Strategic litigation involves bringing a case to court with the goal of having an impact beyond resolving the particular dispute at hand. In a common law system, one way a case may have far-reaching impact is by establishing new legal precedent that later courts must follow. In this paper, we explore strategic litigation from the perspective of machine learning theory. We consider an abstract model of a common law legal system where a lower court decides new cases by applying a decision rule learned from a higher court's past rulings. In this model, we explore the power of a strategic litigator, who strategically brings cases to the higher court to influence the decision rule applied by the lower court in future cases. We explore questions including: What impact can a strategic litigator have? Which cases should a strategic litigator bring to court? Does it ever make sense for a strategic litigator to bring a case when they are sure the court will rule against them? We show that this strategic case selection problem has interesting structure, with even simple settings exhibiting counterintuitive phenomena. When cases are represented by points in one dimension and the lower court's learning algorithm is nearest neighbor, or as points in d dimensions and the lower court's learning algorithm is a support vector machine, we characterize the set of inducible decision rules and develop algorithms for selecting an optimal set of cases to bring to the higher court given the strategic litigator's objectives.
Ambition and risk-taking have been heralded as important ways for marginalized communities to get out of cycles of poverty. As a result, educational messaging often encourages individuals to strengthen their personal resolve and develop characteristics such as discipline and grit to succeed in ambitious ends. However, recent work in philosophy and sociology highlights that this messaging often does more harm than good for students in these situations. We study similar questions using a different epistemic approach and in simple theoretical models -- we provide a quantitative model of decision-making between stable and risky choices in the improving multi-armed bandits framework. We use this model to first study how individuals' "strategies" are affected by their level of grittiness and how this affects their accrued rewards. Then, we study the impact of various interventions, such as increasing grit or providing a financial safety net. Our investigation of rational decision making studies the competitive ratio between the accrued reward and the optimal reward.
We consider a setting where agents take action by following their role models in a social network, and study strategies for a social planner to help agents by revealing whether the role models are positive or negative. Specifically, agents observe a local neighborhood of possible role models they can emulate, but do not know their true labels. Revealing a positive label encourages emulation, while revealing a negative one redirects agents toward alternative options. The social planner observes all labels, but operates under a limited disclosure budget that it selectively allocates to maximize social welfare (the expected number of agents who emulate adjacent positive role models). We consider both algorithms and hardness results for welfare maximization, and provide a sample-complexity guarantee when the planner observes a sampled subset of agents. We also consider fairness guarantees when agents belong to different groups. It is a technical challenge that the ability to reveal negative role models breaks submodularity. We thus introduce a proxy welfare function that remains submodular even when revealed targets include negative ones. When each agent has at most a constant number of negative target neighbors, we use this proxy to achieve a constant-factor approximation to the true optimal welfare gain. When agents belong to different groups, we also show that each group's welfare gain is within a constant factor of the optimum achievable if the full budget were allocated to that group. Beyond this basic model, we also propose an intervention model that directly connects high-risk agents to positive role models, and a coverage radius model that expands the visibility of selected positive role models. Lastly, we conduct extensive experiments on four real-world datasets to support our theoretical results and assess the effectiveness of the proposed algorithms.
Large language models with chain-of-thought generation have demonstrated great potential for producing complex mathematical proofs. However, their reasoning can often go astray, leading to increasing interest in formal and learned verifiers. A major challenge in learning verifiers, especially when their output will be used by the prover, is that this feedback loop may produce substantial distribution shift. Motivated by this challenge, we propose an online learning framework for learning chain-of-thought verifiers that, given a problem and a sequence of reasoning steps, check the correctness of the solution. Highlighting the asymmetric role of soundness (failure in catching errors in a proof) and completeness (flagging correct proofs as wrong) mistakes of the verifier, we introduce novel extensions of the Littlestone dimension which tightly characterize the mistake bounds for learning a verifier in the realizable setting. We provide optimal algorithms for finding the Pareto-frontier (the smallest total number of mistakes given a budget of soundness mistakes) as well as minimizing a linear combination of asymmetric costs. We further show how our learned verifiers can be used to boost the accuracy of a collection of weak provers, and enable generation of proofs beyond what they were trained on. With the mild assumption that one of the provers can generate the next reasoning step correctly with some minimal probability, we show how to learn a strong prover with small error and abstention rates.
We investigate the concept of algorithmic replicability introduced by Impagliazzo et al. 2022, Ghazi et al. 2021, Ahn et al. 2024 in an online setting. In our model, the input sequence received by the online learner is generated from time-varying distributions chosen by an adversary (obliviously). Our objective is to design low-regret online algorithms that, with high probability, produce the exact same sequence of actions when run on two independently sampled input sequences generated as described above. We refer to such algorithms as adversarially replicable. Previous works (such as Esfandiari et al. 2022) explored replicability in the online setting under inputs generated independently from a fixed distribution; we term this notion as iid-replicability. Our model generalizes to capture both adversarial and iid input sequences, as well as their mixtures, which can be modeled by setting certain distributions as point-masses. We demonstrate adversarially replicable online learning algorithms for online linear optimization and the experts problem that achieve sub-linear regret. Additionally, we propose a general framework for converting an online learner into an adversarially replicable one within our setting, bounding the new regret in terms of the original algorithm's regret. We also present a nearly optimal (in terms of regret) iid-replicable online algorithm for the experts problem, highlighting the distinction between the iid and adversarial notions of replicability. Finally, we establish lower bounds on the regret (in terms of the replicability parameter and time) that any replicable online algorithm must incur.
We consider a model for explainable AI in which an explanation for a prediction h(x) = y consists of a subset S' of the training data (if it exists) such that all classifiers h' is an element of H that make at most b mistakes on S' predict h'(x) = y. Such a set S' serves as a proof that x indeed has label y under the assumption that (1) the true target function h. belongs to H, and (2) the set S contains at most b noisy or corrupted points. For example, if b = 0 and H is the family of linear classifiers in R-d, and if x lies inside the convex hull of the positive data points in S (and therefore every consistent linear classifier labels x as positive), then Caratheodory's theorem states that x in fact lies inside the convex hull of d + 1 of those points. So, a set S' of size d + 1 could be released as an explanation for a positive prediction, and would serve as a short proof of correctness of the prediction under the assumption of perfect realizability. In this work, we consider this problem more generally, for general hypothesis classes H and general values b >= 0. We define the notion of the robust hollow star number of H (which generalizes the standard hollow star number), and show that it precisely characterizes the worst-case size of the smallest certificate achievable, and analyze its size for natural classes. We also consider worst-case distributional bounds on certificate size, as well as distribution-dependent bounds that we show tightly control the sample size needed to get a certificate for any given test example. In particular, we define a notion of the certificate coefficient ex of an example x with respect to a data distribution D and target function h*, and prove matching upper and lower bounds on sample size as a function of epsilon(x), b, and the VC dimension d of H.
We are often interested in decomposing complex, structured data into simple components that explain the data. The linear version of this problem is well-studied as dictionary learning and factor analysis. In this work, we propose a combinatorial model in which to study this question, motivated by the way objects occlude each other in a scene to form an image. First, we identify a property we call "well-structuredness" of a set of low-dimensional components which ensures that no two components in the set are too similar. We show how well-structuredness is sufficient for learning the set of latent components comprising a set of sample instances. We then consider the problem: given a set of components and an instance generated from some unknown subset of them, identify which parts of the instance arise from which components. We consider two variants: (1) determine the minimal number of components required to explain the instance; (2) determine the correct explanation for as many locations as possible. For the latter goal, we also devise a version that is robust to adversarial corruptions, with just a slightly stronger assumption on the components. Finally, we show that the learning problem is computationally infeasible in the absence of any assumptions.
We consider the problem of learning and using predictions for warm start algorithms with predictions. In this setting, an algorithm is given an instance of a problem, and a prediction of the solution. The runtime of the algorithm is bounded by the distance from the predicted solution to the true solution of the instance. Previous work has shown that when instances are drawn iid from some distribution, it is possible to learn an approximately optimal fixed prediction (Dinitz et al, NeurIPS 2021), and in the adversarial online case, it is possible to compete with the best fixed prediction in hindsight (Khodak et al, NeurIPS 2022). In this work we give competitive guarantees against stronger benchmarks that consider a set of k predictions 𝐏. That is, the "optimal offline cost" to solve an instance with respect to 𝐏 is the distance from the true solution to the closest member of 𝐏. This is analogous to the k-medians objective function. In the distributional setting, we show a simple strategy that incurs cost that is at most an O(k) factor worse than the optimal offline cost. We then show a way to leverage learnable coarse information, in the form of partitions of the instance space into groups of "similar" instances, that allows us to potentially avoid this O(k) factor. Finally, we consider an online version of the problem, where we compete against offline strategies that are allowed to maintain a moving set of k predictions or "trajectories," and are charged for how much the predictions move. We give an algorithm that does at most O(k^4 ln^2 k) times as much work as any offline strategy of k trajectories. This algorithm is deterministic (robust to an adaptive adversary), and oblivious to the setting of k. Thus the guarantee holds for all k simultaneously.
Test-time augmentation, such as Retrieval-Augmented Generation (RAG) or tool use, critically depends on an interplay between a model's parametric knowledge and externally retrieved information. However, the theoretical underpinnings of this relationship remain poorly understood. Specifically, it is not clear how much pre-training knowledge is required to answer queries with a small number of augmentation steps, which is a desirable property in practice. To address this question, we formulate multi-step reasoning as an s-t connectivity problem on a knowledge graph. We represent a model's pre-training parametric knowledge as a partial, potentially noisy subgraph. We view augmentation as querying an oracle for true edges that augment the model's knowledge. Then, we characterize the necessary and sufficient number of augmentation steps for the model to generate an accurate answer given partial prior knowledge. One key result shows a phase transition: if the prior knowledge graph over n vertices is disconnected into small components, then finding a path via augmentation is inefficient and requires Ω(√(n)) queries. On the other hand, once the density of correct knowledge surpasses a threshold, forming a giant component, we can find paths with an expected constant number of queries.
We give nearly-tight upper and lower bounds for the improving multi-armed bandits problem. An instance of this problem has $k$ arms, each of whose reward function is a concave and increasing function of the number of times that arm has been pulled so far. We show that for any randomized online algorithm, there exists an instance on which it must suffer at least an $\Omega(\sqrt{k})$ approximation factor relative to the optimal reward. We then provide a randomized online algorithm that guarantees an $O(\sqrt{k})$ approximation factor, if it is told the maximum reward achievable by the optimal arm in advance. We then show how to remove this assumption at the cost of an extra $O(\log k)$ approximation factor, achieving an overall $O(\sqrt{k} \log k)$ approximation relative to optimal.
Chain-of-Thought reasoning has emerged as a powerful approach for solving complex mathematical and logical problems. However, it can often veer off track through incorrect or unsubstantiated inferences. Formal mathematical reasoning, which can be checked with a formal verifier, is one approach to addressing this issue. However, currently LLMs are simply not good enough to solve complex problems in a formal way, and even just formalizing an informal problem statement can be challenging. Motivated by this fact, in this work we consider the problem of learning reliable verifiers for natural language Chain-of-Thought reasoning. That is, given a problem statement and step-by-step solution in natural language, the aim of the verifier is to output [Yes] if the reasoning steps in the solution are all valid, and [No] otherwise. In this work we give a formal PAC-learning framework for studying this problem. We propose and analyze several natural verification goals, at different levels of strength, in this framework. We provide sample complexity upper-bounds for learning verifiers satisfying these goals, as well as lower-bound and impossibility results for learning other natural verification objectives without additional assumptions.
In this paper, we relate the philosophical literature on pessimism traps to information cascades, a formal model derived from the economics and mathematics literature. A pessimism trap is a social pattern in which individuals in a community, in situations of uncertainty, copy the sub-optimal actions of others, despite their individual beliefs. This maps nicely onto the concept of an information cascade, which involves a sequence of agents making a decision between two alternatives, with a private signal of the superior alternative and a public history of others' actions. Key results from the economics literature show that information cascades occur with probability one in many contexts, and depending on the strength of the signal, populations can fall into the incorrect cascade very easily and quickly. Once formed, in the absence of external perturbation, a cascade cannot be broken - therefore, we derive an intervention that can be used to nudge a population from an incorrect to a correct cascade and, importantly, maintain the cascade once the subsidy is discontinued. We extend this to the case of multiple communities, each of which might have a different optimal action, and a government providing subsidies that cannot discriminate between communities and does not know which action is optimal for each. We study this both theoretically and empirically.
User-generated content (UGC) on social media platforms is vulnerable to incitements and manipulations, necessitating effective regulations. To address these challenges, those platforms often deploy automated content moderators tasked with evaluating the harmfulness of UGC and filtering out content that violates established guidelines. However, such moderation inevitably gives rise to strategic responses from users, who strive to express themselves within the confines of guidelines. Such phenomena call for a careful balance between: 1. ensuring freedom of speech – by minimizing the restriction of expression; and 2. reducing social distortion – measured by the total amount of content manipulation. We tackle the problem of optimizing this balance through the lens of mechanism design, aiming at optimizing the trade-off between minimizing social distortion and maximizing free speech. Although determining the optimal trade-off is NP-hard, we propose practical methods to approximate the optimal solution. Additionally, we provide generalization guarantees determining the amount of finite offline data required to approximate the optimal moderator effectively.
We initiate the study of a new notion of adversarial loss which we call distributional adversarial loss. In this notion, we assume for each original example, the allowed adversarial perturbation set is a family of distributions, and the adversarial loss over each example is the maximum loss over all the associated distributions. The goal is to minimize the overall adversarial loss. We show sample complexity bounds in the PAC-learning setting for our notion of adversarial loss. Our notion of adversarial loss contrasts the prior work on robust learning that considers a set of points, not distributions, as the perturbation set of each clean example. As an application of our approach, we show how to unify the two lines of work on randomized smoothing and robust learning in the PAC-learning setting and derive sample complexity bounds for randomized smoothing methods. Furthermore, we investigate the role of randomness in achieving robustness against adversarial attacks. We show a general derandomization technique that preserves the extent of a randomized classifier's robustness against adversarial attacks and show its effectiveness empirically.
The improving multi-armed bandits problem is a formal model for allocating effort under uncertainty, motivated by scenarios such as investing research effort into new technologies, performing clinical trials, and hyperparameter selection from learning curves. Each pull of an arm provides reward that increases monotonically with diminishing returns. A growing line of work has designed algorithms for improving bandits, albeit with somewhat pessimistic worst-case guarantees. Indeed, strong lower bounds of $Ω(k)$ and $Ω(\sqrt{k})$ multiplicative approximation factors are known for both deterministic and randomized algorithms (respectively) relative to the optimal arm, where $k$ is the number of bandit arms. In this work, we propose two new parameterized families of bandit algorithms and bound the sample complexity of learning the near-optimal algorithm from each family using offline data. The first family we define includes the optimal randomized algorithm from prior work. We show that an appropriately chosen algorithm from this family can achieve stronger guarantees, with optimal dependence on $k$, when the arm reward curves satisfy additional properties related to the strength of concavity. Our second family contains algorithms that both guarantee best-arm identification on well-behaved instances and revert to worst case guarantees on poorly-behaved instances. Taking a statistical learning perspective on the bandit rewards optimization problem, we achieve stronger data-dependent guarantees without the need for actually verifying whether the assumptions are satisfied.
One of the most basic lower bounds in machine learning is that in nearly any nontrivial setting, it takes at least 1/epsilon samples to learn to error epsilon (and more, if the classifier being learned is complex). However, suppose that data points are agents who have the ability to improve by a small amount if doing so will allow them to receive a (desired) positive classification. In that case, we may actually be able to achieve zero error by just being "close enough". For example, imagine a hiring test used to measure an agent's skill at some job such that for some threshold theta, agents who score above theta will be successful and those who score below theta will not (i.e., learning a threshold on the line). Suppose also that by putting in effort, agents can improve their skill level by some small amount r. In that case, if we learn an approximation (theta) over cap of theta such that theta <= (theta) over cap <= theta + r and use it for hiring, we can actually achieve error zero, in the sense that (a) any agent classified as positive is truly qualified, and (b) any agent who truly is qualified can be classified as positive by putting in effort. Thus, the ability for agents to improve has the potential to allow for a goal one could not hope to achieve in standard models, namely zero error. In this paper, we explore this phenomenon more broadly, giving general results and examining under what conditions the ability of agents to improve can allow for a reduction in the sample complexity of learning, or alternatively, can make learning harder. We also examine both theoretically and empirically what kinds of improvement-aware algorithms can take into account agents who have the ability to improve to a limited extent when it is in their interest to do so.
Counterfactual explanations (CFEs) are sets of actions that an agent with a negative classification could take to achieve a (desired) positive classification, for consequential decisions such as loan applications, hiring, admissions, etc. In this work, we consider settings where optimal CFEs correspond to solutions of weighted set cover problems. In particular, there is a collection of actions that agents can perform that each have their own cost and each provide the agent with different sets of capabilities. The agent wants to perform the cheapest subset of actions that together provide all the needed capabilities to achieve a positive classification. Since this is an NP-hard optimization problem, we are interested in the question: can we, from training data (instances of agents and their optimal CFEs) learn a CFE generator that will quickly provide optimal sets of actions for new agents? In this work, we provide a deep-network learning procedure that we show experimentally is able to achieve strong performance at this task. We consider several problem formulations, including formulations in which the underlying "capabilities" and effects of actions are not explicitly provided, and so there is an informational challenge in addition to the computational challenge. Our problem can also be viewed as one of learning an optimal policy in a family of large but deterministic Markov Decision Processes (MDPs).
We consider the vulnerability of fairness-constrained learning to small amounts of malicious noise in the training data. Konstantinov and Lampert (2021) initiated the study of this question and presented negative results showing there exist data distributions where for several fairness constraints, any proper learner will exhibit high vulnerability when group sizes are imbalanced. Here, we present a more optimistic view, showing that if we allow randomized classifiers, then the landscape is much more nuanced. For example, for Demographic Parity we show we can incur only a $\Theta(\alpha)$ loss in accuracy, where $\alpha$ is the malicious noise rate, matching the best possible even without fairness constraints. For Equal Opportunity, we show we can incur an $O(\sqrt{\alpha})$ loss, and give a matching $\Omega(\sqrt{\alpha})$lower bound. In contrast, Konstantinov and Lampert (2021) showed for proper learners the loss in accuracy for both notions is $\Omega(1)$. The key technical novelty of our work is how randomization can bypass simple "tricks" an adversary can use to amplify his power. We also consider additional fairness notions including Equalized Odds and Calibration. For these fairness notions, the excess accuracy clusters into three natural regimes $O(\alpha)$,$O(\sqrt{\alpha})$ and $O(1)$. These results provide a more fine-grained view of the sensitivity of fairness-constrained learning to adversarial noise in training data.
Gameplay under various forms of uncertainty has been widely studied. Feldman et al. (2010) studied a particularly low-information setting in which one observes the opponent's actions but no payoffs, not even one's own, and introduced an algorithm which guarantees one's payoff nonetheless approaches the minimax optimal value (i.e., zero) in a symmetric zero-sum game. Against an opponent playing a minimax-optimal strategy, approaching the value of the game is the best one can hope to guarantee. However, a wealth of research in behavioral economics shows that people often do not make perfectly rational, optimal decisions. Here we consider whether it is possible to actually win in this setting if the opponent is behaviorally biased. We model several deterministic, biased opponents and show that even without knowing the game matrix in advance or observing any payoffs, it is possible to take advantage of each bias in order to win nearly every round (so long as the game has the property that each action beats and is beaten by at least one other action). We also provide a partial characterization of the kinds of biased strategies that can be exploited to win nearly every round, and provide algorithms for beating some kinds of biased strategies even when we don't know which strategy the opponent uses.
Yossi Azar合作论文数Blavatnik School of Computer Science, Tel-Aviv University4