SearcharxivSearch

arXiv subjects

Jiarui Gan

Publications and source records attributed to Jiarui Gan.

At least 19 recordsLinked to original sources

The Team Order Problem: Maximizing the Probability of Matching Being Large Enough

We consider a matching problem, which is meaningful in team competitions, as well as in information theory, recommender systems, and assignment problems. In the competitions which we study, each competitor in a team order plays a match with the corresponding opposing player. The team that wins more matches wins. We consider a problem where the input is the graph of probabilities that a team 1 player can win against the team 2 player, and the output is the optimal ordering of team 1 players given the fixed ordering of team 2. Our central result is a polynomial-time approximation scheme (PTAS) to compute a matching whose winning probability is at most epsilon less than the winning probability of the optimal matching. We also provide tractability results for several special cases of the problem, as well as an analytical bound on how far the winning probability of a maximum weight matching of the underlying graph is from the best achievable winning probability.

cs.GT

Strat-Reasoner: Reinforcing Strategic Reasoning of LLMs in Multi-Agent Games

While Large Language Models (LLMs) excel in certain reasoning tasks, they struggle in multi-agent games where the final outcome depends on the joint strategies of all agents. In multi-agent games, the non-stationarity of other agents brings significant challenges on the evaluation of the reasoning process and the credit assignment over multiple reasoning steps. Existing single-agent reinforcement learning (RL) approaches and their multi-agent extensions fail to address these challenges as they do not incorporate other agents in the reasoning process. In this work, we propose Strat-Reasoner, a novel RL-based framework that improves LLMs' strategic reasoning ability in multi-agent games. We introduce a novel recursive reasoning paradigm where an agent's reasoning also integrates other agents' reasoning processes. To provide effective reward signals for the intermediate reasoning sequences, we employ a centralized Chain-of-Thought (CoT) comparison module to evaluate the reasoning quality. Finally, we compute an accurate hybrid advantage and develop a group-relative RL approach to optimize the LLM policy. Experimental results show that Strat-Reasoner substantially improves strategic abilities of underlying LLMs, achieving 22.1\% average performance improvements across various multi-agent games. Code is publicly available at https://github.com/ydhe1012/Strat-Reasoner.

cs.AI

Incentive-Aware Multi-Fidelity Optimization for Generative Advertising in Large Language Models

Generative advertising in large language model (LLM) responses requires optimizing sponsorship configurations under two strict constraints: the strategic behavior of advertisers and the high cost of stochastic generations. To address this, we propose the Incentive-Aware Multi-Fidelity Mechanism (IAMFM), a unified framework coupling Vickrey-Clarke-Groves (VCG) incentives with Multi-Fidelity Optimization to maximize expected social welfare. We compare two algorithmic instantiations (elimination-based and model-based), revealing their budget-dependent performance trade-offs. Crucially, to make VCG computationally feasible, we introduce Active Counterfactual Optimization, a "warm-start" approach that reuses optimization data for efficient payment calculation. We provide formal guarantees for approximate strategy-proofness and individual rationality, establishing a general approach for incentive-aligned, budget-constrained generative processes. Experiments demonstrate that IAMFM outperforms single-fidelity baselines across diverse budgets.

cs.GT

Persuading Stable Matching

In bipartite matching problems, agents on two sides of a graph want to be paired according to their preferences. The stability of a matching depends on these preferences, which in uncertain environments also reflect agents' beliefs about the underlying state of the world. We investigate how a principal -- who observes the true state of the world -- can strategically shape these beliefs through Bayesian persuasion to induce stable matching that maximizes a desired utility. Due to the general intractability of the underlying matching optimization problem as well as the multi-receiver persuasion problem, our main considerations are two important special cases: (1) when agents can be categorized into a small number of types based on their value functions, and (2) when the number of possible world states is small. For each case, we study both public and private signaling settings. Our results draw a complete complexity landscape: we show that private persuasion remains intractable even when the number of worlds is small, while all other settings admit polynomial-time algorithms. We present efficient algorithms for each tractable case and prove NP-hardness for the intractable ones. These results illuminate the algorithmic frontier of stable matching under information design and clarify when optimal persuasion is computationally feasible.

cs.GT

Value-Set Iteration: Computing Optimal Correlated Equilibria in Infinite-Horizon Multi-Player Stochastic Games

We study the problem of computing optimal correlated equilibria (CEs) in infinite-horizon multi-player stochastic games, where correlation signals are provided over time. In this setting, optimal CEs require history-dependent policies; this poses new representational and algorithmic challenges as the number of possible histories grows exponentially with the number of time steps. We focus on computing $(\epsilon, \delta)$-optimal CEs -- solutions that achieve a value within $\epsilon$ of an optimal CE, while allowing the agents' incentive constraints to be violated by at most $\delta$. Our main result is an algorithm that computes an $(\epsilon,\delta)$-optimal CE in time polynomial in $1/(\epsilon\delta(1 - \gamma))^{n+1}$, where $\gamma$ is the discount factor, and $n$ is the number of agents. For (a slightly more general variant of) turn-based games, we further reduce the complexity to a polynomial in $n$. We also establish that the bi-criterion approximation is necessary by proving matching inapproximability bounds. Our technical core is a novel approach based on inducible value sets, which leverages a compact representation of history-dependent CEs through the values they induce to overcome the representational challenge. We develop the value-set iteration algorithm -- which operates by iteratively updating estimates of inducible value sets -- and characterize CEs as the greatest fixed point of the update map. Our algorithm provides a groundwork for computing optimal CEs in general multi-player stochastic settings.

cs.GT

Strategyproof Reinforcement Learning from Human Feedback

We study Reinforcement Learning from Human Feedback (RLHF) in settings where multiple labelers may strategically misreport feedback to steer the learned policy toward their own preferences. We show that existing RLHF algorithms, including recent pluralistic methods, are not strategyproof, and that even a single strategic labeler can cause arbitrarily large misalignment with social welfare. Moreover, we prove that, in the worst case, any strategyproof RLHF algorithm must perform $k$-times worse than the optimal policy, where $k$ is the number of labelers. This suggests a fundamental trade-off between incentive alignment (ensuring labelers report truthfully) and policy alignment (maximizing social welfare). To address this, we propose the Pessimistic Median of MLEs algorithm, which, under appropriate policy coverage assumptions, is approximately strategyproof and converges to the optimal policy as the number of labelers and samples increases. Our results apply to both contextual bandits and Markov decision processes.

cs.LG

Contract Design Under Approximate Best Responses

Principal-agent problems model scenarios where a principal incentivizes an agent to take costly, unobservable actions through the provision of payments. Such problems are ubiquitous in several real-world applications, ranging from blockchain to the delegation of machine learning tasks. In this paper, we initiate the study of hidden-action principal-agent problems under approximate best responses, in which the agent may select any action that is not too much suboptimal given the principal's payment scheme (a.k.a. contract). Our main result is a polynomial-time algorithm to compute an optimal contract under approximate best responses. This positive result is perhaps surprising, since, in Stackelberg games, computing an optimal commitment under approximate best responses is computationally intractable. We also investigate the learnability of contracts under approximate best responses, by providing a no-regret learning algorithm for a natural application scenario where the principal has no prior knowledge about the environment.

cs.GT

Bayesian Persuasion with Externalities: Exploiting Agent Types

We study a Bayesian persuasion problem with externalities. In this model, a principal sends signals to inform multiple agents about the state of the world. Simultaneously, due to the existence of externalities in the agents' utilities, the principal also acts as a correlation device to correlate the agents' actions. We consider the setting where the agents are categorized into a small number of types. Agents of the same type share identical utility functions and are treated equitably in the utility functions of both other agents and the principal. We study the problem of computing optimal signaling strategies for the principal, under three different types of signaling channels: public, private, and semi-private. Our results include revelation-principle-style characterizations of optimal signaling strategies, linear programming formulations, and analysis of in/tractability of the optimization problems. It is demonstrated that when the maximum number of deviating agents is bounded by a constant, our LP-based formulations compute optimal signaling strategies in polynomial time. Otherwise, the problems are NP-hard.

cs.AI

Persuading a Credible Agent

How to optimally persuade an agent who has a private type? When elicitation is feasible, this amounts to a fairly standard principal-agent-style mechanism design problem, where the persuader employs a mechanism to first elicit the agent's type and then plays the corresponding persuasion strategy based on the agent's report. The optimal mechanism design problem in this setting is relatively well-understood in the literature, with incentive compatible (IC) mechanisms known to be optimal and computationally tractable. In this paper, we study this problem given a credible agent, i.e., if the agent claims they are of a certain type in response to the mechanism's elicitation, then they will act optimally with respect to the claimed type, even if they are actually not of that type. We present several interesting findings in this new setting that differ significantly from results in the non-credible setting. In terms of the structure of optimal mechanisms, we show that not only may IC mechanisms fail to be optimal, but all mechanisms following the standard `eliciting-then-persuading' mechanism design structure may be suboptimal. To achieve optimality requires two additional instruments -- pre-signaling and non-binding elicitation -- which naturally result in multi-stage mechanisms. We characterize optimal mechanisms under these design choices. Based on our characterization, we provide a polynomial-time algorithm for computing optimal multi-stage mechanisms. We also discover that in scenarios that allow for it, partial information elicitation can be employed to improve the principal's payoff even further. Though, surprisingly, an unbounded number of rounds of information exchange between the principal and the agent may be necessary to achieve optimality.

cs.GT

Generalized Principal-Agency: Contracts, Information, Games and Beyond

In the principal-agent problem formulated by Myerson'82, agents have private information (type) and make private decisions (action), both of which are unobservable to the principal. Myerson pointed out an elegant linear programming solution that relies on the revelation principle. This paper extends Myerson's results to a more general setting where the principal's action space can be infinite and subject to additional design constraints. Our generalized principal-agent model unifies several important design problems including contract design, information design, and Bayesian Stackelberg games, and encompasses them as special cases. We first extend the revelation principle to this general model, based on which a polynomial-time algorithm is then derived for computing the optimal mechanism for the principal. This algorithm not only implies new efficient solutions simultaneously for all the aforementioned special cases but also significantly simplifies previously known algorithms designed for special cases. Inspired by the recent interest in the algorithmic design of a single contract and menu of contracts, we study such constrained design problems to our general principal-agent model. In contrast to the above unification, our results here illustrate the other facet of diversity among different principal-agent design problems and demonstrate how their different structures can lead to different complexities: some are tractable whereas others are APX-hard. Finally, we reveal an interesting connection of our model to the problem of information acquisition for decision making and study its algorithmic properties in general.

cs.GT

Markov Decision Processes with Time-Varying Geometric Discounting

Canonical models of Markov decision processes (MDPs) usually consider geometric discounting based on a constant discount factor. While this standard modeling approach has led to many elegant results, some recent studies indicate the necessity of modeling time-varying discounting in certain applications. This paper studies a model of infinite-horizon MDPs with time-varying discount factors. We take a game-theoretic perspective -- whereby each time step is treated as an independent decision maker with their own (fixed) discount factor -- and we study the subgame perfect equilibrium (SPE) of the resulting game as well as the related algorithmic problems. We present a constructive proof of the existence of an SPE and demonstrate the EXPTIME-hardness of computing an SPE. We also turn to the approximate notion of $ε$-SPE and show that an $ε$-SPE exists under milder assumptions. An algorithm is presented to compute an $ε$-SPE, of which an upper bound of the time complexity, as a function of the convergence property of the time-varying discount factor, is provided.

cs.AI

Your College Dorm and Dormmates: Fair Resource Sharing with Externalities

We study a fair resource sharing problem, where a set of resources are to be shared among a group of agents. Each agent demands one resource and each resource can serve a limited number of agents. An agent cares about what resource they get as well as the externalities imposed by their mates, who share the same resource with them. Clearly, the strong notion of envy-freeness, where no agent envies another for their resource or mates, cannot always be achieved and we show that even deciding the existence of such a strongly envy-free assignment is an intractable problem. Hence, a more interesting question is whether (and in what situations) a relaxed notion of envy-freeness, the Pareto envy-freeness, can be achieved. Under this relaxed notion, an agent envies another only when they envy both the resource and the mates of the other agent. In particular, we are interested in a dorm assignment problem, where students are to be assigned to dorms with the same capacity and they have dichotomous preference over their dormmates. We show that when the capacity of each dorm is 2, a Pareto envy-free assignment always exists and we present a polynomial-time algorithm to compute such an assignment. Nevertheless, the result breaks immediately when the capacity increases to 3, in which case even Pareto envy-freeness cannot be guaranteed. In addition to the existential results, we also investigate the utility guarantees of (Pareto) envy-free assignments in our model.

cs.GT

Stochastic Principal-Agent Problems: Efficient Computation and Learning

We introduce a stochastic principal-agent model. A principal and an agent interact in a stochastic environment, each privy to observations about the state not available to the other. The principal has the power of commitment, both to elicit information from the agent and to provide signals about her own information. The players communicate with each other and then select actions independently. Each of them receives a payoff based on the state and their joint action, and the environment transitions to a new state. The interaction continues over a finite time horizon. Both players are far-sighted, aiming to maximize their total payoffs over the time horizon. The model encompasses as special cases extensive-form games (EFGs) and stochastic games of incomplete information, partially observable Markov decision processes (POMDPs), as well as other forms of sequential principal-agent interactions, including Bayesian persuasion and automated mechanism design problems. We consider both the computation and learning of the principal's optimal policy. Since the general problem, which subsumes POMDPs, is intractable, we explore algorithmic solutions under hindsight observability, where the state and the interaction history are revealed at the end of each step. Though the problem becomes more amenable under this condition, the number of possible histories remains exponential in the length of the time horizon, making approaches for EFG-based models infeasible. We present an efficient algorithm based on the inducible value sets. The algorithm computes an $\epsilon$-approximate optimal policy in time polynomial in $1/\epsilon$. Additionally, we show an efficient learning algorithm for an episodic reinforcement learning setting where the transition probabilities are unknown. The algorithm guarantees sublinear regret $\tilde{O}(T^{2/3})$ for both players over $T$ episodes.

cs.GT

Robust Stackelberg Equilibria

This paper provides a systematic study of the robust Stackelberg equilibrium (RSE), which naturally generalizes the widely adopted solution concept of the strong Stackelberg equilibrium (SSE). The RSE accounts for any possible up-to-$\delta$ suboptimal follower responses in Stackelberg games and is adopted to improve the robustness of the leader's strategy. While a few variants of robust Stackelberg equilibrium have been considered in previous literature, the RSE solution concept we consider is importantly different -- in some sense, it relaxes previously studied robust Stackelberg strategies and is applicable to much broader sources of uncertainties. We provide a thorough investigation of several fundamental properties of RSE, including its utility guarantees, algorithmics, and learnability. We first show that the RSE we defined always exists and thus is well-defined. Then we characterize how the leader's utility in RSE changes with the robustness level considered. On the algorithmic side, we show that, in sharp contrast to the tractability of computing an SSE, it is NP-hard to obtain a fully polynomial approximation scheme (FPTAS) for any constant robustness level. Nevertheless, we develop a quasi-polynomial approximation scheme (QPTAS) for RSE. Finally, we examine the learnability of the RSE in a natural learning scenario, where both players' utilities are not known in advance, and provide almost tight sample complexity results on learning the RSE. As a corollary of this result, we also obtain an algorithm for learning SSE, which strictly improves a key result of Bai et al. [2021] in terms of both utility guarantee and computational efficiency.

cs.GT

k-Prize Weighted Voting Games

We introduce a natural variant of weighted voting games, which we refer to as k-Prize Weighted Voting Games. Such games consist of n players with weights, and k prizes, of possibly differing values. The players form coalitions, and the i-th largest coalition (by the sum of weights of its members) wins the i-th largest prize, which is then shared among its members. We present four solution concepts to analyse the games in this class, and characterise the existence of stable outcomes in games with three players and two prizes, and in games with uniform prizes. We then explore the efficiency of stable outcomes in terms of Pareto optimality and utilitarian social welfare. Finally, we study the computational complexity of finding stable outcomes.

cs.GT

Learning to Manipulate a Commitment Optimizer

It is shown in recent studies that in a Stackelberg game the follower can manipulate the leader by deviating from their true best-response behavior. Such manipulations are computationally tractable and can be highly beneficial for the follower. Meanwhile, they may result in significant payoff losses for the leader, sometimes completely defeating their first-mover advantage. A warning to commitment optimizers, the risk these findings indicate appears to be alleviated to some extent by a strict information advantage the manipulations rely on. That is, the follower knows the full information about both players' payoffs whereas the leader only knows their own payoffs. In this paper, we study the manipulation problem with this information advantage relaxed. We consider the scenario where the follower is not given any information about the leader's payoffs to begin with but has to learn to manipulate by interacting with the leader. The follower can gather necessary information by querying the leader's optimal commitments against contrived best-response behaviors. Our results indicate that the information advantage is not entirely indispensable to the follower's manipulations: the follower can learn the optimal way to manipulate in polynomial time with polynomially many queries of the leader's optimal commitment.

cs.GT

Online Reinforcement Learning with Uncertain Episode Lengths

Existing episodic reinforcement algorithms assume that the length of an episode is fixed across time and known a priori. In this paper, we consider a general framework of episodic reinforcement learning when the length of each episode is drawn from a distribution. We first establish that this problem is equivalent to online reinforcement learning with general discounting where the learner is trying to optimize the expected discounted sum of rewards over an infinite horizon, but where the discounting function is not necessarily geometric. We show that minimizing regret with this new general discounting is equivalent to minimizing regret with uncertain episode lengths. We then design a reinforcement learning algorithm that minimizes regret with general discounting but acts for the setting with uncertain episode lengths. We instantiate our general bound for different types of discounting, including geometric and polynomial discounting. We also show that we can obtain similar regret bounds even when the uncertainty over the episode lengths is unknown, by estimating the unknown distribution over time. Finally, we compare our learning algorithms with existing value-iteration based episodic RL algorithms in a grid-world environment.

cs.LG

Socially Fair Reinforcement Learning

We consider the problem of episodic reinforcement learning where there are multiple stakeholders with different reward functions. Our goal is to output a policy that is socially fair with respect to different reward functions. Prior works have proposed different objectives that a fair policy must optimize including minimum welfare, and generalized Gini welfare. We first take an axiomatic view of the problem, and propose four axioms that any such fair objective must satisfy. We show that the Nash social welfare is the unique objective that uniquely satisfies all four objectives, whereas prior objectives fail to satisfy all four axioms. We then consider the learning version of the problem where the underlying model i.e. Markov decision process is unknown. We consider the problem of minimizing regret with respect to the fair policies maximizing three different fair objectives -- minimum welfare, generalized Gini welfare, and Nash social welfare. Based on optimistic planning, we propose a generic learning algorithm and derive its regret bound with respect to the three different policies. For the objective of Nash social welfare, we also derive a lower bound in regret that grows exponentially with $n$, the number of agents. Finally, we show that for the objective of minimum welfare, one can improve regret by a factor of $O(H)$ for a weaker notion of regret.

cs.LG