Search arXiv⌕ Search

arXiv · 2609.31643

Information Design Against Gaming and Learning Adversaries

Abstract

A principal who deploys a binary classifier with an abstention option must decide which queries the mechanism abstains on. The right choice depends on the adversary. A gaming adversary already knows the classifier and tries to manipulate features across the boundary, so the principal does best by abstaining on queries close to that boundary. The same boundary-localizing rule is the worst possible choice against a learning adversary who does not know the classifier: each abstention now tells the adversary that the boundary is nearby, which is enough to drive a binary search. We analyze this tension. The two natural defenses, abstaining at a fixed rate and abstaining near the boundary, are Blackwell-incomparable: neither can be simulated by post-processing the other's responses. The number of queries needed to reconstruct the boundary to error $\eps$ is $\tildeΘ(d/\eps)$ under the first defense and $Θ(d \log(1/\eps))$ under the second, where $d$ is the VC dimension of the classifier family and $\tildeΘ$ suppresses factors polylogarithmic in $d$ and $1/\eps$. The first rate is a worst case over query distributions; no reconstruction algorithm can close the gap at the distributions that attain it. We characterize the Pareto frontier between the two defense objectives, and confirm both rates on seven binary-classification tasks spanning tabular, image, and language-model-feature inputs: label-plus-counterfactual access extracts the boundary with up to $200\times$ fewer queries than a published label-only baseline.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Madhava Gaikwad. 2026-09-12. Information Design Against Gaming and Learning Adversaries. https://arxiv.org/abs/2609.31643

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

KEEP EXPLORING

Related papers

Roto-translated Local Coordinate Frames For Interacting Dynamical Systems

Modelling interactions is critical in learning complex dynamical systems, namely systems of interacting objects with highly non-linear and time-dependent behaviour. A large class of such systems can be formalized as $\textit{geometric graphs}$, $\textit{i.e.}$, graphs with nodes positioned in the Euclidean space given an $\textit{arbitrarily}$ chosen global coordinate system, for instance vehicles in a traffic scene. Notwithstanding the arbitrary global coordinate system, the governing dynamics of the respective dynamical systems are invariant to rotations and translations, also known as $\textit{Galilean invariance}$. As ignoring these invariances leads to worse generalization, in this work we propose local coordinate frames per node-object to induce roto-translation invariance to the geometric graph of the interacting dynamical system. Further, the local coordinate frames allow for a natural definition of anisotropic filtering in graph neural networks. Experiments in traffic scenes, 3D motion capture, and colliding particles demonstrate that the proposed approach comfortably outperforms the recent state-of-the-art.

cs.LG↗

Geometry-Aware Adaptation for Pretrained Models

Machine learning models -- including prominent zero-shot models -- are often trained on datasets whose labels are only a small proportion of a larger label space. Such spaces are commonly equipped with a metric that relates the labels via distances between them. We propose a simple approach to exploit this information to adapt the trained model to reliably predict new classes -- or, in the case of zero-shot prediction, to improve its performance -- without any additional training. Our technique is a drop-in replacement of the standard prediction rule, swapping argmax with the Fréchet mean. We provide a comprehensive theoretical analysis for this approach, studying (i) learning-theoretic results trading off label space diameter, sample complexity, and model dimension, (ii) characterizations of the full range of scenarios in which it is possible to predict any unobserved class, and (iii) an optimal active learning-like next class selection procedure to obtain optimal training classes for when it is not possible to predict the entire range of unobserved classes. Empirically, using easily-available external metrics, our proposed approach, Loki, gains up to 29.7% relative improvement over SimCLR on ImageNet and scales to hundreds of thousands of classes. When no such metric is available, Loki can use self-derived metrics from class embeddings and obtains a 10.5% improvement on pretrained zero-shot models such as CLIP.

cs.LG↗

Information propagation dynamics in Deep Graph Networks

Graphs are a highly expressive abstraction for modeling entities and their relations, such as molecular structures, social networks, and traffic networks. Deep Graph Networks (DGNs) have emerged as a family of deep learning models that can effectively process and learn such structured information. However, learning effective information propagation patterns within DGNs remains a critical challenge that heavily influences the model capabilities, both in the static domain and in the temporal domain (where features and/or topology evolve). Given this challenge, this thesis investigates the dynamics of information propagation within DGNs for static and dynamic graphs, focusing on their design as dynamical systems. Throughout this work, we provide theoretical and empirical evidence to demonstrate the effectiveness of our proposed architectures in propagating and preserving long-term dependencies between nodes, and in learning complex spatio-temporal patterns from irregular and sparsely sampled dynamic graphs. In summary, this thesis provides a comprehensive exploration of the intersection between graphs, deep learning, and dynamical systems, offering insights and advancements for the field of graph representation learning and paving the way for more effective and versatile graph-based learning models.

cs.LG↗