Papers for

online marketplace 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.

Language agents improve pricing and persuasion in economic games

How Far Can an Agent Push? Trust-Safety Margins in Live Language-Based Economic Games

Abstract: The previous version contained Unicode em dashes. Paste this ASCII-only version: Game theory identifies when a strategic action should be accepted, but not how long a live, language-based counterpart will continue to accept it. We entered the GLEE competition in its final week with one protected agent, Milton, and four instrument agents that ran deterministic, per-game randomized trials of policy changes; Milton received changes only through pre-specified gates or registered, rollback-guarded production rules. In negotiation, learned pricing improves adjusted percentile by 0.071 (n=21,168); in bargaining, a continuation model conditioned on the rejected offer did not improve on a recency-weighted incumbent and was retired. In persuasion, a preregistered five-dose experiment (7,391 assigned games, blinded until a fixed stop) shows that recommending every unit raises sales by 0.194 of the maximum (95% CI [0.147, 0.241]) where the receiver's slack makes obedience rational (52% of the Bayesian benchmark), lowers them where it does not (-0.067), and produces a larger early-to-late purchase decline than honest recommendations (-0.123). A rule fixed before unblinding now routes Milton's dose per cell. Milton stood 11th of 460 agents in bargaining at the fixed stop; we also report the close, where the final day's pool shift moved all five agents' bargaining ratings together while their play was unchanged, and three dispatch defects were found by checking delivered behavior against the design.

Sun 18 OctMultiagent SystemsComputer Science and Game Theory
The gist
The researchers studied how computer agents negotiating or persuading people in live language-based games behave when they push boundaries. They found that adjusting prices using learning strategies made offers better accepted in negotiation. In persuasion, they showed that recommending every unit sold can increase sales, but only when the customer is willing to accept the recommendation. Their agent Milton ranked 11th out of 460 in bargaining by following strict rules. They also found some errors by comparing what the agents did to what the design intended.
Open → 2610.25508v1

Explainable graph neural networks identify key peers in recommendations

xLightGCN: Explainable Graph Neural Network Based Recommendation Systems with Most Influential Peers

Abstract: Recommendation systems, systems that predict a user's preference for items in order to curate that user's feed, are a ubiquitous and central feature in online social networks. While they are a central piece of our modern digital infrastructure, many modern approaches are opaque black boxes, making them difficult to audit, understand, and assess the trustworthiness of. In this paper we present an exact, graph-based approach for generating explanations for decisions made by recommendation systems. We argue that in the risk-sensitive sociotechnical context of user-facing AI such as recommendation systems, explainability is a key pillar for establishing the trustworthiness of models and validating their effectiveness. We propose a technique built on LightGCN like architectures, an influential and popular class of recommendation models. We describe our approach and argue that it provides an appropriate assurance mechanism for these AI systems leading to specific advantages, including interpretable explanations and a theoretically guaranteed measure of explanation fidelity. We conclude by discussing limitations and directions for future research.

Wed 14 OctArtificial Intelligence
The gist
Recommendation systems suggest items you might like, but many use complex models that are hard to understand. This paper introduces a way to clearly explain why recommendations are made by showing which other users most influenced the suggestions. The authors build on a popular graph-based model to provide explanations with strong mathematical guarantees. This helps build trust in recommendation systems by making them less like black boxes.
Open → 2610.19446v1

Computer-use agents struggle to follow user goals in biased online markets

CAVEAT: Towards Robust Computer-Use Agents in Incentive-Misaligned Environments

Abstract: Computer-use agents (CUAs) increasingly act on behalf of users online. What happens when the environments they operate in have incentives that do not align with the user's? In online marketplaces, for example, platforms may favor some products over others, potentially steering agents away from the user's objective. Existing CUA benchmarks cover cooperative settings or explicit attacks, but do not test whether agents preserve user objectives when the environment itself has a stake in the outcome. We introduce CAVEAT, a controlled benchmark spanning nine marketplace environments and a taxonomy of eight common steering mechanisms. Across five model families, agents purchase the user-optimal product in 78.6% of matched-control episodes but only 17.3% when steering mechanisms are enabled. Larger models and increased reasoning improve robustness, but substantial failures persist. Our trajectory analysis and targeted ablations identify three points where steering enters the decision process: (1) agents distort the user's priorities, (2) prematurely narrow the set of alternatives they consider, and (3) commit before resolving decision-relevant evidence. Guided by this diagnosis, we develop CAVEAT-Harness, which directly targets these failure modes and raises user-optimal purchasing by 55.0%. Targeted post-training further improves a smaller open model. These results establish incentive robustness as a distinct challenge for delegated agents, diagnose how it fails, and show that targeted interventions can substantially improve it.

Wed 23 SeptArtificial IntelligenceComputation and Language
The gist
Computer-use agents help people shop and act online, but sometimes the online platforms have their own interests that don't match the user's wishes. The authors created a test called CAVEAT to see how well these agents stick to what users want when the platform tries to steer them differently. They found that agents often fail, especially when platforms push certain products. The authors also designed fixes that help agents resist this steering and better follow user goals.
Open → 2609.27273v1