Search arXivSearch

arXiv · 2601.05427

Anytime Detection of Strategic Deviations in Multi-Agent Systems

Abstract

In many multi-agent systems, agents interact repeatedly and are expected to settle into stable, rational behavior over time. Yet in practice, behavior often drifts, and detecting such deviations in real time remains an open challenge. We introduce a sequential testing framework that monitors whether observed play is consistent with a benchmark of strategic behavior, without assuming a fixed sample size. Our approach builds on the e-value framework for safe anytime-valid inference: by "betting" against the benchmark, we construct a test supermartingale that accumulates evidence whenever observed payoffs systematically violate the expected conditions. For repeated normal-form games, we take equilibrium as the benchmark, yielding a statistically sound, interpretable measure of departure from equilibrium that can be monitored online; our framework unifies the treatment of Nash, correlated, and coarse correlated equilibria, offering finite-time guarantees and a detailed analysis of detection times. We also leverage Benjamini-Hochberg-type procedures to increase detection power in large games while rigorously controlling the false discovery rate. Finally, we extend our method to stochastic games, verifying online whether observed trajectories adhere to a specified target policy, such as a computed equilibrium, broadening the framework's applicability to dynamic, state-dependent settings.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Etienne Gauthier, Francis Bach, Michael I. Jordan. 2026-05-22. Anytime Detection of Strategic Deviations in Multi-Agent Systems. https://arxiv.org/abs/2601.05427

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Learning in Structured Stackelberg Games

We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as security games and AI safety, we show how this additional structure can help the leader learn a utility-maximizing policy in both the online and distributional settings. In the online setting, we first prove that standard learning-theoretic measures of complexity do not characterize the difficulty of the leader's learning task. Notably, we find that there exists a learning-theoretic measure of complexity, analogous to the Littlestone dimension in online classification, that tightly characterizes the leader's instance-optimal regret. We term this the Stackelberg-Littlestone dimension, and leverage it to provide a provably optimal online learning algorithm. In the distributional setting, we provide analogous results by showing that two new dimensions control the sample complexity upper- and lower-bound.

cs.GT

Equilibrium and Infeasibility: A new solution concept for games

Addressing infeasibility in non-cooperative games has become an important topic, as many problems across different applications face this issue. In this paper, we propose a new solution concept for generalized games with possibly infeasible individual constraints. A solution is defined as the limit of a sequence of generalized Nash equilibria induced by games with penalty terms relaxing the individual constraints. Existence is established for a broad range of games and we provide conditions allowing to characterize a $ψ$-penalized solution as a strategy profile maximizing every player's utility over all her penalty minimizing strategies. A variation of Divide-the-Dollar serves as an illustrative example. We further establish the compatibility with the GNE and the solution to the Nash bargaining.

cs.GT

Subgame-Perfect Nash Equilibria of Plurality Voting with Abstention: a PSPACE-Completeness Result for Restricted Ballots

We consider sequential Plurality elections in which each voter may abstain or vote for a single candidate. Each voter assigns utilities to all candidates; for each voter, this induces a (weak) order over the candidates. Ties are resolved uniformly at random, and voting has a small positive cost, so that a voter prefers to abstain when their vote cannot change the election outcome. We consider a variant of this model where, for each voter, we additionally specify a prefix of her ranking, so that she is only allowed to vote for a candidate from that prefix (or abstain). We prove that for this variant of the model, deciding whether a designated candidate is among the election winners in a subgame-perfect equilibrium of the associated extensive-form game is PSPACE-complete. This partially resolves an open problem from the work of Desmedt and Elkind [2010].

cs.GT