arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2603.07705cs.GTcs.LG
收藏

基于可微均衡块的深度激励设计

Deep Incentive Design with Differentiable Equilibrium Blocks

Vinzenz Thoma, Georgios Piliouras, Luke Marris

AI总结:

本文提出基于可微均衡块的深度激励设计框架,通过统一管道和DEB训练神经网络,解决多智能体交互中的激励设计问题,涵盖合同设计、机器调度和逆向均衡等任务。

摘要:

自动设计多智能体交互以获得理想的均衡结果本质上困难,因为结果的均衡具有计算难度、非唯一性和不稳定性。在本工作中,我们提出使用不依赖游戏的可微均衡块(DEBs)作为模块,在一种新的可微框架中解决经济和计算机科学中的广泛激励设计问题。我们称之为深度激励设计(DID)。为了验证我们的方法,我们检查了三个多样且具有挑战性的激励设计任务:合同设计、机器调度和逆向均衡问题。对于每个任务,我们使用统一的管道和DEB训练一个神经网络。这种架构解决了由上下文参数化的全部问题实例分布,处理了从两个到十六个动作的全部游戏,覆盖了广泛规模。

英文摘要:

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 differentiable equilibrium blocks (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 deep incentive design (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 full distribution of problem instances, parameterized by a context, handling all games across a wide range of scales (from two to sixteen actions per player).

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

↑