability of rare events, as well as to generate new traffic situations.

eess.SY

Clafer: Lightweight Modeling of Structure, Behaviour, and Variability

Embedded software is growing fast in size and complexity, leading to intimate mixture of complex architectures and complex control. Consequently, software specification requires modeling both structures and behaviour of systems. Unfortunately, existing languages do not integrate these aspects well, usually prioritizing one of them. It is common to develop a separate language for each of these facets. In this paper, we contribute Clafer: a small language that attempts to tackle this challenge. It combines rich structural modeling with state of the art behavioural formalisms. We are not aware of any other modeling language that seamlessly combines these facets common to system and software modeling. We show how Clafer, in a single unified syntax and semantics, allows capturing feature models (variability), component models, discrete control models (automata) and variability encompassing all these aspects. The language is built on top of first order logic with quantifiers over basic entities (for modeling structures) combined with linear temporal logic (for modeling behaviour). On top of this semantic foundation we build a simple but expressive syntax, enriched with carefully selected syntactic expansions that cover hierarchical modeling, associations, automata, scenarios, and Dwyer's property patterns. We evaluate Clafer using a power window case study, and comparing it against other notations that substantially overlap with its scope (SysML, AADL, Temporal OCL and Live Sequence Charts), discussing benefits and perils of using a single notation for the purpose.

cs.PL

A Brandom-ian view of Reinforcement Learning towards strong-AI

The analytic philosophy of Robert Brandom, based on the ideas of pragmatism, paints a picture of sapience, through inferentialism. In this paper, we present a theory, that utilizes essential elements of Brandom's philosophy, towards the objective of achieving strong-AI. We do this by connecting the constitutive elements of reinforcement learning and the Game Of Giving and Asking For Reasons. Further, following Brandom's prescriptive thoughts, we restructure the popular reinforcement learning algorithm A3C, and show that RL algorithms can be tuned towards the objective of strong-AI.

cs.AI