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Mustafa O. Karabag

Publications and source records attributed to Mustafa O. Karabag.

At least 19 recordsLinked to original sources

Why Do LLMs Struggle in Strategic Play? Broken Links Between Observations, Beliefs, and Actions

Large language models (LLMs) are increasingly tasked with strategic decision-making under incomplete information, such as in negotiation and policymaking. While LLMs can excel at many such tasks, they also fail in ways that are poorly understood. We shed light on these failures by uncovering two fundamental gaps in the internal mechanisms underlying the decision-making of LLMs in incomplete-information games, supported by experiments with open-weight models Llama 3.1, Qwen3, and gpt-oss. First, an observation-belief gap: LLMs' internal representations of latent game states are substantially more accurate than their own verbal reports. However, these representations, which we call internal beliefs following game-theoretic terminology, are brittle. In particular, the belief accuracy degrades with multi-hop reasoning, exhibits primacy and recency biases, and drifts away from Bayesian coherence over extended interactions. Second, a belief-action gap: The implicit conversion of internal beliefs into actions is weaker than that of the beliefs externalized in the prompt, yet neither belief-conditioning consistently achieves higher game payoffs. Moreover, acting optimally on the decoded beliefs would improve payoffs in about 95% of games, pointing to a bottleneck in the belief-to-action conversion. These results show how analyzing LLMs' internal processes can expose systematic vulnerabilities that warrant caution before deploying LLMs in strategic domains without robust guardrails.

cs.CL↗

Sequential Resource Trading Using Comparison-Based Gradient Estimation

We study sequential multi-issue trading between two greedily rational agents who exchange resources from a finite set of categories. Each agent's utility depends on its allocation, but the offering agent does not know the responding agent's utility function and receives only accept or reject feedback. We propose a comparison-based algorithm that interprets acceptance and rejection responses as pairwise state comparisons, allowing the offering agent to iteratively estimate the responding agent's gradient. Rejected offers prune the space of feasible gradient directions, enabling systematic refinement of possibly mutually beneficial trades. The algorithm guarantees that each accepted trade strictly improves both agents' utilities and, after finitely many rejected offers, either identifies a mutually beneficial trade or certifies that the current allocation is weakly Pareto optimal. We further show that the sequence of accepted trades asymptotically converges to the Pareto front under mild assumptions. We evaluate the method against standard baselines and show that it achieves higher societal benefit with fewer offers across multiple trading settings. We further validate the approach in a user study, demonstrating strong performance in scenarios with substantial resource conflict.

cs.MA↗

Monotonic Transformation Invariant Multi-task Learning

Multi-task learning (MTL) algorithms typically rely on schemes that combine different task losses or their gradients through weighted averaging. These methods aim to find Pareto stationary points by using heuristics that require access to task loss values, gradients, or both. In doing so, a central challenge arises because task losses can be arbitrarily scaled relative to one another, causing certain tasks to dominate training and degrade overall performance. A recent advance in cooperative bargaining theory, the Direction-based Bargaining Solution (DiBS), yields Pareto stationary solutions immune to task domination because of its invariance to monotonic nonaffine task loss transformations. However, the convergence behavior of DiBS in nonconvex MTL settings is currently not understood. To this end, we prove that under standard assumptions, a subsequence of DiBS iterates converges to a Pareto stationary point when task losses are nonconvex, and propose DiBS-MTL, an adaptation of DiBS to the MTL setting which is more computationally efficient that prior bargaining-inspired MTL approaches. Finally, we empirically show that DiBS-MTL is competitive with leading MTL methods on standard benchmarks, and it drastically outperforms state-of-the-art baselines in multiple examples with poorly-scaled task losses, highlighting the importance of invariance to nonaffine monotonic transformations of the loss landscape. Code available at https://github.com/suryakmurthy/dibs-mtl

cs.LG↗

Do LLMs Strategically Reveal, Conceal, and Infer Information? A Theoretical and Empirical Analysis in The Chameleon Game

Large language model-based (LLM-based) agents have become common in settings that include non-cooperative parties. In such settings, agents' decision-making needs to conceal information from their adversaries, reveal information to their cooperators, and infer information to identify the other agents' characteristics. To investigate whether LLMs have these information control and decision-making capabilities, we make LLM agents play the language-based hidden-identity game, The Chameleon. In this game, a group of non-chameleon agents who do not know each other aim to identify the chameleon agent without revealing a secret. The game requires the aforementioned information control capabilities both as a chameleon and a non-chameleon. We begin with a theoretical analysis for a spectrum of strategies, from concealing to revealing, and provide bounds on the non-chameleons' winning probability. The empirical results with GPT, Gemini 2.5 Pro, Llama 3.1, and Qwen3 models show that while non-chameleon LLM agents identify the chameleon, they fail to conceal the secret from the chameleon, and their winning probability is far from the levels of even trivial strategies. Based on these empirical results and our theoretical analysis, we deduce that LLM-based agents may reveal excessive information to agents of unknown identities. Interestingly, we find that, when instructed to adopt an information-revealing level, this level is linearly encoded in the LLM's internal representations. While the instructions alone are often ineffective at making non-chameleon LLMs conceal, we show that steering the internal representations in this linear direction directly can reliably induce concealing behavior.

cs.AI↗

Cooperative Bargaining Games Without Utilities: Mediated Solutions from Direction Oracles

Cooperative bargaining games are widely used to model resource allocation and conflict resolution. Traditional solutions assume the mediator can access agents utility function values and gradients. However, there is an increasing number of settings, such as human AI interactions, where utility values may be inaccessible or incomparable due to unknown, nonaffine transformations. To model such settings, we consider that the mediator has access only to agents most preferred directions, i.e., normalized utility gradients in the decision space. To this end, we propose a cooperative bargaining algorithm where a mediator has access to only the direction oracle of each agent. We prove that unlike popular approaches such as the Nash and Kalai Smorodinsky bargaining solutions, our approach is invariant to monotonic nonaffine transformations, and that under strong convexity and smoothness assumptions, this approach enjoys global asymptotic convergence to Pareto stationary solutions. Moreover, we show that the bargaining solutions found by our algorithm also satisfy the axioms of symmetry and (under slightly stronger conditions) independence of irrelevant alternatives, which are popular in the literature. Finally, we conduct experiments in two domains, multi agent formation assignment and mediated stock portfolio allocation, which validate these theoretic results. All code for our experiments can be found at https://github.com/suryakmurthy/dibs_bargaining.

cs.GT↗

Deceptive Exploration in Multi-armed Bandits

We consider a multi-armed bandit setting in which each arm has a public and a private reward distribution. An observer expects an agent to follow Thompson Sampling according to the public rewards, however, the deceptive agent aims to quickly identify the best private arm without being noticed. The observer can observe the public rewards and the pulled arms, but not the private rewards. The agent, on the other hand, observes both the public and private rewards. We formalize detectability as a stepwise Kullback-Leibler (KL) divergence constraint between the actual pull probabilities used by the agent and the anticipated pull probabilities by the observer. We model successful pulling of public suboptimal arms as a % Bernoulli process where the success probability decreases with each successful pull, and show these pulls can happen at most at a $Θ(\sqrt{T}) $ rate under the KL constraint. We then formulate a maximin problem based on public and private means, whose solution characterizes the optimal error exponent for best private arm identification. We finally propose an algorithm inspired by top-two algorithms. This algorithm naturally adapts its exploration according to the hardness of pulling arms based on the public suboptimality gaps. We provide numerical examples illustrating the $Θ(\sqrt{T}) $ rate and the behavior of the proposed algorithm.

cs.LG↗

Deceptive Planning Exploiting Inattention Blindness

We study decision-making with rational inattention in settings where agents have perception constraints. In such settings, inaccurate prior beliefs or models of others may lead to inattention blindness, where an agent is unaware of its incorrect beliefs. We model this phenomenon in two-player zero-sum stochastic games, where Player 1 has perception constraints and Player 2 deceptively deviates from its security policy presumed by Player 1 to gain an advantage. We formulate the perception constraints as an online sensor selection problem, develop a value-weighted objective function for sensor selection capturing rational inattention, and propose the greedy algorithm for selection under this monotone objective function. When Player 2 does not deviate from the presumed policy, this objective function provides an upper bound on the expected value loss compared to the security value where Player 1 has perfect information of the state. We then propose a myopic decision-making algorithm for Player 2 to exploit Player 1's beliefs by deviating from the presumed policy and, thereby, improve upon the security value. Numerical examples illustrate how Player 1 persistently chooses sensors that are consistent with its priors, allowing Player 2 to systematically exploit its inattention.

cs.GT↗

Designing Inferable Signaling Schemes for Bayesian Persuasion

In Bayesian persuasion, an informed sender, who observes a state, commits to a randomized signaling scheme that guides a self-interested receiver's actions. Classical models assume the receiver knows the commitment. We, instead, study the setting where the receiver infers the scheme from repeated interactions. We bound the sender's performance loss relative to the known-commitment case by a term that grows with the signal space size and shrinks as the receiver's optimal actions become more distinct. We then lower bound the samples required for the sender to approximately achieve their known-commitment performance in the inference setting. We show that the sender requires more samples in persuasion compared to the leader in a Stackelberg game, which includes commitment but lacks signaling. Motivated by these bounds, we propose two methods for designing inferable signaling schemes, one being stochastic gradient descent (SGD) on the sender's inference-setting utility, and the other being optimization with a boundedly-rational receiver model. SGD performs best in low-interaction regimes, but modeling the receiver as boundedly-rational and tuning the rationality constant still provides a flexible method for designing inferable schemes. Finally, we apply SGD to a safety alert example and show it to find schemes that have fewer signals and make citizens' optimal actions more distinct compared to the known-commitment case.

cs.GT↗

When Should a Leader Act Suboptimally? The Role of Inferability in Repeated Stackelberg Games

When interacting with other decision-making agents in non-adversarial scenarios, it is critical for an autonomous agent to have inferable behavior: The agent's actions must convey their intention and strategy. We model the inferability problem using Stackelberg games with observations where a leader and a follower repeatedly interact. During the interactions, the leader uses a fixed mixed strategy. The follower does not know the leader's strategy and dynamically reacts to the statistically inferred strategy based on the leader's previous actions. In the inference setting, the leader may have a lower performance compared to the setting where the follower has full information on the leader's strategy. We refer to the performance gap between these settings as the inferability gap. For a variety of game settings, we show that the inferability gap is upper-bounded by a function of the number of interactions and the stochasticity level of the leader's strategy, encouraging the use of inferable strategies with lower stochasticity levels. We also analyze bimatrix Stackelberg games and identify a set of games where the leader's near-optimal strategy may potentially suffer from a large inferability gap.

cs.GT↗

Approximate Feedback Nash Equilibria with Sparse Inter-Agent Dependencies

Feedback Nash equilibrium strategies in multi-agent dynamic games require availability of all players' state information to compute control actions. However, in real-world scenarios, sensing and communication limitations between agents make full state feedback expensive or impractical, and such strategies can become fragile when state information from other agents is inaccurate. To this end, we propose a regularized dynamic programming approach for finding sparse feedback policies that selectively depend on the states of a subset of agents in dynamic games. The proposed approach solves convex adaptive group Lasso problems to compute sparse policies approximating Nash equilibrium solutions. We prove the regularized solutions' asymptotic convergence to a neighborhood of Nash equilibrium policies in linear-quadratic (LQ) games. Further, we extend the proposed approach to general non-LQ games via an iterative algorithm. Simulation results in multi-robot interaction scenarios show that the proposed approach effectively computes feedback policies with varying sparsity levels. When agents have noisy observations of other agents' states, simulation results indicate that the proposed regularized policies consistently achieve lower costs than standard Nash equilibrium policies by up to 77% for all interacting agents whose costs are coupled with other agents' states.

cs.GT↗

Value of Information-based Deceptive Path Planning Under Adversarial Interventions

Existing methods for deceptive path planning (DPP) address the problem of designing paths that conceal their true goal from a passive, external observer. Such methods do not apply to problems where the observer has the ability to perform adversarial interventions to impede the path planning agent. In this paper, we propose a novel Markov decision process (MDP)-based model for the DPP problem under adversarial interventions and develop new value of information (VoI) objectives to guide the design of DPP policies. Using the VoI objectives we propose, path planning agents deceive the adversarial observer into choosing suboptimal interventions by selecting trajectories that are of low informational value to the observer. Leveraging connections to the linear programming theory for MDPs, we derive computationally efficient solution methods for synthesizing policies for performing DPP under adversarial interventions. In our experiments, we illustrate the effectiveness of the proposed solution method in achieving deceptiveness under adversarial interventions and demonstrate the superior performance of our approach to both existing DPP methods and conservative path planning approaches on illustrative gridworld problems.

cs.LG↗

A Decentralized Shotgun Approach for Team Deception

Deception is helpful for agents masking their intentions from an observer. We consider a team of agents deceiving their supervisor. The supervisor defines nominal behavior for the agents via reference policies, but the agents share an alternate task that they can only achieve by deviating from these references. As such, the agents use deceptive policies to complete the task while ensuring that their behaviors remain plausible to the supervisor. We propose a setting with centralized deceptive policy synthesis and decentralized execution. We model each agent with a Markov decision process and constrain the agents' deceptive policies so that, with high probability, at least one agent achieves the task. We then provide an algorithm to synthesize deceptive policies that ensure the deviations of all agents are small by minimizing the worst Kullback-Leibler divergence between any agent's deceptive and reference policies. Thanks to decentralization, this algorithm scales linearly with the number of agents and also facilitates the efficient synthesis of reference policies. We then explore a more general version of the deceptive policy synthesis problem. In particular, we consider a supervisor who selects a subset of agents to eliminate based on the agents' behaviors. We give algorithms to synthesize deceptive policies so that, after the supervisor eliminates some agents, the remaining agents complete the task with high probability. We demonstrate the developed methods in a package delivery example.

math.OC↗

Identity Concealment Games: How I Learned to Stop Revealing and Love the Coincidences

In an adversarial environment, a hostile player performing a task may behave like a non-hostile one in order not to reveal its identity to an opponent. To model such a scenario, we define identity concealment games: zero-sum stochastic reachability games with a zero-sum objective of identity concealment. To measure the identity concealment of the player, we introduce the notion of an average player. The average player's policy represents the expected behavior of a non-hostile player. We show that there exists an equilibrium policy pair for every identity concealment game and give the optimality equations to synthesize an equilibrium policy pair. If the player's opponent follows a non-equilibrium policy, the player can hide its identity better. For this reason, we study how the hostile player may learn the opponent's policy. Since learning via exploration policies would quickly reveal the hostile player's identity to the opponent, we consider the problem of learning a near-optimal policy for the hostile player using the game runs collected under the average player's policy. Consequently, we propose an algorithm that provably learns a near-optimal policy and give an upper bound on the number of sample runs to be collected.

cs.GT↗

Formal Methods for Autonomous Systems

Formal methods refer to rigorous, mathematical approaches to system development and have played a key role in establishing the correctness of safety-critical systems. The main building blocks of formal methods are models and specifications, which are analogous to behaviors and requirements in system design and give us the means to verify and synthesize system behaviors with formal guarantees. This monograph provides a survey of the current state of the art on applications of formal methods in the autonomous systems domain. We consider correct-by-construction synthesis under various formulations, including closed systems, reactive, and probabilistic settings. Beyond synthesizing systems in known environments, we address the concept of uncertainty and bound the behavior of systems that employ learning using formal methods. Further, we examine the synthesis of systems with monitoring, a mitigation technique for ensuring that once a system deviates from expected behavior, it knows a way of returning to normalcy. We also show how to overcome some limitations of formal methods themselves with learning. We conclude with future directions for formal methods in reinforcement learning, uncertainty, privacy, explainability of formal methods, and regulation and certification.

cs.AI↗

Deceptive Planning for Resource Allocation

We consider a team of autonomous agents that navigate in an adversarial environment and aim to achieve a task by allocating their resources over a set of target locations. An adversary in the environment observes the autonomous team's behavior to infer their objective and responds against the team. In this setting, we propose strategies for controlling the density of the autonomous team so that they can deceive the adversary regarding their objective while achieving the desired final resource allocation. We first develop a prediction algorithm based on the principle of maximum entropy to express the team's behavior expected by the adversary. Then, by measuring the deceptiveness via Kullback-Leibler divergence, we devise convex optimization-based planning algorithms that deceive the adversary by either exaggerating the behavior towards a decoy allocation strategy or creating ambiguity regarding the final allocation strategy. A user study with $320$ participants demonstrates that the proposed algorithms are effective for deception and reveal the inherent biases of participants towards proximate goals.

math.OC↗

Simulator-Driven Deceptive Control via Path Integral Approach

We consider a setting where a supervisor delegates an agent to perform a certain control task, while the agent is incentivized to deviate from the given policy to achieve its own goal. In this work, we synthesize the optimal deceptive policies for an agent who attempts to hide its deviations from the supervisor's policy. We study the deception problem in the continuous-state discrete-time stochastic dynamics setting and, using motivations from hypothesis testing theory, formulate a Kullback-Leibler control problem for the synthesis of deceptive policies. This problem can be solved using backward dynamic programming in principle, which suffers from the curse of dimensionality. However, under the assumption of deterministic state dynamics, we show that the optimal deceptive actions can be generated using path integral control. This allows the agent to numerically compute the deceptive actions via Monte Carlo simulations. Since Monte Carlo simulations can be efficiently parallelized, our approach allows the agent to generate deceptive control actions online. We show that the proposed simulation-driven control approach asymptotically converges to the optimal control distribution.

eess.SY↗

On the Sample Complexity of Vanilla Model-Based Offline Reinforcement Learning with Dependent Samples

Offline reinforcement learning (offline RL) considers problems where learning is performed using only previously collected samples and is helpful for the settings in which collecting new data is costly or risky. In model-based offline RL, the learner performs estimation (or optimization) using a model constructed according to the empirical transition frequencies. We analyze the sample complexity of vanilla model-based offline RL with dependent samples in the infinite-horizon discounted-reward setting. In our setting, the samples obey the dynamics of the Markov decision process and, consequently, may have interdependencies. Under no assumption of independent samples, we provide a high-probability, polynomial sample complexity bound for vanilla model-based off-policy evaluation that requires partial or uniform coverage. We extend this result to the off-policy optimization under uniform coverage. As a comparison to the model-based approach, we analyze the sample complexity of off-policy evaluation with vanilla importance sampling in the infinite-horizon setting. Finally, we provide an estimator that outperforms the sample-mean estimator for almost deterministic dynamics that are prevalent in reinforcement learning.

cs.LG↗

Differential Privacy in Cooperative Multiagent Planning

Privacy-aware multiagent systems must protect agents' sensitive data while simultaneously ensuring that agents accomplish their shared objectives. Towards this goal, we propose a framework to privatize inter-agent communications in cooperative multiagent decision-making problems. We study sequential decision-making problems formulated as cooperative Markov games with reach-avoid objectives. We apply a differential privacy mechanism to privatize agents' communicated symbolic state trajectories, and then we analyze tradeoffs between the strength of privacy and the team's performance. For a given level of privacy, this tradeoff is shown to depend critically upon the total correlation among agents' state-action processes. We synthesize policies that are robust to privacy by reducing the value of the total correlation. Numerical experiments demonstrate that the team's performance under these policies decreases by only 3 percent when comparing private versus non-private implementations of communication. By contrast, the team's performance decreases by roughly 86 percent when using baseline policies that ignore total correlation and only optimize team performance.

cs.MA↗