Papers for

online platform managers

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.

Voting method improved for fairness and best choice selection

Regularizing the Veto Core

Abstract: The metric distortion framework asks voting rules to elect a candidate close to the voters using only their rankings. SimultaneousPluralityVeto elects from the plurality veto core and achieves the optimal worst-case distortion of 3, but it is not Pareto-efficient: it can declare a tie between two candidates even when every voter prefers one of them. Removing Pareto-dominated candidates afterward would break the convexity of tied winner sets. We instead introduce regularization, which adds a small $\varepsilon$ to every candidate's weight, restoring Pareto-efficiency. To study its effect on distortion, we introduce the rank score veto core, whose candidate weights come from a positional scoring vector $\mathbf{s}$, and prove that its distortion lies in $[1 + 2(||\mathbf{s}|| - s_m),\, 1 + 2||\mathbf{s}||]$; we conjecture that the lower bound is tight. A fixed $\varepsilon$ can increase distortion, but letting $\varepsilon$ depend on the number of voters preserves the distortion guarantee of the original veto core. Regularized SimultaneousPluralityVeto thus has optimal distortion, is Pareto-efficient, and has convex tied winner sets, resolving an open question of Kızılkaya and Kempe.

Mon 19 OctComputer Science and Game Theory
The gist
Choosing a winner in a vote based only on rankings can be tricky, especially when some methods tie between options everyone doesn’t equally support. The authors looked at a known voting approach called SimultaneousPluralityVeto, which picks winners close to voters’ preferences but sometimes fails to choose the clearly better candidate. They introduced a small adjustment to the method that ensures the chosen winner is always Pareto-efficient—that is, no other candidate is better for all voters—and keeps the method’s efficiency and fairness features. This work helps design voting rules that pick winners more reliably and fairly.
Open → 2610.26535v1

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

Visibility influences strategic behavior and coordination outcomes

Visibility Design and Strategic Reasoning

Abstract: Dashboards, feeds, and leaderboards determine whom agents believe they are playing against. We study how such information architectures shape strategic behavior, and how a designer who controls them can use visibility as a lever. We propose a behavioral model in which a transparency parameter governs how selectively agents are exposed to opponents of nearby reasoning depth, and embed it in a Cognitive Hierarchy environment, which provides a tractable language for tying agents' beliefs about the sophistication of others to what they see. We show that because the exposure operator is an exponential tilt of the type distribution, the effect of transparency on aggregate behavior has a closed form: the derivative of the aggregate action with respect to $p$ is proportional to the population-average variance of perceived sophistication. This identity signs the effect in games of strategic complements (opacity raises aggregate effort) and in coordination environments (opacity lowers the mean action), and an ordinal version holds for any response rule that is monotone in the belief. Notably, under a Poisson prior, opacity acts as a sophistication multiplier: every reasoner plays as if the population were $\mathrm{Poisson}(τ/p)$. We use this structure to characterize the disagreement-versus-level tradeoff faced by a coordination-minded designer, to identify the reasoning depths that respond most to visibility, and to show that opacity imposes a ``sophistication tax'' under which the deepest reasoners can lose to moderate ones. Simulations in which agents see only a noisy leaderboard of published actions reproduce both the reversal and the tax. Together, our findings highlight that who an agent sees, and not only how deeply it reasons, shapes strategic behavior, and point to visibility as a design lever.

Fri 18 SeptComputer Science and Game Theory
The gist
How much information people see about others affects how they make decisions in groups or games. The paper shows that when people can see opponents who think like them, it changes the overall actions of the group in predictable ways. Less visibility can sometimes increase effort in competitive settings but reduce coordination. The authors also find that hiding information can hurt the smartest thinkers and that showing only noisy rankings can change how people behave. This highlights that who you see matters just as much as how smart you are in strategic situations.
Open → 2609.22531v1