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A composite generalization of Ville's martingale theorem using e-processes

We provide a composite version of Ville's theorem that an event has zero measure if and only if there exists a nonnegative martingale which explodes to infinity when that event occurs. This is a classic result connecting measure-theoretic probability to the sequence-by-sequence game-theoretic probability, recently developed by Shafer and Vovk. Our extension of Ville's result involves appropriate composite generalizations of nonnegative martingales and measure-zero events: these are respectively provided by ``e-processes'', and a new inverse capital outer measure. We then develop a novel line-crossing inequality for sums of random variables which are only required to have a finite first moment, which we use to prove a composite version of the strong law of large numbers (SLLN). This allows us to show that violation of the SLLN is an event of outer measure zero and that our e-process explodes to infinity on every such violating sequence, while this is provably not achievable with a nonnegative (super)martingale.

math.PR

Independent Reinforcement Learning in Discounted Markov Games

In this work, we study radically uncoupled learning in discounted general-sum Markov games. Assuming ``$\mathsf{ETH}$ for $\mathsf{PPAD}$", we show that, for every fixed discount factor, there is no polynomial-time algorithm for computing inverse-polynomially accurate coarse correlated equilibria in discounted general-sum Markov games when players learn independently in decentralized settings. Complementing this hardness result, we provide what appears to be the first \emph{radically uncoupled} algorithm with sub-exponential convergence guarantees to coarse correlated equilibria in discounted general-sum Markov games without imposing any structural restrictions on the game. Our algorithm is a \emph{layered} variant of optimistic mirror descent with an increasing step-size schedule tailored to the multi-agent setting. Finally, we develop both full-feedback and partial feedback versions of the aforementioned algorithm and establish sub-exponential convergence guarantees for each case.

cs.GT

Horizon-Independent Contraction for Continuous-Time Discounted Regularized Mean-Field Games

We study contraction properties of non-stationary continuous-time mean-field games (MFGs) under discounting and entropy regularization. The state of the representative agent evolves according to a controlled continuous-time Markov chain, and both the state and action spaces are finite. In contrast to the undiscounted case, we show that, under a sufficiently large discount rate, finite-horizon MFGs admit a horizon-independent contraction condition, which also coincides with the corresponding infinite-horizon non-stationary contraction condition. As a byproduct, we obtain an explicit convergence rate between finite- and infinite-horizon mean-field equilibria. For each finite horizon, we further derive a refined contraction criterion from the spectral radius of a positive operator that majorizes the propagation of policy errors, and show that its large-horizon limit agrees with the horizon-independent contraction factor. Finally, we provide an explicit error bound between discounted and undiscounted finite-horizon regularized equilibria.

cs.GT

Fair Division of Graphs: Beyond Traceability

In this paper, we study fair division problems in which resources are structured as graphs and agents must receive connected bundles. This connectivity requirement fundamentally alters the problem, making it significantly more challenging than its classical counterpart. We focus on the fairness notion of $\mathrm{EF1}_{\mathrm{outer}}$, where envy can be eliminated by removing at most one vertex whose deletion does not disconnect the bundle -- a critical constraint for applications such as land division and network allocation. Our first result extends prior work by establishing the existence of $\mathrm{EF1}_{\mathrm{outer}}$ allocations for an infinite family of non-traceable graphs (that is, graphs that do not admit a Hamiltonian path), answering a central open question and generalizing Bilò et al.'s result for traceable graphs. We then make progress on a conjecture concerning the $\mathrm{EF1}_{\mathrm{outer}}$ spectrum of trees due to Chen and Zwicker. Finally, we complement our structural results with algorithmic insights, showing that deciding the existence of an $\mathrm{EF1}_{\mathrm{outer}}$ allocation is NP-complete even for binary additive valuations, thereby resolving an open complexity question. Taken together, our results deepen the connection between graph theory and fair division, and offer new tools for studying fairness in structured resource environments.

cs.GT

Near-Optimal Mechanisms for Resource Allocation Without Monetary Transfers

We study the problem in which a central planner sequentially allocates a single resource to multiple strategic agents using their utility reports at each round, but without using any monetary transfers. We consider general agent utility distributions and two standard settings: a finite horizon $T$ and an infinite horizon with $γ$ discounts. We provide general tools to characterize the convergence rate between the optimal mechanism for the central planner and the first-best allocation if true agent utilities were available. This heavily depends on the utility distributions, yielding rates anywhere between $1/\sqrt T$ and $1/T$ for the finite-horizon setting, and rates faster than $\sqrt{1-γ}$, including exponential rates for the infinite-horizon setting as agents are more patient $γ\to 1$. On the algorithmic side, we design mechanisms based on the promised-utility framework to achieve these rates and leverage structure on the utility distributions. Intuitively, the more flexibility the central planner has to reward or penalize any agent while incurring little social welfare cost, the faster the convergence rate. In particular, discrete utility distributions typically yield the slower rates $1/\sqrt T$ and $\sqrt{1-γ}$, while smooth distributions with density typically yield faster rates $1/T$ (up to logarithmic factors) and $1-γ$.

cs.GT

The Endogeneity of Miscalibration: Impossibility and Escape in Scored Reporting

An agent's probability report is paid for twice: by a strictly proper scoring rule, and by an approval rule for the decision it triggers. In this classical decision-coupled setting, non-affine approval is known to defeat truthful reporting. We show the conflict is endogenous: when feasible, the welfare-maximizing approval rule is never affine. The distortion, however, is predictable and can be designed around. There is a reserve report at which pretending to be the marginal type costs exactly the approval prize. Approving at or above the reserve screens types perfectly under every strictly proper score, and the reserve does not depend on the type distribution. A Lipschitz rule with a single kink attains first-best exactly; under strict feasibility no continuously differentiable rule does. The binding constraint is steepness, not smoothness. First-best is attainable within a slope budget if and only if the budget is at least the critical slope: the steepest chord of the pretending cost up to the reserve. Below it the welfare loss is cubic in the shortfall. Where the pretending cost is convex up to the reserve, as for Brier, log and power scores, the critical slope is closed-form. The instances are AI-agent oversight and marketplace operation.

cs.GT

Bridging the Gap Between Stable Marriage and Stable Roommates: A Parameterized Algorithm for Optimal Stable Matchings

In the Stable Roommates Problem (SR), a set of $2n$ agents rank one another in a linear order. The goal is to find a matching that is stable: one that has no pair of agents who mutually prefer each other over their assigned partners. We consider the problem of finding an optimal stable matching. Agents associate weights with each of their potential partners, and the goal is to find a stable matching that minimizes the sum of the associated weights. Efficient algorithms exist for finding an optimal stable matching in the Stable Marriage Problem (SM), but the problem is NP-hard for general SR instances. In this paper, we define a notion of structural distance between SR instances and SM instances, which we call the minimum crossing distance. When an SR instance has minimum crossing distance $0$, the instance is structurally equivalent to an SM instance, and this structure can be exploited to find an optimal stable matching efficiently. More generally, we show that when an SR instance has minimum crossing distance $k$, an optimal stable matching can be computed in time $2^{O(k)} n^{O(1)}$. Thus, the optimal stable matching problem is fixed-parameter tractable (FPT) with respect to minimum crossing distance.

cs.DS

Graph Coloring with Color Preferences

We study graph coloring with color preferences, in which each vertex ranks the available colors. In addition to assigning different colors to adjacent vertices, we require the coloring to be stable: no group of vertices can cyclically exchange their assigned colors so that each strictly prefers its new color to its original one. We define the stable chromatic number $χ_\mathrm{stable}(G)$ of a graph $G$ as the minimum integer $k$ such that every preference profile admits a stable $k$-coloring of $G$. We establish several upper and lower bounds. In particular, for any acyclic orientation of the edges of $G$, the largest number of vertices reachable from a vertex by directed paths, including the vertex itself, is an upper bound on $χ_\mathrm{stable}(G)$. This shows that $χ_\mathrm{stable}(G)$ is well-defined. We also show that $O(t \log (1+n/t))$ colors suffice for an $n$-vertex graph $G$ of treewidth $t$, and complement this with a lower bound in terms of the Grundy number. Turning to the problem of finding a minimum stable coloring for a given profile, we show that stable $2$-colorability is polynomial-time solvable, whereas stable $k$-colorability is NP-complete for every fixed $k\ge 3$. Using the treewidth bound, we give a fixed-parameter tractable algorithm parameterized by treewidth.

cs.GT

Aspiration-based Perturbed Learning Automata in Games with Noisy Utility Measurements. Part A: Stochastic Stability in Non-zero-Sum Games

Reinforcement-based learning has attracted considerable attention both in modeling human behavior as well as in engineering, for designing measurement- or payoff-based optimization schemes. Such learning schemes exhibit several advantages, especially in relation to filtering out noisy observations. However, they may exhibit several limitations when applied in a distributed setup. In multi-player weakly-acyclic games, and when each player applies an independent copy of the learning dynamics, convergence to (usually desirable) pure Nash equilibria cannot be guaranteed. Prior work has only focused on a small class of games, namely potential and coordination games. To address this main limitation, this paper introduces a novel payoff-based learning scheme for distributed optimization, namely aspiration-based perturbed learning automata (APLA). In this class of dynamics, and contrary to standard reinforcement-based learning schemes, each player's probability distribution for selecting actions is reinforced both by repeated selection and an aspiration factor that captures the player's satisfaction level. We provide a stochastic stability analysis of APLA in multi-player positive-utility games under the presence of noisy observations. This is the first part of the paper that characterizes stochastic stability in generic non-zero-sum games by establishing equivalence of the induced infinite-dimensional Markov chain with a finite dimensional one. In the second part, stochastic stability is further specialized to weakly acyclic games.

cs.LG

Equilibria in Network Constrained Markets with System Operator

We study a networked economic system composed of $n$ producers supplying a single homogeneous good to a number of geographically separated markets and of a centralized authority, called the market maker. Producers compete à la Cournot, by choosing the quantities of good to supply to each market they have access to in order to maximize their profit. Every market is characterized by its inverse demand functions returning the unit price of the considered good as a function of the total available quantity. Markets are interconnected by a dispatch network through which quantities of the considered good can flow within finite capacity constraints and possibly satisfying additional linear physical constraints. Such flows are determined by the action of a system operator, who aims at maximizing a designated welfare function. We model such competition as a strategic game with $n+1$ players: the producers and the system operator. For this game, we first establish the existence of pure-strategy Nash equilibria under standard concavity assumptions. We then identify sufficient conditions for the game to be exact potential with an essentially unique Nash equilibrium. Next, we present a general result that connects the optimal action of the system operator with the capacity constraints imposed on the network. For the commonly used Walrasian welfare, our finding proves a connection between capacity bottlenecks in the market network and the emergence of price differences between markets separated by saturated lines. This phenomenon is frequently observed in real-world scenarios, for instance in power networks. Finally, we validate the model with data from the Italian day-ahead electricity market.

cs.GT

On the Equivalence of the Graph-Structural and Optimization-Based Characterizations of Popular Matchings

Popular matchings provide a model of matching under preferences in which a solution corresponds to a Condorcet winner in voting systems. In a bipartite graph in which the vertices have preferences over their neighbours, a matching is defined to be popular if it does not lose in a majority vote against any matching. In this paper, we study the following three primary problems: only the vertices on one side have preferences; a generalization of this problem allowing ties in the preferences; and the vertices on both sides have preferences. A principal issue in the algorithmic aspects of popular matchings is how to determine the popularity of a matching, because it requires exponential time if the definition is simply applied. In the literature, we have the following two types of characterizations: a graph-structural characterization; and an optimization-based characterization described by maximum-weight matchings. The graph-structural characterizations are specifically designed for each problem and provide a combinatorial structure of the popular matchings. The optimization-based characterizations work in the same manner for all problems, while they do not reveal the structure of the popular matchings. A main contribution of this paper is to provide a direct connection of the above two types of characterizations for all of the three problems. Specifically, we prove that each characterization can be derived from the other, without relying on the fact that they characterize popular matchings. Our proofs offer a comprehensive understanding of the equivalence of the two types of characterizations, and suggest a new interpretation of the graph-structural characterization in terms of the dual optimal solution for the maximum-weight matching problem.

cs.GT

Aspiration-based Perturbed Learning Automata in Weakly-Acyclic Games with Noisy Utility Measurements

Reinforcement-based learning dynamics may exhibit several limitations when applied in a distributed setup. In (repeatedly-played) multi-player/action strategic-form games, and when each player applies an independent copy of the learning dynamics, convergence to (usually desirable) pure Nash equilibria cannot be guaranteed. Prior work has only focused on a small class of games, namely potential and coordination games. Furthermore, strong convergence guarantees (i.e., almost sure convergence or weak convergence) are mostly restricted to two-player games. To address this main limitation of reinforcement-based learning in repeatedly-played strategic-form games, this paper introduces a novel payoff-based learning scheme for distributed optimization in multi-player/action strategic-form games. We present an extension of perturbed learning automata (PLA), namely aspiration-based perturbed learning automata (APLA), in which each player's probability distribution for selecting actions is reinforced both by repeated selection and an aspiration factor that captures the player's satisfaction level. We provide a stochastic stability analysis of APLA in multi-player positive-utility weakly-acyclic games under the presence of noisy observations. We provide conditions under which convergence is attained (in weak sense) to the set of pure Nash equilibria. A methodology is also derived for calculating the stochastically stable equilibria through the aspiration action functional minimization, which simplifies the derivation of stochastically stable states. Conditions can then be derived for convergence to the Pareto efficient Nash equilibria. To the best of our knowledge, this is the first reinforcement-based learning scheme that provides global convergence guarantees in weakly-acyclic games and in a fully-distributed setup. A Monte-Carlo simulation study validates the derived conclusions.

cs.GT

Self-Geometry: GT-Free and Plug-and-Play Test-Time Adaptation for Geometrically Consistent 3D Vision Foundation Models

Recent Vision Foundation Models (VFMs) predict depth, camera pose, and pointmap in a single forward pass without per-scene optimization, achieving strong generalization. However, enforcing explicit multi-view geometric consistency, e.g., through bundle adjustment, is computationally costly and is thus not imposed during VFM pretraining, so such inconsistency can arise. To address this, implicit self-consistency derived from model outputs (e.g., pointmaps, features), though enforced at test-time in prior work, delivers inherently limited performance gain, especially on scenes where the pretrained VFM is highly inaccurate. In contrast to this implicit signal, we propose Self-Geometry, a plug-and-play test-time adaptation pipeline that directly imposes explicit multi-view geometric constraints using 2D pixel correspondences as pseudo ground-truth. Our proposed Self-Geometry consists of Geometric Disentanglement Optimization, which combines Multi-View Consistency and Epipolar Consistency losses with Gradient Disentanglement to prevent gradient conflict; Frame Angular-Neighbor, a view sampler based on SO(3) geodesic distances for lightly imposing these constraints; and Lightweight TTA, which adapts VFMs via LoRA. Our method achieves consistent improvements in both pose and geometry estimation across six VFMs (VGGT, $π^3$, DA3-Giant/Large/Base/Small) and four benchmarks (7Scenes, ETH3D, ScanNet++, HiRoom).

cs.CV

Peer Oversight in Collective Decision Making

This article introduces peer $k$-oversight, a property of sequential collective decision mechanisms requiring at least $k$ agents to be responsible for every harmful outcome. It is shown that whenever $k$-oversight can be achieved by redistributing control over the decisions in a mechanism, it can be achieved using just $k$ agents. A polynomial-time algorithm is also presented that determines whether such a redistribution exists and, when it does, constructs one. These results establish peer oversight as a tractable design principle for multiagent decision-making systems.

cs.GT

Reaching Fairness by Reallocating Goods

Fair allocation of indivisible goods has largely been studied under the assumption that no prior allocation exists. Motivated by practical settings with pre-existing (and possibly unfair) allocations, we study how to achieve fairness through limited reallocations. Building on recent work on reformability/reallocations, we consider three fairness notions---envy-freeness (EF), envy-freeness up to one good (EF1), and envy-freeness up to any good (EFX)---and optimize the number of goods reallocated. We analyze both the classical and parameterized complexity of these problems, providing a comprehensive analysis across multiple fairness notions.

cs.GT

Algorithmic Collusion by Large Language Models

We conduct experiments with algorithmic pricing agents based on Large Language Models (LLMs). In oligopoly settings, LLM-based pricing agents quickly and autonomously reach supracompetitive prices and profits. Variation in seemingly innocuous phrases in LLM instructions ("prompts") substantially influence the degree of supracompetitive pricing. We develop novel techniques for behavioral analysis of LLMs and use them to uncover price-war concerns as a contributing factor. Our results extend to auction settings. Our findings uncover unique challenges to any future regulation of LLM-based pricing agents, and AI-based pricing agents more broadly.

econ.GN

Fully Distributed GNE Algorithms for Multi-Robot Placement without Consensus on Multipliers

Recent machine learning research has increasingly focused on equilibrium analysis in non-cooperative games rather than solely on optimal solutions. Many such problems involve shared constraints and can be formulated as Generalized Nash Equilibrium Problems (GNEPs). For strongly monotone games, existing methods compute consensus-based variational GNEs (v-GNEs) by exchanging Lagrange multipliers. We propose a fully distributed continuous-time algorithm for shared linear equality constraints that converges without multiplier exchange and reaches any GNE, reducing communication overhead and improving privacy. Discrete-time schemes are also provided, and the method is validated on a multi-robot placement task.

cs.LG