opponent
Can AI equalize political campaign ads – or will it remain a tool for spreading lies?
Can AI equalize political campaign ads - or will it remain a tool for spreading lies? F rom the comfort of his bed, Jonathan Rinaldi, a political candidate for a city council seat in Queens, New York, tinkered away on his iPhone, prompting an artificial intelligence chatbot to mock up fake news hits and endorsements he had never received. During the campaign last October, Rinaldi shared one of those stories, made to appear real with a CNN logo, on his Facebook and Instagram. It stated that Lynn Schulman, his opponent and an incumbent Democrat, had been "forced to drop out of the race due to a series of critical mistakes". But Schulman had not quit her campaign, and in November, won by a landslide.
Evaluating LLMs in Open-Source Games
Large Language Models' (LLMs) programming capabilities enable their participation in open-source games: a game-theoretic setting in which players submit computer programs in lieu of actions. These programs offer numerous advantages, including interpretability, inter-agent transparency, and formal verifiability; additionally, they enable program equilibria, solutions that leverage the transparency of code and are inaccessible within normal-form settings. We evaluate the capabilities of leading open-and closed-weight LLMs to predict and classify program strategies and evaluate features of the approximate program equilibria reached by LLM agents in dyadic and evolutionary settings. We identify the emergence of payoffmaximizing, cooperative, and deceptive strategies, characterize the adaptation of mechanisms within these programs over repeated open-source games, and analyze their comparative evolutionary fitness. We find that open-source games serve as a viable environment to study and steer the emergence of cooperative strategy in multi-agent dilemmas.
Why Playing Against Diverse and Challenging Opponents Speeds Up Coevolution: ATheoretical Analysis on Combinatorial Games
Competitive coevolutionary algorithms (CoEAs) have a natural application to problems that are adversarial or feature strategic interaction. However, there is currently limited theoretical insight into how to avoid pathological behaviour associated with CoEAs. In this paper we use impartial combinatorial games as a challenging domain for CoEAs and provide a corresponding runtime analysis. By analysing how individuals capitalise on the mistakes of their opponents, we prove that the Univariate Marginal Distribution Algorithm finds (with high probability) an optimal strategy for a game called Reciprocal LeadingOnes within O(n2 log3 n)game evaluations, a significant improvement over the best known bound of O(n5 log2 n). Critical to the analysis is the introduction of a novel stabilising operator, the impact of which we study both theoretically and empirically.
VolleyBots: ATestbed for Multi-Drone Volleyball Game Combining Motion Control and Strategic Play
Robot sports, characterized by well-defined objectives, explicit rules, and dynamic interactions, present ideal scenarios for demonstrating embodied intelligence. In this paper, we present VolleyBots, a novel robot sports testbed where multiple drones cooperate and compete in the sport of volleyball under physical dynamics.
Planning with Quantized Opponent Models
Planning under opponent uncertainty is a fundamental challenge in multi-agent environments, where an agent must act while inferring the hidden policies of its opponents. Existing type-based methods rely on manually defined behavior classes and struggle to scale, while model-free approaches are sample-inefficient and lack a principled way to incorporate uncertainty into planning. We propose Quantized Opponent Models (QOM), which learn a compact catalog of opponent types via a quantized autoencoder and maintain a Bayesian belief over these types online. This posterior supports both a belief-weighted meta-policy and a Monte-Carlo planning algorithm that directly integrates uncertainty, enabling real-time belief updates and focused exploration. Experiments show that QOM achieves superior performance with lower search cost, offering a tractable and effective solution for belief-aware planning.
Provable Scaling Laws for the Test-Time Compute of Large Language Models
We propose two simple, principled and practical algorithms that enjoy provable scaling laws for the test-time compute of large language models (LLMs). The first one is a two-stage knockout-style algorithm: given an input problem, it first generates multiple candidate solutions, and then aggregate them via a knockout tournament for the final output. Assuming that the LLM can generate a correct solution with non-zero probability and do better than a random guess in comparing a pair of correct and incorrect solutions, we prove theoretically that the failure probability of this algorithm decays to zero exponentially or by a power law (depending on the specific way of scaling) as its test-time compute grows. The second one is a two-stage league-style algorithm, where each candidate is evaluated by its average win rate against multiple opponents, rather than eliminated upon loss to a single opponent. Under analogous but more robust assumptions, we prove that its failure probability also decays to zero exponentially with more test-time compute. Both algorithms require a black-box LLM and nothing else (e.g., no verifier or reward model) for a minimalistic implementation, which makes them appealing for practical applications and easy to adapt for different tasks. Through extensive experiments with diverse models and datasets, we validate the proposed theories and demonstrate the outstanding scaling properties of both algorithms.
Equilibrium Refinement for the Age of Machines: The One-Sided Quasi-Perfect Equilibrium
In two-player zero-sum extensive-form games, Nash equilibrium prescribes optimal strategies against perfectly rational opponents. However, it does not guarantee rational play in parts of the game tree that can only be reached by the players making mistakes. This can be problematic when operationalizing equilibria in the real world among imperfect players. Trembling-hand refinements are a sound remedy to this issue, and are subsets of Nash equilibria that are designed to handle the possibility that any of the players may make mistakes. In this paper, we initiate the study of equilibrium refinements for settings where one of the players is perfectly rational (the "machine") and the other may make mistakes.
Equilibrium Refinement for the Age of Machines: The One-Sided Quasi-Perfect Equilibrium
In two-player zero-sum extensive-form games, Nash equilibrium prescribes optimal strategies against perfectly rational opponents. However, it does not guarantee rational play in parts of the game tree that can only be reached by the players making mistakes. This can be problematic when operationalizing equilibria in the real world among imperfect players. Trembling-hand refinements are a sound remedy to this issue, and are subsets of Nash equilibria that are designed to handle the possibility that any of the players may make mistakes. In this paper, we initiate the study of equilibrium refinements for settings where one of the players is perfectly rational (the "machine") and the other may make mistakes.
Online Lazy Gradient Descent is Universal on Strongly Convex Domains
We study Online Lazy Gradient Descent for optimisation on a strongly convex domain. The algorithm is known to achieve O( N) regret against adversarial opponents; here we show it is universal in the sense that it also achieves O(log N) expected regret against i.i.d opponents. This improves upon the more complex metaalgorithm of Huang et al [20] that only gets O( Nlog N) and O(log N) bounds. In addition we show that, unlike for the simplex, order bounds for pseudo-regret and expected regret are equivalent for strongly convex domains.