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Zun Li

Publications and source records attributed to Zun Li.

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Code-Space Response Oracles: Generating Interpretable Multi-Agent Policies with Large Language Models

Recent advances in multi-agent reinforcement learning, particularly Policy-Space Response Oracles (PSRO), have enabled the computation of approximate game-theoretic equilibria in increasingly complex domains. However, these methods rely on deep reinforcement learning oracles that produce `black-box' neural network policies, making them difficult to interpret, trust or debug. We introduce Code-Space Response Oracles (CSRO), a novel framework that addresses this challenge by replacing RL oracles with Large Language Models (LLMs). CSRO reframes the best response computation as a code generation task, prompting an LLM to generate policies directly as human-readable code. This approach not only yields inherently interpretable policies but also leverages the LLM's pretrained knowledge to discover complex, human-like strategies. We explore multiple ways to construct and enhance an LLM-based oracle: zero-shot prompting, iterative refinement and \emph{AlphaEvolve}, a distributed LLM-based evolutionary system. We demonstrate that CSRO achieves performance competitive with baselines while producing a diverse set of explainable policies. Our work presents a new perspective on multi-agent learning, shifting the focus from optimizing opaque policy parameters to synthesizing interpretable algorithmic behavior.

cs.GT

A New Lower Bound for the Random Offerer Mechanism in Bilateral Trade using AI-Guided Evolutionary Search

The celebrated Myerson--Satterthwaite theorem shows that in bilateral trade, no mechanism can be simultaneously fully efficient, Bayesian incentive compatible (BIC), and budget balanced (BB). This naturally raises the question of how closely the gains from trade (GFT) achievable by a BIC and BB mechanism can approximate the first-best (fully efficient) benchmark. The optimal BIC and BB mechanism is typically complex and highly distribution-dependent, making it difficult to characterize directly. Consequently, much of the literature analyzes simpler mechanisms such as the Random-Offerer (RO) mechanism and establishes constant-factor guarantees relative to the first-best GFT. An important open question concerns the worst-case performance of the RO mechanism relative to first-best (FB) efficiency. While it was originally hypothesized that the approximation ratio $\frac{\text{GFT}_{\text{FB}}}{\text{GFT}_{\text{RO}}}$ is bounded by $2$, recent work provided counterexamples to this conjecture: Cai et al. proved that the ratio can be strictly larger than $2$, and Babaioff et al. exhibited an explicit example with ratio approximately $2.02$. In this work, we employ AlphaEvolve, an AI-guided evolutionary search framework, to explore the space of value distributions. We identify a new worst-case instance that yields an improved lower bound of $\frac{\text{GFT}_{\text{FB}}}{\text{GFT}_{\text{RO}}} \ge \textbf{2.0749}$. This establishes a new lower bound on the worst-case performance of the Random-Offerer mechanism, demonstrating a wider efficiency gap than previously known.

cs.LG

Discovering Multiagent Learning Algorithms with Large Language Models

Much of the advancement in Multi-Agent Reinforcement Learning (MARL) for imperfect-information games has historically depended on the manual, iterative refinement of algorithmic baselines. Recently, evolutionary coding agents powered by Large Language Models (LLMs) have emerged as powerful tools to automate this discovery process. In this work, we deploy one of such agentic frameworks, AlphaEvolve, to navigate the design spaces of two distinct game-theoretic paradigms: counterfactual regret minimization (CFR) and policy-space response oracles (PSRO). This automated search yielded two algorithms: Volatility-Adaptive Discounted (VAD-) CFR and Smoothed Hybrid Optimistic Regret (SHOR-) PSRO, which are consistently competitive with state-of-the-art human-designed baselines across an 18-game evaluation suite spanning Poker, Goofspiel, Liar's Dice, Blotto, and Battleship variants. However, because the LLM optimizes for fitness on a specific training set, it often constructs highly synergistic, complex mechanisms tailored to those environments. Through systematic ablation studies, we demonstrate that while these mechanisms are tightly coupled, the true driver of generalization lies in a minimal algorithmic core. By distilling the LLM's discoveries down to their most fundamental principles, we produce two minimal solvers: Warm-started Optimistic Predictive (WOP-)CFR and Projection Matching (PM-)PSRO. These distilled versions achieve superior performance on generalization with greatly reduced structural complexity, providing a clear methodology for using LLMs in algorithmic discovery.

cs.GT

Code World Models for General Game Playing

Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach -- involving prompting for direct move generation -- has significant drawbacks. It relies on the model's implicit fragile pattern-matching capabilities, leading to frequent illegal moves and strategically shallow play. Here we introduce an alternative approach: We use the LLM to translate natural language rules and game trajectories into a formal, executable world model represented as Python code. This generated model -- comprising functions for state transition, legal move enumeration, and termination checks -- serves as a verifiable simulation engine for high-performance planning algorithms like Monte Carlo tree search (MCTS). In addition, we prompt the LLM to generate heuristic value functions (to make MCTS more efficient), and inference functions (to estimate hidden states in imperfect information games). Our method offers three distinct advantages compared to directly using the LLM as a policy: (1) Verifiability: The generated CWM serves as a formal specification of the game's rules, allowing planners to algorithmically enumerate valid actions and avoid illegal moves, contingent on the correctness of the synthesized model; (2) Strategic Depth: We combine LLM semantic understanding with the deep search power of classical planners; and (3) Generalization: We direct the LLM to focus on the meta-task of data-to-code translation, enabling it to adapt to new games more easily. We evaluate our agent on 10 different games, of which 4 are novel and created for this paper. 5 of the games are fully observed (perfect information), and 5 are partially observed (imperfect information). We find that our method outperforms or matches Gemini 2.5 Pro in 9 out of the 10 considered games.

cs.AI

VicKAM: Visual Conceptual Knowledge Guided Action Map for Weakly Supervised Group Activity Recognition

Existing weakly supervised group activity recognition methods rely on object detectors or attention mechanisms to capture key areas automatically. However, they overlook the semantic information associated with captured areas, which may adversely affect the recognition performance. In this paper, we propose a novel framework named Visual Conceptual Knowledge Guided Action Map (VicKAM) which effectively captures the locations of individual actions and integrates them with action semantics for weakly supervised group activity recognition.It generates individual action prototypes from training set as visual conceptual knowledge to bridge action semantics and visual representations. Guided by this knowledge, VicKAM produces action maps that indicate the likelihood of each action occurring at various locations, based on image correlation theorem. It further augments individual action maps using group activity related statistical information, representing individual action distribution under different group activities, to establish connections between action maps and specific group activities. The augmented action map is incorporated with action semantic representations for group activity recognition.Extensive experiments on two public benchmarks, the Volleyball and the NBA datasets, demonstrate the effectiveness of our proposed method, even in cases of limited training data. The code will be released later.

cs.CV

A Meta-Game Evaluation Framework for Deep Multiagent Reinforcement Learning

Evaluating deep multiagent reinforcement learning (MARL) algorithms is complicated by stochasticity in training and sensitivity of agent performance to the behavior of other agents. We propose a meta-game evaluation framework for deep MARL, by framing each MARL algorithm as a meta-strategy, and repeatedly sampling normal-form empirical games over combinations of meta-strategies resulting from different random seeds. Each empirical game captures both self-play and cross-play factors across seeds. These empirical games provide the basis for constructing a sampling distribution, using bootstrapping, over a variety of game analysis statistics. We use this approach to evaluate state-of-the-art deep MARL algorithms on a class of negotiation games. From statistics on individual payoffs, social welfare, and empirical best-response graphs, we uncover strategic relationships among self-play, population-based, model-free, and model-based MARL methods.We also investigate the effect of run-time search as a meta-strategy operator, and find via meta-game analysis that the search version of a meta-strategy generally leads to improved performance.

cs.MA

Knowledge Guided Entity-aware Video Captioning and A Basketball Benchmark

Despite the recent emergence of video captioning models, how to generate the text description with specific entity names and fine-grained actions is far from being solved, which however has great applications such as basketball live text broadcast. In this paper, a new multimodal knowledge graph supported basketball benchmark for video captioning is proposed. Specifically, we construct a multimodal basketball game knowledge graph (KG_NBA_2022) to provide additional knowledge beyond videos. Then, a multimodal basketball game video captioning (VC_NBA_2022) dataset that contains 9 types of fine-grained shooting events and 286 players' knowledge (i.e., images and names) is constructed based on KG_NBA_2022. We develop a knowledge guided entity-aware video captioning network (KEANet) based on a candidate player list in encoder-decoder form for basketball live text broadcast. The temporal contextual information in video is encoded by introducing the bi-directional GRU (Bi-GRU) module. And the entity-aware module is designed to model the relationships among the players and highlight the key players. Extensive experiments on multiple sports benchmarks demonstrate that KEANet effectively leverages extera knowledge and outperforms advanced video captioning models. The proposed dataset and corresponding codes will be publicly available soon

cs.CV

Evaluating Agents using Social Choice Theory

We argue that many general evaluation problems can be viewed through the lens of voting theory. Each task is interpreted as a separate voter, which requires only ordinal rankings or pairwise comparisons of agents to produce an overall evaluation. By viewing the aggregator as a social welfare function, we are able to leverage centuries of research in social choice theory to derive principled evaluation frameworks with axiomatic foundations. These evaluations are interpretable and flexible, while avoiding many of the problems currently facing cross-task evaluation. We apply this Voting-as-Evaluation (VasE) framework across multiple settings, including reinforcement learning, large language models, and humans. In practice, we observe that VasE can be more robust than popular evaluation frameworks (Elo and Nash averaging), discovers properties in the evaluation data not evident from scores alone, and can predict outcomes better than Elo in a complex seven-player game. We identify one particular approach, maximal lotteries, that satisfies important consistency properties relevant to evaluation, is computationally efficient (polynomial in the size of the evaluation data), and identifies game-theoretic cycles.

cs.AI

Knowledge Augmented Relation Inference for Group Activity Recognition

Most existing group activity recognition methods construct spatial-temporal relations merely based on visual representation. Some methods introduce extra knowledge, such as action labels, to build semantic relations and use them to refine the visual presentation. However, the knowledge they explored just stay at the semantic-level, which is insufficient for pursing notable accuracy. In this paper, we propose to exploit knowledge concretization for the group activity recognition, and develop a novel Knowledge Augmented Relation Inference framework that can effectively use the concretized knowledge to improve the individual representations. Specifically, the framework consists of a Visual Representation Module to extract individual appearance features, a Knowledge Augmented Semantic Relation Module explore semantic representations of individual actions, and a Knowledge-Semantic-Visual Interaction Module aims to integrate visual and semantic information by the knowledge. Benefiting from these modules, the proposed framework can utilize knowledge to enhance the relation inference process and the individual representations, thus improving the performance of group activity recognition. Experimental results on two public datasets show that the proposed framework achieves competitive performance compared with state-of-the-art methods.

cs.CV

Combining Tree-Search, Generative Models, and Nash Bargaining Concepts in Game-Theoretic Reinforcement Learning

Opponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require domain-specific heurstics to come up with such a model, and algorithms for approximating best responses are hard to scale in large, imperfect information domains. In this work, we introduce a scalable and generic multiagent training regime for opponent modeling using deep game-theoretic reinforcement learning. We first propose Generative Best Respoonse (GenBR), a best response algorithm based on Monte-Carlo Tree Search (MCTS) with a learned deep generative model that samples world states during planning. This new method scales to large imperfect information domains and can be plug and play in a variety of multiagent algorithms. We use this new method under the framework of Policy Space Response Oracles (PSRO), to automate the generation of an \emph{offline opponent model} via iterative game-theoretic reasoning and population-based training. We propose using solution concepts based on bargaining theory to build up an opponent mixture, which we find identifying profiles that are near the Pareto frontier. Then GenBR keeps updating an \emph{online opponent model} and reacts against it during gameplay. We conduct behavioral studies where human participants negotiate with our agents in Deal-or-No-Deal, a class of bilateral bargaining games. Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare and Nash bargaining score negotiating with humans as humans trading among themselves.

cs.AI

Solving Structured Hierarchical Games Using Differential Backward Induction

From large-scale organizations to decentralized political systems, hierarchical strategic decision making is commonplace. We introduce a novel class of structured hierarchical games (SHGs) that formally capture such hierarchical strategic interactions. In an SHG, each player is a node in a tree, and strategic choices of players are sequenced from root to leaves, with root moving first, followed by its children, then followed by their children, and so on until the leaves. A player's utility in an SHG depends on its own decision, and on the choices of its parent and all the tree leaves. SHGs thus generalize simultaneous-move games, as well as Stackelberg games with many followers. We leverage the structure of both the sequence of player moves as well as payoff dependence to develop a gradient-based back propagation-style algorithm, which we call Differential Backward Induction (DBI), for approximating equilibria of SHGs. We provide a sufficient condition for convergence of DBI and demonstrate its efficacy in finding approximate equilibrium solutions to several SHG models of hierarchical policy-making problems.

cs.GT

A Universal Model for Cross Modality Mapping by Relational Reasoning

With the aim of matching a pair of instances from two different modalities, cross modality mapping has attracted growing attention in the computer vision community. Existing methods usually formulate the mapping function as the similarity measure between the pair of instance features, which are embedded to a common space. However, we observe that the relationships among the instances within a single modality (intra relations) and those between the pair of heterogeneous instances (inter relations) are insufficiently explored in previous approaches. Motivated by this, we redefine the mapping function with relational reasoning via graph modeling, and further propose a GCN-based Relational Reasoning Network (RR-Net) in which inter and intra relations are efficiently computed to universally resolve the cross modality mapping problem. Concretely, we first construct two kinds of graph, i.e., Intra Graph and Inter Graph, to respectively model intra relations and inter relations. Then RR-Net updates all the node features and edge features in an iterative manner for learning intra and inter relations simultaneously. Last, RR-Net outputs the probabilities over the edges which link a pair of heterogeneous instances to estimate the mapping results. Extensive experiments on three example tasks, i.e., image classification, social recommendation and sound recognition, clearly demonstrate the superiority and universality of our proposed model.

cs.CV

A Game-Theoretic Approach for Hierarchical Epidemic Control

We design and analyze a multi-level game-theoretic model of hierarchical policy interventions for epidemic control, such as those in response to the COVID-19 pandemic. Our model captures the potentially mismatched priorities among a hierarchy of policy-makers (e.g., federal, state, and local governments) with respect to two cost components that have opposite dependence on the policy strength -- post-intervention infection rates and the socio-economic cost of policy implementation. Additionally, our model includes a crucial third factor in decisions: a cost of non-compliance with the policy-maker immediately above in the hierarchy, such as non-compliance of counties with state-level policies. We propose two novel algorithms for approximating solutions to such games. The first is based on best response dynamics (BRD), and exploits the tree structure of the game. The second combines quadratic integer programming (QIP), which enables us to collapse the two lowest levels of the game, with best response dynamics. Through extensive experiments, we show that our QIP-based approach significantly outperforms the BRD algorithm both in running time and the quality of equilibrium solutions. Finally, we apply the QIP-based algorithm to experiments based on both synthetic and real-world data under various parameter configurations and analyze the resulting (approximate) equilibria to gain insight into the impact of decentralization on overall welfare (measured as the negative sum of costs) as well as emergent properties like free-riding and fairness in cost distribution among policy-makers.

cs.GT

Multi-Miner: Object-Adaptive Region Mining for Weakly-Supervised Semantic Segmentation

Object region mining is a critical step for weakly-supervised semantic segmentation. Most recent methods mine the object regions by expanding the seed regions localized by class activation maps. They generally do not consider the sizes of objects and apply a monotonous procedure to mining all the object regions. Thus their mined regions are often insufficient in number and scale for large objects, and on the other hand easily contaminated by surrounding backgrounds for small objects. In this paper, we propose a novel multi-miner framework to perform a region mining process that adapts to diverse object sizes and is thus able to mine more integral and finer object regions. Specifically, our multi-miner leverages a parallel modulator to check whether there are remaining object regions for each single object, and guide a category-aware generator to mine the regions of each object independently. In this way, the multi-miner adaptively takes more steps for large objects and fewer steps for small objects. Experiment results demonstrate that the multi-miner offers better region mining results and helps achieve better segmentation performance than state-of-the-art weakly-supervised semantic segmentation methods.

cs.CV

Cross-layer Feature Pyramid Network for Salient Object Detection

Feature pyramid network (FPN) based models, which fuse the semantics and salient details in a progressive manner, have been proven highly effective in salient object detection. However, it is observed that these models often generate saliency maps with incomplete object structures or unclear object boundaries, due to the \emph{indirect} information propagation among distant layers that makes such fusion structure less effective. In this work, we propose a novel Cross-layer Feature Pyramid Network (CFPN), in which direct cross-layer communication is enabled to improve the progressive fusion in salient object detection. Specifically, the proposed network first aggregates multi-scale features from different layers into feature maps that have access to both the high- and low-level information. Then, it distributes the aggregated features to all the involved layers to gain access to richer context. In this way, the distributed features per layer own both semantics and salient details from all other layers simultaneously, and suffer reduced loss of important information. Extensive experimental results over six widely used salient object detection benchmarks and with three popular backbones clearly demonstrate that CFPN can accurately locate fairly complete salient regions and effectively segment the object boundaries.

cs.CV

Deep Reasoning with Multi-Scale Context for Salient Object Detection

To detect salient objects accurately, existing methods usually design complex backbone network architectures to learn and fuse powerful features. However, the saliency inference module that performs saliency prediction from the fused features receives much less attention on its architecture design and typically adopts only a few fully convolutional layers. In this paper, we find the limited capacity of the saliency inference module indeed makes a fundamental performance bottleneck, and enhancing its capacity is critical for obtaining better saliency prediction. Correspondingly, we propose a deep yet light-weight saliency inference module that adopts a multi-dilated depth-wise convolution architecture. Such a deep inference module, though with simple architecture, can directly perform reasoning about salient objects from the multi-scale convolutional features fast, and give superior salient object detection performance with less computational cost. To our best knowledge, we are the first to reveal the importance of the inference module for salient object detection, and present a novel architecture design with attractive efficiency and accuracy. Extensive experimental evaluations demonstrate that our simple framework performs favorably compared with the state-of-the-art methods with complex backbone design.

cs.CV