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SubscribeLearning Mean Field Games on Sparse Graphs: A Hybrid Graphex Approach
Learning the behavior of large agent populations is an important task for numerous research areas. Although the field of multi-agent reinforcement learning (MARL) has made significant progress towards solving these systems, solutions for many agents often remain computationally infeasible and lack theoretical guarantees. Mean Field Games (MFGs) address both of these issues and can be extended to Graphon MFGs (GMFGs) to include network structures between agents. Despite their merits, the real world applicability of GMFGs is limited by the fact that graphons only capture dense graphs. Since most empirically observed networks show some degree of sparsity, such as power law graphs, the GMFG framework is insufficient for capturing these network topologies. Thus, we introduce the novel concept of Graphex MFGs (GXMFGs) which builds on the graph theoretical concept of graphexes. Graphexes are the limiting objects to sparse graph sequences that also have other desirable features such as the small world property. Learning equilibria in these games is challenging due to the rich and sparse structure of the underlying graphs. To tackle these challenges, we design a new learning algorithm tailored to the GXMFG setup. This hybrid graphex learning approach leverages that the system mainly consists of a highly connected core and a sparse periphery. After defining the system and providing a theoretical analysis, we state our learning approach and demonstrate its learning capabilities on both synthetic graphs and real-world networks. This comparison shows that our GXMFG learning algorithm successfully extends MFGs to a highly relevant class of hard, realistic learning problems that are not accurately addressed by current MARL and MFG methods.
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.
Complex Markets and Mean Field Games: Beyond Basic Models
This work builds on the theoretical frameworks presented in "Liquidity pools as mean field games: A new framework" and "Liquidity pools as mean field games with transaction costs" by the same author, where the strategic interactions among traders in a constant-product market-making protocol were modelled using mean field games (MFG), first without transaction costs and then incorporating them. Here we present the formulation of a more complete model that integrates three types of agents: traders, liquidity providers (LPs), and arbitrageurs. While we do not establish existence results for this general model, the formulation identifies the main technical difficulties and lays the groundwork for future work. The LP acts as a dominating player in the sense of 'Mean field games with a dominating player' by Bensoussan, Chau, and Yam: its strategy influences the mean field distribution of the traders, and the equilibrium is sought as a solution to the coupled system of three problems that constitute a Major-Minor game. The arbitrageurs operate by solving the optimization problem presented in "An analysis of uniswap markets" by Angeris et al., and their impact on the LP is captured through the loss-versus-rebalancing of "Automated market making and loss-versus-rebalancing" by Milionis et al. The material in this article should be read as an open research proposal rather than a collection of closed results.
Decentralized Integration of Grid Edge Resources into Wholesale Electricity Markets via Mean-field Games
Grid edge resources refer to distributed energy resources (DERs) located on the consumer side of the electrical grid, controlled by consumers rather than utility companies. Integrating DERs with real-time electricity pricing can better align distributed supply with system demand, improving grid efficiency and reliability. However, DER owners, known as prosumers, often lack the expertise and resources to directly participate in wholesale energy markets, limiting their ability to fully realize the economic potential of their assets. Meanwhile, as DER adoption grows, the number of prosumers participating in the energy system is expected to increase significantly, creating additional challenges in coordination and market participation. To address these challenges, we propose a mean-field game framework that enables prosumers to autonomously learn optimal decision policies based on dynamic market prices and their variable solar generation. Our framework is designed to accommodate heterogeneous agents and demonstrates the existence of a mean-field equilibrium (MFE) in a wholesale energy market with many prosumers. Additionally, we introduce an algorithm that automates prosumers' resource control, facilitating real-time decision-making for energy storage management. Numerical experiments suggest that our approach converges towards an MFE and effectively reduces peak loads and price volatility, especially during periods of external demand or supply shocks. This study highlights the potential of a fully decentralized approach to integrating DERs into wholesale markets while improving market efficiency.
Mean Field Portfolio Games with Epstein-Zin Preferences
We study mean field portfolio games under Epstein-Zin preferences, which naturally encompass the classical time-additive power utility as a special case. In a general non-Markovian framework, we establish a uniqueness result by proving a one-to-one correspondence between Nash equilibria and the solutions to a class of BSDEs. A key ingredient in our approach is a necessary stochastic maximum principle tailored to Epstein-Zin utility and a nonlinear transformation. In the deterministic setting, we further derive an explicit closed-form solution for the equilibrium investment and consumption policies.
Two-Scale Gradient Descent Ascent Dynamics Finds Mixed Nash Equilibria of Continuous Games: A Mean-Field Perspective
Finding the mixed Nash equilibria (MNE) of a two-player zero sum continuous game is an important and challenging problem in machine learning. A canonical algorithm to finding the MNE is the noisy gradient descent ascent method which in the infinite particle limit gives rise to the {\em Mean-Field Gradient Descent Ascent} (GDA) dynamics on the space of probability measures. In this paper, we first study the convergence of a two-scale Mean-Field GDA dynamics for finding the MNE of the entropy-regularized objective. More precisely we show that for each finite temperature (or regularization parameter), the two-scale Mean-Field GDA with a suitable {\em finite} scale ratio converges exponentially to the unique MNE without assuming the convexity or concavity of the interaction potential. The key ingredient of our proof lies in the construction of new Lyapunov functions that dissipate exponentially along the Mean-Field GDA. We further study the simulated annealing of the Mean-Field GDA dynamics. We show that with a temperature schedule that decays logarithmically in time the annealed Mean-Field GDA converges to the MNE of the original unregularized objective.
Symmetric Mean-field Langevin Dynamics for Distributional Minimax Problems
In this paper, we extend mean-field Langevin dynamics to minimax optimization over probability distributions for the first time with symmetric and provably convergent updates. We propose mean-field Langevin averaged gradient (MFL-AG), a single-loop algorithm that implements gradient descent ascent in the distribution spaces with a novel weighted averaging, and establish average-iterate convergence to the mixed Nash equilibrium. We also study both time and particle discretization regimes and prove a new uniform-in-time propagation of chaos result which accounts for the dependency of the particle interactions on all previous distributions. Furthermore, we propose mean-field Langevin anchored best response (MFL-ABR), a symmetric double-loop algorithm based on best response dynamics with linear last-iterate convergence. Finally, we study applications to zero-sum Markov games and conduct simulations demonstrating long-term optimality.
Learning Macroeconomic Policies based on Microfoundations: A Stackelberg Mean Field Game Approach
Effective macroeconomic policies play a crucial role in promoting economic growth and social stability. This paper models the optimal macroeconomic policy problem based on the Stackelberg Mean Field Game (SMFG), where the government acts as the leader in policy-making, and large-scale households dynamically respond as followers. This modeling method captures the asymmetric dynamic game between the government and large-scale households, and interpretably evaluates the effects of macroeconomic policies based on microfoundations, which is difficult for existing methods to achieve. We also propose a solution for SMFGs, incorporating pre-training on real data and a model-free Stackelberg mean-field reinforcement learning (SMFRL) algorithm, which operates independently of prior environmental knowledge and transitions. Our experimental results showcase the superiority of the SMFG method over other economic policies in terms of performance, efficiency-equity tradeoff, and SMFG assumption analysis. This paper significantly contributes to the domain of AI for economics by providing a powerful tool for modeling and solving optimal macroeconomic policies.
Game Plan: What AI can do for Football, and What Football can do for AI
The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players' and coordinated teams' behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).
Mean-field inference methods for neural networks
Machine learning algorithms relying on deep neural networks recently allowed a great leap forward in artificial intelligence. Despite the popularity of their applications, the efficiency of these algorithms remains largely unexplained from a theoretical point of view. The mathematical description of learning problems involves very large collections of interacting random variables, difficult to handle analytically as well as numerically. This complexity is precisely the object of study of statistical physics. Its mission, originally pointed towards natural systems, is to understand how macroscopic behaviors arise from microscopic laws. Mean-field methods are one type of approximation strategy developed in this view. We review a selection of classical mean-field methods and recent progress relevant for inference in neural networks. In particular, we remind the principles of derivations of high-temperature expansions, the replica method and message passing algorithms, highlighting their equivalences and complementarities. We also provide references for past and current directions of research on neural networks relying on mean-field methods.
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.
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.
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.
Learning Decentralized Partially Observable Mean Field Control for Artificial Collective Behavior
Recent reinforcement learning (RL) methods have achieved success in various domains. However, multi-agent RL (MARL) remains a challenge in terms of decentralization, partial observability and scalability to many agents. Meanwhile, collective behavior requires resolution of the aforementioned challenges, and remains of importance to many state-of-the-art applications such as active matter physics, self-organizing systems, opinion dynamics, and biological or robotic swarms. Here, MARL via mean field control (MFC) offers a potential solution to scalability, but fails to consider decentralized and partially observable systems. In this paper, we enable decentralized behavior of agents under partial information by proposing novel models for decentralized partially observable MFC (Dec-POMFC), a broad class of problems with permutation-invariant agents allowing for reduction to tractable single-agent Markov decision processes (MDP) with single-agent RL solution. We provide rigorous theoretical results, including a dynamic programming principle, together with optimality guarantees for Dec-POMFC solutions applied to finite swarms of interest. Algorithmically, we propose Dec-POMFC-based policy gradient methods for MARL via centralized training and decentralized execution, together with policy gradient approximation guarantees. In addition, we improve upon state-of-the-art histogram-based MFC by kernel methods, which is of separate interest also for fully observable MFC. We evaluate numerically on representative collective behavior tasks such as adapted Kuramoto and Vicsek swarming models, being on par with state-of-the-art MARL. Overall, our framework takes a step towards RL-based engineering of artificial collective behavior via MFC.
Game Theory Meets Large Language Models: A Systematic Survey with Taxonomy and New Frontiers
Game theory is a foundational framework for analyzing strategic interactions, and its intersection with large language models (LLMs) is a rapidly growing field. However, existing surveys mainly focus narrowly on using game theory to evaluate LLM behavior. This paper provides the first comprehensive survey of the bidirectional relationship between Game Theory and LLMs. We propose a novel taxonomy that categorizes the research in this intersection into four distinct perspectives: (1) evaluating LLMs in game-based scenarios; (2) improving LLMs using game-theoretic concepts for better interpretability and alignment; (3) modeling the competitive landscape of LLM development and its societal impact; and (4) leveraging LLMs to advance game models and to solve corresponding game theory problems. Furthermore, we identify key challenges and outline future research directions. By systematically investigating this interdisciplinary landscape, our survey highlights the mutual influence of game theory and LLMs, fostering progress at the intersection of these fields.
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.
KellyBench: A Benchmark for Long-Horizon Sequential Decision Making
Language models are saturating benchmarks for procedural tasks with narrow objectives. But they are increasingly being deployed in long-horizon, non-stationary environments with open-ended goals. In this paper we introduce KellyBench, an environment for evaluating sequential decision-making in sports betting markets. Agents are placed in a sequential simulation of the 2023-24 English Premier League season and tasked with maximising their long-term bankroll growth. They are given detailed historical data, including advanced statistics, lineups, and public odds. To succeed they must build machine learning models, identify edge in public markets, and adapt as the environment changes over time. We find that all frontier models evaluated lose money on average over the course of the season for five seeds. The best performing model achieves an average return of -8%, and many models experiencing ruin across seeds. To judge strategy sophistication, we use a human expert rubric to grade each model and find their approaches to be unsophisticated compared to human baselines; Claude Opus 4.6 achieves a rubric score of 26.5%, which means there is significant room for improvement. KellyBench is available as an open-access API endpoint at https://openreward.ai/GeneralReasoning/KellyBench.
Model-Based Opponent Modeling
When one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different opponents. In addition, it is also important to consider opponents who are learning simultaneously or capable of reasoning. However, existing work usually tackles only one of the aforementioned types of opponents. In this paper, we propose model-based opponent modeling (MBOM), which employs the environment model to adapt to all kinds of opponents. MBOM simulates the recursive reasoning process in the environment model and imagines a set of improving opponent policies. To effectively and accurately represent the opponent policy, MBOM further mixes the imagined opponent policies according to the similarity with the real behaviors of opponents. Empirically, we show that MBOM achieves more effective adaptation than existing methods in a variety of tasks, respectively with different types of opponents, i.e., fixed policy, na\"ive learner, and reasoning learner.
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.
LLMsPark: A Benchmark for Evaluating Large Language Models in Strategic Gaming Contexts
As large language models (LLMs) advance across diverse tasks, the need for comprehensive evaluation beyond single metrics becomes increasingly important. To fully assess LLM intelligence, it is crucial to examine their interactive dynamics and strategic behaviors. We present LLMsPark, a game theory-based evaluation platform that measures LLMs' decision-making strategies and social behaviors in classic game-theoretic settings, providing a multi-agent environment to explore strategic depth. Our system cross-evaluates 15 leading LLMs (both commercial and open-source) using leaderboard rankings and scoring mechanisms. Higher scores reflect stronger reasoning and strategic capabilities, revealing distinct behavioral patterns and performance differences across models. This work introduces a novel perspective for evaluating LLMs' strategic intelligence, enriching existing benchmarks and broadening their assessment in interactive, game-theoretic scenarios. The benchmark and rankings are publicly available at https://llmsparks.github.io/.
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.
Probing Outcome-Level Resemblance and Mechanism-Level Alignment in LLM Risk Decisions: Evidence from the St. Petersburg Game
LLMs can appear cautious in risk decision-making tasks, yet cautious-looking outputs do not necessarily indicate alignment with human decision-making mechanisms. We investigate this distinction using the St. Petersburg game as a controlled testbed, a classical paradox in which the expected payoff is infinite, yet humans typically report low, finite willingness to pay. We evaluate 28 LLMs with a structured prompt suite that includes the original game; controlled decision variants that perturb truncation, repeated play, numeric endowment, and occupational identity; a human-perspective prompt that asks models to reason as human decision makers; and paired comparisons between base models and their instruction-tuned counterparts. In the original game, most models generate finite bids, creating the appearance of human-like risk behavior. However, this outcome-level resemblance masks substantial mechanism-level differences. The controlled variants reveal that rather than maintaining human-like behavior seen in the original game, models often shift to conditionally and computationally rational behavior. Human-cue prompting and instruction tuning often lower bids and reduce some visible pathologies, but most mechanism-level response patterns remain largely unchanged. These findings show that behavioral alignment in risk decision-making can be surface-level: LLMs may produce human-like risk decisions without exhibiting human-consistent mechanisms. High-stakes evaluations of LLM decision-making should therefore move beyond outcome similarity and examine whether the alignment is supported by mechanism-level consistency.
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.
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.
Mean Field Theory in Deep Metric Learning
In this paper, we explore the application of mean field theory, a technique from statistical physics, to deep metric learning and address the high training complexity commonly associated with conventional metric learning loss functions. By adapting mean field theory for deep metric learning, we develop an approach to design classification-based loss functions from pair-based ones, which can be considered complementary to the proxy-based approach. Applying the mean field theory to two pair-based loss functions, we derive two new loss functions, MeanFieldContrastive and MeanFieldClassWiseMultiSimilarity losses, with reduced training complexity. We extensively evaluate these derived loss functions on three image-retrieval datasets and demonstrate that our loss functions outperform baseline methods in two out of the three datasets.
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.
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.
Capturing the Complexity of Human Strategic Decision-Making with Machine Learning
Understanding how people behave in strategic settings--where they make decisions based on their expectations about the behavior of others--is a long-standing problem in the behavioral sciences. We conduct the largest study to date of strategic decision-making in the context of initial play in two-player matrix games, analyzing over 90,000 human decisions across more than 2,400 procedurally generated games that span a much wider space than previous datasets. We show that a deep neural network trained on these data predicts people's choices better than leading theories of strategic behavior, indicating that there is systematic variation that is not explained by those theories. We then modify the network to produce a new, interpretable behavioral model, revealing what the original network learned about people: their ability to optimally respond and their capacity to reason about others are dependent on the complexity of individual games. This context-dependence is critical in explaining deviations from the rational Nash equilibrium, response times, and uncertainty in strategic decisions. More broadly, our results demonstrate how machine learning can be applied beyond prediction to further help generate novel explanations of complex human behavior.
A Mean Field Ansatz for Zero-Shot Weight Transfer
The pre-training cost of large language models (LLMs) is prohibitive. One cutting-edge approach to reduce the cost is zero-shot weight transfer, also known as model growth for some cases, which magically transfers the weights trained in a small model to a large model. However, there are still some theoretical mysteries behind the weight transfer. In this paper, inspired by prior applications of mean field theory to neural network dynamics, we introduce a mean field ansatz to provide a theoretical explanation for weight transfer. Specifically, we propose the row-column (RC) ansatz under the mean field point of view, which describes the measure structure of the weights in the neural network (NN) and admits a close measure dynamic. Thus, the weights of different sizes NN admit a common distribution under proper assumptions, and weight transfer methods can be viewed as sampling methods. We empirically validate the RC ansatz by exploring simple MLP examples and LLMs such as GPT-3 and Llama-3.1. We show the mean-field point of view is adequate under suitable assumptions which can provide theoretical support for zero-shot weight transfer.
Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf
Communication games, which we refer to as incomplete information games that heavily depend on natural language communication, hold significant research value in fields such as economics, social science, and artificial intelligence. In this work, we explore the problem of how to engage large language models (LLMs) in communication games, and in response, propose a tuning-free framework. Our approach keeps LLMs frozen, and relies on the retrieval and reflection on past communications and experiences for improvement. An empirical study on the representative and widely-studied communication game, ``Werewolf'', demonstrates that our framework can effectively play Werewolf game without tuning the parameters of the LLMs. More importantly, strategic behaviors begin to emerge in our experiments, suggesting that it will be a fruitful journey to engage LLMs in communication games and associated domains.
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.
How Far Are We on the Decision-Making of LLMs? Evaluating LLMs' Gaming Ability in Multi-Agent Environments
Decision-making, a complicated task requiring various types of abilities, presents an excellent framework for assessing Large Language Models (LLMs). Our research investigates LLMs' decision-making capabilities through the lens of a well-established field, Game Theory. We focus specifically on games that support the participation of more than two agents simultaneously. Subsequently, we introduce our framework, GAMA-Bench, including eight classical multi-agent games. We design a scoring scheme to assess a model's performance in these games quantitatively. Through GAMA-Bench, we investigate LLMs' robustness, generalizability, and enhancement strategies. Results reveal that while GPT-3.5 shows satisfying robustness, its generalizability is relatively limited. However, its performance can be improved through approaches such as Chain-of-Thought. Additionally, we conduct evaluations across various LLMs and find that GPT-4 outperforms other models on GAMA-Bench, achieving a score of 60.5. Moreover, Gemini-1.0-Pro and GPT-3.5 (0613, 1106, 0125) demonstrate similar intelligence on GAMA-Bench. The code and experimental results are made publicly available via https://github.com/CUHK-ARISE/GAMABench.
Beyond Expected Goals: A Probabilistic Framework for Shot Occurrences in Soccer
Expected goals (xG) models estimate the probability that a shot results in a goal from its context (e.g., location, pressure), but they operate only on observed shots. We propose xG+, a possession-level framework that first estimates the probability that a shot occurs within the next second and its corresponding xG if it were to occur. We also introduce ways to aggregate this joint probability estimate over the course of a possession. By jointly modeling shot-taking behavior and shot quality, xG+ remedies the conditioning-on-shots limitation of standard xG. We show that this improves predictive accuracy at the team level and produces a more persistent player skill signal than standard xG models.
MEMO: Memory-Augmented Model Context Optimization for Robust Multi-Turn Multi-Agent LLM Games
Multi-turn, multi-agent LLM game evaluations often exhibit substantial run-to-run variance. In long-horizon interactions, small early deviations compound across turns and are amplified by multi-agent coupling. This biases win rate estimates and makes rankings unreliable across repeated tournaments. Prompt choice worsens this further by producing different effective policies. We address both instability and underperformance with MEMO (Memory-augmented MOdel context optimization), a self-play framework that optimizes inference-time context by coupling retention and exploration. Retention maintains a persistent memory bank that stores structured insights from self-play trajectories and injects them as priors during later play. Exploration runs tournament-style prompt evolution with uncertainty-aware selection via TrueSkill, and uses prioritized replay to revisit rare and decisive states. Across five text-based games, MEMO raises mean win rate from 25.1% to 49.5% for GPT-4o-mini and from 20.9% to 44.3% for Qwen-2.5-7B-Instruct, using 2,000 self-play games per task. Run-to-run variance also drops, giving more stable rankings across prompt variations. These results suggest that multi-agent LLM game performance and robustness have substantial room for improvement through context optimization. MEMO achieves the largest gains in negotiation and imperfect-information games, while RL remains more effective in perfect-information settings.
TMGBench: A Systematic Game Benchmark for Evaluating Strategic Reasoning Abilities of LLMs
The rapid advancement of large language models (LLMs) has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate LLMs' strategic reasoning capabilities, game theory, with its concise structure, has become a preferred approach. However, current research focuses on a limited selection of games, resulting in low coverage. Classic game scenarios risk data leakage, and existing benchmarks often lack extensibility, making them inadequate for evaluating state-of-the-art models. To address these challenges, we propose TMGBench, a benchmark with comprehensive game type coverage, novel scenarios, and flexible organization. Specifically, we incorporate all 144 game types summarized by the Robinson-Goforth topology of 2x2 games, constructed as classic games. We also employ synthetic data generation to create diverse, higher-quality scenarios through topic guidance and human inspection, referred to as story-based games. Lastly, we provide a sustainable framework for increasingly powerful LLMs by treating these games as atomic units and organizing them into more complex forms via sequential, parallel, and nested structures. Our comprehensive evaluation of mainstream LLMs covers tests on rational reasoning, robustness, Theory-of-Mind (ToM), and reasoning in complex forms. Results reveal flaws in accuracy, consistency, and varying mastery of ToM. Additionally, o1-mini, OpenAI's latest reasoning model, achieved accuracy rates of 66.6%, 60.0%, and 70.0% on sequential, parallel, and nested games, highlighting TMGBench's challenges.
Evaluating Language Model Agency through Negotiations
We introduce an approach to evaluate language model (LM) agency using negotiation games. This approach better reflects real-world use cases and addresses some of the shortcomings of alternative LM benchmarks. Negotiation games enable us to study multi-turn, and cross-model interactions, modulate complexity, and side-step accidental evaluation data leakage. We use our approach to test six widely used and publicly accessible LMs, evaluating performance and alignment in both self-play and cross-play settings. Noteworthy findings include: (i) only closed-source models tested here were able to complete these tasks; (ii) cooperative bargaining games proved to be most challenging to the models; and (iii) even the most powerful models sometimes "lose" to weaker opponents
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.
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.
Checkmating One, by Using Many: Combining Mixture of Experts with MCTS to Improve in Chess
This paper presents a new approach that integrates deep learning with computational chess, using both the Mixture of Experts (MoE) method and Monte-Carlo Tree Search (MCTS). Our methodology employs a suite of specialized models, each designed to respond to specific changes in the game's input data. This results in a framework with sparsely activated models, which provides significant computational benefits. Our framework combines the MoE method with MCTS, in order to align it with the strategic phases of chess, thus departing from the conventional ``one-for-all'' model. Instead, we utilize distinct game phase definitions to effectively distribute computational tasks across multiple expert neural networks. Our empirical research shows a substantial improvement in playing strength, surpassing the traditional single-model framework. This validates the efficacy of our integrated approach and highlights the potential of incorporating expert knowledge and strategic principles into neural network design. The fusion of MoE and MCTS offers a promising avenue for advancing machine learning architectures.
StarCraft II: A New Challenge for Reinforcement Learning
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.
Sample-Efficient Multi-Agent RL: An Optimization Perspective
We study multi-agent reinforcement learning (MARL) for the general-sum Markov Games (MGs) under the general function approximation. In order to find the minimum assumption for sample-efficient learning, we introduce a novel complexity measure called the Multi-Agent Decoupling Coefficient (MADC) for general-sum MGs. Using this measure, we propose the first unified algorithmic framework that ensures sample efficiency in learning Nash Equilibrium, Coarse Correlated Equilibrium, and Correlated Equilibrium for both model-based and model-free MARL problems with low MADC. We also show that our algorithm provides comparable sublinear regret to the existing works. Moreover, our algorithm combines an equilibrium-solving oracle with a single objective optimization subprocedure that solves for the regularized payoff of each deterministic joint policy, which avoids solving constrained optimization problems within data-dependent constraints (Jin et al. 2020; Wang et al. 2023) or executing sampling procedures with complex multi-objective optimization problems (Foster et al. 2023), thus being more amenable to empirical implementation.
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.
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.
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
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.
Alignment Makes Language Models Normative, Not Descriptive
Post-training alignment optimizes language models to match human preference signals, but this objective is not equivalent to modeling observed human behavior. We compare 120 base-aligned model pairs on more than 10,000 real human decisions in multi-round strategic games - bargaining, persuasion, negotiation, and repeated matrix games. In these settings, base models outperform their aligned counterparts in predicting human choices by nearly 10:1, robustly across model families, prompt formulations, and game configurations. This pattern reverses, however, in settings where human behavior is more likely to follow normative predictions: aligned models dominate on one-shot textbook games across all 12 types tested and on non-strategic lottery choices - and even within the multi-round games themselves, at round one, before interaction history develops. This boundary-condition pattern suggests that alignment induces a normative bias: it improves prediction when human behavior is relatively well captured by normative solutions, but hurts prediction in multi-round strategic settings, where behavior is shaped by descriptive dynamics such as reciprocity, retaliation, and history-dependent adaptation. These results reveal a fundamental trade-off between optimizing models for human use and using them as proxies for human behavior.
SPRING: GPT-4 Out-performs RL Algorithms by Studying Papers and Reasoning
Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.
Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement Learning
Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy. In sequential decision-making, agent evaluation has largely been restricted to few interactions against experts, with the aim to reach some desired level of performance (e.g. beating a human professional player). We propose a benchmark for multiagent learning based on repeated play of the simple game Rock, Paper, Scissors along with a population of forty-three tournament entries, some of which are intentionally sub-optimal. We describe metrics to measure the quality of agents based both on average returns and exploitability. We then show that several RL, online learning, and language model approaches can learn good counter-strategies and generalize well, but ultimately lose to the top-performing bots, creating an opportunity for research in multiagent learning.
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.
A Deep Learning Method for Optimal Investment Under Relative Performance Criteria Among Heterogeneous Agents
Graphon games have been introduced to study games with many players who interact through a weighted graph of interaction. By passing to the limit, a game with a continuum of players is obtained, in which the interactions are through a graphon. In this paper, we focus on a graphon game for optimal investment under relative performance criteria, and we propose a deep learning method. The method builds upon two key ingredients: first, a characterization of Nash equilibria by forward-backward stochastic differential equations and, second, recent advances of machine learning algorithms for stochastic differential games. We provide numerical experiments on two different financial models. In each model, we compare the effect of several graphons, which correspond to different structures of interactions.
Tracing LLM Reasoning Processes with Strategic Games: A Framework for Planning, Revision, and Resource-Constrained Decision Making
Large language models (LLMs) are increasingly used for tasks that require complex reasoning. Most benchmarks focus on final outcomes but overlook the intermediate reasoning steps - such as planning, revision, and decision making under resource constraints. We argue that measuring these internal processes is essential for understanding model behavior and improving reliability. We propose using strategic games as a natural evaluation environment: closed, rule-based systems with clear states, limited resources, and automatic feedback. We introduce a framework that evaluates LLMs along three core dimensions: planning, revision, and resource-constrained decision making. To operationalize this, we define metrics beyond win rate, including overcorrection risk rate, correction success rate, improvement slope, and over-budget ratio. In 4320 adversarial rounds across 12 leading models, ChatGPT-o3-mini achieves the top composite score, with a win rate of 74.7 percent, a correction success rate of 78.6 percent, and an improvement slope of 0.041. By contrast, Qwen-Plus, despite an overcorrection risk rate of 81.6 percent, wins only 25.6 percent of its matches - primarily due to excessive resource use. We also observe a negative correlation between overcorrection risk rate and correction success rate (Pearson r = -0.51, p = 0.093), suggesting that more frequent edits do not always improve outcomes. Our findings highlight the value of assessing not only what LLMs decide but how they arrive at those decisions
GLEE: A Unified Framework and Benchmark for Language-based Economic Environments
Large Language Models (LLMs) show significant potential in economic and strategic interactions, where communication via natural language is often prevalent. This raises key questions: Do LLMs behave rationally? Can they mimic human behavior? Do they tend to reach an efficient and fair outcome? What is the role of natural language in the strategic interaction? How do characteristics of the economic environment influence these dynamics? These questions become crucial concerning the economic and societal implications of integrating LLM-based agents into real-world data-driven systems, such as online retail platforms and recommender systems. While the ML community has been exploring the potential of LLMs in such multi-agent setups, varying assumptions, design choices and evaluation criteria across studies make it difficult to draw robust and meaningful conclusions. To address this, we introduce a benchmark for standardizing research on two-player, sequential, language-based games. Inspired by the economic literature, we define three base families of games with consistent parameterization, degrees of freedom and economic measures to evaluate agents' performance (self-gain), as well as the game outcome (efficiency and fairness). We develop an open-source framework for interaction simulation and analysis, and utilize it to collect a dataset of LLM vs. LLM interactions across numerous game configurations and an additional dataset of human vs. LLM interactions. Through extensive experimentation, we demonstrate how our framework and dataset can be used to: (i) compare the behavior of LLM-based agents to human players in various economic contexts; (ii) evaluate agents in both individual and collective performance measures; and (iii) quantify the effect of the economic characteristics of the environments on the behavior of agents.
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.
Fictitious Cross-Play: Learning Global Nash Equilibrium in Mixed Cooperative-Competitive Games
Self-play (SP) is a popular multi-agent reinforcement learning (MARL) framework for solving competitive games, where each agent optimizes policy by treating others as part of the environment. Despite the empirical successes, the theoretical properties of SP-based methods are limited to two-player zero-sum games. However, for mixed cooperative-competitive games where agents on the same team need to cooperate with each other, we can show a simple counter-example where SP-based methods cannot converge to a global Nash equilibrium (NE) with high probability. Alternatively, Policy-Space Response Oracles (PSRO) is an iterative framework for learning NE, where the best responses w.r.t. previous policies are learned in each iteration. PSRO can be directly extended to mixed cooperative-competitive settings by jointly learning team best responses with all convergence properties unchanged. However, PSRO requires repeatedly training joint policies from scratch till convergence, which makes it hard to scale to complex games. In this work, we develop a novel algorithm, Fictitious Cross-Play (FXP), which inherits the benefits from both frameworks. FXP simultaneously trains an SP-based main policy and a counter population of best response policies. The main policy is trained by fictitious self-play and cross-play against the counter population, while the counter policies are trained as the best responses to the main policy's past versions. We validate our method in matrix games and show that FXP converges to global NEs while SP methods fail. We also conduct experiments in a gridworld domain, where FXP achieves higher Elo ratings and lower exploitabilities than baselines, and a more challenging football game, where FXP defeats SOTA models with over 94% win rate.
Learning Social Welfare Functions
Is it possible to understand or imitate a policy maker's rationale by looking at past decisions they made? We formalize this question as the problem of learning social welfare functions belonging to the well-studied family of power mean functions. We focus on two learning tasks; in the first, the input is vectors of utilities of an action (decision or policy) for individuals in a group and their associated social welfare as judged by a policy maker, whereas in the second, the input is pairwise comparisons between the welfares associated with a given pair of utility vectors. We show that power mean functions are learnable with polynomial sample complexity in both cases, even if the comparisons are social welfare information is noisy. Finally, we design practical algorithms for these tasks and evaluate their performance.
Neural MMO v1.3: A Massively Multiagent Game Environment for Training and Evaluating Neural Networks
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learning that are not well modeled by any other game genre. We present Neural MMO, a massively multiagent game environment inspired by MMOs and discuss our progress on two more general challenges in multiagent systems engineering for AI research: distributed infrastructure and game IO. We further demonstrate that standard policy gradient methods and simple baseline models can learn interesting emergent exploration and specialization behaviors in this setting.
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.
Mean-field Chaos Diffusion Models
In this paper, we introduce a new class of score-based generative models (SGMs) designed to handle high-cardinality data distributions by leveraging concepts from mean-field theory. We present mean-field chaos diffusion models (MF-CDMs), which address the curse of dimensionality inherent in high-cardinality data by utilizing the propagation of chaos property of interacting particles. By treating high-cardinality data as a large stochastic system of interacting particles, we develop a novel score-matching method for infinite-dimensional chaotic particle systems and propose an approximation scheme that employs a subdivision strategy for efficient training. Our theoretical and empirical results demonstrate the scalability and effectiveness of MF-CDMs for managing large high-cardinality data structures, such as 3D point clouds.
Beating the average: how to generate profit by exploiting the inefficiencies of soccer betting
In economy, markets are denoted as efficient when it is impossible to systematically generate profits which outperform the average. In the past years, the concept has been tested in other domains such as the growing sports betting market. Surprisingly, despite its large size and its level of maturity, sports betting shows traits of inefficiency. The anomalies indicate the existence of strategies which shift betting from a game of chance towards a game of skill. This article shows an example for an inefficiency detected in the German soccer betting TOTO 13er Wette, which is operated by state-run lottery agencies. Gamblers have to guess the outcome (win, draw, loss) of 13 soccer matches listed on a lottery tip. Applying stochastic methods, a recipe is presented to determine hit rates for single match outcomes. More important, the recipe provides the number of lottery tips required to achieve a specific number of strikes (number of correct match forecasts per lottery tip) for any given level of safety. An approximation is derived to cope with large numbers in hypergeometric distributions, valid under certain constraints. Overall, the strategy does lead to returns exceeding the aggregated lottery fees, resulting in moderate, but consistent profits. It is briefly discussed if lessions learned from soccer betting can be transferred back to financial markets, because gamblers and retail investors face similar challenges and opportunities.
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.
MAgIC: Investigation of Large Language Model Powered Multi-Agent in Cognition, Adaptability, Rationality and Collaboration
Large Language Models (LLMs) have marked a significant advancement in the field of natural language processing, demonstrating exceptional capabilities in reasoning, tool usage, and memory. As their applications extend into multi-agent environments, a need has arisen for a comprehensive evaluation framework that captures their abilities in reasoning, planning, collaboration, and more. This work introduces a novel benchmarking framework specifically tailored to assess LLMs within multi-agent settings, providing quantitative metrics to evaluate their judgment, reasoning, deception, self-awareness, cooperation, coordination, and rationality. We utilize games such as Chameleon and Undercover, alongside game theory scenarios like Cost Sharing, Multi-player Prisoner's Dilemma, and Public Good, to create diverse testing environments. Our framework is fortified with the Probabilistic Graphical Modeling (PGM) method, enhancing the LLMs' capabilities in navigating complex social and cognitive dimensions. The benchmark evaluates seven multi-agent systems powered by different LLMs, quantitatively highlighting a significant capability gap over threefold between the strongest, GPT-4, and the weakest, Llama-2-70B. It also confirms that our PGM enhancement boosts the inherent abilities of all selected models by 50% on average. Our codes are released here https://github.com/cathyxl/MAgIC.
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.
Code World Models for General Game Playing
Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach -- involving prompting for direct move generation -- has significant drawbacks. It relies on the model's implicit fragile pattern-matching capabilities, leading to frequent illegal moves and strategically shallow play. Here we introduce an alternative approach: We use the LLM to translate natural language rules and game trajectories into a formal, executable world model represented as Python code. This generated model -- comprising functions for state transition, legal move enumeration, and termination checks -- serves as a verifiable simulation engine for high-performance planning algorithms like Monte Carlo tree search (MCTS). In addition, we prompt the LLM to generate heuristic value functions (to make MCTS more efficient), and inference functions (to estimate hidden states in imperfect information games). Our method offers three distinct advantages compared to directly using the LLM as a policy: (1) Verifiability: The generated CWM serves as a formal specification of the game's rules, allowing planners to algorithmically enumerate valid actions and avoid illegal moves, contingent on the correctness of the synthesized model; (2) Strategic Depth: We combine LLM semantic understanding with the deep search power of classical planners; and (3) Generalization: We direct the LLM to focus on the meta-task of data-to-code translation, enabling it to adapt to new games more easily. We evaluate our agent on 10 different games, of which 4 are novel and created for this paper. 5 of the games are fully observed (perfect information), and 5 are partially observed (imperfect information). We find that our method outperforms or matches Gemini 2.5 Pro in 9 out of the 10 considered games.
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.
The Optimal Strategy for Playing Lucky 13
The game show Lucky 13 differs from other television game shows in that contestants are required to place a bet on their own knowledge of trivia by selecting a range that contains the number of questions that they answered correctly. We present a model for this game show using binomial random variables and generate tables outlining the optimal range the player should select based on maximization of two different utility functions. After analyzing the decisions made by some actual contestants on this show, we present a numerical simulation for how many questions an average player is expected to answer correctly based on question categories observed for two sample contestants.
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.
GT-HarmBench: Benchmarking AI Safety Risks Through the Lens of Game Theory
Frontier AI systems are increasingly capable and deployed in high-stakes multi-agent environments. However, existing AI safety benchmarks largely evaluate single agents, leaving multi-agent risks such as coordination failure and conflict poorly understood. We introduce GT-HarmBench, a benchmark of 1,535 high-stakes scenarios spanning game-theoretic structures such as the Prisoner's Dilemma, Stag Hunt and Chicken. Scenarios are drawn from realistic AI risk contexts in the MIT AI Risk Repository. Across 15 frontier models, agents fail to choose socially beneficial actions in 38% of high-stakes cases, such as military escalation, election manipulation, and medical malpractice. We measure sensitivity to game-theoretic prompt framing and ordering, and analyze reasoning patterns driving failures. We further show that game-theoretic interventions improve socially beneficial outcomes by up to 18%. Our results highlight substantial reliability gaps and provide a broad standardized testbed for studying alignment in multi-agent environments. The benchmark and code are available at https://github.com/causalNLP/gt-harmbench.
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.
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.
AI Agents for the Dhumbal Card Game: A Comparative Study
This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, through a systematic comparison of rule-based, search-based, and learning-based strategies. We formalize Dhumbal's mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), and reinforcement learning approaches including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation involves within-category tournaments followed by a cross-category championship. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Statistical significance is assessed using Welch's t-test with Bonferroni correction, effect sizes via Cohen's d, and 95% confidence intervals (CI). Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.3%, 95% CI: [86.3, 90.3]), outperforming ISMCTS (9.0%) and PPO (1.5%) through effective exploitation of Jhyap declarations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games.
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.
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.
Conservative Equilibrium Discovery in Offline Game-Theoretic Multiagent Reinforcement Learning
Offline learning of strategies takes data efficiency to its extreme by restricting algorithms to a fixed dataset of state-action trajectories. We consider the problem in a mixed-motive multiagent setting, where the goal is to solve a game under the offline learning constraint. We first frame this problem in terms of selecting among candidate equilibria. Since datasets may inform only a small fraction of game dynamics, it is generally infeasible in offline game-solving to even verify a proposed solution is a true equilibrium. Therefore, we consider the relative probability of low regret (i.e., closeness to equilibrium) across candidates based on the information available. Specifically, we extend Policy Space Response Oracles (PSRO), an online game-solving approach, by quantifying game dynamics uncertainty and modifying the RL objective to skew towards solutions more likely to have low regret in the true game. We further propose a novel meta-strategy solver, tailored for the offline setting, to guide strategy exploration in PSRO. Our incorporation of Conservatism principles from Offline reinforcement learning approaches for strategy Exploration gives our approach its name: COffeE-PSRO. Experiments demonstrate COffeE-PSRO's ability to extract lower-regret solutions than state-of-the-art offline approaches and reveal relationships between algorithmic components empirical game fidelity, and overall performance.
A game-theoretic analysis of networked system control for common-pool resource management using multi-agent reinforcement learning
Multi-agent reinforcement learning has recently shown great promise as an approach to networked system control. Arguably, one of the most difficult and important tasks for which large scale networked system control is applicable is common-pool resource management. Crucial common-pool resources include arable land, fresh water, wetlands, wildlife, fish stock, forests and the atmosphere, of which proper management is related to some of society's greatest challenges such as food security, inequality and climate change. Here we take inspiration from a recent research program investigating the game-theoretic incentives of humans in social dilemma situations such as the well-known tragedy of the commons. However, instead of focusing on biologically evolved human-like agents, our concern is rather to better understand the learning and operating behaviour of engineered networked systems comprising general-purpose reinforcement learning agents, subject only to nonbiological constraints such as memory, computation and communication bandwidth. Harnessing tools from empirical game-theoretic analysis, we analyse the differences in resulting solution concepts that stem from employing different information structures in the design of networked multi-agent systems. These information structures pertain to the type of information shared between agents as well as the employed communication protocol and network topology. Our analysis contributes new insights into the consequences associated with certain design choices and provides an additional dimension of comparison between systems beyond efficiency, robustness, scalability and mean control performance.
Multi-Agent Training for Pommerman: Curriculum Learning and Population-based Self-Play Approach
Pommerman is a multi-agent environment that has received considerable attention from researchers in recent years. This environment is an ideal benchmark for multi-agent training, providing a battleground for two teams with communication capabilities among allied agents. Pommerman presents significant challenges for model-free reinforcement learning due to delayed action effects, sparse rewards, and false positives, where opponent players can lose due to their own mistakes. This study introduces a system designed to train multi-agent systems to play Pommerman using a combination of curriculum learning and population-based self-play. We also tackle two challenging problems when deploying the multi-agent training system for competitive games: sparse reward and suitable matchmaking mechanism. Specifically, we propose an adaptive annealing factor based on agents' performance to adjust the dense exploration reward during training dynamically. Additionally, we implement a matchmaking mechanism utilizing the Elo rating system to pair agents effectively. Our experimental results demonstrate that our trained agent can outperform top learning agents without requiring communication among allied agents.
Multi-agent KTO: Reinforcing Strategic Interactions of Large Language Model in Language Game
Achieving Artificial General Intelligence (AGI) requires AI agents that can not only make stratigic decisions but also engage in flexible and meaningful communication. Inspired by Wittgenstein's language game theory in Philosophical Investigations, we propose that language agents can learn through in-context interaction rather than traditional multi-stage frameworks that separate decision-making from language expression. Using Werewolf, a social deduction game that tests language understanding, strategic interaction, and adaptability, we develop the Multi-agent Kahneman & Tversky's Optimization (MaKTO). MaKTO engages diverse models in extensive gameplay to generate unpaired desirable and unacceptable responses, then employs KTO to refine the model's decision-making process. In 9-player Werewolf games, MaKTO achieves a 61% average win rate across various models, outperforming GPT-4o and two-stage RL agents by relative improvements of 23.0% and 10.9%, respectively. Notably, MaKTO also demonstrates human-like performance, winning 60% against expert players and showing only 49% detectability in Turing-style blind tests. These results showcase MaKTO's superior decision-making, strategic adaptation, and natural language generation in complex social deduction games.
Explaining Large Language Models Decisions Using Shapley Values
The emergence of large language models (LLMs) has opened up exciting possibilities for simulating human behavior and cognitive processes, with potential applications in various domains, including marketing research and consumer behavior analysis. However, the validity of utilizing LLMs as stand-ins for human subjects remains uncertain due to glaring divergences that suggest fundamentally different underlying processes at play and the sensitivity of LLM responses to prompt variations. This paper presents a novel approach based on Shapley values from cooperative game theory to interpret LLM behavior and quantify the relative contribution of each prompt component to the model's output. Through two applications - a discrete choice experiment and an investigation of cognitive biases - we demonstrate how the Shapley value method can uncover what we term "token noise" effects, a phenomenon where LLM decisions are disproportionately influenced by tokens providing minimal informative content. This phenomenon raises concerns about the robustness and generalizability of insights obtained from LLMs in the context of human behavior simulation. Our model-agnostic approach extends its utility to proprietary LLMs, providing a valuable tool for practitioners and researchers to strategically optimize prompts and mitigate apparent cognitive biases. Our findings underscore the need for a more nuanced understanding of the factors driving LLM responses before relying on them as substitutes for human subjects in survey settings. We emphasize the importance of researchers reporting results conditioned on specific prompt templates and exercising caution when drawing parallels between human behavior and LLMs.
