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SubscribeA Review of Cooperation in Multi-agent Learning
Cooperation in multi-agent learning (MAL) is a topic at the intersection of numerous disciplines, including game theory, economics, social sciences, and evolutionary biology. Research in this area aims to understand both how agents can coordinate effectively when goals are aligned and how they may cooperate in settings where gains from working together are possible but possibilities for conflict abound. In this paper we provide an overview of the fundamental concepts, problem settings and algorithms of multi-agent learning. This encompasses reinforcement learning, multi-agent sequential decision-making, challenges associated with multi-agent cooperation, and a comprehensive review of recent progress, along with an evaluation of relevant metrics. Finally we discuss open challenges in the field with the aim of inspiring new avenues for research.
Bayesian open games
This paper generalises the treatment of compositional game theory as introduced by the second and third authors with Ghani and Winschel, where games are modelled as morphisms of a symmetric monoidal category. From an economic modelling perspective, the existing notion of an open game is not expressive enough for many applications. This includes stochastic environments, stochastic choices by players, as well as incomplete information regarding the game being played. The current paper addresses these three issue all at once. To achieve this we make significant use of category theory, especially the 'coend optics' of Riley.
Discovering Multiagent Learning Algorithms with Large Language Models
Much of the advancement of Multi-Agent Reinforcement Learning (MARL) in imperfect-information games has historically depended on manual iterative refinement of baselines. While foundational families like Counterfactual Regret Minimization (CFR) and Policy Space Response Oracles (PSRO) rest on solid theoretical ground, the design of their most effective variants often relies on human intuition to navigate a vast algorithmic design space. In this work, we propose the use of AlphaEvolve, an evolutionary coding agent powered by large language models, to automatically discover new multiagent learning algorithms. We demonstrate the generality of this framework by evolving novel variants for two distinct paradigms of game-theoretic learning. First, in the domain of iterative regret minimization, we evolve the logic governing regret accumulation and policy derivation, discovering a new algorithm, Volatility-Adaptive Discounted (VAD-)CFR. VAD-CFR employs novel, non-intuitive mechanisms-including volatility-sensitive discounting, consistency-enforced optimism, and a hard warm-start policy accumulation schedule-to outperform state-of-the-art baselines like Discounted Predictive CFR+. Second, in the regime of population based training algorithms, we evolve training-time and evaluation-time meta strategy solvers for PSRO, discovering a new variant, Smoothed Hybrid Optimistic Regret (SHOR-)PSRO. SHOR-PSRO introduces a hybrid meta-solver that linearly blends Optimistic Regret Matching with a smoothed, temperature-controlled distribution over best pure strategies. By dynamically annealing this blending factor and diversity bonuses during training, the algorithm automates the transition from population diversity to rigorous equilibrium finding, yielding superior empirical convergence compared to standard static meta-solvers.
A Game-Theoretic Framework for Managing Risk in Multi-Agent Systems
In order for agents in multi-agent systems (MAS) to be safe, they need to take into account the risks posed by the actions of other agents. However, the dominant paradigm in game theory (GT) assumes that agents are not affected by risk from other agents and only strive to maximise their expected utility. For example, in hybrid human-AI driving systems, it is necessary to limit large deviations in reward resulting from car crashes. Although there are equilibrium concepts in game theory that take into account risk aversion, they either assume that agents are risk-neutral with respect to the uncertainty caused by the actions of other agents, or they are not guaranteed to exist. We introduce a new GT-based Risk-Averse Equilibrium (RAE) that always produces a solution that minimises the potential variance in reward accounting for the strategy of other agents. Theoretically and empirically, we show RAE shares many properties with a Nash Equilibrium (NE), establishing convergence properties and generalising to risk-dominant NE in certain cases. To tackle large-scale problems, we extend RAE to the PSRO multi-agent reinforcement learning (MARL) framework. We empirically demonstrate the minimum reward variance benefits of RAE in matrix games with high-risk outcomes. Results on MARL experiments show RAE generalises to risk-dominant NE in a trust dilemma game and that it reduces instances of crashing by 7x in an autonomous driving setting versus the best performing baseline.
Actor-Dual-Critic Dynamics for Zero-sum and Identical-Interest Stochastic Games
We propose a novel independent and payoff-based learning framework for stochastic games that is model-free, game-agnostic, and gradient-free. The learning dynamics follow a best-response-type actor-critic architecture, where agents update their strategies (actors) using feedback from two distinct critics: a fast critic that intuitively responds to observed payoffs under limited information, and a slow critic that deliberatively approximates the solution to the underlying dynamic programming problem. Crucially, the learning process relies on non-equilibrium adaptation through smoothed best responses to observed payoffs. We establish convergence to (approximate) equilibria in two-agent zero-sum and multi-agent identical-interest stochastic games over an infinite horizon. This provides one of the first payoff-based and fully decentralized learning algorithms with theoretical guarantees in both settings. Empirical results further validate the robustness and effectiveness of the proposed approach across both classes of games.
Swim till You Sink: Computing the Limit of a Game
During 2023, two interesting results were proven about the limit behavior of game dynamics: First, it was shown that there is a game for which no dynamics converges to the Nash equilibria. Second, it was shown that the sink equilibria of a game adequately capture the limit behavior of natural game dynamics. These two results have created a need and opportunity to articulate a principled computational theory of the meaning of the game that is based on game dynamics. Given any game in normal form, and any prior distribution of play, we study the problem of computing the asymptotic behavior of a class of natural dynamics called the noisy replicator dynamics as a limit distribution over the sink equilibria of the game. When the prior distribution has pure strategy support, we prove this distribution can be computed efficiently, in near-linear time to the size of the best-response graph. When the distribution can be sampled -- for example, if it is the uniform distribution over all mixed strategy profiles -- we show through experiments that the limit distribution of reasonably large games can be estimated quite accurately through sampling and simulation.
Evolution Strategies as a Scalable Alternative to Reinforcement Learning
We explore the use of Evolution Strategies (ES), a class of black box optimization algorithms, as an alternative to popular MDP-based RL techniques such as Q-learning and Policy Gradients. Experiments on MuJoCo and Atari show that ES is a viable solution strategy that scales extremely well with the number of CPUs available: By using a novel communication strategy based on common random numbers, our ES implementation only needs to communicate scalars, making it possible to scale to over a thousand parallel workers. This allows us to solve 3D humanoid walking in 10 minutes and obtain competitive results on most Atari games after one hour of training. In addition, we highlight several advantages of ES as a black box optimization technique: it is invariant to action frequency and delayed rewards, tolerant of extremely long horizons, and does not need temporal discounting or value function approximation.
Cooperative Open-ended Learning Framework for Zero-shot Coordination
Zero-shot coordination in cooperative artificial intelligence (AI) remains a significant challenge, which means effectively coordinating with a wide range of unseen partners. Previous algorithms have attempted to address this challenge by optimizing fixed objectives within a population to improve strategy or behaviour diversity. However, these approaches can result in a loss of learning and an inability to cooperate with certain strategies within the population, known as cooperative incompatibility. To address this issue, we propose the Cooperative Open-ended LEarning (COLE) framework, which constructs open-ended objectives in cooperative games with two players from the perspective of graph theory to assess and identify the cooperative ability of each strategy. We further specify the framework and propose a practical algorithm that leverages knowledge from game theory and graph theory. Furthermore, an analysis of the learning process of the algorithm shows that it can efficiently overcome cooperative incompatibility. The experimental results in the Overcooked game environment demonstrate that our method outperforms current state-of-the-art methods when coordinating with different-level partners. Our demo is available at https://sites.google.com/view/cole-2023.
Sequential Causal Normal Form Games: Theory, Computation, and Strategic Signaling
Can classical game-theoretic frameworks be extended to capture the bounded rationality and causal reasoning of AI agents? We investigate this question by extending Causal Normal Form Games (CNFGs) to sequential settings, introducing Sequential Causal Multi-Agent Systems (S-CMAS) that incorporate Pearl's Causal Hierarchy across leader-follower interactions. While theoretically elegant -- we prove PSPACE-completeness, develop equilibrium refinements, and establish connections to signaling theory -- our comprehensive empirical investigation reveals a critical limitation: S-CNE provides zero welfare improvement over classical Stackelberg equilibrium across all tested scenarios. Through 50+ Monte Carlo simulations and hand-crafted synthetic examples, we demonstrate that backward induction with rational best-response eliminates any strategic advantage from causal layer distinctions. We construct a theoretical example illustrating conditions where benefits could emerge (ε-rational satisficing followers), though implementation confirms that even relaxed rationality assumptions prove insufficient when good instincts align with optimal play. This negative result provides valuable insight: classical game-theoretic extensions grounded in rational choice are fundamentally incompatible with causal reasoning advantages, motivating new theoretical frameworks beyond standard Nash equilibrium for agentic AI.
Playing repeated games with Large Language Models
Large Language Models (LLMs) are transforming society and permeating into diverse applications. As a result, LLMs will frequently interact with us and other agents. It is, therefore, of great societal value to understand how LLMs behave in interactive social settings. Here, we propose to use behavioral game theory to study LLM's cooperation and coordination behavior. To do so, we let different LLMs (GPT-3, GPT-3.5, and GPT-4) play finitely repeated games with each other and with other, human-like strategies. Our results show that LLMs generally perform well in such tasks and also uncover persistent behavioral signatures. In a large set of two players-two strategies games, we find that LLMs are particularly good at games where valuing their own self-interest pays off, like the iterated Prisoner's Dilemma family. However, they behave sub-optimally in games that require coordination. We, therefore, further focus on two games from these distinct families. In the canonical iterated Prisoner's Dilemma, we find that GPT-4 acts particularly unforgivingly, always defecting after another agent has defected only once. In the Battle of the Sexes, we find that GPT-4 cannot match the behavior of the simple convention to alternate between options. We verify that these behavioral signatures are stable across robustness checks. Finally, we show how GPT-4's behavior can be modified by providing further information about the other player as well as by asking it to predict the other player's actions before making a choice. These results enrich our understanding of LLM's social behavior and pave the way for a behavioral game theory for machines.
Social learning spontaneously emerges by searching optimal heuristics with deep reinforcement learning
How have individuals of social animals in nature evolved to learn from each other, and what would be the optimal strategy for such learning in a specific environment? Here, we address both problems by employing a deep reinforcement learning model to optimize the social learning strategies (SLSs) of agents in a cooperative game in a multi-dimensional landscape. Throughout the training for maximizing the overall payoff, we find that the agent spontaneously learns various concepts of social learning, such as copying, focusing on frequent and well-performing neighbors, self-comparison, and the importance of balancing between individual and social learning, without any explicit guidance or prior knowledge about the system. The SLS from a fully trained agent outperforms all of the traditional, baseline SLSs in terms of mean payoff. We demonstrate the superior performance of the reinforcement learning agent in various environments, including temporally changing environments and real social networks, which also verifies the adaptability of our framework to different social settings.
ALYMPICS: LLM Agents Meet Game Theory -- Exploring Strategic Decision-Making with AI Agents
This paper introduces Alympics (Olympics for Agents), a systematic simulation framework utilizing Large Language Model (LLM) agents for game theory research. Alympics creates a versatile platform for studying complex game theory problems, bridging the gap between theoretical game theory and empirical investigations by providing a controlled environment for simulating human-like strategic interactions with LLM agents. In our pilot case study, the "Water Allocation Challenge," we explore Alympics through a challenging strategic game focused on the multi-round auction on scarce survival resources. This study demonstrates the framework's ability to qualitatively and quantitatively analyze game determinants, strategies, and outcomes. Additionally, we conduct a comprehensive human assessment and an in-depth evaluation of LLM agents in strategic decision-making scenarios. Our findings not only expand the understanding of LLM agents' proficiency in emulating human strategic behavior but also highlight their potential in advancing game theory knowledge, thereby enriching our understanding of both game theory and empowering further research into strategic decision-making domains with LLM agents. Codes, prompts, and all related resources are available at https://github.com/microsoft/Alympics.
Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers
Two-player, constant-sum games are well studied in the literature, but there has been limited progress outside of this setting. We propose Joint Policy-Space Response Oracles (JPSRO), an algorithm for training agents in n-player, general-sum extensive form games, which provably converges to an equilibrium. We further suggest correlated equilibria (CE) as promising meta-solvers, and propose a novel solution concept Maximum Gini Correlated Equilibrium (MGCE), a principled and computationally efficient family of solutions for solving the correlated equilibrium selection problem. We conduct several experiments using CE meta-solvers for JPSRO and demonstrate convergence on n-player, general-sum games.
Can Large Language Models Serve as Rational Players in Game Theory? A Systematic Analysis
Game theory, as an analytical tool, is frequently utilized to analyze human behavior in social science research. With the high alignment between the behavior of Large Language Models (LLMs) and humans, a promising research direction is to employ LLMs as substitutes for humans in game experiments, enabling social science research. However, despite numerous empirical researches on the combination of LLMs and game theory, the capability boundaries of LLMs in game theory remain unclear. In this research, we endeavor to systematically analyze LLMs in the context of game theory. Specifically, rationality, as the fundamental principle of game theory, serves as the metric for evaluating players' behavior -- building a clear desire, refining belief about uncertainty, and taking optimal actions. Accordingly, we select three classical games (dictator game, Rock-Paper-Scissors, and ring-network game) to analyze to what extent LLMs can achieve rationality in these three aspects. The experimental results indicate that even the current state-of-the-art LLM (GPT-4) exhibits substantial disparities compared to humans in game theory. For instance, LLMs struggle to build desires based on uncommon preferences, fail to refine belief from many simple patterns, and may overlook or modify refined belief when taking actions. Therefore, we consider that introducing LLMs into game experiments in the field of social science should be approached with greater caution.
Bridging Evolutionary Algorithms and Reinforcement Learning: A Comprehensive Survey on Hybrid Algorithms
Evolutionary Reinforcement Learning (ERL), which integrates Evolutionary Algorithms (EAs) and Reinforcement Learning (RL) for optimization, has demonstrated remarkable performance advancements. By fusing both approaches, ERL has emerged as a promising research direction. This survey offers a comprehensive overview of the diverse research branches in ERL. Specifically, we systematically summarize recent advancements in related algorithms and identify three primary research directions: EA-assisted Optimization of RL, RL-assisted Optimization of EA, and synergistic optimization of EA and RL. Following that, we conduct an in-depth analysis of each research direction, organizing multiple research branches. We elucidate the problems that each branch aims to tackle and how the integration of EAs and RL addresses these challenges. In conclusion, we discuss potential challenges and prospective future research directions across various research directions. To facilitate researchers in delving into ERL, we organize the algorithms and codes involved on https://github.com/yeshenpy/Awesome-Evolutionary-Reinforcement-Learning.
Policy Mirror Ascent for Efficient and Independent Learning in Mean Field Games
Mean-field games have been used as a theoretical tool to obtain an approximate Nash equilibrium for symmetric and anonymous N-player games. However, limiting applicability, existing theoretical results assume variations of a "population generative model", which allows arbitrary modifications of the population distribution by the learning algorithm. Moreover, learning algorithms typically work on abstract simulators with population instead of the N-player game. Instead, we show that N agents running policy mirror ascent converge to the Nash equilibrium of the regularized game within mathcal{O}(varepsilon^{-2}) samples from a single sample trajectory without a population generative model, up to a standard O(1{N}) error due to the mean field. Taking a divergent approach from the literature, instead of working with the best-response map we first show that a policy mirror ascent map can be used to construct a contractive operator having the Nash equilibrium as its fixed point. We analyze single-path TD learning for N-agent games, proving sample complexity guarantees by only using a sample path from the N-agent simulator without a population generative model. Furthermore, we demonstrate that our methodology allows for independent learning by N agents with finite sample guarantees.
The Poisoned Apple Effect: Strategic Manipulation of Mediated Markets via Technology Expansion of AI Agents
The integration of AI agents into economic markets fundamentally alters the landscape of strategic interaction. We investigate the economic implications of expanding the set of available technologies in three canonical game-theoretic settings: bargaining (resource division), negotiation (asymmetric information trade), and persuasion (strategic information transmission). We find that simply increasing the choice of AI delegates can drastically shift equilibrium payoffs and regulatory outcomes, often creating incentives for regulators to proactively develop and release technologies. Conversely, we identify a strategic phenomenon termed the "Poisoned Apple" effect: an agent may release a new technology, which neither they nor their opponent ultimately uses, solely to manipulate the regulator's choice of market design in their favor. This strategic release improves the releaser's welfare at the expense of their opponent and the regulator's fairness objectives. Our findings demonstrate that static regulatory frameworks are vulnerable to manipulation via technology expansion, necessitating dynamic market designs that adapt to the evolving landscape of AI capabilities.
Decentralized Online Learning in General-Sum Stackelberg Games
We study an online learning problem in general-sum Stackelberg games, where players act in a decentralized and strategic manner. We study two settings depending on the type of information for the follower: (1) the limited information setting where the follower only observes its own reward, and (2) the side information setting where the follower has extra side information about the leader's reward. We show that for the follower, myopically best responding to the leader's action is the best strategy for the limited information setting, but not necessarily so for the side information setting -- the follower can manipulate the leader's reward signals with strategic actions, and hence induce the leader's strategy to converge to an equilibrium that is better off for itself. Based on these insights, we study decentralized online learning for both players in the two settings. Our main contribution is to derive last-iterate convergence and sample complexity results in both settings. Notably, we design a new manipulation strategy for the follower in the latter setting, and show that it has an intrinsic advantage against the best response strategy. Our theories are also supported by empirical results.
Competition and Diversity in Generative AI
Recent evidence suggests that the use of generative artificial intelligence reduces the diversity of content produced. In this work, we develop a game-theoretic model to explore the downstream consequences of content homogeneity when producers use generative AI to compete with one another. At equilibrium, players indeed produce content that is less diverse than optimal. However, stronger competition mitigates homogeneity and induces more diverse production. Perhaps more surprisingly, we show that a generative AI model that performs well in isolation (i.e., according to a benchmark) may fail to do so when faced with competition, and vice versa. We validate our results empirically by using language models to play Scattergories, a word game in which players are rewarded for producing answers that are both correct and unique. We discuss how the interplay between competition and homogeneity has implications for the development, evaluation, and use of generative AI.
Competing for Shareable Arms in Multi-Player Multi-Armed Bandits
Competitions for shareable and limited resources have long been studied with strategic agents. In reality, agents often have to learn and maximize the rewards of the resources at the same time. To design an individualized competing policy, we model the competition between agents in a novel multi-player multi-armed bandit (MPMAB) setting where players are selfish and aim to maximize their own rewards. In addition, when several players pull the same arm, we assume that these players averagely share the arms' rewards by expectation. Under this setting, we first analyze the Nash equilibrium when arms' rewards are known. Subsequently, we propose a novel SelfishMPMAB with Averaging Allocation (SMAA) approach based on the equilibrium. We theoretically demonstrate that SMAA could achieve a good regret guarantee for each player when all players follow the algorithm. Additionally, we establish that no single selfish player can significantly increase their rewards through deviation, nor can they detrimentally affect other players' rewards without incurring substantial losses for themselves. We finally validate the effectiveness of the method in extensive synthetic experiments.
Learning Meta Representations for Agents in Multi-Agent Reinforcement Learning
In multi-agent reinforcement learning, the behaviors that agents learn in a single Markov Game (MG) are typically confined to the given agent number. Every single MG induced by varying the population may possess distinct optimal joint strategies and game-specific knowledge, which are modeled independently in modern multi-agent reinforcement learning algorithms. In this work, our focus is on creating agents that can generalize across population-varying MGs. Instead of learning a unimodal policy, each agent learns a policy set comprising effective strategies across a variety of games. To achieve this, we propose Meta Representations for Agents (MRA) that explicitly models the game-common and game-specific strategic knowledge. By representing the policy sets with multi-modal latent policies, the game-common strategic knowledge and diverse strategic modes are discovered through an iterative optimization procedure. We prove that by approximately maximizing the resulting constrained mutual information objective, the policies can reach Nash Equilibrium in every evaluation MG when the latent space is sufficiently large. When deploying MRA in practical settings with limited latent space sizes, fast adaptation can be achieved by leveraging the first-order gradient information. Extensive experiments demonstrate the effectiveness of MRA in improving training performance and generalization ability in challenging evaluation games.
Generative Adversarial Equilibrium Solvers
We introduce the use of generative adversarial learning to compute equilibria in general game-theoretic settings, specifically the generalized Nash equilibrium (GNE) in pseudo-games, and its specific instantiation as the competitive equilibrium (CE) in Arrow-Debreu competitive economies. Pseudo-games are a generalization of games in which players' actions affect not only the payoffs of other players but also their feasible action spaces. Although the computation of GNE and CE is intractable in the worst-case, i.e., PPAD-hard, in practice, many applications only require solutions with high accuracy in expectation over a distribution of problem instances. We introduce Generative Adversarial Equilibrium Solvers (GAES): a family of generative adversarial neural networks that can learn GNE and CE from only a sample of problem instances. We provide computational and sample complexity bounds, and apply the framework to finding Nash equilibria in normal-form games, CE in Arrow-Debreu competitive economies, and GNE in an environmental economic model of the Kyoto mechanism.
Unattainability of Common Knowledge in Asymmetric Games with Imperfect Information
In this paper, we present a conceptual model game to examine the dynamics of asymmetric interactions in games with imperfect information. The game involves two agents with starkly contrasting capabilities: one agent can take actions but has no information of the state of the game, whereas the other agent has perfect information of the state but cannot act or observe the other agent's actions. This duality manifests an extreme form of asymmetry, and how differing abilities influence the possibility of attaining common knowledge. Using Kripke structures and epistemic logic we demonstrate that, under these conditions, common knowledge of the current game state becomes unattainable. Our findings advance the discussion on the strategic limitations of knowledge in environments where information and action are unevenly distributed.
Autoformalization of Game Descriptions using Large Language Models
Game theory is a powerful framework for reasoning about strategic interactions, with applications in domains ranging from day-to-day life to international politics. However, applying formal reasoning tools in such contexts is challenging, as these scenarios are often expressed in natural language. To address this, we introduce a framework for the autoformalization of game-theoretic scenarios, which translates natural language descriptions into formal logic representations suitable for formal solvers. Our approach utilizes one-shot prompting and a solver that provides feedback on syntactic correctness to allow LLMs to refine the code. We evaluate the framework using GPT-4o and a dataset of natural language problem descriptions, achieving 98% syntactic correctness and 88% semantic correctness. These results show the potential of LLMs to bridge the gap between real-life strategic interactions and formal reasoning.
Digital Red Queen: Adversarial Program Evolution in Core War with LLMs
Large language models (LLMs) are increasingly being used to evolve solutions to problems in many domains, in a process inspired by biological evolution. However, unlike biological evolution, most LLM-evolution frameworks are formulated as static optimization problems, overlooking the open-ended adversarial dynamics that characterize real-world evolutionary processes. Here, we study Digital Red Queen (DRQ), a simple self-play algorithm that embraces these so-called "Red Queen" dynamics via continual adaptation to a changing objective. DRQ uses an LLM to evolve assembly-like programs, called warriors, which compete against each other for control of a virtual machine in the game of Core War, a Turing-complete environment studied in artificial life and connected to cybersecurity. In each round of DRQ, the model evolves a new warrior to defeat all previous ones, producing a sequence of adapted warriors. Over many rounds, we observe that warriors become increasingly general (relative to a set of held-out human warriors). Interestingly, warriors also become less behaviorally diverse across independent runs, indicating a convergence pressure toward a general-purpose behavioral strategy, much like convergent evolution in nature. This result highlights a potential value of shifting from static objectives to dynamic Red Queen objectives. Our work positions Core War as a rich, controllable sandbox for studying adversarial adaptation in artificial systems and for evaluating LLM-based evolution methods. More broadly, the simplicity and effectiveness of DRQ suggest that similarly minimal self-play approaches could prove useful in other more practical multi-agent adversarial domains, like real-world cybersecurity or combating drug resistance.
Multiagent Evaluation under Incomplete Information
This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called α-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or α-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.
A Fairness-Driven Method for Learning Human-Compatible Negotiation Strategies
Despite recent advancements in AI and NLP, negotiation remains a difficult domain for AI agents. Traditional game theoretic approaches that have worked well for two-player zero-sum games struggle in the context of negotiation due to their inability to learn human-compatible strategies. On the other hand, approaches that only use human data tend to be domain-specific and lack the theoretical guarantees provided by strategies grounded in game theory. Motivated by the notion of fairness as a criterion for optimality in general sum games, we propose a negotiation framework called FDHC which incorporates fairness into both the reward design and search to learn human-compatible negotiation strategies. Our method includes a novel, RL+search technique called LGM-Zero which leverages a pre-trained language model to retrieve human-compatible offers from large action spaces. Our results show that our method is able to achieve more egalitarian negotiation outcomes and improve negotiation quality.
Diegetic Representation of Feedback in Open Games
We improve the framework of open games with agency by showing how the players' counterfactual analysis giving rise to Nash equilibria can be described in the dynamics of the game itself (hence diegetically), getting rid of devices such as equilibrium predicates. This new approach overlaps almost completely with the way gradient-based learners are specified and trained. Indeed, we show feedback propagation in games can be seen as a form of backpropagation, with a crucial difference explaining the distinctive character of the phenomenology of non-cooperative games. We outline a functorial construction of arena of games, show players form a subsystem over it, and prove that their 'fixpoint behaviours' are Nash equilibria.
If generative AI is the answer, what is the question?
Beginning with text and images, generative AI has expanded to audio, video, computer code, and molecules. Yet, if generative AI is the answer, what is the question? We explore the foundations of generation as a distinct machine learning task with connections to prediction, compression, and decision-making. We survey five major generative model families: autoregressive models, variational autoencoders, normalizing flows, generative adversarial networks, and diffusion models. We then introduce a probabilistic framework that emphasizes the distinction between density estimation and generation. We review a game-theoretic framework with a two-player adversary-learner setup to study generation. We discuss post-training modifications that prepare generative models for deployment. We end by highlighting some important topics in socially responsible generation such as privacy, detection of AI-generated content, and copyright and IP. We adopt a task-first framing of generation, focusing on what generation is as a machine learning problem, rather than only on how models implement it.
DarwinTOD: LLM Driven Lifelong Self Evolution for Task Oriented Dialog Systems
Traditional task-oriented dialog systems are unable to evolve from ongoing interactions or adapt to new domains after deployment, that is a critical limitation in real-world dynamic environments. Continual learning approaches depend on episodic retraining with human curated data, failing to achieve autonomy lifelong improvement. While evolutionary computation and LLM driven self improvement offer promising mechanisms for dialog optimization, they lack a unified framework for holistic, iterative strategy refinement. To bridge this gap, we propose DarwinTOD, a lifelong self evolving dialog framework that systematically integrates these two paradigms, enabling continuous strategy optimization from a zero-shot base without task specific fine-tuning. DarwinTOD maintains an Evolvable Strategy Bank and operates through a dual-loop process: online multi-agent dialog execution with peer critique, and offline structured evolutionary operations that refine the strategy bank using accumulated feedback. This closed-loop design enables autonomous continuous improvement without human intervention. Extensive experiments show that DarwinTOD surpasses previous state-of-the-art methods and exhibits continuous performance gains throughout evolution. Our work provides a novel framework for building dialog systems with lifelong self evolution capabilities.
Game Theory with Simulation in the Presence of Unpredictable Randomisation
AI agents will be predictable in certain ways that traditional agents are not. Where and how can we leverage this predictability in order to improve social welfare? We study this question in a game-theoretic setting where one agent can pay a fixed cost to simulate the other in order to learn its mixed strategy. As a negative result, we prove that, in contrast to prior work on pure-strategy simulation, enabling mixed-strategy simulation may no longer lead to improved outcomes for both players in all so-called "generalised trust games". In fact, mixed-strategy simulation does not help in any game where the simulatee's action can depend on that of the simulator. We also show that, in general, deciding whether simulation introduces Pareto-improving Nash equilibria in a given game is NP-hard. As positive results, we establish that mixed-strategy simulation can improve social welfare if the simulator has the option to scale their level of trust, if the players face challenges with both trust and coordination, or if maintaining some level of privacy is essential for enabling cooperation.
Solving Deep Reinforcement Learning Benchmarks with Linear Policy Networks
Although Deep Reinforcement Learning (DRL) methods can learn effective policies for challenging problems such as Atari games and robotics tasks, algorithms are complex and training times are often long. This study investigates how evolution strategies (ES) perform compared to gradient-based deep reinforcement learning methods. We use ES to optimize the weights of a neural network via neuroevolution, performing direct policy search. We benchmark both regular networks and policy networks consisting of a single linear layer from observations to actions; for three classical ES methods and for three gradient-based methods such as PPO. Our results reveal that ES can find effective linear policies for many RL benchmark tasks, in contrast to DRL methods that can only find successful policies using much larger networks, suggesting that current benchmarks are easier to solve than previously assumed. Interestingly, also for higher complexity tasks, ES achieves results comparable to gradient-based DRL algorithms. Furthermore, we find that by directly accessing the memory state of the game, ES are able to find successful policies in Atari, outperforming DQN. While gradient-based methods have dominated the field in recent years, ES offers an alternative that is easy to implement, parallelize, understand, and tune.
Evolutionary Strategies lead to Catastrophic Forgetting in LLMs
One of the biggest missing capabilities in current AI systems is the ability to learn continuously after deployment. Implementing such continually learning systems have several challenges, one of which is the large memory requirement of gradient-based algorithms that are used to train state-of-the-art LLMs. Evolutionary Strategies (ES) have recently re-emerged as a gradient-free alternative to traditional learning algorithms and have shown encouraging performance on specific tasks in LLMs. In this paper, we perform a comprehensive analysis of ES and specifically evaluate its forgetting curves when training for an increasing number of update steps. We first find that ES is able to reach performance numbers close to GRPO for math and reasoning tasks with a comparable compute budget. However, and most importantly for continual learning, the performance gains in ES is accompanied by significant forgetting of prior abilities, limiting its applicability for training models online. We also explore the reason behind this behavior and show that the updates made using ES are much less sparse and have orders of magnitude larger ell_2 norm compared to corresponding GRPO updates, explaining the contrasting forgetting curves between the two algorithms. With this study, we aim to highlight the issue of forgetting in gradient-free algorithms like ES and hope to inspire future work to mitigate these issues.
Playing games with Large language models: Randomness and strategy
Playing games has a long history of describing intricate interactions in simplified forms. In this paper we explore if large language models (LLMs) can play games, investigating their capabilities for randomisation and strategic adaptation through both simultaneous and sequential game interactions. We focus on GPT-4o-Mini-2024-08-17 and test two games between LLMs: Rock Paper Scissors (RPS) and games of strategy (Prisoners Dilemma PD). LLMs are often described as stochastic parrots, and while they may indeed be parrots, our results suggest that they are not very stochastic in the sense that their outputs - when prompted to be random - are often very biased. Our research reveals that LLMs appear to develop loss aversion strategies in repeated games, with RPS converging to stalemate conditions while PD shows systematic shifts between cooperative and competitive outcomes based on prompt design. We detail programmatic tools for independent agent interactions and the Agentic AI challenges faced in implementation. We show that LLMs can indeed play games, just not very well. These results have implications for the use of LLMs in multi-agent LLM systems and showcase limitations in current approaches to model output for strategic decision-making.
A Black-box Approach for Non-stationary Multi-agent Reinforcement Learning
We investigate learning the equilibria in non-stationary multi-agent systems and address the challenges that differentiate multi-agent learning from single-agent learning. Specifically, we focus on games with bandit feedback, where testing an equilibrium can result in substantial regret even when the gap to be tested is small, and the existence of multiple optimal solutions (equilibria) in stationary games poses extra challenges. To overcome these obstacles, we propose a versatile black-box approach applicable to a broad spectrum of problems, such as general-sum games, potential games, and Markov games, when equipped with appropriate learning and testing oracles for stationary environments. Our algorithms can achieve Oleft(Delta^{1/4}T^{3/4}right) regret when the degree of nonstationarity, as measured by total variation Delta, is known, and Oleft(Delta^{1/5}T^{4/5}right) regret when Delta is unknown, where T is the number of rounds. Meanwhile, our algorithm inherits the favorable dependence on number of agents from the oracles. As a side contribution that may be independent of interest, we show how to test for various types of equilibria by a black-box reduction to single-agent learning, which includes Nash equilibria, correlated equilibria, and coarse correlated equilibria.
Computational Foundations for Strategic Coopetition: Formalizing Interdependence and Complementarity
Coopetition refers to simultaneous cooperation and competition among actors wherein actors 'cooperate to grow the pie and compete to split it up.' Modern socio-technical systems are characterized by strategic coopetition wherein actors concomitantly cooperate to create value and compete to capture it. While conceptual modeling languages such as i* provide rich qualitative representations of strategic dependencies, they lack mechanisms for quantitative analysis of dynamic trade-offs. Conversely, classical game theory offers mathematical rigor but strips away contextual richness. This report bridges this gap by developing computational foundations that formalize two critical dimensions of coopetition: interdependence and complementarity. We ground interdependence in i* structural dependency analysis, translating depender-dependee-dependum relationships into quantitative interdependence coefficients via a structured translation framework. We formalize complementarity following Brandenburger and Nalebuff's Added Value concept, modeling synergistic value creation with validated parameterization. We integrate structural dependencies with bargaining power in value appropriation and introduce a game-theoretic formulation where Nash Equilibrium incorporates structural interdependence. Validation combines over 22,000 experimental trials across power and logarithmic specifications with the Samsung-Sony S-LCD joint venture (2004-2011). Under strict historical alignment scoring, logarithmic specifications achieve 58/60 compared to power functions (46/60), producing realistic 41% cooperation increases aligning with documented S-LCD patterns while power functions produce 166% increases exceeding realistic bounds. Statistical significance confirmed at p < 0.001, Cohen's d > 9.
Sell Me the Blackbox! Regulating eXplainable Artificial Intelligence (XAI) May Harm Consumers
Recent AI algorithms are blackbox models whose decisions are difficult to interpret. eXplainable AI (XAI) seeks to address lack of AI interpretability and trust by explaining to customers their AI decision, e.g., decision to reject a loan application. The common wisdom is that regulating AI by mandating fully transparent XAI leads to greater social welfare. This paper challenges this notion through a game theoretic model for a policy-maker who maximizes social welfare, firms in a duopoly competition that maximize profits, and heterogenous consumers. The results show that XAI regulation may be redundant. In fact, mandating fully transparent XAI may make firms and customers worse off. This reveals a trade-off between maximizing welfare and receiving explainable AI outputs. We also discuss managerial implications for policy-maker and firms.
Differentiable Evolutionary Reinforcement Learning
The design of effective reward functions presents a central and often arduous challenge in reinforcement learning (RL), particularly when developing autonomous agents for complex reasoning tasks. While automated reward optimization approaches exist, they typically rely on derivative-free evolutionary heuristics that treat the reward function as a black box, failing to capture the causal relationship between reward structure and task performance. To bridge this gap, we propose Differentiable Evolutionary Reinforcement Learning (DERL), a bilevel framework that enables the autonomous discovery of optimal reward signals. In DERL, a Meta-Optimizer evolves a reward function (i.e., Meta-Reward) by composing structured atomic primitives, guiding the training of an inner-loop policy. Crucially, unlike previous evolution, DERL is differentiable in its metaoptimization: it treats the inner-loop validation performance as a signal to update the Meta-Optimizer via reinforcement learning. This allows DERL to approximate the "meta-gradient" of task success, progressively learning to generate denser and more actionable feedback. We validate DERL across three distinct domains: robotic agent (ALFWorld), scientific simulation (ScienceWorld), and mathematical reasoning (GSM8k, MATH). Experimental results show that DERL achieves state-of-the-art performance on ALFWorld and ScienceWorld, significantly outperforming methods relying on heuristic rewards, especially in out-of-distribution scenarios. Analysis of the evolutionary trajectory demonstrates that DERL successfully captures the intrinsic structure of tasks, enabling selfimproving agent alignment without human intervention.
Competitive Gradient Optimization
We study the problem of convergence to a stationary point in zero-sum games. We propose competitive gradient optimization (CGO ), a gradient-based method that incorporates the interactions between the two players in zero-sum games for optimization updates. We provide continuous-time analysis of CGO and its convergence properties while showing that in the continuous limit, CGO predecessors degenerate to their gradient descent ascent (GDA) variants. We provide a rate of convergence to stationary points and further propose a generalized class of alpha-coherent function for which we provide convergence analysis. We show that for strictly alpha-coherent functions, our algorithm convergences to a saddle point. Moreover, we propose optimistic CGO (OCGO), an optimistic variant, for which we show convergence rate to saddle points in alpha-coherent class of functions.
Deep Neuroevolution: Genetic Algorithms Are a Competitive Alternative for Training Deep Neural Networks for Reinforcement Learning
Deep artificial neural networks (DNNs) are typically trained via gradient-based learning algorithms, namely backpropagation. Evolution strategies (ES) can rival backprop-based algorithms such as Q-learning and policy gradients on challenging deep reinforcement learning (RL) problems. However, ES can be considered a gradient-based algorithm because it performs stochastic gradient descent via an operation similar to a finite-difference approximation of the gradient. That raises the question of whether non-gradient-based evolutionary algorithms can work at DNN scales. Here we demonstrate they can: we evolve the weights of a DNN with a simple, gradient-free, population-based genetic algorithm (GA) and it performs well on hard deep RL problems, including Atari and humanoid locomotion. The Deep GA successfully evolves networks with over four million free parameters, the largest neural networks ever evolved with a traditional evolutionary algorithm. These results (1) expand our sense of the scale at which GAs can operate, (2) suggest intriguingly that in some cases following the gradient is not the best choice for optimizing performance, and (3) make immediately available the multitude of neuroevolution techniques that improve performance. We demonstrate the latter by showing that combining DNNs with novelty search, which encourages exploration on tasks with deceptive or sparse reward functions, can solve a high-dimensional problem on which reward-maximizing algorithms (e.g.\ DQN, A3C, ES, and the GA) fail. Additionally, the Deep GA is faster than ES, A3C, and DQN (it can train Atari in {raise.17ex\scriptstyle\sim}4 hours on one desktop or {raise.17ex\scriptstyle\sim}1 hour distributed on 720 cores), and enables a state-of-the-art, up to 10,000-fold compact encoding technique.
GTAlign: Game-Theoretic Alignment of LLM Assistants for Mutual Welfare
Large Language Models (LLMs) have achieved remarkable progress in reasoning, yet sometimes produce responses that are suboptimal for users in tasks such as writing, information seeking, or providing practical guidance. Conventional alignment practices typically assume that maximizing model reward also maximizes user welfare, but this assumption frequently fails in practice: models may over-clarify or generate overly verbose reasoning when users prefer concise answers. Such behaviors resemble the prisoner's dilemma, where individually rational choices lead to socially suboptimal outcomes. The fundamental challenge is the lack of a principled decision making mechanism that mutually benefits both the LLM and the user. We propose Game-Theoretic Alignment (GTAlign), an alignment framework that integrates game-theoretic decision making into both reasoning and training. During reasoning, the model explicitly treats user-LLM interaction as a strategic game: it constructs payoff matrices within its reasoning chain to estimate welfare for both itself and the user, and then selects actions that are mutually beneficial. During training, we introduce a mutual welfare reward that reinforces cooperative responses, aligning model behavior with socially efficient outcomes. In addition, we introduce an inference technique that leverages game-theoretic reasoning to dynamically adapt LLM's response when pricing policies of LLM service change. Extensive experiments demonstrate that GTAlign substantially improves reasoning efficiency, answer quality, and mutual welfare compared to baselines across diverse tasks. The code is available at https://github.com/ulab-uiuc/GTAlign .
Online Information Acquisition: Hiring Multiple Agents
We investigate the mechanism design problem faced by a principal who hires multiple agents to gather and report costly information. Then, the principal exploits the information to make an informed decision. We model this problem as a game, where the principal announces a mechanism consisting in action recommendations and a payment function, a.k.a. scoring rule. Then, each agent chooses an effort level and receives partial information about an underlying state of nature based on the effort. Finally, the agents report the information (possibly non-truthfully), the principal takes a decision based on this information, and the agents are paid according to the scoring rule. While previous work focuses on single-agent problems, we consider multi-agents settings. This poses the challenge of coordinating the agents' efforts and aggregating correlated information. Indeed, we show that optimal mechanisms must correlate agents' efforts, which introduces externalities among the agents, and hence complex incentive compatibility constraints and equilibrium selection problems. First, we design a polynomial-time algorithm to find an optimal incentive compatible mechanism. Then, we study an online problem, where the principal repeatedly interacts with a group of unknown agents. We design a no-regret algorithm that provides mathcal{O}(T^{2/3}) regret with respect to an optimal mechanism, matching the state-of-the-art bound for single-agent settings.
Learning Two-agent Motion Planning Strategies from Generalized Nash Equilibrium for Model Predictive Control
We introduce an Implicit Game-Theoretic MPC (IGT-MPC), a decentralized algorithm for two-agent motion planning that uses a learned value function that predicts the game-theoretic interaction outcomes as the terminal cost-to-go function in a model predictive control (MPC) framework, guiding agents to implicitly account for interactions with other agents and maximize their reward. This approach applies to competitive and cooperative multi-agent motion planning problems which we formulate as constrained dynamic games. Given a constrained dynamic game, we randomly sample initial conditions and solve for the generalized Nash equilibrium (GNE) to generate a dataset of GNE solutions, computing the reward outcome of each game-theoretic interaction from the GNE. The data is used to train a simple neural network to predict the reward outcome, which we use as the terminal cost-to-go function in an MPC scheme. We showcase emerging competitive and coordinated behaviors using IGT-MPC in scenarios such as two-vehicle head-to-head racing and un-signalized intersection navigation. IGT-MPC offers a novel method integrating machine learning and game-theoretic reasoning into model-based decentralized multi-agent motion planning.
Rethinking Scaling Laws for Learning in Strategic Environments
The deployment of ever-larger machine learning models reflects a growing consensus that the more expressive the modelx2013and the more data one has access tox2013the more one can improve performance. As models get deployed in a variety of real world scenarios, they inevitably face strategic environments. In this work, we consider the natural question of how the interplay of models and strategic interactions affects scaling laws. We find that strategic interactions can break the conventional view of scaling lawsx2013meaning that performance does not necessarily monotonically improve as models get larger and/ or more expressive (even with infinite data). We show the implications of this phenomenon in several contexts including strategic regression, strategic classification, and multi-agent reinforcement learning through examples of strategic environments in whichx2013by simply restricting the expressivity of one's model or policy classx2013one can achieve strictly better equilibrium outcomes. Motivated by these examples, we then propose a new paradigm for model-selection in games wherein an agent seeks to choose amongst different model classes to use as their action set in a game.
Offline Learning in Markov Games with General Function Approximation
We study offline multi-agent reinforcement learning (RL) in Markov games, where the goal is to learn an approximate equilibrium -- such as Nash equilibrium and (Coarse) Correlated Equilibrium -- from an offline dataset pre-collected from the game. Existing works consider relatively restricted tabular or linear models and handle each equilibria separately. In this work, we provide the first framework for sample-efficient offline learning in Markov games under general function approximation, handling all 3 equilibria in a unified manner. By using Bellman-consistent pessimism, we obtain interval estimation for policies' returns, and use both the upper and the lower bounds to obtain a relaxation on the gap of a candidate policy, which becomes our optimization objective. Our results generalize prior works and provide several additional insights. Importantly, we require a data coverage condition that improves over the recently proposed "unilateral concentrability". Our condition allows selective coverage of deviation policies that optimally trade-off between their greediness (as approximate best responses) and coverage, and we show scenarios where this leads to significantly better guarantees. As a new connection, we also show how our algorithmic framework can subsume seemingly different solution concepts designed for the special case of two-player zero-sum games.
General Social Agents
Useful social science theories predict behavior across settings. However, applying a theory to make predictions in new settings is challenging: rarely can it be done without ad hoc modifications to account for setting-specific factors. We argue that AI agents put in simulations of those novel settings offer an alternative for applying theory, requiring minimal or no modifications. We present an approach for building such "general" agents that use theory-grounded natural language instructions, existing empirical data, and knowledge acquired by the underlying AI during training. To demonstrate the approach in settings where no data from that data-generating process exists--as is often the case in applied prediction problems--we design a heterogeneous population of 883,320 novel games. AI agents are constructed using human data from a small set of conceptually related but structurally distinct "seed" games. In preregistered experiments, on average, agents predict initial human play in a random sample of 1,500 games from the population better than (i) a cognitive hierarchy model, (ii) game-theoretic equilibria, and (iii) out-of-the-box agents. For a small set of separate novel games, these simulations predict responses from a new sample of human subjects better even than the most plausibly relevant published human data.
Everyone Contributes! Incentivizing Strategic Cooperation in Multi-LLM Systems via Sequential Public Goods Games
Coordinating multiple large language models (LLMs) to solve complex tasks collaboratively poses a fundamental trade-off between the computation costs and collective performance compared with individual model. We introduce a novel, game-theoretically grounded reinforcement learning (RL) framework, the Multi-Agent Cooperation Sequential Public Goods Game (MAC-SPGG), to systematically incentivize cooperation in multi-LLM ensembles. In MAC-SPGG, LLM agents move in sequence, observing predecessors' outputs and updating beliefs to condition their own contributions. By redesigning the public-goods reward, effortful contributions become the unique Subgame Perfect Nash Equilibrium (SPNE), which eliminates free-riding under traditional SPGG or PGG. Its sequential protocol replaces costly round-based information exchanges with a streamlined decision flow, cutting communication overhead while retaining strategic depth. We prove the existence and uniqueness of the SPNE under realistic parameters, and empirically show that MAC-SPGG-trained ensembles outperform single-agent baselines, chain-of-thought prompting, and other cooperative methods, even achieving comparable performance to large-scale models across reasoning, math, code generation, and NLP tasks. Our results highlight the power of structured, incentive-aligned MAC-SPGG cooperation for scalable and robust multi-agent language generation.
A Survey on Self-play Methods in Reinforcement Learning
Self-play, characterized by agents' interactions with copies or past versions of itself, has recently gained prominence in reinforcement learning. This paper first clarifies the preliminaries of self-play, including the multi-agent reinforcement learning framework and basic game theory concepts. Then it provides a unified framework and classifies existing self-play algorithms within this framework. Moreover, the paper bridges the gap between the algorithms and their practical implications by illustrating the role of self-play in different scenarios. Finally, the survey highlights open challenges and future research directions in self-play. This paper is an essential guide map for understanding the multifaceted landscape of self-play in RL.
A Benchmark for Generalizing Across Diverse Team Strategies in Competitive Pokémon
Developing AI agents that can robustly adapt to dramatically different strategic landscapes without retraining is a central challenge for multi-agent learning. Pok\'emon Video Game Championships (VGC) is a domain with an extraordinarily large space of possible team configurations of approximately 10^{139} - far larger than those of Dota or Starcraft. The highly discrete, combinatorial nature of team building in Pok\'emon VGC causes optimal strategies to shift dramatically depending on both the team being piloted and the opponent's team, making generalization uniquely challenging. To advance research on this problem, we introduce VGC-Bench: a benchmark that provides critical infrastructure, standardizes evaluation protocols, and supplies human-play datasets and a range of baselines - from large-language-model agents and behavior cloning to reinforcement learning and empirical game-theoretic methods such as self-play, fictitious play, and double oracle. In the restricted setting where an agent is trained and evaluated on a single-team configuration, our methods are able to win against a professional VGC competitor. We extensively evaluated all baseline methods over progressively larger team sets and find that even the best-performing algorithm in the single-team setting struggles at scaling up as team size grows. Thus, policy generalization across diverse team strategies remains an open challenge for the community. Our code is open sourced at https://github.com/cameronangliss/VGC-Bench.
Emergence of Fair Leaders via Mediators in Multi-Agent Reinforcement Learning
Stackelberg games and their resulting equilibria have received increasing attention in the multi-agent reinforcement learning literature. Each stage of a traditional Stackelberg game involves a leader(s) acting first, followed by the followers. In situations where the roles of leader(s) and followers can be interchanged, the designated role can have considerable advantages, for example, in first-mover advantage settings. Then the question arises: Who should be the leader and when? A bias in the leader selection process can lead to unfair outcomes. This problem is aggravated if the agents are self-interested and care only about their goals and rewards. We formally define this leader selection problem and show its relation to fairness in agents' returns. Furthermore, we propose a multi-agent reinforcement learning framework that maximizes fairness by integrating mediators. Mediators have previously been used in the simultaneous action setting with varying levels of control, such as directly performing agents' actions or just recommending them. Our framework integrates mediators in the Stackelberg setting with minimal control (leader selection). We show that the presence of mediators leads to self-interested agents taking fair actions, resulting in higher overall fairness in agents' returns.
Cultural Evolution of Cooperation among LLM Agents
Large language models (LLMs) provide a compelling foundation for building generally-capable AI agents. These agents may soon be deployed at scale in the real world, representing the interests of individual humans (e.g., AI assistants) or groups of humans (e.g., AI-accelerated corporations). At present, relatively little is known about the dynamics of multiple LLM agents interacting over many generations of iterative deployment. In this paper, we examine whether a "society" of LLM agents can learn mutually beneficial social norms in the face of incentives to defect, a distinctive feature of human sociality that is arguably crucial to the success of civilization. In particular, we study the evolution of indirect reciprocity across generations of LLM agents playing a classic iterated Donor Game in which agents can observe the recent behavior of their peers. We find that the evolution of cooperation differs markedly across base models, with societies of Claude 3.5 Sonnet agents achieving significantly higher average scores than Gemini 1.5 Flash, which, in turn, outperforms GPT-4o. Further, Claude 3.5 Sonnet can make use of an additional mechanism for costly punishment to achieve yet higher scores, while Gemini 1.5 Flash and GPT-4o fail to do so. For each model class, we also observe variation in emergent behavior across random seeds, suggesting an understudied sensitive dependence on initial conditions. We suggest that our evaluation regime could inspire an inexpensive and informative new class of LLM benchmarks, focussed on the implications of LLM agent deployment for the cooperative infrastructure of society.
A Minimaximalist Approach to Reinforcement Learning from Human Feedback
We present Self-Play Preference Optimization (SPO), an algorithm for reinforcement learning from human feedback. Our approach is minimalist in that it does not require training a reward model nor unstable adversarial training and is therefore rather simple to implement. Our approach is maximalist in that it provably handles non-Markovian, intransitive, and stochastic preferences while being robust to the compounding errors that plague offline approaches to sequential prediction. To achieve the preceding qualities, we build upon the concept of a Minimax Winner (MW), a notion of preference aggregation from the social choice theory literature that frames learning from preferences as a zero-sum game between two policies. By leveraging the symmetry of this game, we prove that rather than using the traditional technique of dueling two policies to compute the MW, we can simply have a single agent play against itself while maintaining strong convergence guarantees. Practically, this corresponds to sampling multiple trajectories from a policy, asking a rater or preference model to compare them, and then using the proportion of wins as the reward for a particular trajectory. We demonstrate that on a suite of continuous control tasks, we are able to learn significantly more efficiently than reward-model based approaches while maintaining robustness to the intransitive and stochastic preferences that frequently occur in practice when aggregating human judgments.
Bridging Theory and Practice in Quantum Game Theory: Optimized Implementation of the Battle of the Sexes with Error Mitigation on NISQ Hardware
Implementing quantum game theory on real hardware is challenging due to noise, decoherence, and limited qubit connectivity, yet such demonstrations are essential to validate theoretical predictions. We present one of the first full experimental realizations of the Battle of the Sexes game under the Eisert-Wilkens-Lewenstein (EWL) framework on IBM Quantum's ibm sherbrooke superconducting processor. Four quantum strategies (I, H, R(pi/4), R(pi)) were evaluated across 31 entanglement values gamma in [0, pi] using 2048 shots per configuration, enabling a direct comparison between analytical predictions and hardware execution. To mitigate noise and variability, we introduce a Guided Circuit Mapping (GCM) method that dynamically selects qubit pairs and optimizes routing based on real-time topology and calibration data. The analytical model forecasts up to 108% payoff improvement over the classical equilibrium, and despite hardware-induced deviations, experimental results with GCM preserve the expected payoff trends within 3.5%-12% relative error. These findings show that quantum advantages in strategic coordination can persist under realistic NISQ conditions, providing a pathway toward practical applications of quantum game theory in multi-agent, economic, and distributed decision-making systems.
All You Need Is Sex for Diversity
Maintaining genetic diversity as a means to avoid premature convergence is critical in Genetic Programming. Several approaches have been proposed to achieve this, with some focusing on the mating phase from coupling dissimilar solutions to some form of self-adaptive selection mechanism. In nature, genetic diversity can be the consequence of many different factors, but when considering reproduction Sexual Selection can have an impact on promoting variety within a species. Specifically, Mate Choice often results in different selective pressures between sexes, which in turn may trigger evolutionary differences among them. Although some mechanisms of Sexual Selection have been applied to Genetic Programming in the past, the literature is scarce when it comes to mate choice. Recently, a way of modelling mating preferences by ideal mate representations was proposed, achieving good results when compared to a standard approach. These mating preferences evolve freely in a self-adaptive fashion, creating an evolutionary driving force of its own alongside fitness pressure. The inner mechanisms of this approach operate from personal choice, as each individual has its own representation of a perfect mate which affects the mate to be selected. In this paper, we compare this method against a random mate choice to assess whether there are advantages in evolving personal preferences. We conducted experiments using three symbolic regression problems and different mutation rates. The results show that self-adaptive mating preferences are able to create a more diverse set of solutions when compared to the traditional approach and a random mate approach (with statistically significant differences) and have a higher success rate in three of the six instances tested.
Multi-Agent Reinforcement Learning from Human Feedback: Data Coverage and Algorithmic Techniques
We initiate the study of Multi-Agent Reinforcement Learning from Human Feedback (MARLHF), exploring both theoretical foundations and empirical validations. We define the task as identifying Nash equilibrium from a preference-only offline dataset in general-sum games, a problem marked by the challenge of sparse feedback signals. Our theory establishes the upper complexity bounds for Nash Equilibrium in effective MARLHF, demonstrating that single-policy coverage is inadequate and highlighting the importance of unilateral dataset coverage. These theoretical insights are verified through comprehensive experiments. To enhance the practical performance, we further introduce two algorithmic techniques. (1) We propose a Mean Squared Error (MSE) regularization along the time axis to achieve a more uniform reward distribution and improve reward learning outcomes. (2) We utilize imitation learning to approximate the reference policy, ensuring stability and effectiveness in training. Our findings underscore the multifaceted approach required for MARLHF, paving the way for effective preference-based multi-agent systems.
Evolutionary Reinforcement Learning via Cooperative Coevolution
Recently, evolutionary reinforcement learning has obtained much attention in various domains. Maintaining a population of actors, evolutionary reinforcement learning utilises the collected experiences to improve the behaviour policy through efficient exploration. However, the poor scalability of genetic operators limits the efficiency of optimising high-dimensional neural networks. To address this issue, this paper proposes a novel cooperative coevolutionary reinforcement learning (CoERL) algorithm. Inspired by cooperative coevolution, CoERL periodically and adaptively decomposes the policy optimisation problem into multiple subproblems and evolves a population of neural networks for each of the subproblems. Instead of using genetic operators, CoERL directly searches for partial gradients to update the policy. Updating policy with partial gradients maintains consistency between the behaviour spaces of parents and offspring across generations. The experiences collected by the population are then used to improve the entire policy, which enhances the sampling efficiency. Experiments on six benchmark locomotion tasks demonstrate that CoERL outperforms seven state-of-the-art algorithms and baselines. Ablation study verifies the unique contribution of CoERL's core ingredients.
pFedGame -- Decentralized Federated Learning using Game Theory in Dynamic Topology
Conventional federated learning frameworks suffer from several challenges including performance bottlenecks at the central aggregation server, data bias, poor model convergence, and exposure to model poisoning attacks, and limited trust in the centralized infrastructure. In the current paper, a novel game theory-based approach called pFedGame is proposed for decentralized federated learning, best suitable for temporally dynamic networks. The proposed algorithm works without any centralized server for aggregation and incorporates the problem of vanishing gradients and poor convergence over temporally dynamic topology among federated learning participants. The solution comprises two sequential steps in every federated learning round, for every participant. First, it selects suitable peers for collaboration in federated learning. Secondly, it executes a two-player constant sum cooperative game to reach convergence by applying an optimal federated learning aggregation strategy. Experiments performed to assess the performance of pFedGame in comparison to existing methods in decentralized federated learning have shown promising results with accuracy higher than 70% for heterogeneous data.
No-Regret Learning in Games with Noisy Feedback: Faster Rates and Adaptivity via Learning Rate Separation
We examine the problem of regret minimization when the learner is involved in a continuous game with other optimizing agents: in this case, if all players follow a no-regret algorithm, it is possible to achieve significantly lower regret relative to fully adversarial environments. We study this problem in the context of variationally stable games (a class of continuous games which includes all convex-concave and monotone games), and when the players only have access to noisy estimates of their individual payoff gradients. If the noise is additive, the game-theoretic and purely adversarial settings enjoy similar regret guarantees; however, if the noise is multiplicative, we show that the learners can, in fact, achieve constant regret. We achieve this faster rate via an optimistic gradient scheme with learning rate separation -- that is, the method's extrapolation and update steps are tuned to different schedules, depending on the noise profile. Subsequently, to eliminate the need for delicate hyperparameter tuning, we propose a fully adaptive method that attains nearly the same guarantees as its non-adapted counterpart, while operating without knowledge of either the game or of the noise profile.
Deviation Dynamics in Cardinal Hedonic Games
Computing stable partitions in hedonic games is a challenging task because there exist games in which stable outcomes do not exist. Even more, these No-instances can often be leveraged to prove computational hardness results. We make this impression rigorous in a dynamic model of cardinal hedonic games by providing meta theorems. These imply hardness of deciding about the possible or necessary convergence of deviation dynamics based on the mere existence of No-instances. Our results hold for additively separable, fractional, and modified fractional hedonic games (ASHGs, FHGs, and MFHGs). Moreover, they encompass essentially all reasonable stability notions based on single-agent deviations. In addition, we propose dynamics as a method to find individually rational and contractually individual stable (CIS) partitions in ASHGs. In particular, we find that CIS dynamics from the singleton partition possibly converge after a linear number of deviations but may require an exponential number of deviations in the worst case.
Adversarial Image Perturbation for Privacy Protection -- A Game Theory Perspective
Users like sharing personal photos with others through social media. At the same time, they might want to make automatic identification in such photos difficult or even impossible. Classic obfuscation methods such as blurring are not only unpleasant but also not as effective as one would expect. Recent studies on adversarial image perturbations (AIP) suggest that it is possible to confuse recognition systems effectively without unpleasant artifacts. However, in the presence of counter measures against AIPs, it is unclear how effective AIP would be in particular when the choice of counter measure is unknown. Game theory provides tools for studying the interaction between agents with uncertainties in the strategies. We introduce a general game theoretical framework for the user-recogniser dynamics, and present a case study that involves current state of the art AIP and person recognition techniques. We derive the optimal strategy for the user that assures an upper bound on the recognition rate independent of the recogniser's counter measure. Code is available at https://goo.gl/hgvbNK.
Are Equivariant Equilibrium Approximators Beneficial?
Recently, remarkable progress has been made by approximating Nash equilibrium (NE), correlated equilibrium (CE), and coarse correlated equilibrium (CCE) through function approximation that trains a neural network to predict equilibria from game representations. Furthermore, equivariant architectures are widely adopted in designing such equilibrium approximators in normal-form games. In this paper, we theoretically characterize benefits and limitations of equivariant equilibrium approximators. For the benefits, we show that they enjoy better generalizability than general ones and can achieve better approximations when the payoff distribution is permutation-invariant. For the limitations, we discuss their drawbacks in terms of equilibrium selection and social welfare. Together, our results help to understand the role of equivariance in equilibrium approximators.
Humans expect rationality and cooperation from LLM opponents in strategic games
As Large Language Models (LLMs) integrate into our social and economic interactions, we need to deepen our understanding of how humans respond to LLMs opponents in strategic settings. We present the results of the first controlled monetarily-incentivised laboratory experiment looking at differences in human behaviour in a multi-player p-beauty contest against other humans and LLMs. We use a within-subject design in order to compare behaviour at the individual level. We show that, in this environment, human subjects choose significantly lower numbers when playing against LLMs than humans, which is mainly driven by the increased prevalence of `zero' Nash-equilibrium choices. This shift is mainly driven by subjects with high strategic reasoning ability. Subjects who play the zero Nash-equilibrium choice motivate their strategy by appealing to perceived LLM's reasoning ability and, unexpectedly, propensity towards cooperation. Our findings provide foundational insights into the multi-player human-LLM interaction in simultaneous choice games, uncover heterogeneities in both subjects' behaviour and beliefs about LLM's play when playing against them, and suggest important implications for mechanism design in mixed human-LLM systems.
Chasing Moving Targets with Online Self-Play Reinforcement Learning for Safer Language Models
Conventional language model (LM) safety alignment relies on a reactive, disjoint procedure: attackers exploit a static model, followed by defensive fine-tuning to patch exposed vulnerabilities. This sequential approach creates a mismatch -- attackers overfit to obsolete defenses, while defenders perpetually lag behind emerging threats. To address this, we propose Self-RedTeam, an online self-play reinforcement learning algorithm where an attacker and defender agent co-evolve through continuous interaction. We cast safety alignment as a two-player zero-sum game, where a single model alternates between attacker and defender roles -- generating adversarial prompts and safeguarding against them -- while a reward LM adjudicates outcomes. This enables dynamic co-adaptation. Grounded in the game-theoretic framework of zero-sum games, we establish a theoretical safety guarantee which motivates the design of our method: if self-play converges to a Nash Equilibrium, the defender will reliably produce safe responses to any adversarial input. Empirically, Self-RedTeam uncovers more diverse attacks (+21.8% SBERT) compared to attackers trained against static defenders and achieves higher robustness on safety benchmarks (e.g., +65.5% on WildJailBreak) than defenders trained against static attackers. We further propose hidden Chain-of-Thought, allowing agents to plan privately, which boosts adversarial diversity and reduces over-refusals. Our results motivate a shift from reactive patching to proactive co-evolution in LM safety training, enabling scalable, autonomous, and robust self-improvement of LMs via multi-agent reinforcement learning (MARL).
NfgTransformer: Equivariant Representation Learning for Normal-form Games
Normal-form games (NFGs) are the fundamental model of strategic interaction. We study their representation using neural networks. We describe the inherent equivariance of NFGs -- any permutation of strategies describes an equivalent game -- as well as the challenges this poses for representation learning. We then propose the NfgTransformer architecture that leverages this equivariance, leading to state-of-the-art performance in a range of game-theoretic tasks including equilibrium-solving, deviation gain estimation and ranking, with a common approach to NFG representation. We show that the resulting model is interpretable and versatile, paving the way towards deep learning systems capable of game-theoretic reasoning when interacting with humans and with each other.
Abstracting Imperfect Information Away from Two-Player Zero-Sum Games
In their seminal work, Nayyar et al. (2013) showed that imperfect information can be abstracted away from common-payoff games by having players publicly announce their policies as they play. This insight underpins sound solvers and decision-time planning algorithms for common-payoff games. Unfortunately, a naive application of the same insight to two-player zero-sum games fails because Nash equilibria of the game with public policy announcements may not correspond to Nash equilibria of the original game. As a consequence, existing sound decision-time planning algorithms require complicated additional mechanisms that have unappealing properties. The main contribution of this work is showing that certain regularized equilibria do not possess the aforementioned non-correspondence problem -- thus, computing them can be treated as perfect-information problems. Because these regularized equilibria can be made arbitrarily close to Nash equilibria, our result opens the door to a new perspective to solving two-player zero-sum games and yields a simplified framework for decision-time planning in two-player zero-sum games, void of the unappealing properties that plague existing decision-time planning approaches.
Collective eXplainable AI: Explaining Cooperative Strategies and Agent Contribution in Multiagent Reinforcement Learning with Shapley Values
While Explainable Artificial Intelligence (XAI) is increasingly expanding more areas of application, little has been applied to make deep Reinforcement Learning (RL) more comprehensible. As RL becomes ubiquitous and used in critical and general public applications, it is essential to develop methods that make it better understood and more interpretable. This study proposes a novel approach to explain cooperative strategies in multiagent RL using Shapley values, a game theory concept used in XAI that successfully explains the rationale behind decisions taken by Machine Learning algorithms. Through testing common assumptions of this technique in two cooperation-centered socially challenging multi-agent environments environments, this article argues that Shapley values are a pertinent way to evaluate the contribution of players in a cooperative multi-agent RL context. To palliate the high overhead of this method, Shapley values are approximated using Monte Carlo sampling. Experimental results on Multiagent Particle and Sequential Social Dilemmas show that Shapley values succeed at estimating the contribution of each agent. These results could have implications that go beyond games in economics, (e.g., for non-discriminatory decision making, ethical and responsible AI-derived decisions or policy making under fairness constraints). They also expose how Shapley values only give general explanations about a model and cannot explain a single run, episode nor justify precise actions taken by agents. Future work should focus on addressing these critical aspects.
Novelty Search makes Evolvability Inevitable
Evolvability is an important feature that impacts the ability of evolutionary processes to find interesting novel solutions and to deal with changing conditions of the problem to solve. The estimation of evolvability is not straightforward and is generally too expensive to be directly used as selective pressure in the evolutionary process. Indirectly promoting evolvability as a side effect of other easier and faster to compute selection pressures would thus be advantageous. In an unbounded behavior space, it has already been shown that evolvable individuals naturally appear and tend to be selected as they are more likely to invade empty behavior niches. Evolvability is thus a natural byproduct of the search in this context. However, practical agents and environments often impose limits on the reach-able behavior space. How do these boundaries impact evolvability? In this context, can evolvability still be promoted without explicitly rewarding it? We show that Novelty Search implicitly creates a pressure for high evolvability even in bounded behavior spaces, and explore the reasons for such a behavior. More precisely we show that, throughout the search, the dynamic evaluation of novelty rewards individuals which are very mobile in the behavior space, which in turn promotes evolvability.
Explaining Reinforcement Learning with Shapley Values
For reinforcement learning systems to be widely adopted, their users must understand and trust them. We present a theoretical analysis of explaining reinforcement learning using Shapley values, following a principled approach from game theory for identifying the contribution of individual players to the outcome of a cooperative game. We call this general framework Shapley Values for Explaining Reinforcement Learning (SVERL). Our analysis exposes the limitations of earlier uses of Shapley values in reinforcement learning. We then develop an approach that uses Shapley values to explain agent performance. In a variety of domains, SVERL produces meaningful explanations that match and supplement human intuition.
LOQA: Learning with Opponent Q-Learning Awareness
In various real-world scenarios, interactions among agents often resemble the dynamics of general-sum games, where each agent strives to optimize its own utility. Despite the ubiquitous relevance of such settings, decentralized machine learning algorithms have struggled to find equilibria that maximize individual utility while preserving social welfare. In this paper we introduce Learning with Opponent Q-Learning Awareness (LOQA), a novel, decentralized reinforcement learning algorithm tailored to optimizing an agent's individual utility while fostering cooperation among adversaries in partially competitive environments. LOQA assumes the opponent samples actions proportionally to their action-value function Q. Experimental results demonstrate the effectiveness of LOQA at achieving state-of-the-art performance in benchmark scenarios such as the Iterated Prisoner's Dilemma and the Coin Game. LOQA achieves these outcomes with a significantly reduced computational footprint, making it a promising approach for practical multi-agent applications.
Solving Football by Exploiting Equilibrium Structure of 2p0s Differential Games with One-Sided Information
For a two-player imperfect-information extensive-form game (IIEFG) with K time steps and a player action space of size U, the game tree complexity is U^{2K}, causing existing IIEFG solvers to struggle with large or infinite (U,K), e.g., differential games with continuous action spaces. To partially address this scalability challenge, we focus on an important class of 2p0s games where the informed player (P1) knows the payoff while the uninformed player (P2) only has a belief over the set of I possible payoffs. Such games encompass a wide range of scenarios in sports, defense, cybersecurity, and finance. We prove that under mild conditions, P1's (resp. P2's) equilibrium strategy at any infostate concentrates on at most I (resp. I+1) action prototypes. When Ill U, this equilibrium structure causes the game tree complexity to collapse to I^K for P1 when P2 plays pure best responses, and (I+1)^K for P2 in a dual game where P1 plays pure best responses. We then show that exploiting this structure in standard learning modes, i.e., model-free multiagent reinforcement learning and model predictive control, is straightforward, leading to significant improvements in learning accuracy and efficiency from SOTA IIEFG solvers. Our demonstration solves a 22-player football game (K=10, U=infty) where the attacking team has to strategically conceal their intention until a critical moment in order to exploit information advantage. Code is available at https://github.com/ghimiremukesh/cams/tree/iclr
Emergent Cooperation in Quantum Multi-Agent Reinforcement Learning Using Communication
Emergent cooperation in classical Multi-Agent Reinforcement Learning has gained significant attention, particularly in the context of Sequential Social Dilemmas (SSDs). While classical reinforcement learning approaches have demonstrated capability for emergent cooperation, research on extending these methods to Quantum Multi-Agent Reinforcement Learning remains limited, particularly through communication. In this paper, we apply communication approaches to quantum Q-Learning agents: the Mutual Acknowledgment Token Exchange (MATE) protocol, its extension Mutually Endorsed Distributed Incentive Acknowledgment Token Exchange (MEDIATE), the peer rewarding mechanism Gifting, and Reinforced Inter-Agent Learning (RIAL). We evaluate these approaches in three SSDs: the Iterated Prisoner's Dilemma, Iterated Stag Hunt, and Iterated Game of Chicken. Our experimental results show that approaches using MATE with temporal-difference measure (MATETD), AutoMATE, MEDIATE-I, and MEDIATE-S achieved high cooperation levels across all dilemmas, demonstrating that communication is a viable mechanism for fostering emergent cooperation in Quantum Multi-Agent Reinforcement Learning.
Game-theoretic LLM: Agent Workflow for Negotiation Games
This paper investigates the rationality of large language models (LLMs) in strategic decision-making contexts, specifically within the framework of game theory. We evaluate several state-of-the-art LLMs across a spectrum of complete-information and incomplete-information games. Our findings reveal that LLMs frequently deviate from rational strategies, particularly as the complexity of the game increases with larger payoff matrices or deeper sequential trees. To address these limitations, we design multiple game-theoretic workflows that guide the reasoning and decision-making processes of LLMs. These workflows aim to enhance the models' ability to compute Nash Equilibria and make rational choices, even under conditions of uncertainty and incomplete information. Experimental results demonstrate that the adoption of these workflows significantly improves the rationality and robustness of LLMs in game-theoretic tasks. Specifically, with the workflow, LLMs exhibit marked improvements in identifying optimal strategies, achieving near-optimal allocations in negotiation scenarios, and reducing susceptibility to exploitation during negotiations. Furthermore, we explore the meta-strategic considerations of whether it is rational for agents to adopt such workflows, recognizing that the decision to use or forgo the workflow constitutes a game-theoretic issue in itself. Our research contributes to a deeper understanding of LLMs' decision-making capabilities in strategic contexts and provides insights into enhancing their rationality through structured workflows. The findings have implications for the development of more robust and strategically sound AI agents capable of navigating complex interactive environments. Code and data supporting this study are available at https://github.com/Wenyueh/game_theory.
Scalable Reinforcement Post-Training Beyond Static Human Prompts: Evolving Alignment via Asymmetric Self-Play
Current reinforcement learning (RL) frameworks for large language models (LLM) post-training typically assume a fixed prompt distribution, which is sub-optimal and bottlenecks scalability. Prior works have explored prompt evolving, but are often limited to the supervised fine-tuning stage, and prompts are sampled and evolved uniformly without signals. This empirical work presents a paradigm shift: Evolving Alignment via Asymmetric Self-Play (eva), that casts post-training as an infinite game with regret-based signals for 2 players: (i) a creator, who strategically samples and creates new informative prompts and (ii) a solver, who learns to produce preferred responses. eva is the first method that allows language models to adaptively create training prompts in both offline and online RL post-training. The design is simple, easy-to-use yet remarkably effective: eva sets a new SOTA on challenging benchmarks, without any extra human prompts, e.g. it boosts the win-rate of gemma-2-9b-it on Arena-Hard by 51.6% -> 60.1% for DPO and 52.6% -> 62.4% for RLOO, surpassing claude-3-opus and catching up to gemini-1.5-pro, both of which are orders of magnitude larger. Extensive experiments show eva can create effective RL curricula and is robust across ablations. We believe adaptively evolving prompts are key to designing the next-generation RL post-training scheme.
Model-Free Learning for Two-Player Zero-Sum Partially Observable Markov Games with Perfect Recall
We study the problem of learning a Nash equilibrium (NE) in an imperfect information game (IIG) through self-play. Precisely, we focus on two-player, zero-sum, episodic, tabular IIG under the perfect-recall assumption where the only feedback is realizations of the game (bandit feedback). In particular, the dynamic of the IIG is not known -- we can only access it by sampling or interacting with a game simulator. For this learning setting, we provide the Implicit Exploration Online Mirror Descent (IXOMD) algorithm. It is a model-free algorithm with a high-probability bound on the convergence rate to the NE of order 1/T where T is the number of played games. Moreover, IXOMD is computationally efficient as it needs to perform the updates only along the sampled trajectory.
Incentive Compatibility for AI Alignment in Sociotechnical Systems: Positions and Prospects
The burgeoning integration of artificial intelligence (AI) into human society brings forth significant implications for societal governance and safety. While considerable strides have been made in addressing AI alignment challenges, existing methodologies primarily focus on technical facets, often neglecting the intricate sociotechnical nature of AI systems, which can lead to a misalignment between the development and deployment contexts. To this end, we posit a new problem worth exploring: Incentive Compatibility Sociotechnical Alignment Problem (ICSAP). We hope this can call for more researchers to explore how to leverage the principles of Incentive Compatibility (IC) from game theory to bridge the gap between technical and societal components to maintain AI consensus with human societies in different contexts. We further discuss three classical game problems for achieving IC: mechanism design, contract theory, and Bayesian persuasion, in addressing the perspectives, potentials, and challenges of solving ICSAP, and provide preliminary implementation conceptions.
Regularized Evolution for Image Classifier Architecture Search
The effort devoted to hand-crafting neural network image classifiers has motivated the use of architecture search to discover them automatically. Although evolutionary algorithms have been repeatedly applied to neural network topologies, the image classifiers thus discovered have remained inferior to human-crafted ones. Here, we evolve an image classifier---AmoebaNet-A---that surpasses hand-designs for the first time. To do this, we modify the tournament selection evolutionary algorithm by introducing an age property to favor the younger genotypes. Matching size, AmoebaNet-A has comparable accuracy to current state-of-the-art ImageNet models discovered with more complex architecture-search methods. Scaled to larger size, AmoebaNet-A sets a new state-of-the-art 83.9% / 96.6% top-5 ImageNet accuracy. In a controlled comparison against a well known reinforcement learning algorithm, we give evidence that evolution can obtain results faster with the same hardware, especially at the earlier stages of the search. This is relevant when fewer compute resources are available. Evolution is, thus, a simple method to effectively discover high-quality architectures.
A Comprehensive Survey of Self-Evolving AI Agents: A New Paradigm Bridging Foundation Models and Lifelong Agentic Systems
Recent advances in large language models have sparked growing interest in AI agents capable of solving complex, real-world tasks. However, most existing agent systems rely on manually crafted configurations that remain static after deployment, limiting their ability to adapt to dynamic and evolving environments. To this end, recent research has explored agent evolution techniques that aim to automatically enhance agent systems based on interaction data and environmental feedback. This emerging direction lays the foundation for self-evolving AI agents, which bridge the static capabilities of foundation models with the continuous adaptability required by lifelong agentic systems. In this survey, we provide a comprehensive review of existing techniques for self-evolving agentic systems. Specifically, we first introduce a unified conceptual framework that abstracts the feedback loop underlying the design of self-evolving agentic systems. The framework highlights four key components: System Inputs, Agent System, Environment, and Optimisers, serving as a foundation for understanding and comparing different strategies. Based on this framework, we systematically review a wide range of self-evolving techniques that target different components of the agent system. We also investigate domain-specific evolution strategies developed for specialised fields such as biomedicine, programming, and finance, where optimisation objectives are tightly coupled with domain constraints. In addition, we provide a dedicated discussion on the evaluation, safety, and ethical considerations for self-evolving agentic systems, which are critical to ensuring their effectiveness and reliability. This survey aims to provide researchers and practitioners with a systematic understanding of self-evolving AI agents, laying the foundation for the development of more adaptive, autonomous, and lifelong agentic systems.
Lewis's Signaling Game as beta-VAE For Natural Word Lengths and Segments
As a sub-discipline of evolutionary and computational linguistics, emergent communication (EC) studies communication protocols, called emergent languages, arising in simulations where agents communicate. A key goal of EC is to give rise to languages that share statistical properties with natural languages. In this paper, we reinterpret Lewis's signaling game, a frequently used setting in EC, as beta-VAE and reformulate its objective function as ELBO. Consequently, we clarify the existence of prior distributions of emergent languages and show that the choice of the priors can influence their statistical properties. Specifically, we address the properties of word lengths and segmentation, known as Zipf's law of abbreviation (ZLA) and Harris's articulation scheme (HAS), respectively. It has been reported that the emergent languages do not follow them when using the conventional objective. We experimentally demonstrate that by selecting an appropriate prior distribution, more natural segments emerge, while suggesting that the conventional one prevents the languages from following ZLA and HAS.
From Natural Language to Extensive-Form Game Representations
We introduce a framework for translating game descriptions in natural language into extensive-form representations in game theory, leveraging Large Language Models (LLMs) and in-context learning. Given the varying levels of strategic complexity in games, such as perfect versus imperfect information, directly applying in-context learning would be insufficient. To address this, we introduce a two-stage framework with specialized modules to enhance in-context learning, enabling it to divide and conquer the problem effectively. In the first stage, we tackle the challenge of imperfect information by developing a module that identifies information sets along and the corresponding partial tree structure. With this information, the second stage leverages in-context learning alongside a self-debugging module to produce a complete extensive-form game tree represented using pygambit, the Python API of a recognized game-theoretic analysis tool called Gambit. Using this python representation enables the automation of tasks such as computing Nash equilibria directly from natural language descriptions. We evaluate the performance of the full framework, as well as its individual components, using various LLMs on games with different levels of strategic complexity. Our experimental results show that the framework significantly outperforms baseline models in generating accurate extensive-form games, with each module playing a critical role in its success.
Minimax Exploiter: A Data Efficient Approach for Competitive Self-Play
Recent advances in Competitive Self-Play (CSP) have achieved, or even surpassed, human level performance in complex game environments such as Dota 2 and StarCraft II using Distributed Multi-Agent Reinforcement Learning (MARL). One core component of these methods relies on creating a pool of learning agents -- consisting of the Main Agent, past versions of this agent, and Exploiter Agents -- where Exploiter Agents learn counter-strategies to the Main Agents. A key drawback of these approaches is the large computational cost and physical time that is required to train the system, making them impractical to deploy in highly iterative real-life settings such as video game productions. In this paper, we propose the Minimax Exploiter, a game theoretic approach to exploiting Main Agents that leverages knowledge of its opponents, leading to significant increases in data efficiency. We validate our approach in a diversity of settings, including simple turn based games, the arcade learning environment, and For Honor, a modern video game. The Minimax Exploiter consistently outperforms strong baselines, demonstrating improved stability and data efficiency, leading to a robust CSP-MARL method that is both flexible and easy to deploy.
Non cooperative Liquidity Games and their application to bond market trading
We present a new type of game, the Liquidity Game. We draw inspiration from the UK government bond market and apply game theoretic approaches to its analysis. In Liquidity Games, market participants (agents) use non-cooperative games where the players' utility is directly defined by the liquidity of the game itself, offering a paradigm shift in our understanding of market dynamics. Each player's utility is intricately linked to the liquidity generated within the game, making the utility endogenous and dynamic. Players are not just passive recipients of utility based on external factors but active participants whose strategies and actions collectively shape and are shaped by the liquidity of the market. This reflexivity introduces a level of complexity and realism previously unattainable in conventional models. We apply Liquidity Game theoretic approaches to a simple UK bond market interaction and present results for market design and strategic behavior of participants. We tackle one of the largest issues within this mechanism, namely what strategy should market makers utilize when uncertain about the type of market maker they are interacting with, and what structure might regulators wish to see.
Adapting to game trees in zero-sum imperfect information games
Imperfect information games (IIG) are games in which each player only partially observes the current game state. We study how to learn epsilon-optimal strategies in a zero-sum IIG through self-play with trajectory feedback. We give a problem-independent lower bound mathcal{O}(H(A_{X}+B_{Y})/epsilon^2) on the required number of realizations to learn these strategies with high probability, where H is the length of the game, A_{X} and B_{Y} are the total number of actions for the two players. We also propose two Follow the Regularized leader (FTRL) algorithms for this setting: Balanced FTRL which matches this lower bound, but requires the knowledge of the information set structure beforehand to define the regularization; and Adaptive FTRL which needs mathcal{O}(H^2(A_{X}+B_{Y})/epsilon^2) realizations without this requirement by progressively adapting the regularization to the observations.
Neural MMO: A Massively Multiagent Game Environment for Training and Evaluating Intelligent Agents
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human game genre of MMORPGs (Massively Multiplayer Online Role-Playing Games, a.k.a. MMOs), that aims to simulate this setting in microcosm. As with MMORPGs and the real world alike, our environment is persistent and supports a large and variable number of agents. Our environment is well suited to the study of large-scale multiagent interaction: it requires that agents learn robust combat and navigation policies in the presence of large populations attempting to do the same. Baseline experiments reveal that population size magnifies and incentivizes the development of skillful behaviors and results in agents that outcompete agents trained in smaller populations. We further show that the policies of agents with unshared weights naturally diverge to fill different niches in order to avoid competition.
An analytical framework for the Levine hats problem: new strategies, bounds and generalizations
We study the Levine hat problem, a classic combinatorial puzzle introduced by Lionel Levine in 2010. This problem involves a game in which n geq 2 players, each seeing an infinite stack of hats on each of their teammates' heads but not on their own, must simultaneously guess the index of a black hat on their own stack. If one of the players fails to do so, the team loses collectively. The players must therefore come up with a good strategy before the game starts. While the optimal winning probability V_{n} remains unknown even for n=2, we make three key advances. First, we develop a novel geometric framework for representing strategies through measurable functions, providing a new expression of V_{n} and a unified treatment of the game for finite and for infinite stacks via integral formulations. Secondly, we construct a new strategy K_{5} that reaches the conjectured optimal probability of victory : 0.35. We also show that K_{5} is part of a larger class of strategies that allow us to improve current bounds and resolve conjectured inequalities. Finally, we introduce and entirely solve a continuous generalization of the problem, demonstrating that extending to uncountable hat stacks increases the optimal winning probability to exactly 1/2. This generalization naturally leads to a broader and smoother strategic framework, within which we also describe how to compute optimal responses to a range of strategies.
Constrained Phi-Equilibria
The computational study of equilibria involving constraints on players' strategies has been largely neglected. However, in real-world applications, players are usually subject to constraints ruling out the feasibility of some of their strategies, such as, e.g., safety requirements and budget caps. Computational studies on constrained versions of the Nash equilibrium have lead to some results under very stringent assumptions, while finding constrained versions of the correlated equilibrium (CE) is still unexplored. In this paper, we introduce and computationally characterize constrained Phi-equilibria -- a more general notion than constrained CEs -- in normal-form games. We show that computing such equilibria is in general computationally intractable, and also that the set of the equilibria may not be convex, providing a sharp divide with unconstrained CEs. Nevertheless, we provide a polynomial-time algorithm for computing a constrained (approximate) Phi-equilibrium maximizing a given linear function, when either the number of constraints or that of players' actions is fixed. Moreover, in the special case in which a player's constraints do not depend on other players' strategies, we show that an exact, function-maximizing equilibrium can be computed in polynomial time, while one (approximate) equilibrium can be found with an efficient decentralized no-regret learning algorithm.
Online Mechanism Design for Information Acquisition
We study the problem of designing mechanisms for information acquisition scenarios. This setting models strategic interactions between an uniformed receiver and a set of informed senders. In our model the senders receive information about the underlying state of nature and communicate their observation (either truthfully or not) to the receiver, which, based on this information, selects an action. Our goal is to design mechanisms maximizing the receiver's utility while incentivizing the senders to report truthfully their information. First, we provide an algorithm that efficiently computes an optimal incentive compatible (IC) mechanism. Then, we focus on the online problem in which the receiver sequentially interacts in an unknown game, with the objective of minimizing the cumulative regret w.r.t. the optimal IC mechanism, and the cumulative violation of the incentive compatibility constraints. We investigate two different online scenarios, i.e., the full and bandit feedback settings. For the full feedback problem, we propose an algorithm that guarantees mathcal O(sqrt T) regret and violation, while for the bandit feedback setting we present an algorithm that attains mathcal O(T^{alpha}) regret and mathcal O(T^{1-alpha/2}) violation for any alphain[1/2, 1]. Finally, we complement our results providing a tight lower bound.
NeuPL: Neural Population Learning
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This iterative approach suffers from two issues in real-world games: a) under finite budget, approximate best-response operators at each iteration needs truncating, resulting in under-trained good-responses populating the population; b) repeated learning of basic skills at each iteration is wasteful and becomes intractable in the presence of increasingly strong opponents. In this work, we propose Neural Population Learning (NeuPL) as a solution to both issues. NeuPL offers convergence guarantees to a population of best-responses under mild assumptions. By representing a population of policies within a single conditional model, NeuPL enables transfer learning across policies. Empirically, we show the generality, improved performance and efficiency of NeuPL across several test domains. Most interestingly, we show that novel strategies become more accessible, not less, as the neural population expands.
A Survey of Self-Evolving Agents: On Path to Artificial Super Intelligence
Large Language Models (LLMs) have demonstrated strong capabilities but remain fundamentally static, unable to adapt their internal parameters to novel tasks, evolving knowledge domains, or dynamic interaction contexts. As LLMs are increasingly deployed in open-ended, interactive environments, this static nature has become a critical bottleneck, necessitating agents that can adaptively reason, act, and evolve in real time. This paradigm shift -- from scaling static models to developing self-evolving agents -- has sparked growing interest in architectures and methods enabling continual learning and adaptation from data, interactions, and experiences. This survey provides the first systematic and comprehensive review of self-evolving agents, organized around three foundational dimensions -- what to evolve, when to evolve, and how to evolve. We examine evolutionary mechanisms across agent components (e.g., models, memory, tools, architecture), categorize adaptation methods by stages (e.g., intra-test-time, inter-test-time), and analyze the algorithmic and architectural designs that guide evolutionary adaptation (e.g., scalar rewards, textual feedback, single-agent and multi-agent systems). Additionally, we analyze evaluation metrics and benchmarks tailored for self-evolving agents, highlight applications in domains such as coding, education, and healthcare, and identify critical challenges and research directions in safety, scalability, and co-evolutionary dynamics. By providing a structured framework for understanding and designing self-evolving agents, this survey establishes a roadmap for advancing adaptive agentic systems in both research and real-world deployments, ultimately shedding lights to pave the way for the realization of Artificial Super Intelligence (ASI), where agents evolve autonomously, performing at or beyond human-level intelligence across a wide array of tasks.
EvoCorps: An Evolutionary Multi-Agent Framework for Depolarizing Online Discourse
Polarization in online discourse erodes social trust and accelerates misinformation, yet technical responses remain largely diagnostic and post-hoc. Current governance approaches suffer from inherent latency and static policies, struggling to counter coordinated adversarial amplification that evolves in real-time. We present EvoCorps, an evolutionary multi-agent framework for proactive depolarization. EvoCorps frames discourse governance as a dynamic social game and coordinates roles for monitoring, planning, grounded generation, and multi-identity diffusion. A retrieval-augmented collective cognition core provides factual grounding and action--outcome memory, while closed-loop evolutionary learning adapts strategies as the environment and attackers change. We implement EvoCorps on the MOSAIC social-AI simulation platform for controlled evaluation in a multi-source news stream with adversarial injection and amplification. Across emotional polarization, viewpoint extremity, and argumentative rationality, EvoCorps improves discourse outcomes over an adversarial baseline, pointing to a practical path from detection and post-hoc mitigation to in-process, closed-loop intervention. The code is available at https://github.com/ln2146/EvoCorps.
Are ChatGPT and GPT-4 Good Poker Players? -- A Pre-Flop Analysis
Since the introduction of ChatGPT and GPT-4, these models have been tested across a large number of tasks. Their adeptness across domains is evident, but their aptitude in playing games, and specifically their aptitude in the realm of poker has remained unexplored. Poker is a game that requires decision making under uncertainty and incomplete information. In this paper, we put ChatGPT and GPT-4 through the poker test and evaluate their poker skills. Our findings reveal that while both models display an advanced understanding of poker, encompassing concepts like the valuation of starting hands, playing positions and other intricacies of game theory optimal (GTO) poker, both ChatGPT and GPT-4 are NOT game theory optimal poker players. Profitable strategies in poker are evaluated in expectations over large samples. Through a series of experiments, we first discover the characteristics of optimal prompts and model parameters for playing poker with these models. Our observations then unveil the distinct playing personas of the two models. We first conclude that GPT-4 is a more advanced poker player than ChatGPT. This exploration then sheds light on the divergent poker tactics of the two models: ChatGPT's conservativeness juxtaposed against GPT-4's aggression. In poker vernacular, when tasked to play GTO poker, ChatGPT plays like a nit, which means that it has a propensity to only engage with premium hands and folds a majority of hands. When subjected to the same directive, GPT-4 plays like a maniac, showcasing a loose and aggressive style of play. Both strategies, although relatively advanced, are not game theory optimal.
Instigating Cooperation among LLM Agents Using Adaptive Information Modulation
This paper introduces a novel framework combining LLM agents as proxies for human strategic behavior with reinforcement learning (RL) to engage these agents in evolving strategic interactions within team environments. Our approach extends traditional agent-based simulations by using strategic LLM agents (SLA) and introducing dynamic and adaptive governance through a pro-social promoting RL agent (PPA) that modulates information access across agents in a network, optimizing social welfare and promoting pro-social behavior. Through validation in iterative games, including the prisoner dilemma, we demonstrate that SLA agents exhibit nuanced strategic adaptations. The PPA agent effectively learns to adjust information transparency, resulting in enhanced cooperation rates. This framework offers significant insights into AI-mediated social dynamics, contributing to the deployment of AI in real-world team settings.
Monopoly Deal: A Benchmark Environment for Bounded One-Sided Response Games
Card games are widely used to study sequential decision-making under uncertainty, with real-world analogues in negotiation, finance, and cybersecurity. These games typically fall into three categories based on the flow of control: strictly sequential (players alternate single actions), deterministic response (some actions trigger a fixed outcome), and unbounded reciprocal response (alternating counterplays are permitted). A less-explored but strategically rich structure is the bounded one-sided response, where a player's action briefly transfers control to the opponent, who must satisfy a fixed condition through one or more moves before the turn resolves. We term games featuring this mechanism Bounded One-Sided Response Games (BORGs). We introduce a modified version of Monopoly Deal as a benchmark environment that isolates this dynamic, where a Rent action forces the opponent to choose payment assets. The gold-standard algorithm, Counterfactual Regret Minimization (CFR), converges on effective strategies without novel algorithmic extensions. A lightweight full-stack research platform unifies the environment, a parallelized CFR runtime, and a human-playable web interface. The trained CFR agent and source code are available at https://monopolydeal.ai.
Investigating the Impact of Direct Punishment on the Emergence of Cooperation in Multi-Agent Reinforcement Learning Systems
Solving the problem of cooperation is fundamentally important for the creation and maintenance of functional societies. Problems of cooperation are omnipresent within human society, with examples ranging from navigating busy road junctions to negotiating treaties. As the use of AI becomes more pervasive throughout society, the need for socially intelligent agents capable of navigating these complex cooperative dilemmas is becoming increasingly evident. Direct punishment is a ubiquitous social mechanism that has been shown to foster the emergence of cooperation in both humans and non-humans. In the natural world, direct punishment is often strongly coupled with partner selection and reputation and used in conjunction with third-party punishment. The interactions between these mechanisms could potentially enhance the emergence of cooperation within populations. However, no previous work has evaluated the learning dynamics and outcomes emerging from Multi-Agent Reinforcement Learning (MARL) populations that combine these mechanisms. This paper addresses this gap. It presents a comprehensive analysis and evaluation of the behaviors and learning dynamics associated with direct punishment, third-party punishment, partner selection, and reputation. Finally, we discuss the implications of using these mechanisms on the design of cooperative AI systems.
Risk-Averse Reinforcement Learning with Itakura-Saito Loss
Risk-averse reinforcement learning finds application in various high-stakes fields. Unlike classical reinforcement learning, which aims to maximize expected returns, risk-averse agents choose policies that minimize risk, occasionally sacrificing expected value. These preferences can be framed through utility theory. We focus on the specific case of the exponential utility function, where we can derive the Bellman equations and employ various reinforcement learning algorithms with few modifications. However, these methods suffer from numerical instability due to the need for exponent computation throughout the process. To address this, we introduce a numerically stable and mathematically sound loss function based on the Itakura-Saito divergence for learning state-value and action-value functions. We evaluate our proposed loss function against established alternatives, both theoretically and empirically. In the experimental section, we explore multiple financial scenarios, some with known analytical solutions, and show that our loss function outperforms the alternatives.
Optimistic Games for Combinatorial Bayesian Optimization with Application to Protein Design
Bayesian optimization (BO) is a powerful framework to optimize black-box expensive-to-evaluate functions via sequential interactions. In several important problems (e.g. drug discovery, circuit design, neural architecture search, etc.), though, such functions are defined over large combinatorial and unstructured spaces. This makes existing BO algorithms not feasible due to the intractable maximization of the acquisition function over these domains. To address this issue, we propose GameOpt, a novel game-theoretical approach to combinatorial BO. GameOpt establishes a cooperative game between the different optimization variables, and selects points that are game equilibria of an upper confidence bound acquisition function. These are stable configurations from which no variable has an incentive to deviate- analog to local optima in continuous domains. Crucially, this allows us to efficiently break down the complexity of the combinatorial domain into individual decision sets, making GameOpt scalable to large combinatorial spaces. We demonstrate the application of GameOpt to the challenging protein design problem and validate its performance on four real-world protein datasets. Each protein can take up to 20^{X} possible configurations, where X is the length of a protein, making standard BO methods infeasible. Instead, our approach iteratively selects informative protein configurations and very quickly discovers highly active protein variants compared to other baselines.
Online Learning in Stackelberg Games with an Omniscient Follower
We study the problem of online learning in a two-player decentralized cooperative Stackelberg game. In each round, the leader first takes an action, followed by the follower who takes their action after observing the leader's move. The goal of the leader is to learn to minimize the cumulative regret based on the history of interactions. Differing from the traditional formulation of repeated Stackelberg games, we assume the follower is omniscient, with full knowledge of the true reward, and that they always best-respond to the leader's actions. We analyze the sample complexity of regret minimization in this repeated Stackelberg game. We show that depending on the reward structure, the existence of the omniscient follower may change the sample complexity drastically, from constant to exponential, even for linear cooperative Stackelberg games. This poses unique challenges for the learning process of the leader and the subsequent regret analysis.
TiZero: Mastering Multi-Agent Football with Curriculum Learning and Self-Play
Multi-agent football poses an unsolved challenge in AI research. Existing work has focused on tackling simplified scenarios of the game, or else leveraging expert demonstrations. In this paper, we develop a multi-agent system to play the full 11 vs. 11 game mode, without demonstrations. This game mode contains aspects that present major challenges to modern reinforcement learning algorithms; multi-agent coordination, long-term planning, and non-transitivity. To address these challenges, we present TiZero; a self-evolving, multi-agent system that learns from scratch. TiZero introduces several innovations, including adaptive curriculum learning, a novel self-play strategy, and an objective that optimizes the policies of multiple agents jointly. Experimentally, it outperforms previous systems by a large margin on the Google Research Football environment, increasing win rates by over 30%. To demonstrate the generality of TiZero's innovations, they are assessed on several environments beyond football; Overcooked, Multi-agent Particle-Environment, Tic-Tac-Toe and Connect-Four.
Transformer Guided Coevolution: Improved Team Formation in Multiagent Adversarial Games
We consider the problem of team formation within multiagent adversarial games. We propose BERTeam, a novel algorithm that uses a transformer-based deep neural network with Masked Language Model training to select the best team of players from a trained population. We integrate this with coevolutionary deep reinforcement learning, which trains a diverse set of individual players to choose teams from. We test our algorithm in the multiagent adversarial game Marine Capture-The-Flag, and we find that BERTeam learns non-trivial team compositions that perform well against unseen opponents. For this game, we find that BERTeam outperforms MCAA, an algorithm that similarly optimizes team formation.
Multiplayer Nash Preference Optimization
Reinforcement learning from human feedback (RLHF) has emerged as the standard paradigm for aligning large language models (LLMs) with human preferences. However, reward-based methods built on the Bradley-Terry assumption struggle to capture the non-transitive and heterogeneous nature of real-world preferences. To address this, recent studies have reframed alignment as a two-player Nash game, giving rise to Nash learning from human feedback (NLHF). While this perspective has inspired algorithms such as INPO, ONPO, and EGPO with strong theoretical and empirical guarantees, they remain fundamentally restricted to two-player interactions, creating a single-opponent bias that fails to capture the full complexity of realistic preference structures. In this work, we introduce Multiplayer Nash Preference Optimization (MNPO), a novel framework that generalizes NLHF to the multiplayer regime. It formulates alignment as an n-player game, where each policy competes against a population of opponents while being regularized toward a reference model. Our framework establishes well-defined Nash equilibria in multiplayer settings and extends the concept of duality gap to quantify approximation quality. We demonstrate that MNPO inherits the equilibrium guarantees of two-player methods while enabling richer competitive dynamics and improved coverage of diverse preference structures. Through comprehensive empirical evaluation, we show that MNPO consistently outperforms existing NLHF baselines on instruction-following benchmarks, achieving superior alignment quality under heterogeneous annotator conditions and mixed-policy evaluation scenarios. Together, these results establish MNPO as a principled and scalable framework for aligning LLMs with complex, non-transitive human preferences. Code is available at https://github.com/smiles724/MNPO.
Mechanisms that play a game, not toss a coin
Randomized mechanisms can have good normative properties compared to their deterministic counterparts. However, randomized mechanisms are problematic in several ways such as in their verifiability. We propose here to derandomize such mechanisms by having agents play a game instead of tossing a coin. The game is designed so an agent's best action is to play randomly, and this play then injects ``randomness'' into the mechanism. This derandomization retains many of the good normative properties of the original randomized mechanism but gives a mechanism that is deterministic and easy, for instance, to audit. We consider three related methods to derandomize randomized mechanism in six different domains: voting, facility location, task allocation, school choice, peer selection, and resource allocation. We propose a number of novel derandomized mechanisms for these six domains with good normative properties. Each mechanism has a mixed Nash equilibrium in which agents play a modular arithmetic game with an uniform mixed strategy. In all but one mixed Nash equilibrium, agents report their preferences over the original problem sincerely. The derandomized methods are thus ``quasi-strategy proof''. In one domain, we additionally show that a new and desirable normative property emerges as a result of derandomization.
Reward Design for Justifiable Sequential Decision-Making
Equipping agents with the capacity to justify made decisions using supporting evidence represents a cornerstone of accountable decision-making. Furthermore, ensuring that justifications are in line with human expectations and societal norms is vital, especially in high-stakes situations such as healthcare. In this work, we propose the use of a debate-based reward model for reinforcement learning agents, where the outcome of a zero-sum debate game quantifies the justifiability of a decision in a particular state. This reward model is then used to train a justifiable policy, whose decisions can be more easily corroborated with supporting evidence. In the debate game, two argumentative agents take turns providing supporting evidence for two competing decisions. Given the proposed evidence, a proxy of a human judge evaluates which decision is better justified. We demonstrate the potential of our approach in learning policies for prescribing and justifying treatment decisions of septic patients. We show that augmenting the reward with the feedback signal generated by the debate-based reward model yields policies highly favored by the judge when compared to the policy obtained solely from the environment rewards, while hardly sacrificing any performance. Moreover, in terms of the overall performance and justifiability of trained policies, the debate-based feedback is comparable to the feedback obtained from an ideal judge proxy that evaluates decisions using the full information encoded in the state. This suggests that the debate game outputs key information contained in states that is most relevant for evaluating decisions, which in turn substantiates the practicality of combining our approach with human-in-the-loop evaluations. Lastly, we showcase that agents trained via multi-agent debate learn to propose evidence that is resilient to refutations and closely aligns with human preferences.
Evolution and The Knightian Blindspot of Machine Learning
This paper claims that machine learning (ML) largely overlooks an important facet of general intelligence: robustness to a qualitatively unknown future in an open world. Such robustness relates to Knightian uncertainty (KU) in economics, i.e. uncertainty that cannot be quantified, which is excluded from consideration in ML's key formalisms. This paper aims to identify this blind spot, argue its importance, and catalyze research into addressing it, which we believe is necessary to create truly robust open-world AI. To help illuminate the blind spot, we contrast one area of ML, reinforcement learning (RL), with the process of biological evolution. Despite staggering ongoing progress, RL still struggles in open-world situations, often failing under unforeseen situations. For example, the idea of zero-shot transferring a self-driving car policy trained only in the US to the UK currently seems exceedingly ambitious. In dramatic contrast, biological evolution routinely produces agents that thrive within an open world, sometimes even to situations that are remarkably out-of-distribution (e.g. invasive species; or humans, who do undertake such zero-shot international driving). Interestingly, evolution achieves such robustness without explicit theory, formalisms, or mathematical gradients. We explore the assumptions underlying RL's typical formalisms, showing how they limit RL's engagement with the unknown unknowns characteristic of an ever-changing complex world. Further, we identify mechanisms through which evolutionary processes foster robustness to novel and unpredictable challenges, and discuss potential pathways to algorithmically embody them. The conclusion is that the intriguing remaining fragility of ML may result from blind spots in its formalisms, and that significant gains may result from direct confrontation with the challenge of KU.
Do Large Language Models Learn Human-Like Strategic Preferences?
In this paper, we evaluate whether LLMs learn to make human-like preference judgements in strategic scenarios as compared with known empirical results. Solar and Mistral are shown to exhibit stable value-based preference consistent with humans and exhibit human-like preference for cooperation in the prisoner's dilemma (including stake-size effect) and traveler's dilemma (including penalty-size effect). We establish a relationship between model size, value-based preference, and superficiality. Finally, results here show that models tending to be less brittle have relied on sliding window attention suggesting a potential link. Additionally, we contribute a novel method for constructing preference relations from arbitrary LLMs and support for a hypothesis regarding human behavior in the traveler's dilemma.
Learning to Balance Altruism and Self-interest Based on Empathy in Mixed-Motive Games
Real-world multi-agent scenarios often involve mixed motives, demanding altruistic agents capable of self-protection against potential exploitation. However, existing approaches often struggle to achieve both objectives. In this paper, based on that empathic responses are modulated by inferred social relationships between agents, we propose LASE Learning to balance Altruism and Self-interest based on Empathy), a distributed multi-agent reinforcement learning algorithm that fosters altruistic cooperation through gifting while avoiding exploitation by other agents in mixed-motive games. LASE allocates a portion of its rewards to co-players as gifts, with this allocation adapting dynamically based on the social relationship -- a metric evaluating the friendliness of co-players estimated by counterfactual reasoning. In particular, social relationship measures each co-player by comparing the estimated Q-function of current joint action to a counterfactual baseline which marginalizes the co-player's action, with its action distribution inferred by a perspective-taking module. Comprehensive experiments are performed in spatially and temporally extended mixed-motive games, demonstrating LASE's ability to promote group collaboration without compromising fairness and its capacity to adapt policies to various types of interactive co-players.
Bridging adaptive management and reinforcement learning for more robust decisions
From out-competing grandmasters in chess to informing high-stakes healthcare decisions, emerging methods from artificial intelligence are increasingly capable of making complex and strategic decisions in diverse, high-dimensional, and uncertain situations. But can these methods help us devise robust strategies for managing environmental systems under great uncertainty? Here we explore how reinforcement learning, a subfield of artificial intelligence, approaches decision problems through a lens similar to adaptive environmental management: learning through experience to gradually improve decisions with updated knowledge. We review where reinforcement learning (RL) holds promise for improving evidence-informed adaptive management decisions even when classical optimization methods are intractable. For example, model-free deep RL might help identify quantitative decision strategies even when models are nonidentifiable. Finally, we discuss technical and social issues that arise when applying reinforcement learning to adaptive management problems in the environmental domain. Our synthesis suggests that environmental management and computer science can learn from one another about the practices, promises, and perils of experience-based decision-making.
Mathematical exploration and discovery at scale
AlphaEvolve is a generic evolutionary coding agent that combines the generative capabilities of LLMs with automated evaluation in an iterative evolutionary framework that proposes, tests, and refines algorithmic solutions to challenging scientific and practical problems. In this paper we showcase AlphaEvolve as a tool for autonomously discovering novel mathematical constructions and advancing our understanding of long-standing open problems. To demonstrate its breadth, we considered a list of 67 problems spanning mathematical analysis, combinatorics, geometry, and number theory. The system rediscovered the best known solutions in most of the cases and discovered improved solutions in several. In some instances, AlphaEvolve is also able to generalize results for a finite number of input values into a formula valid for all input values. Furthermore, we are able to combine this methodology with Deep Think and AlphaProof in a broader framework where the additional proof-assistants and reasoning systems provide automated proof generation and further mathematical insights. These results demonstrate that large language model-guided evolutionary search can autonomously discover mathematical constructions that complement human intuition, at times matching or even improving the best known results, highlighting the potential for significant new ways of interaction between mathematicians and AI systems. We present AlphaEvolve as a powerful new tool for mathematical discovery, capable of exploring vast search spaces to solve complex optimization problems at scale, often with significantly reduced requirements on preparation and computation time.
Agent Alignment in Evolving Social Norms
Agents based on Large Language Models (LLMs) are increasingly permeating various domains of human production and life, highlighting the importance of aligning them with human values. The current alignment of AI systems primarily focuses on passively aligning LLMs through human intervention. However, agents possess characteristics like receiving environmental feedback and self-evolution, rendering the LLM alignment methods inadequate. In response, we propose an evolutionary framework for agent evolution and alignment, named EvolutionaryAgent, which transforms agent alignment into a process of evolution and selection under the principle of survival of the fittest. In an environment where social norms continuously evolve, agents better adapted to the current social norms will have a higher probability of survival and proliferation, while those inadequately aligned dwindle over time. Experimental results assessing the agents from multiple perspectives in aligning with social norms demonstrate that EvolutionaryAgent can align progressively better with the evolving social norms while maintaining its proficiency in general tasks. Effectiveness tests conducted on various open and closed-source LLMs as the foundation for agents also prove the applicability of our approach.
GenEnv: Difficulty-Aligned Co-Evolution Between LLM Agents and Environment Simulators
Training capable Large Language Model (LLM) agents is critically bottlenecked by the high cost and static nature of real-world interaction data. We address this by introducing GenEnv, a framework that establishes a difficulty-aligned co-evolutionary game between an agent and a scalable, generative environment simulator. Unlike traditional methods that evolve models on static datasets, GenEnv instantiates a dataevolving: the simulator acts as a dynamic curriculum policy, continuously generating tasks specifically tailored to the agent's ``zone of proximal development''. This process is guided by a simple but effective α-Curriculum Reward, which aligns task difficulty with the agent's current capabilities. We evaluate GenEnv on five benchmarks, including API-Bank, ALFWorld, BFCL, Bamboogle, and TravelPlanner. Across these tasks, GenEnv improves agent performance by up to +40.3\% over 7B baselines and matches or exceeds the average performance of larger models. Compared to Gemini 2.5 Pro-based offline data augmentation, GenEnv achieves better performance while using 3.3times less data. By shifting from static supervision to adaptive simulation, GenEnv provides a data-efficient pathway for scaling agent capabilities.
Approximating Nash Equilibria in Normal-Form Games via Stochastic Optimization
We propose the first loss function for approximate Nash equilibria of normal-form games that is amenable to unbiased Monte Carlo estimation. This construction allows us to deploy standard non-convex stochastic optimization techniques for approximating Nash equilibria, resulting in novel algorithms with provable guarantees. We complement our theoretical analysis with experiments demonstrating that stochastic gradient descent can outperform previous state-of-the-art approaches.
Who Needs to Know? Minimal Knowledge for Optimal Coordination
To optimally coordinate with others in cooperative games, it is often crucial to have information about one's collaborators: successful driving requires understanding which side of the road to drive on. However, not every feature of collaborators is strategically relevant: the fine-grained acceleration of drivers may be ignored while maintaining optimal coordination. We show that there is a well-defined dichotomy between strategically relevant and irrelevant information. Moreover, we show that, in dynamic games, this dichotomy has a compact representation that can be efficiently computed via a Bellman backup operator. We apply this algorithm to analyze the strategically relevant information for tasks in both a standard and a partially observable version of the Overcooked environment. Theoretical and empirical results show that our algorithms are significantly more efficient than baselines. Videos are available at https://minknowledge.github.io.
Proportional Fairness in Obnoxious Facility Location
We consider the obnoxious facility location problem (in which agents prefer the facility location to be far from them) and propose a hierarchy of distance-based proportional fairness concepts for the problem. These fairness axioms ensure that groups of agents at the same location are guaranteed to be a distance from the facility proportional to their group size. We consider deterministic and randomized mechanisms, and compute tight bounds on the price of proportional fairness. In the deterministic setting, we show that our proportional fairness axioms are incompatible with strategyproofness, and prove asymptotically tight epsilon-price of anarchy and stability bounds for proportionally fair welfare-optimal mechanisms. In the randomized setting, we identify proportionally fair and strategyproof mechanisms that give an expected welfare within a constant factor of the optimal welfare. Finally, we prove existence results for two extensions to our model.
Game-Theoretic and Reinforcement Learning-Based Cluster Head Selection for Energy-Efficient Wireless Sensor Network
Energy in Wireless Sensor Networks (WSNs) is critical to network lifetime and data delivery. However, the primary impediment to the durability and dependability of these sensor nodes is their short battery life. Currently, power-saving algorithms such as clustering and routing algorithms have improved energy efficiency in standard protocols. This paper proposes a clustering-based routing approach for creating an adaptive, energy-efficient mechanism. Our system employs a multi-step clustering strategy to select dynamic cluster heads (CH) with optimal energy distribution. We use Game Theory (GT) and Reinforcement Learning (RL) to optimize resource utilization. Modeling the network as a multi-agent RL problem using GT principles allows for self-clustering while optimizing sensor lifetime and energy balance. The proposed AI-powered CH-Finding algorithm improves network efficiency by preventing premature energy depletion in specific nodes while also ensuring uniform energy usage across the network. Our solution enables controlled power consumption, resulting in a deterministic network lifetime. This predictability lowers maintenance costs by reducing the need for node replacement. Furthermore, our proposed method prevents sensor nodes from disconnecting from the network by designating the sensor with the highest charge as an intermediary and using single-hop routing. This approach improves the energy efficiency and stability of Wireless Sensor Network (WSN) deployments.
Optimizing Mario Adventures in a Constrained Environment
This project proposes and compares a new way to optimise Super Mario Bros. (SMB) environment where the control is in hand of two approaches, namely, Genetic Algorithm (MarioGA) and NeuroEvolution (MarioNE). Not only we learn playing SMB using these techniques, but also optimise it with constrains of collection of coins and finishing levels. Firstly, we formalise the SMB agent to maximize the total value of collected coins (reward) and maximising the total distance traveled (reward) in order to finish the level faster (time penalty) for both the algorithms. Secondly, we study MarioGA and its evaluation function (fitness criteria) including its representation methods, crossover used, mutation operator formalism, selection method used, MarioGA loop, and few other parameters. Thirdly, MarioNE is applied on SMB where a population of ANNs with random weights is generated, and these networks control Marios actions in the game. Fourth, SMB is further constrained to complete the task within the specified time, rebirths (deaths) within the limit, and performs actions or moves within the maximum allowed moves, while seeking to maximize the total coin value collected. This ensures an efficient way of finishing SMB levels. Finally, we provide a fivefold comparative analysis by plotting fitness plots, ability to finish different levels of world 1, and domain adaptation (transfer learning) of the trained models.
EvoAgent: Towards Automatic Multi-Agent Generation via Evolutionary Algorithms
The rise of powerful large language models (LLMs) has spurred a new trend in building LLM-based autonomous agents for solving complex tasks, especially multi-agent systems. Despite the remarkable progress, we notice that existing works are heavily dependent on human-designed frameworks, which greatly limits the functional scope and scalability of agent systems. How to automatically extend the specialized agent to multi-agent systems to improve task-solving capability still remains a significant challenge. In this paper, we introduce EvoAgent, a generic method to automatically extend expert agents to multi-agent systems via the evolutionary algorithm, thereby improving the effectiveness of LLM-based agents in solving tasks. Specifically, we consider the existing agent frameworks as the initial individual and then apply a series of evolutionary operators (e.g., mutation, crossover, selection, etc.) to generate multiple agents with diverse agent settings. EvoAgent can be generalized to any LLM-based agent framework, and can automatically extend the existing agent framework to multi-agent systems without any extra human designs. Experimental results across various tasks have shown that EvoAgent can automatically generate multiple expert agents and significantly enhance the task-solving capabilities of LLM-based agents.
Efficacy of Language Model Self-Play in Non-Zero-Sum Games
Game-playing agents like AlphaGo have achieved superhuman performance through self-play, which is theoretically guaranteed to yield optimal policies in competitive games. However, most language tasks are partially or fully cooperative, so it is an open question whether techniques like self-play can effectively be used to improve language models. We empirically investigate this question in a negotiation game setting known as Deal or No Deal (DoND). Crucially, the objective in DoND can be modified to produce a fully cooperative game, a strictly competitive one, or anything in between. We finetune language models in self-play over multiple rounds of filtered behavior cloning in DoND for each of these objectives. Contrary to expectations, we find that language model self-play leads to significant performance gains in both cooperation and competition with humans, suggesting that self-play and related techniques have promise despite a lack of theoretical guarantees.
Learning Robust Social Strategies with Large Language Models
As agentic AI becomes more widespread, agents with distinct and possibly conflicting goals will interact in complex ways. These multi-agent interactions pose a fundamental challenge, particularly in social dilemmas, where agents' individual incentives can undermine collective welfare. While reinforcement learning (RL) has been effective for aligning large language models (LLMs) in the single-agent regime, prior small-network results suggest that standard RL in multi-agent settings often converges to defecting, self-interested policies. We show the same effect in LLMs: despite cooperative priors, RL-trained LLM agents develop opportunistic behavior that can exploit even advanced closed-source models. To address this tendency of RL to converge to poor equilibria, we adapt a recent opponent-learning awareness algorithm, Advantage Alignment, to fine-tune LLMs toward multi-agent cooperation and non-exploitability. We then introduce a group-relative baseline that simplifies advantage computation in iterated games, enabling multi-agent training at LLM scale. We also contribute a novel social dilemma environment, Trust-and-Split, which requires natural language communication to achieve high collective welfare. Across a wide range of social dilemmas, policies learned with Advantage Alignment achieve higher collective payoffs while remaining robust against exploitation by greedy agents. We release all of our code to support future work on multi-agent RL training for LLMs.
Axioms for AI Alignment from Human Feedback
In the context of reinforcement learning from human feedback (RLHF), the reward function is generally derived from maximum likelihood estimation of a random utility model based on pairwise comparisons made by humans. The problem of learning a reward function is one of preference aggregation that, we argue, largely falls within the scope of social choice theory. From this perspective, we can evaluate different aggregation methods via established axioms, examining whether these methods meet or fail well-known standards. We demonstrate that both the Bradley-Terry-Luce Model and its broad generalizations fail to meet basic axioms. In response, we develop novel rules for learning reward functions with strong axiomatic guarantees. A key innovation from the standpoint of social choice is that our problem has a linear structure, which greatly restricts the space of feasible rules and leads to a new paradigm that we call linear social choice.
Domain Adversarial Training: A Game Perspective
The dominant line of work in domain adaptation has focused on learning invariant representations using domain-adversarial training. In this paper, we interpret this approach from a game theoretical perspective. Defining optimal solutions in domain-adversarial training as a local Nash equilibrium, we show that gradient descent in domain-adversarial training can violate the asymptotic convergence guarantees of the optimizer, oftentimes hindering the transfer performance. Our analysis leads us to replace gradient descent with high-order ODE solvers (i.e., Runge-Kutta), for which we derive asymptotic convergence guarantees. This family of optimizers is significantly more stable and allows more aggressive learning rates, leading to high performance gains when used as a drop-in replacement over standard optimizers. Our experiments show that in conjunction with state-of-the-art domain-adversarial methods, we achieve up to 3.5% improvement with less than of half training iterations. Our optimizers are easy to implement, free of additional parameters, and can be plugged into any domain-adversarial framework.
Human-Level Competitive Pokémon via Scalable Offline Reinforcement Learning with Transformers
Competitive Pok\'emon Singles (CPS) is a popular strategy game where players learn to exploit their opponent based on imperfect information in battles that can last more than one hundred stochastic turns. AI research in CPS has been led by heuristic tree search and online self-play, but the game may also create a platform to study adaptive policies trained offline on large datasets. We develop a pipeline to reconstruct the first-person perspective of an agent from logs saved from the third-person perspective of a spectator, thereby unlocking a dataset of real human battles spanning more than a decade that grows larger every day. This dataset enables a black-box approach where we train large sequence models to adapt to their opponent based solely on their input trajectory while selecting moves without explicit search of any kind. We study a progression from imitation learning to offline RL and offline fine-tuning on self-play data in the hardcore competitive setting of Pok\'emon's four oldest (and most partially observed) game generations. The resulting agents outperform a recent LLM Agent approach and a strong heuristic search engine. While playing anonymously in online battles against humans, our best agents climb to rankings inside the top 10% of active players.
