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Neural Information Processing Systems

Human communication is motivated: people speak, write, and create content with a particular communicative intent in mind. As a result, information that large language models (LLMs) and AI agents process is inherently framed by humans' intentions and incentives. People are adept at navigating such nuanced information: we routinely identify benevolent or self-serving motives in order to decide what statements to trust. For LLMs to be effective in the real world, they too must critically evaluate content by factoring in the motivations of the source--for instance, weighing the credibility of claims made in a sales pitch. In this paper, we undertake a comprehensive study of whether LLMs have this capacity for motivational vigilance.









Dominated Actions in Imperfect-Information Games

arXiv.org Artificial Intelligence

Dominance is a fundamental concept in game theory. In normal-form games dominated strategies can be identified in polynomial time. As a consequence, iterative removal of dominated strategies can be performed efficiently as a preprocessing step for reducing the size of a game before computing a Nash equilibrium. For imperfect-information games in extensive form, we could convert the game to normal form and then iteratively remove dominated strategies in the same way; however, this conversion may cause an exponential blowup in game size. In this paper we define and study the concept of dominated actions in imperfect-information games. Our main result is a polynomial-time algorithm for determining whether an action is dominated (strictly or weakly) by any mixed strategy in n-player games, which can be extended to an algorithm for iteratively removing dominated actions. This allows us to efficiently reduce the size of the game tree as a preprocessing step for Nash equilibrium computation. We explore the role of dominated actions empirically in "All In or Fold" No-Limit Texas Hold'em poker.