Papers for

multiagent system developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Learning speed differences help agents cooperate in repeated games

Multi-Agent Learning of Reactive Strategies in Iterated Games

Abstract: Learning agents, whether humans or algorithms, adapt to one another rather than to a fixed environment. Selfish learning need not produce a good outcome for the group, especially when learners face a social dilemma. The iterated prisoner's dilemma (IPD) is the classical example, but it is usually studied in populations of agents who imitate successful strategies. Here, we instead study selfish gradient ascent learners on the two-dimensional space of reactive strategies. A reactive strategy is described by two continuous traits: reciprocity, the chance of cooperating after the co-player cooperates, and forgiveness, the chance of cooperating after the co-player defects. Each learner updates its strategy in the direction that most rapidly improves its payoff against all other learners, by an amount governed by its learning rate. We show that heterogeneity in learning rates can qualitatively change the long-term outcome: a population with uniform learning rates converges to always-defect (ALLD), whereas a population with variable learning rates approaches generous-tit-for-tat (GTFT), which produces nearly optimal collective payoffs. In simulations, every population passes through a transient state of minimal forgiveness, in which the distribution of reciprocity determines the outcome. Variable learning rates promote cooperation because slow learners preserve high reciprocity until the population reaches this state. We prove sufficient conditions on the distribution of reciprocity for convergence to ALLD or to tit-for-tat (TFT). Variable learning rates also allow cooperation to recover from perturbation, which is provably impossible under uniform learning. These results suggest that purely selfish and myopic learning can produce persistent cooperation provided the population has intrinsic variability in learning rates.

Sat 10 OctComputer Science and Game Theory
The gist
When people or computer programs learn to work with others, they usually try to improve their own outcomes. The authors study how different learning speeds among agents can affect cooperation in repeated situations like the prisoner's dilemma. They find that if all agents learn at the same rate, they tend to stop cooperating, but if learning speeds vary, cooperation can emerge and last. This cooperation happens because the slower learners keep being forgiving while the others adapt quickly.
Open → 2610.15054v1

Coordinate median optimally aggregates agents in euclidean space

Strategyproof Aggregation in Euclidean Spaces: Rigidity and Median Optimality

Abstract: We study deterministic strategyproof aggregation in finite-dimensional Euclidean spaces. For every odd number $n\ge3$ of agents and every finite dimension, we prove that the coordinate-wise median minimizes the worst-case approximation ratio for total Euclidean distance among all continuous, anonymous, deterministic strategyproof mechanisms. The same optimality result holds for every even $n\ge4$ when each coordinate uses a fixed choice of the lower or upper middle rank. The proof combines a rigidity theorem with a normalization that does not increase the approximation ratio: any hypothetical mechanism outperforming the median has a normalized representative that is a fixed coordinate-wise order-statistic rule in a single orthonormal frame. A reflection argument then shows that no such rule improves on the median.

Wed 16 SeptComputer Science and Game Theory
The gist
When a group of people needs to agree on a single point based on their different opinions in a multi-dimensional space, finding a fair and strategic way to do this is important. The authors found that using the coordinate-wise median—choosing the middle value for each dimension—works best to minimize overall distance and prevent people from gaming the system. They prove this is true for any number of people and dimensions, under certain conditions. Their approach uses mathematical arguments about order and symmetry to show no better method exists.
Open → 2609.19394v1