As autobidding systems increasingly dominate online advertising auctions, characterizing their long-term dynamical behavior is brought to the fore. In this paper, we examine the dynamics of autobidders who optimize value subject to a return-on-spend (RoS) constraint under uniform bid scaling. Our main set of results show that simple autobidding dynamics can exhibit formally chaotic behavior. This significantly strengthens the recent results of Leme, Piliouras, Schneider, Spendlove, and Zuo (EC '24) that went as far as quasiperiodicity. Our proof proceeds by establishing that autobidding dynamics can simulate – up to an arbitrarily small error – a broad class of continuous-time nonlinear dynamical systems. This class contains as a special case Chua's circuit, a classic chaotic system renowned for its iconic double scroll attractor. Our reduction develops several modular gadgets, which we anticipate will find other applications going forward. Moreover, in discrete time, we show that different incarnations of mirror descent can exhibit Li-Yorke chaos, topological transitivity, and sensitivity to initial conditions, connecting along the way those dynamics to classic dynamical systems such as the logistic map and the Ricker population model. Taken together, our results reveal that the long-term behavior of ostensibly simple second-price autobidding auctions can be inherently unpredictable and complex.
We know that the Nash equilibria of a game cannot be computed efficiently unless P = PPAD. But can they be learned? Are there dynamics that (1) can be computed efficiently by the players at each strategy profile and (2) are guaranteed to converge to the Nash equilibria? This is a question as ancient as the Nash equilibrium itself, and antedates by many decades current complexity considerations about it. It was recently proved in MPPS23 that no such dynamics can exist in general; however, the game used in that proof is degenerate, and a strong assumption of uniform convergence to a continuum of Nash equilibria is employed. We point out that both assumptions are necessary for that proof, because Nash-convergent dynamics do exist, which converge to all Nash equilibria in non-degenerate games; in fact we describe two very different families of such dynamics. However, we show that both of these families are intractable to compute locally, unless complexity classes collapse. We formulate a complexity theoretic Impossibility Conjecture: if a locally tractable Nash-convergent dynamic exists then P=PPAD. This is a novel kind of conjecture, combining topology and complexity, because the dynamic is only required to be tractable locally – it could take exponentially many steps to converge, so long as the work done at each step is polynomial. Next, we show that any locally tractable dynamic which possesses a locally tractable Lyapunov function cannot exist unless PPAD = CLS. Finally, for the most general impossibility conjecture, we provide a complexity-theoretic explanation why it may be difficult to settle: we introduce a Proving Game to demonstrate that black-box reductions cannot distinguish between convergent and non-convergent dynamics in polynomial time.
We investigate a family of one dimensional maps for which the bifurcation diagram looks differently than the usual ones. We describe and exemplify various unique and interesting phenomena arising for this family of maps.
Understanding how players adjust their strategies in games, based on their experience, is a crucial tool for policymakers. It enables them to forecast the system's eventual behavior, exert control over the system, and evaluate counterfactual scenarios. The task becomes increasingly difficult when only a limited number of observations are available or difficult to acquire. In this work, we introduce the Side-Information Assisted Regression (SIAR) framework, designed to identify game dynamics in multiplayer normal-form games only using data from a short run of a single system trajectory. To enhance system recovery in the face of scarce data, we integrate side-information constraints into SIAR, which restrict the set of feasible solutions to those satisfying game-theoretic properties and common assumptions about strategic interactions. SIAR is solved using sum-of-squares (SOS) optimization, resulting in a hierarchy of approximations that provably converge to the true dynamics of the system. We showcase that the SIAR framework accurately predicts player behavior across a spectrum of normal-form games, widely-known families of game dynamics, and strong benchmarks, even if the unknown system is chaotic.
Automated design of multi-agent interactions with desirable equilibrium outcomes is inherently difficult due to the computational hardness, non-uniqueness, and instability of the resulting equilibria. In this work, we propose the use of game-agnostic (DEBs) as modules in a novel, differentiable framework to address a wide variety of incentive design problems from economics and computer science. We call this framework (DID). To validate our approach, we examine three diverse, challenging incentive design tasks: contract design, machine scheduling, and inverse equilibrium problems. For each task, we train a single neural network using a unified pipeline and DEB. This architecture solves the of problem instances, parameterized by a context, handling games across a wide range of scales (from two to sixteen actions per player).
For decades, static solution concepts (Nash, Correlated, and Coarse Correlated Equilibria) and the Price of Anarchy (PoA) have formed the bedrock of algorithmic game theory, with no-regret learning proving fast convergence to such game-theoretic equilibria. We show that reducing multi-agent learning to static equilibrium and black-box regret analysis obscures underlying dynamic disequilibrium and game theoretic bounds. First, interior Nash equilibria lack C^1 vector field information, meaning agents cannot distinguish aligned from strictly opposing incentives. Inheriting this geometry, the worst-case pure Nash equilibria dictating robust PoA bounds manifest as topologically unstable strict saddles, and in canonical congestion games, as global repellers supported on almost everywhere strictly dominated strategies. Anchoring efficiency guarantees to these unstable states causes algebraic sensitivity; we prove that accommodating all strictly positive affine costs renders the PoA unbounded. Furthermore, projecting learning trajectories onto the discrete simplex of correlated play systematically accommodates non-rationalizable behavior. Evaluating dynamics via Coarse Correlated Equilibria or proximal refinements fails to preclude strictly dominated strategies. Moreover, optimal O(1/T) swap-regret minimization does not preclude macroscopic turbulence, manifesting as chaotic limit sets even in minimal games. Finally, we examine the non-atomic limit of congestion games. Though considered highly stable with tight sub-linear Θ(p/ln p) PoA bounds (where p is the polynomial degree), we prove that under discrete-time learning, the unique equilibrium destabilizes into Li-Yorke chaos and global attractors whose time-averaged inefficiency degrades exponentially as 2^p. These results necessitate re-evaluating worst-case equilibrium frameworks for dynamically grounded metrics.
This paper studies the convergence of the Optimistic Multiplicative Weights Update algorithm (OMWU) in two player zero-sum games. Recent works have identified instances on which the last-iterate of OMWU can converge arbitrarily slowly, but understanding when and why this slow convergence occurs has remained open. In this work, we develop a new analysis framework that gives sharp, quantitative explanations for this behavior. Our analysis is based on viewing the algorithm's dual iterates as an optimistic skew-gradient descent with respect to an energy function. We prove over the dual iterates that energy is dissipative, and by establishing tight bounds on the magnitude of dissipation, our analysis quantifies the geometric bottlenecks that arise when the corresponding primal iterates are close to the simplex boundary. This further translates into a new linear last-iterate convergence rate in KL divergence on games with a unique and interior Nash equilibrium. Compared to prior work, this new rate contains a much sharper dependence on game-specific constants, and we prove this dependence is optimal. Moreover, these geometric insights further translate into new separations on uniform convergence rates for OMWU. On the one hand, we prove constant lower bounds on the uniform best-iterate convergence rate in KL divergence and total variation distance from Nash. On the other hand, we establish for the 2× 2 setting a new O(T^-1/2) best-iterate rate in duality gap, improving substantially over prior work. Together, this shows in general that uniform convergence rate guarantees do not transfer across different measures of distance to Nash.
We examine the complexity of computing welfare- and revenue-maximizing equilibria in autobidding second-price auctions subject to return-on-spend (RoS) constraints. We show that computing an autobidding equilibrium that approximates the welfare-optimal one within a factor of 2 - ε is NP-hard for any constant ε> 0. Moreover, deciding whether there exists an autobidding equilibrium that attains a 1/2 + ε fraction of the optimal welfare – unfettered by equilibrium constraints – is NP-hard for any constant ε> 0. This hardness result is tight in view of the fact that the price of anarchy (PoA) is at most 2, and shows that deciding whether a non-trivial autobidding equilibrium exists – one that is even marginally better than the worst-case guarantee – is intractable. For revenue, we establish a stronger logarithmic inapproximability, while under the projection games conjecture, our reduction rules out even a polynomial approximation factor. These results significantly strengthen the APX-hardness of Li and Tang (AAAI '24). Furthermore, we refine our reduction in the presence of ML advice concerning the buyers' valuations, revealing again a close connection between the inapproximability threshold and PoA bounds. Finally, we examine relaxed notions of equilibrium attained by simple learning algorithms, establishing constant inapproximability for both revenue and welfare.
AI safety via debate uses two competing models to help a human judge verify complex computational tasks. Previous work has established what problems debate can solve in principle, but has not analysed the practical cost of human oversight: how many queries must the judge make to the debate transcript? We introduce Debate Query Complexity}(DQC), the minimum number of bits a verifier must inspect to correctly decide a debate. Surprisingly, we find that PSPACE/poly (the class of problems which debate can efficiently decide) is precisely the class of functions decidable with O(log n) queries. This characterisation shows that debate is remarkably query-efficient: even for highly complex problems, logarithmic oversight suffices. We also establish that functions depending on all their input bits require Omega(log n) queries, and that any function computable by a circuit of size s satisfies DQC(f) <= log(s) + 3. Interestingly, this last result implies that proving DQC lower bounds of log(n) + 6 for languages in P would yield new circuit lower bounds, connecting debate query complexity to central questions in circuit complexity.
This paper studies the *optimistic* variant of Fictitious Play for learning in two-player zero-sum games. While it is known that Optimistic FTRL -- a *regularized* algorithm with a bounded stepsize parameter -- obtains constant regret in this setting, we show for the first time that similar, optimal rates are also achievable *without* regularization: we prove for two-strategy games that Optimistic Fictitious Play (using *any* tiebreaking rule) obtains only *constant regret*, providing surprising new evidence on the ability of *non*-no-regret algorithms for fast learning in games. Our proof technique leverages a geometric view of Optimistic Fictitious Play in the dual space of payoff vectors, where we show a certain energy function of the iterates remains bounded over time. Additionally, we also prove a regret *lower bound* of $\Omega(\sqrt{T})$ for *Alternating* Fictitious Play. In the unregularized regime, this separates the ability of optimism and alternation in achieving $o(\sqrt{T})$ regret.
The rapid development of advanced AI agents and the imminent deployment of many instances of these agents will give rise to multi-agent systems of unprecedented complexity. These systems pose novel and under-explored risks. In this report, we provide a structured taxonomy of these risks by identifying three key failure modes (miscoordination, conflict, and collusion) based on agents' incentives, as well as seven key risk factors (information asymmetries, network effects, selection pressures, destabilising dynamics, commitment problems, emergent agency, and multi-agent security) that can underpin them. We highlight several important instances of each risk, as well as promising directions to help mitigate them. By anchoring our analysis in a range of real-world examples and experimental evidence, we illustrate the distinct challenges posed by multi-agent systems and their implications for the safety, governance, and ethics of advanced AI.
We contribute the first provable guarantees of global convergence to Nash equilibria (NE) in two-player zero-sum convex Markov games (cMGs) by using independent policy gradient methods. Convex Markov games, recently defined by Gemp et al.(2024), extend Markov decision processes to multi-agent settings with preferences that are convex over occupancy measures, offering a broad framework for modeling generic strategic interactions. However, even the fundamental min-max case of cMGs presents significant challenges, including inherent nonconvexity, the absence of Bellman consistency, and the complexity of the infinite horizon.Our results follow a two-step approach. First, leveraging properties of hidden-convex–hidden-concave functions, we show that a simple nonconvex regularization transforms the min-max optimization problem into a nonconvex–proximal Polyak-Łojasiewicz (NC-pPL) objective. Crucially, this regularization can stabilize the iterates of independent policy gradient methods and ultimately lead them to converge to equilibria. Second, building on this reduction, we address the general constrained min-max problems under NC-pPL and two-sided pPL conditions, providing the first global convergence guarantees for stochastic nested and alternating gradient descent-ascent methods, which we believe may be of independent interest.
We investigate the dynamics of maps of the real line whose behavior on an invariant interval is close to a rational rotation on the circle. We concentrate on a specific two-parameter family, describing the dynamics arising from models in game theory, mathematical biology and machine learning. If one parameter is a rational number, k/n, with k,n coprime, and the second one is large enough, we prove that there is a periodic orbit of period n. It behaves like an orbit of the circle rotation by an angle 2π k/n and attracts trajectories of Lebesgue almost all starting points. We also discover numerically other interesting phenomena. While we do not give rigorous proofs for them, we provide convincing explanations.
Training powerful AI systems to exhibit desired behaviors hinges on the ability to provide accurate human supervision on increasingly complex tasks. A promising approach to this problem is to amplify human judgement by leveraging the power of two competing AIs in a debate about the correct solution to a given problem. Prior theoretical work has provided a complexity-theoretic formalization of AI debate, and posed the problem of designing protocols for AI debate that guarantee the correctness of human judgements for as complex a class of problems as possible. Recursive debates, in which debaters decompose a complex problem into simpler subproblems, hold promise for growing the class of problems that can be accurately judged in a debate. However, existing protocols for recursive debate run into the obfuscated arguments problem: a dishonest debater can use a computationally efficient strategy that forces an honest opponent to solve a computationally intractable problem to win. We mitigate this problem with a new recursive debate protocol that, under certain stability assumptions, ensures that an honest debater can win with a strategy requiring computational efficiency comparable to their opponent.
We investigate the interplay between passivity, no-regret, and convergence in contractive games for various learning dynamic models and their higher-order variants. Our setting is continuous time. Building on prior work for replicator dynamics, we show that if learning dynamics satisfy a passivity condition between the payoff vector and the difference between its evolving strategy and any fixed strategy, then it achieves finite regret. We then establish that the passivity condition holds for various learning dynamics and their higher-order variants. Consequentially, the higher-order variants can achieve convergence to Nash equilibrium in cases where their standard order counterparts cannot, while maintaining a finite regret property. We provide numerical examples to illustrate the lack of finite regret of different evolutionary dynamic models that violate the passivity property. We also examine the fragility of the finite regret property in the case of perturbed learning dynamics. Continuing with passivity, we establish another connection between finite regret and passivity, but with the related equilibrium-independent passivity property. Finally, we present a passivity-based classification of dynamic models according to the various passivity notions they satisfy, namely, incremental passivity, δ-passivity, and equilibrium-independent passivity. This passivity-based classification provides a framework to analyze the convergence of learning dynamic models in contractive games.
Inspired by the challenges at the intersection of Evolutionary Game Theory and Machine Learning, we investigate a class of discrete-time multiagent reinforcement learning (MARL) dynamics in population/nonatomic congestion games, where agents have diverse beliefs and learn at different rates. These congestion games, a well-studied class of potential games, are characterized by individual agents having negligible effects on system performance, strongly aligned incentives, and well-understood advantageous properties of Nash equilibria. Despite the presence of static Nash equilibria, we demonstrate that MARL dynamics with heterogeneous learning rates can deviate from these equilibria, exhibiting instability and even chaotic behavior and resulting in increased social costs. Remarkably, even within these chaotic regimes, we show that the time-averaged macroscopic behavior converges to exact Nash equilibria, thus linking the microscopic dynamic complexity with traditional equilibrium concepts. By employing dynamical systems techniques, we analyze the interaction between individual-level adaptation and population-level outcomes, paving the way for studying heterogeneous learning dynamics in discrete time across more complex game scenarios.
We introduce Cautious Optimism, a framework for substantially faster regularized learning in general games. Cautious Optimism, as a variant of Optimism, adaptively controls the learning pace in a dynamic, non-monotone manner to accelerate no-regret learning dynamics. Cautious Optimism takes as input any instance of Follow-the-Regularized-Leader (FTRL) and outputs an accelerated no-regret learning algorithm (COFTRL) by pacing the underlying FTRL with minimal computational overhead. Importantly, it retains uncoupledness, that is, learners do not need to know other players' utilities. Cautious Optimistic FTRL (COFTRL) achieves near-optimal O_T(log T) regret in diverse self-play (mixing and matching regularizers) while preserving the optimal O_T(√(T)) regret in adversarial scenarios. In contrast to prior works (e.g., Syrgkanis et al. [2015], Daskalakis et al. [2021]), our analysis does not rely on monotonic step sizes, showcasing a novel route for fast learning in general games. Moreover, instances of COFTRL achieve new state-of-the-art regret minimization guarantees in general convex games, exponentially improving the dependence on the dimension of the action space d over previous works [Farina et al., 2022a].
Agency is a system's capacity to steer outcomes toward a goal, and is a central topic of study across biology, philosophy, cognitive science, and artificial intelligence. Determining if a system exhibits agency is a notoriously difficult question: Dennett (1989), for instance, highlights the puzzle of determining which principles can decide whether a rock, a thermostat, or a robot each possess agency. We here address this puzzle from the viewpoint of reinforcement learning by arguing that agency is fundamentally frame-dependent: Any measurement of a system's agency must be made relative to a reference frame. We support this claim by presenting a philosophical argument that each of the essential properties of agency proposed by Barandiaran et al. (2009) and Moreno (2018) are themselves frame-dependent. We conclude that any basic science of agency requires frame-dependence, and discuss the implications of this claim for reinforcement learning.