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At least 127 records · Page 7Linked to original sources

A Gold-Standard Study of What Makes a Lightweight Game-Playing Agent Strong

Reinforcement learning agents for imperfect-information card games are only as strong as the opponents they train against, and they are hard to grade, since they beat a random opponent over 99 percent of the time and only tie copies of themselves. So we build a strong, fixed, rule-based expert for Gin Rummy and use it only as a yardstick, never for training. It beats every agent we trained 70 to 99 percent of the time. Across more than a hundred runs, we isolate what makes a lightweight agent stronger. Trust region updates, a well-aimed reward, a curriculum of tougher opponents, warm starting, and keeping the best checkpoint all help, and stacking them lifts a self-play champion from about 30 to 36 percent against the expert. Several ideas did not pay off. Short-term and longer-term reward shaping, learned state embeddings, imitation and DAgger, and a live large language model opponent were each unhelpful, too slow, or too heavy to train at scale. Comparing MLP, convolutional, set-based, attention, and recurrent encoders shows that extra capacity does little to break the ceiling, suggesting the limit is information rather than network size. We add standard baselines (neural fictitious self-play and information set Monte Carlo search) and confirm the approach carries over to Leduc Hold'em, where the optimum is computable. The result is a lightweight, game-agnostic recipe that trains competitive agents without training on the expert, for any game a small model can handle, reported with robust statistics and released as a reusable package.

cs.LG↗

The Art of Calling the Winner by Asking Just Enough Questions: Competitive Preference Elicitation with Next-Best Queries

We study active elicitation of agent preferences for collectively choosing among $m$ alternatives using prominent voting rules. We focus on the next-best query model, in which an agent responds to a query by revealing their next favorite alternative, and measure the competitive ratio, which is the worst-case ratio between the number of queries made by the active elicitation algorithm and the minimum number of queries needed to reveal the winning alternative(s) in hindsight. We show that sublinear competitive ratios are achievable for many positional scoring rules, whereas every Condorcet-consistent rule has competitive ratio linear in $m$. For Borda count, we develop two complementary techniques: level-wise pruning, whose analysis extends to general concave scoring rules, and multi-scale score thresholding, which gives an $O(\sqrt m)$ worst-case guarantee for Borda. We also demonstrate strong empirical performance of level-wise pruning on real data.

cs.GT↗

Optimally Selecting Representative Agents from a Metric Space

This paper studies the problem of proportionally fair clustering, where the goal is to select $k$ ``centers'' from a metric space that fairly represent a set of agents who also lie in the metric space. Specifically, we focus on finding a clustering satisfying a fairness property known as the Droop core. In the practical special case in which the set of feasible center locations contains every agent location, the previous best-known result guaranteed a $(1 + \sqrt{2})$-approximation of the Droop core, while the best-known lower bound was $2$. In this paper, we show that this lower bound is tight and that a clustering in the $2$-Droop core always exists. Further, we show that such a clustering can be achieved by only selecting centers from locations in the metric space where an agent resides. We establish this using Scarf's theorem guaranteeing a nonempty core for balanced non-transferable utility games. This result has several interesting corollaries. Most notably, it resolves the $β$-plurality problem of Aronov et al. [2021] for general metric spaces. The main result of this paper was generated by $\mathtt{ChatGPT}$-$\mathtt{5.6}$-$\mathtt{Sol}$ through a series of interactions with the authors. The authors of this paper verified the generated proof and rewrote it for clarity.

cs.GT↗

Fully Distributed GNE Algorithms for Multi-Robot Placement without Consensus on Multipliers

Recent machine learning research has increasingly focused on equilibrium analysis in non-cooperative games rather than solely on optimal solutions. Many such problems involve shared constraints and can be formulated as Generalized Nash Equilibrium Problems (GNEPs). For strongly monotone games, existing methods compute consensus-based variational GNEs (v-GNEs) by exchanging Lagrange multipliers. We propose a fully distributed continuous-time algorithm for shared linear equality constraints that converges without multiplier exchange and reaches any GNE, reducing communication overhead and improving privacy. Discrete-time schemes are also provided, and the method is validated on a multi-robot placement task.

cs.LG↗

A composite generalization of Ville's martingale theorem using e-processes

We provide a composite version of Ville's theorem that an event has zero measure if and only if there exists a nonnegative martingale which explodes to infinity when that event occurs. This is a classic result connecting measure-theoretic probability to the sequence-by-sequence game-theoretic probability, recently developed by Shafer and Vovk. Our extension of Ville's result involves appropriate composite generalizations of nonnegative martingales and measure-zero events: these are respectively provided by ``e-processes'', and a new inverse capital outer measure. We then develop a novel line-crossing inequality for sums of random variables which are only required to have a finite first moment, which we use to prove a composite version of the strong law of large numbers (SLLN). This allows us to show that violation of the SLLN is an event of outer measure zero and that our e-process explodes to infinity on every such violating sequence, while this is provably not achievable with a nonnegative (super)martingale.

math.PR↗

Near-Optimal Mechanisms for Resource Allocation Without Monetary Transfers

We study the problem in which a central planner sequentially allocates a single resource to multiple strategic agents using their utility reports at each round, but without using any monetary transfers. We consider general agent utility distributions and two standard settings: a finite horizon $T$ and an infinite horizon with $γ$ discounts. We provide general tools to characterize the convergence rate between the optimal mechanism for the central planner and the first-best allocation if true agent utilities were available. This heavily depends on the utility distributions, yielding rates anywhere between $1/\sqrt T$ and $1/T$ for the finite-horizon setting, and rates faster than $\sqrt{1-γ}$, including exponential rates for the infinite-horizon setting as agents are more patient $γ\to 1$. On the algorithmic side, we design mechanisms based on the promised-utility framework to achieve these rates and leverage structure on the utility distributions. Intuitively, the more flexibility the central planner has to reward or penalize any agent while incurring little social welfare cost, the faster the convergence rate. In particular, discrete utility distributions typically yield the slower rates $1/\sqrt T$ and $\sqrt{1-γ}$, while smooth distributions with density typically yield faster rates $1/T$ (up to logarithmic factors) and $1-γ$.

cs.GT↗

Scale-robust Auctions

We study auctions that are robust at any scale, i.e., they can be applied to sell both expensive and cheap items and achieve the best multiplicative approximation of the optimal revenue in the worst case. We first show that it is without loss of optimality to restrict attention to scale-invariant mechanisms whenever the family of possible distributions is closed under every positive rescaling. This conclusion uses no regularity or other distributional shape restriction. We then solve the two-agent, single-item problem with values drawn i.i.d. from an unknown regular distribution when only a high value bidder can receive a positive allocation. The robustly optimal mechanism in this class randomizes between the second-price auction, with probability approximately 0.806, and a markup auction that offers the item to the highest-valued bidder at a price equal to 2.447 times the second-highest value. Its worst-case approximation ratio is approximately 1.907.

cs.GT↗

Aspiration-based Perturbed Learning Automata in Games with Noisy Utility Measurements. Part A: Stochastic Stability in Non-zero-Sum Games

Reinforcement-based learning has attracted considerable attention both in modeling human behavior as well as in engineering, for designing measurement- or payoff-based optimization schemes. Such learning schemes exhibit several advantages, especially in relation to filtering out noisy observations. However, they may exhibit several limitations when applied in a distributed setup. In multi-player weakly-acyclic games, and when each player applies an independent copy of the learning dynamics, convergence to (usually desirable) pure Nash equilibria cannot be guaranteed. Prior work has only focused on a small class of games, namely potential and coordination games. To address this main limitation, this paper introduces a novel payoff-based learning scheme for distributed optimization, namely aspiration-based perturbed learning automata (APLA). In this class of dynamics, and contrary to standard reinforcement-based learning schemes, each player's probability distribution for selecting actions is reinforced both by repeated selection and an aspiration factor that captures the player's satisfaction level. We provide a stochastic stability analysis of APLA in multi-player positive-utility games under the presence of noisy observations. This is the first part of the paper that characterizes stochastic stability in generic non-zero-sum games by establishing equivalence of the induced infinite-dimensional Markov chain with a finite dimensional one. In the second part, stochastic stability is further specialized to weakly acyclic games.

cs.LG↗

Distributed Places and Safe Net Reduction

Being able to find small Petri nets with the same behaviour as formal specifications of concurrent systems benefits both effective verification and practical implementation of such systems. This paper considers specifications given in the form of compositionally defined safe nets. The paper discusses a novel concept of distributed place which implements the behaviour of an individual net place. It is shown that if distributed places cover a safe Petri net, then it is possible to delete some places without changing the behaviour. Crucially, the reduction is both static and local, making it computationally feasible in practice. The resulting reduction technique is then applied to an algebra of safe Petri nets (boxes) derived compositionally from process (box) expressions. Though the original derivation can yield exponentially large boxes, prior research demonstrated that if a box expression does not involve cyclic behaviours, the exponential number of places can be reduced down to polynomial (quadratic). In this paper, using distributed places, it is show that similar optimisation can also be achieved in the case of process expressions with iteration.

cs.GT↗

Coalition Formation with Limited Information Sharing for Local Energy Management

Distributed energy systems with prosumers require new methods for coordinating energy exchange among agents. Coalitional control provides a framework in which agents form groups to cooperatively reduce costs; however, existing bottom-up coalition-formation methods typically require full information sharing, raising privacy concerns and imposing significant computational overhead. In this work, we propose a limited information coalition-formation algorithm that requires only limited aggregate information exchange among agents. By constructing an upper bound on the value of candidate coalitions, we eliminate the need to solve optimisation problems for each potential merge, significantly reducing computational complexity while limiting information exchange. We prove that the proposed method guarantees cost no greater than that of decentralised operation. Coalition strategies are optimised using a distributed approach based on the Alternating Direction Method of Multipliers (ADMM), further limiting information sharing within coalitions. We embed the framework within a model predictive control scheme and evaluate it on real-world data, demonstrating improved economic performance over decentralised control with substantially lower computational cost than full-information approaches.

cs.GT↗

Multi-Winner Voting with Argumentative Ballots

We introduce multi-winner voting with argumentative ballots (MVArg) and investigate theoretical properties. As our conceptual contribution, we generalise approval ballots to argumentative ballots, thereby allowing voters to express defeasible preferences over candidates. We accordingly generalise voter cohesion and justified representation axioms JR, PJR and EJR. As our theoretical contribution, we establish several key results. First, MVArg is strictly more expressive than multi-winner voting with approval ballots (MV). Second, our notions of cohesion and justified representation are conservative generalisations of their counterparts in MV. Third, the MVArg counterpart of JR can always be satisfied, whereas the counterparts of PJR and EJR cannot always be. Fourth, although verifying whether a winner set satisfies the MVArg counterpart of JR is already coNP-hard, such a winner set can be constructed in polynomial time. All definitions, propositions, auxiliary lemmas and theorems have been formalised and mechanically checked in Lean 4.

cs.GT↗

Graphon Design for Human-Machine Coordination under Bounded Rationality: Optimality of Stochastic Block Models

Coordination is a desirable feature in multi-agent systems, ranging from robotic swarms to socioeconomic networks. This paper is concerned with promoting coordination among heterogeneous agents, e.g., machines and humans, interacting in a stag-hunt game. In our model the agents exhibit bounded rationality at different levels, which leads to uncertainty and a propensity for errors during learning and decision-making processes. This paper addresses the problem of designing a network topology that maximizes a global metric of coordination under such constraints. While optimizing over the discrete space of finite graphs is generally computationally intractable, we employ a mean-field approach to lift the problem into the space of graphons. Within this framework, we analyze agents following a logit learning dynamics. Using calculus of variations, we show that for systems with a bimodal rationality profile, it suffices to search for optimal graphons in the ensemble of stochastic block models. We then propose a water-filling algorithm to find a locally optimal graphon. Finite graphs can then be sampled from the optimized graphon, bypassing the inherent combinatorial complexities of discrete graph optimization.

eess.SY↗

Fine-Tuning Autobidders with Group Relative Policy Optimization

Automated bidding (autobidding) is a core component of modern online advertising systems. Within this component, advertisers delegate sequential bid decisions to algorithms that must maximize campaign value while adhering to constraints such as a limited budget and a target cost-per-click (CPC). One of the approaches to resolve the autobidding problem is to formulate it as a Markov decision process and use reinforcement learning (RL) to train a bid generation function. The standard RL framework is actor-critic, which consists of an actor network that generates actions and a critic network that estimates the value of those actions. In our setting, the action is typically a bid or related pacing multiplier, and the value is the expected return from the auction given the bid. However, the alternating training of actor-critic RL models leads to instability and reduced robustness to noise. To address these issues, we adapt the Group Relative Policy Optimization (GRPO) framework to the autobidding setting. This framework is a \emph{critic-free} policy-gradient method originally developed for large language model post-training, where the ground-truth target is unknown. The autobidding setting shares this property, since the optimal bid is unknown in advance. Moreover, GRPO in the LLM domain is used to fine-tune the pre-trained model, and we use the same technique to enhance the performance of the strong heuristic baseline. We empirically compare Autobidding GRPO with actor-critic models, simple heuristics, and controller-based methods on the BAT, iPinYou, and AuctionNet benchmarks. Extensive experiments show that Autobidding GRPO consistently outperforms baselines in clicks and is the best or second-best method in conversion volume.

cs.GT↗

A Constant Metric Distortion Protocol for Approval Voting Given Plurality Polls

Approval voting is a simple and well-regarded voting rule: voters submit approval ballots (subsets of the candidates) and the candidate receiving the most approvals wins. One major limitation of approval voting is that it is not clear which candidates voters should approve if they have an underlying strict order over the candidates. In this paper, we initiate the study of approval voting under a simple kind of information: plurality polls. That is, we assume that for each candidate we know the share of voters who rank this candidate as their top choice. Using these plurality polls, we suggest a simple protocol parameterized by a fraction $k \in (0,1)$: every voter should approve the smallest prefix of their preference list containing the first choices of at least a fraction $k$ of the voters. We evaluate this protocol via the framework of metric distortion and show that for the optimal choice of $k$, this rule achieves a metric distortion of $2 + \sqrt{5} \simeq 4.236$. The proof techniques we use for this statement also show that the Bucklin voting rule has a metric distortion of at most $5$. Finally, we evaluate the robustness of our protocol to noise and show that the upper bounds obtained for our protocol are tight.

cs.GT↗

Optimal Adversarial Testing: Extracting Honest Test Results from Dishonest Test Takers

In applications, it is often required to test objects or people to determine their qualities in terms of certain metrics. However, besides being naturally noisy, the test results can be corrupted by adversarial behaviors of objects or people being tested (test takers). For example, dishonest test takers can cheat in the exams to distort the test results. With the development of AI technologies, such distortions driven by cheating using AI technologies are becoming more commonplace and severe. In this paper, we propose optimal testing strategies which can still recover needed test results even if there are cheaters polluting the results. The proposed testing strategies will optimally re-test selected group of test takers using different testing security measures. We determine the optimal testing strategies using a dynamic programming method.

cs.CR↗

From the Social Choice Problem to a Collusion-Proof Tendering Mechanism for Dynamic Stochastic Projects

The VCG family and the AGV mechanism are two classical approaches to efficient implementation in the static social choice problem. In 2024, Csóka et al. showed that AGV has critical weaknesses. In contrast, the transferable-utility Guaranteed Utility Mechanism (TU-GUM) retains all the standard desirable properties of AGV while adding further ones, including collusion-proofness, because it implements efficiency in Guaranteed Utility Equilibrium. TU-GUM also applies to a more general dynamic setting with multiple extensions. Moreover, TU-GUM is a special case of an even more general and robust mechanism that combines contingent first-price tendering with the coordinated execution of dynamic stochastic multi-agent projects through a surprisingly simple rule. This paper summarizes and connects existing results from a different perspective, with some minor new observations.

econ.TH↗

Peer Oversight in Collective Decision Making

This article introduces peer $k$-oversight, a property of sequential collective decision mechanisms requiring at least $k$ agents to be responsible for every harmful outcome. It is shown that whenever $k$-oversight can be achieved by redistributing control over the decisions in a mechanism, it can be achieved using just $k$ agents. A polynomial-time algorithm is also presented that determines whether such a redistribution exists and, when it does, constructs one. These results establish peer oversight as a tractable design principle for multiagent decision-making systems.

cs.GT↗

A 1.283 Price-of-Anarchy Bound for the Repeated Virtual First-Price Auction

We study the repeated allocation of a single indivisible resource among $n$ strategic players. Each player $i$ has a privately known value distribution $D_i$, and values are drawn independently across players and periods. The goal is to find fair and efficient mechanisms. We apply the repeated first-price auction with equal initial endowments of virtual money. We show that each player can asymptotically secure the same fair-floor guarantee $f(D_i)$ as in Csóka 2026; consequently, the mechanism is $1.283$-optimal. This provides a simpler and more robust alternative mechanism for this special case and may also help derive sharper upper bounds on the price of anarchy.

cs.GT↗