Game Theory: Overviews
Game Theory Meets Large Language Models: A Systematic Survey
Sun, Haoran, Wu, Yusen, Cheng, Yukun, Chu, Xu
Game theory establishes a fundamental framework for analyzing strategic interactions among rational decision-makers. The rapid advancement of large language models (LLMs) has sparked extensive research exploring the intersection of these two fields. Specifically, game-theoretic methods are being applied to evaluate and enhance LLM capabilities, while LLMs themselves are reshaping classic game models. This paper presents a comprehensive survey of the intersection of these fields, exploring a bidirectional relationship from three perspectives: (1) Establishing standardized game-based benchmarks for evaluating LLM behavior; (2) Leveraging game-theoretic methods to improve LLM performance through algorithmic innovations; (3) Characterizing the societal impacts of LLMs through game modeling. Among these three aspects, we also highlight how the equilibrium analysis for traditional game models is impacted by LLMs' advanced language understanding, which in turn extends the study of game theory. Finally, we identify key challenges and future research directions, assessing their feasibility based on the current state of the field. By bridging theoretical rigor with emerging AI capabilities, this survey aims to foster interdisciplinary collaboration and drive progress in this evolving research area.
Fast Policy Extragradient Methods for Competitive Games with Entropy Regularization
This paper investigates the problem of computing the equilibrium of competitive games, which is often modeled as a constrained saddle-point optimization problem with probability simplex constraints. Despite recent efforts in understanding the last-iterate convergence of extragradient methods in the unconstrained setting, the theoretical underpinnings of these methods in the constrained settings, especially those using multiplicative updates, remain highly inadequate, even when the objective function is bilinear. Motivated by the algorithmic role of entropy regularization in single-agent reinforcement learning and game theory, we develop provably efficient extragradient methods to find the quantal response equilibrium (QRE)--which are solutions to zero-sum two-player matrix games with entropy regularization--at a linear rate. The proposed algorithms can be implemented in a decentralized manner, where each player executes symmetric and multiplicative updates iteratively using its own payoff without observing the opponent's actions directly. In addition, by controlling the knob of entropy regularization, the proposed algorithms can locate an approximate Nash equilibrium of the unregularized matrix game at a sublinear rate without assuming the Nash equilibrium to be unique. Our methods also lead to efficient policy extragradient algorithms for solving entropy-regularized zero-sum Markov games at a linear rate. All of our convergence rates are nearly dimension-free, which are independent of the size of the state and action spaces up to logarithm factors, highlighting the positive role of entropy regularization for accelerating convergence.
Learning in Congestion Games with Bandit Feedback
In this paper, we investigate Nash-regret minimization in congestion games, a class of games with benign theoretical structure and broad real-world applications. We first propose a centralized algorithm based on the optimism in the face of uncertainty principle for congestion games with (semi-)bandit feedback, and obtain finite-sample guarantees. Then we propose a decentralized algorithm via a novel combination of the Frank-Wolfe method and G-optimal design. By exploiting the structure of the congestion game, we show the sample complexity of both algorithms depends only polynomially on the number of players and the number of facilities, but not the size of the action set, which can be exponentially large in terms of the number of facilities. We further define a new problem class, Markov congestion games, which allows us to model the non-stationarity in congestion games. We propose a centralized algorithm for Markov congestion games, whose sample complexity again has only polynomial dependence on all relevant problem parameters, but not the size of the action set.
Learning in Congestion Games with Bandit Feedback
In this paper, we investigate Nash-regret minimization in congestion games, a class of games with benign theoretical structure and broad real-world applications. We first propose a centralized algorithm based on the optimism in the face of uncertainty principle for congestion games with (semi-)bandit feedback, and obtain finite-sample guarantees. Then we propose a decentralized algorithm via a novel combination of the Frank-Wolfe method and G-optimal design. By exploiting the structure of the congestion game, we show the sample complexity of both algorithms depends only polynomially on the number of players and the number of facilities, but not the size of the action set, which can be exponentially large in terms of the number of facilities. We further define a new problem class, Markov congestion games, which allows us to model the non-stationarity in congestion games. We propose a centralized algorithm for Markov congestion games, whose sample complexity again has only polynomial dependence on all relevant problem parameters, but not the size of the action set.
Multiagent Evaluation under Incomplete Information
Mark Rowland, Shayegan Omidshafiei, Karl Tuyls, Julien Perolat, Michal Valko, Georgios Piliouras, Remi Munos
This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called ฮฑ-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or ฮฑ-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.
Kolmogorov-Arnold Networks and Evolutionary Game Theory for More Personalized Cancer Treatment
Azimi, Sepinoud, Spekking, Louise, Staลkovรก, Kateลina
Personalized cancer treatment is revolutionizing oncology by leveraging precision medicine and advanced computational techniques to tailor therapies to individual patients. Despite its transformative potential, challenges such as limited generalizability, interpretability, and reproducibility of predictive models hinder its integration into clinical practice. Current methodologies often rely on black-box machine learning models, which, while accurate, lack the transparency needed for clinician trust and real-world application. This paper proposes the development of an innovative framework that bridges Kolmogorov-Arnold Networks (KANs) and Evolutionary Game Theory (EGT) to address these limitations. Inspired by the Kolmogorov-Arnold representation theorem, KANs offer interpretable, edge-based neural architectures capable of modeling complex biological systems with unprecedented adaptability. Their integration into the EGT framework enables dynamic modeling of cancer progression and treatment responses. By combining KAN's computational precision with EGT's mechanistic insights, this hybrid approach promises to enhance predictive accuracy, scalability, and clinical usability.
Optimal Strategy Revision in Population Games: A Mean Field Game Theory Perspective
Barreiro-Gomez, Julian, Park, Shinkyu
This paper investigates the design of optimal strategy revision in Population Games (PG) by establishing its connection to finite-state Mean Field Games (MFG). Specifically, by linking Evolutionary Dynamics (ED) -- which models agent decision-making in PG -- to the MFG framework, we demonstrate that optimal strategy revision can be derived by solving the forward Fokker-Planck (FP) equation and the backward Hamilton-Jacobi (HJ) equation, both central components of the MFG framework. Furthermore, we show that the resulting optimal strategy revision satisfies two key properties: positive correlation and Nash stationarity, which are essential for ensuring convergence to the Nash equilibrium. This convergence is then rigorously analyzed and established. Additionally, we discuss how different design objectives for the optimal strategy revision can recover existing ED models previously reported in the PG literature. Numerical examples are provided to illustrate the effectiveness and improved convergence properties of the optimal strategy revision design.
Unifying Attribution-Based Explanations Using Functional Decomposition
The black box problem in machine learning has led to the introduction of an ever-increasing set of explanation methods for complex models. These explanations have different properties, which in turn has led to the problem of method selection: which explanation method is most suitable for a given use case? In this work, we propose a unifying framework of attribution-based explanation methods, which provides a step towards a rigorous study of the similarities and differences of explanations. We first introduce removal-based attribution methods (RBAMs), and show that an extensively broad selection of existing methods can be viewed as such RBAMs. We then introduce the canonical additive decomposition (CAD). This is a general construction for additively decomposing any function based on the central idea of removing (groups of) features. We proceed to show that indeed every valid additive decomposition is an instance of the CAD, and that any removal-based attribution method is associated with a specific CAD. Next, we show that any removal-based attribution method can be completely defined as a game-theoretic value or interaction index for a specific (possibly constant-shifted) cooperative game, which is defined using the corresponding CAD of the method. We then use this intrinsic connection to define formal descriptions of specific behaviours of explanation methods, which we also call functional axioms, and identify sufficient conditions on the corresponding CAD and game-theoretic value or interaction index of an attribution method under which the attribution method is guaranteed to adhere to these functional axioms. Finally, we show how this unifying framework can be used to develop new, efficient approximations for existing explanation methods.
A Survey on Large Language Model-Based Social Agents in Game-Theoretic Scenarios
Feng, Xiachong, Dou, Longxu, Li, Ella, Wang, Qinghao, Wang, Haochuan, Guo, Yu, Ma, Chang, Kong, Lingpeng
Game-theoretic scenarios have become pivotal in evaluating the social intelligence of Large Language Model (LLM)-based social agents. While numerous studies have explored these agents in such settings, there is a lack of a comprehensive survey summarizing the current progress. To address this gap, we systematically review existing research on LLM-based social agents within game-theoretic scenarios. Our survey organizes the findings into three core components: Game Framework, Social Agent, and Evaluation Protocol. The game framework encompasses diverse game scenarios, ranging from choice-focusing to communication-focusing games. The social agent part explores agents' preferences, beliefs, and reasoning abilities. The evaluation protocol covers both game-agnostic and game-specific metrics for assessing agent performance. By reflecting on the current research and identifying future research directions, this survey provides insights to advance the development and evaluation of social agents in game-theoretic scenarios.
A Survey on Data Markets
Zhang, Jiayao, Bi, Yuran, Cheng, Mengye, Liu, Jinfei, Ren, Kui, Sun, Qiheng, Wu, Yihang, Cao, Yang, Fernandez, Raul Castro, Xu, Haifeng, Jia, Ruoxi, Kwon, Yongchan, Pei, Jian, Wang, Jiachen T., Xia, Haocheng, Xiong, Li, Yu, Xiaohui, Zou, James
Data is the new oil of the 21st century. The growing trend of trading data for greater welfare has led to the emergence of data markets. A data market is any mechanism whereby the exchange of data products including datasets and data derivatives takes place as a result of data buyers and data sellers being in contact with one another, either directly or through mediating agents. It serves as a coordinating mechanism by which several functions, including the pricing and the distribution of data as the most important ones, interact to make the value of data fully exploited and enhanced. In this article, we present a comprehensive survey of this important and emerging direction from the aspects of data search, data productization, data transaction, data pricing, revenue allocation as well as privacy, security, and trust issues. We also investigate the government policies and industry status of data markets across different countries and different domains. Finally, we identify the unresolved challenges and discuss possible future directions for the development of data markets.