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cs.GTcs.LGq-fin.TR Matteo Onger, Luigi Foscari · Oct 22, 2026

Onger and Foscari analyze competitive market making as a two-sided pricing game where strategic liquidity providers face a non-strategic informed trader with inelastic demand. Because bid and ask quotes jointly set the market mid-price that determines trade direction, standard equilibrium existence theorems fail and payoffs are non-convex and discontinuous. The authors prove that pure-strategy Nash equilibria exist via a novel fixed-point argument on a midpoint operator, derive a structural linear scaling of spreads with asset volatility, and show that no-internal-regret learning on fine price grids recovers the competitive benchmark as tick size vanishes.

We propose a market-making game played among $N \ge 2$ strategic market makers and a single non-strategic representative trader. In a continuous quote space, standard finite-game arguments do not apply, while non-convex and discontinuous payoffs rule out classical continuous existence results and complicate learning. Nonetheless, we characterize pure-strategy Nash equilibria (PSNEs) and show that at least one PSNE always exists under minimal assumptions on the underlying asset value distribution, and that the equilibrium bid-ask spread widens strictly with asset value volatility. To obtain a tractable learning framework, we discretize prices and, under an additional regularity condition, show that the time-averaged play of no-internal-regret learners approaches the continuous Nash price envelope as the tick size vanishes. Finally, we empirically validate our theoretical results through numerical simulations.
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cs.GTcs.LG Luis F. Paul Tosta, Quinn Arnold, Gianluca Brero · Oct 22, 2026

Iterative combinatorial auctions require many costly rounds to discover clearing prices. This paper proposes FastCombo, an offline deep RL method that learns a recurrent graph policy to post sequential item prices with a single neural-network forward pass at deployment. The core insight is that maximizing immediate clearing probability can be arbitrarily suboptimal in expected rounds, so formulating the task as a POMDP and training over complete auction trajectories lets the policy acquire information that speeds up later clearing. Results show competitive clearing on standard CATS benchmarks with 300–900× lower online computation than a Bayesian baseline, though consistent round savings remain elusive outside a controlled one-item domain.

Iterative combinatorial auctions are used in spectrum allocation, transportation, and industrial procurement, but rounds are costly. We introduce FastCombo, a deep reinforcement learning approach to sequential price discovery. Bayesian pricing has sharply reduced auction rounds even against subgradient benchmarks tuned with hindsight for each instance, but relies on a one-step objective and repeated online inference and optimization. We prove that greedily maximizing immediate clearing probability can require arbitrarily more rounds in expectation than an informative policy, even with the true valuation distribution known. FastCombo learns price policies offline, assigning credit to queries for the future decisions they enable and producing each online price update with a single neural-network forward pass. We formulate the objective of minimizing expected rounds to clearing in single-minded auctions as a partially observable Markov decision process and train a recurrent bidder-item graph policy over complete auction trajectories. In a one-item experiment, all five trained policies learn an informative opening, reducing expected rounds from 1.85 to 1.65 relative to the tested Bayesian one-step rule. Across four domains from the Combinatorial Auction Test Suite, FastCombo achieves competitive clearing while reducing measured online price-selection time per auction by a factor of roughly 300-900 relative to the standard Bayesian baseline. These results demonstrate the value of learning sequential price policies for both information acquisition and online computational efficiency.
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cs.GTcs.AIcs.DS Junhua Liu, Zhicheng Liang, Zejun Zhang et al. · Oct 22, 2026

LLM-native advertising introduces new auction-design challenges because an ad’s click-through rate depends on its context passage and earlier ads steal clicks from later ones under a first-click cascade. This paper studies truthful mechanism design when the LLM answer and its passage order are fixed before bidding, showing that a constant-factor welfare approximation is compatible with truthfulness even under this editorial-order restriction. The authors propose click thinning—randomly omitting earlier ads to equalize click services across positions—which turns welfare maximization into a tractable linear-fractional matching problem and yields an elegant optimal tradeoff between approximation, truthfulness, and computational efficiency.

Generative AI assistants are becoming an advertising medium, embedding sponsored content in their answers. This setting departs from classical position auctions in two ways: an ad's click-through rate depends on the passage that hosts it, and because users stop at their first click, earlier ads take clicks from later ones. This competition for clicks makes truthfulness delicate: a higher bid can reshape the allocation and put a competitor ahead of the bidder, reducing the bidder's clicks. Existing mechanisms either attain a constant fraction of the optimal welfare (advertisers' total click value) but are not known to be truthful, or are truthful but their welfare guarantee degrades as the number of passages grows. We achieve both even when the answer and its editorial order are fixed before bidding. Assuming each ad's click-through rate when reached is known and unaffected by omitting other ads, we give a computationally efficient mechanism that is truthful in expectation and attains at least half the optimal welfare under free reordering. Our key idea, click thinning, omits ads at random, showing earlier ads less often so that each ad's overall click probability no longer depends on the order of the ads. Welfare maximization then reduces to a tractable matching problem, and solving it exactly with VCG-style payments makes truthful bidding optimal in expectation. Characterizing the click probabilities that omission can achieve sharpens the approximation factor from $2$ to $2-(1-\delta)^{K-1}$ when at most $K$ ads are shown and each click-through rate is at most $\delta$. This factor is the best possible for any order-preserving rule, even one that ignores incentives and computation, so truthfulness and computational efficiency incur no additional worst-case loss.
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cs.GTcs.LG Manoj Saravanan, Rohit Kumar Salla, Shrikar Reddy Kota · Oct 14, 2026

Pairwise comparison data power modern preference learning, but disagreement in such data can mean persistent heterogeneity, random noise, or hidden non-binary responses. This paper develops a nonparametric latent semantic model with three querywise quantities—aggregate preference $\mu_q$, persistent disagreement $\tau_q$, and non-binary mass $\alpha_q$—and proves sharp identifiability frontiers. Anonymous binary feedback point-identifies only $\mu_q$, while same-annotator repeats identify $\tau_q$ via covariance and abstention identifies $\alpha_q$ directly; only their combination recovers the full semantic triple. The results imply that semantics-aware decisions like denoising versus personalization cannot be justified from anonymous forced-choice data alone.

Pairwise comparison data are a standard supervision signal in preference learning, but disagreement in such data can reflect stable latent heterogeneity, ephemeral stochasticity, or non-binary responses hidden by a forced-choice interface. We study which of these semantic distinctions are identifiable from the feedback channel itself. We introduce a nonparametric latent semantic model with three querywise quantities: aggregate directional preference $\mu_q$, persistent disagreement $\tau_q$, and non-binary mass $\alpha_q$. Under the anonymous binary channel, we prove an exact semantic fiber theorem: $\mu_q$ is point-identified, whereas $(\tau_q, \alpha_q)$ vary over an explicit feasible region compatible with the same binary law. Same-annotator repeats identify $\tau_q$ through a covariance identity, abstention-enabled feedback identifies $\alpha_q$ directly, and together they point-identify the full semantic triple. We also derive finite-sample estimators, nonasymptotic concentration bounds, and semantics-aware action-recovery guarantees, and validate the theory on theorem-matched synthetic data.
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cs.GTcs.AIcs.MA Yasushi Kawase, Bodhayan Roy, Mohammad Azharuddin Sanpui · Oct 14, 2026

Cake cutting asks how to divide a resource so that every agent values their own share at least as much as any other's, but when each agent must receive a single connected piece the computational complexity has been stubbornly open. This paper resolves the question by proving that computing an $\varepsilon$-envy-free contiguous allocation is PPAD-complete for normalized rational piecewise-constant additive valuations, even when densities take only two values and have at most six breakpoints. It also settles that finding contiguous EF$c$ allocations of indivisible goods on a path is PPAD-complete for any fixed $c\ge1$, using a novel pricing gadget that forces nearly equal prices regardless of how pieces are permuted among agents.

We prove that computing a complete contiguous $\varepsilon$-envy-free cake allocation is PPAD-complete for normalized rational piecewise-constant additive valuations. The hardness holds even when $\varepsilon$ is given in unary, and even when every density takes only two values, which are the same for all agents, and is piecewise constant with at most six breakpoints. As a consequence, computing an exact contiguous envy-free allocation is also PPAD-complete, and the hardness holds under the same restrictions on the densities. Our key ingredient is to assign prices to the pieces so that, in every approximately envy-free allocation, all prices are nearly equal, regardless of how the pieces are assigned to the agents. We further show that, for every fixed integer $c\ge1$, computing a contiguous EF$c$ allocation of indivisible goods on a path is PPAD-complete for additive valuations, and the hardness holds even for binary valuations in which each good is valued by exactly one agent and all agents value the same number of goods.
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cs.LGcs.GTcs.MA S. Rasoul Etesami · Oct 1, 2026

This work tackles decentralized learning in multi-player stochastic games where each agent's state transitions depend only on its own state and action, but rewards are arbitrarily coupled. The core idea is to run independent online mirror descent in the dual space of local occupancy measures, using asynchronous dyadic confidence sets to handle unknown transition kernels without synchronized episodes. This matters because the guarantees scale with local state-action dimensions and mixing times rather than the joint product space, offering the first fully online, uncoordinated framework for this setting.

We consider stochastic games with independent controlled chains and unknown transition kernels, where players observe only their local states and realized payoffs. We develop a fully online, decentralized, and uncoordinated mirror-descent algorithm that operates in the dual space of occupancy measures for approximating stationary Nash equilibrium (NE) policies. The algorithm uses a single transition/reward sample at every primitive time step, relies only on local information, and requires neither coverage of the joint state space nor synchronized episodes. Under uniform-ergodicity and finite-coverage assumptions, we show that, with high probability, the time-averaged fixed-comparator regret decays at the canonical $O(T^{-1/2})$ rate, up to logarithmic factors and polynomial dependence on the game parameters. In particular, the complexity depends on the cover times of the individual local state spaces rather than the product state space, avoiding exponential dependence on the number of players and the sizes of the joint state and action spaces. The resulting finite-time regret bound further yields an approximate coarse-correlated-equilibrium guarantee, which is natural for arbitrary reward functions since computing a stationary $\epsilon$-NE is PPAD-hard in this setting. Under an additional global variational-stability condition, we show that the same fully online algorithm converges asymptotically in the last iterate to a stationary $\epsilon$-NE. Our results provide a fully online and scalable learning framework for stochastic games with unknown independent chains. The algorithm can also be viewed as a primal-dual framework for Markov games that exploits the independence and local structure of the players' controlled transition chains.
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math.OCcs.AIcs.GT P. Jameson Graber · Oct 1, 2026

Graber proposes mean field game theory as a structural tool for AI safety, shifting focus from designing safe individual agents to designing environments where harmful collective outcomes are not equilibria. Using the July 2026 Hugging Face incident as a worked example, the paper derives an exact belief threshold for attacks and disciplines successive model refinements against per-agent timeline data. The result is a proof-of-concept that population-level safety theorems can be tested against real agent-behavior records, though the model explicitly disclaims the event's full causal structure.

One way to make AI systems safe is to shape what the system is: its objective and dispositions. We take a complementary route: treat the agents' characteristics as partly unknown and ask what structure of interaction ensures that bad collective outcomes are not equilibria. Mean field games suit this when many interchangeable agents are coupled through an aggregate. We introduce a program for using them in AI safety and carry one example through end to end: the July 2026 incident in which about 1,200 agents in an OpenAI evaluation coordinated on an improvised message board and 684 attacked a third party's infrastructure. We model the decision to attack as a mean field game of optimal stopping whose gain is a product: belief that provenance will be audited, times reachability of the record, minus the perceived hazard. The central result is an exact threshold on the belief. No agent attacks unless the population's confidence that provenance is checked exceeds $\pi^{**} = \eta/(\eta + \psi + \varepsilon a \overline{M})$, where $\eta$ is the perceived hazard, $\psi$ and $\varepsilon a \overline{M}$ measure how far one attacker and the collective can alter the record, and $\overline{M}$ is the peak population. Below it, no attack is the unique equilibrium for all agent parameters. The threshold survives every enrichment we consider. We then use the per-agent record to discipline the model. Its features, a stable minority attacking for thirty hours and then a pivot in which most of the board joined within a day, motivate each refinement. The account that emerges is heterogeneous belief meeting a sequence of public discoveries, each lowering the belief at which attacking paid. A few coordinating agents made those discoveries, so the model describes the several hundred who responded, not the few who produced them; a major-player version is left to future work.
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cs.LGcs.AIcs.GT Yurong Chen, Zhiyi Huang, Michael I. Jordan et al. · Mar 23, 2026

The paper studies calibeating—post-processing external forecasts online to minimize cumulative losses while matching an informativeness-based benchmark. Unlike prior work that used loss-specific arguments, the authors reduce calibeating to standard online learning primitives, showing it is minimax-equivalent to regret minimization. This yields optimal rates for general proper losses and improves bounds for simultaneous calibration and calibeating.

We study calibeating, the problem of post-processing external forecasts online to minimize cumulative losses and match an informativeness-based benchmark. Unlike prior work, which analyzed calibeating for specific losses with specific arguments, we reduce calibeating to existing online learning techniques and obtain results for general proper losses. More concretely, we first show that calibeating is minimax-equivalent to regret minimization. This recovers the $O(\log T)$ calibeating rate of Foster and Hart [FH23] for the Brier and log losses and its optimality, and yields new optimal calibeating rates for mixable losses and general bounded losses. Second, we prove that multi-calibeating is minimax-equivalent to the combination of calibeating and the classical expert problem. This yields new optimal multi-calibeating rates for mixable losses, including Brier and log losses, and general bounded losses. Finally, we obtain new bounds for achieving calibeating and calibration simultaneously for the Brier loss. For binary predictions, our result gives the first calibrated algorithm that at the same time also achieves the optimal $O(\log T)$ calibeating rate.
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cs.IRcs.AIcs.GT Yanchen Jiang, Zhe Feng, Christopher P. Mah et al. · Mar 23, 2026

Generative recommender systems like TIGER excel at semantic retrieval but ignore the economic realities of monetization via sponsored content. This paper proposes GEM-Rec, a unified framework that augments semantic IDs with control tokens (<ORG>, <AD>) to factorize slot allocation from item generation, and introduces Bid-Aware Decoding to inject real-time auction bids into inference. The work bridges the gap between generative recommendation and computational advertising, offering theoretical guarantees like allocative monotonicity while allowing dynamic trade-offs between user relevance and platform revenue.

Generative Recommender Systems using semantic ids, such as TIGER (Rajput et al., 2023), have emerged as a widely adopted competitive paradigm in sequential recommendation. However, existing architectures are designed solely for semantic retrieval and do not address concerns such as monetization via ad revenue and incorporation of bids for commercial retrieval. We propose GEM-Rec, a unified framework that integrates commercial relevance and monetization objectives directly into the generative sequence. We introduce control tokens to decouple the decision of whether to show an ad from which item to show. This allows the model to learn valid placement patterns directly from interaction logs, which inherently reflect past successful ad placements. Complementing this, we devise a Bid-Aware Decoding mechanism that handles real-time pricing, injecting bids directly into the inference process to steer the generation toward high-value items. We prove that this approach guarantees allocation monotonicity, ensuring that higher bids weakly increase an ad's likelihood of being shown without requiring model retraining. Experiments demonstrate that GEM-Rec allows platforms to dynamically optimize for semantic relevance and platform revenue.
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cs.AIcs.GT Johnathan Sun, Andrew Zhang · Mar 22, 2026

The paper tackles the challenge of controlling high-level behavioral traits in LLM agents deployed in strategic settings. Rather than treating models as black boxes via prompting, the authors construct 'persona vectors'—linear directions in activation space—for traits like altruism and forgiveness using contrastive activation addition. Applied to six canonical games, these vectors allow both measurement of behavioral tendencies and causal steering of decisions, offering a mechanistic handle on strategic behavior.

Large language models (LLMs) are increasingly deployed as autonomous decision-makers in strategic settings, yet we have limited tools for understanding their high-level behavioral traits. We use activation steering methods in game-theoretic settings, constructing persona vectors for altruism, forgiveness, and expectations of others by contrastive activation addition. Evaluating on canonical games, we find that activation steering systematically shifts both quantitative strategic choices and natural-language justifications. However, we also observe that rhetoric and strategy can diverge under steering. In addition, vectors for self-behavior and expectations of others are partially distinct. Our results suggest that persona vectors offer a promising mechanistic handle on high-level traits in strategic environments.
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cs.AIcs.GTcs.LG Benedikt Hornig, Reuth Mirsky · Mar 22, 2026

This paper addresses the challenge of "intelligent disobedience" in shared autonomy — when assistive AI must override human commands to prevent harm but remain helpful. The authors formalize this as the Intelligent Disobedience Game (IDG), a sequential Stackelberg game where a human leader proposes actions and an assistive follower with superior environmental awareness decides whether to obey or intervene. The framework aims to provide the mathematical foundations for training safety-critical assistive systems.

In shared autonomy, a critical tension arises when an automated assistant must choose between obeying a human's instruction and deliberately overriding it to prevent harm. This safety-critical behavior is known as intelligent disobedience. To formalize this dynamic, this paper introduces the Intelligent Disobedience Game (IDG), a sequential game-theoretic framework based on Stackelberg games that models the interaction between a human leader and an assistive follower operating under asymmetric information. It characterizes optimal strategies for both agents across multi-step scenarios, identifying strategic phenomena such as ``safety traps,'' where the system indefinitely avoids harm but fails to achieve the human's goal. The IDG provides a needed mathematical foundation that enables both the algorithmic development of agents that can learn safe non-compliance and the empirical study of how humans perceive and trust disobedient AI. The paper further translates the IDG into a shared control Multi-Agent Markov Decision Process representation, forming a compact computational testbed for training reinforcement learning agents.
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cs.AIcs.GT Kodur Sai Vinay Sathvik, Kakoli Bora, Tejaswini R. M · Oct 22, 2026
Recommender systems typically serve one user at a time. However, in households, members share a finite pantry and follow different dietary rules, making independent recommendations prone to resource conflicts and dietary violations. We formulate household food recommendation as constrained fair division and present FairFRESH, a neuro-symbolic framework that learns per-member utilities, allocates foods under explicit welfare objectives, enforces dietary rules through a deterministic filter, and explains recommendations using Shapley and Banzhaf attributions. Theoretically, we show that no finite penalty guarantees compliance near a dietary-rule threshold, establish approximation guarantees for greedy allocation under utilitarian and smoothed Nash objectives in the stock-free model before filtering, and characterize the scale invariance of Nash welfare. We also use the minimax theorem to analyze rotating shared meals. On NHANES-derived data, the learned utility model achieves Recall@20 of 0.293, outperforming five learned recommenders (at most 0.244) but not a previous-day repetition heuristic (0.321). On held-out four-person households, Nash allocation reduces Gini disparity by 42% relative to conflict resolution while improving Recall@20 from 0.180 to 0.197. It comes within 2% of an upper bound on the smoothed Nash optimum, and rescaling one member's utilities changes at most 1.5% of assignments. All recommendations satisfy the encoded dietary rules, while attribution scores correlate with utility loss upon component removal (r = 0.76). In simulation, shared meals reduce pantry use by about one-third, and weekly rotation increases the worst-off member's utility by 38% over the best fixed meal.
Recommender systems typically serve one user at a time. However, in households, members share a finite pantry and follow different dietary rules, making independent recommendations prone to resource conflicts and dietary violations. We formulate household food recommendation as constrained fair division and present FairFRESH, a neuro-symbolic framework that learns per-member utilities, allocates foods under explicit welfare objectives, enforces dietary rules through a deterministic filter, and explains recommendations using Shapley and Banzhaf attributions. Theoretically, we show that no finite penalty guarantees compliance near a dietary-rule threshold, establish approximation guarantees for greedy allocation under utilitarian and smoothed Nash objectives in the stock-free model before filtering, and characterize the scale invariance of Nash welfare. We also use the minimax theorem to analyze rotating shared meals. On NHANES-derived data, the learned utility model achieves Recall@20 of 0.293, outperforming five learned recommenders (at most 0.244) but not a previous-day repetition heuristic (0.321). On held-out four-person households, Nash allocation reduces Gini disparity by 42% relative to conflict resolution while improving Recall@20 from 0.180 to 0.197. It comes within 2% of an upper bound on the smoothed Nash optimum, and rescaling one member's utilities changes at most 1.5% of assignments. All recommendations satisfy the encoded dietary rules, while attribution scores correlate with utility loss upon component removal (r = 0.76). In simulation, shared meals reduce pantry use by about one-third, and weekly rotation increases the worst-off member's utility by 38% over the best fixed meal.
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cs.GTcs.AIcs.LG Shubhendu Trivedi, Jacob Eisenstein, Alekh Agarwal et al. · Oct 14, 2026
An agentic market is a decentralized serving-time market where AI agents bid to claim each user prompt. An agent's bid is based on its expected value for the prompt, which is the expectation of the reward for its response minus its inference costs. First-price auctions (FPAs), in which the highest bidder pays its bid and receives the prompt, are a natural way to allocate prompts in such a market, since they are simple and transparent to run, and do not require central knowledge of private capabilities and costs. However, FPAs are not truthful: participants may bid less than their true value in the hope of a larger profit, and the prompt may then be allocated to someone other than the bidder who values it the most. This welfare loss is quantified by the $\textit{price-of-anarchy}$ (PoA). In this paper, we argue that agentic markets are likely to possess features that reduce the price-of-anarchy. The first is a $\textit{competitive floor}$, which occurs when multiple bidders usually value the prompt above some baseline share of the optimal welfare (e.g., because the best models are often distilled into cheaper alternatives, which perform similarly). We show that competition among them then limits the welfare loss, which can be driven to zero as the floor rises. The second feature is $\textit{near-independence}$ of values after conditioning on the prompt, which occurs when most of the predictable variation in the expected value is determined by the difficulty of the prompt. As the value distribution approaches conditional independence, we can derive an efficiency guarantee that approaches a factor of $1 - 1/e^2$ of the optimal welfare. Thus, both features give rise to welfare lower bounds that are significantly better than the well-known general case of $1 - 1/e$. We validate these results empirically using auctions with strategic bidders simulated on the EmbedLLM prompt routing dataset.
An agentic market is a decentralized serving-time market where AI agents bid to claim each user prompt. An agent's bid is based on its expected value for the prompt, which is the expectation of the reward for its response minus its inference costs. First-price auctions (FPAs), in which the highest bidder pays its bid and receives the prompt, are a natural way to allocate prompts in such a market, since they are simple and transparent to run, and do not require central knowledge of private capabilities and costs. However, FPAs are not truthful: participants may bid less than their true value in the hope of a larger profit, and the prompt may then be allocated to someone other than the bidder who values it the most. This welfare loss is quantified by the $\textit{price-of-anarchy}$ (PoA). In this paper, we argue that agentic markets are likely to possess features that reduce the price-of-anarchy. The first is a $\textit{competitive floor}$, which occurs when multiple bidders usually value the prompt above some baseline share of the optimal welfare (e.g., because the best models are often distilled into cheaper alternatives, which perform similarly). We show that competition among them then limits the welfare loss, which can be driven to zero as the floor rises. The second feature is $\textit{near-independence}$ of values after conditioning on the prompt, which occurs when most of the predictable variation in the expected value is determined by the difficulty of the prompt. As the value distribution approaches conditional independence, we can derive an efficiency guarantee that approaches a factor of $1 - 1/e^2$ of the optimal welfare. Thus, both features give rise to welfare lower bounds that are significantly better than the well-known general case of $1 - 1/e$. We validate these results empirically using auctions with strategic bidders simulated on the EmbedLLM prompt routing dataset.
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cs.AIcs.GTcs.LG Miaobo Hu, Shuhao Hu, Xiaobo Guo et al. · Oct 14, 2026
Opponent histories can mislead after behavioral shifts. SafeAdapt-Poker formulates budgeted adaptation under opponent shift as a dual-counterfactual sequential-control problem using only information available before each decision. At each decision the controller asks two distinct questions: what local downside a deviation from the frozen anchor would induce under matched legal continuations, and what future adaptation value would be lost by consuming part of the remaining deviation budget now. The first question is answered by a monotone strategic-risk model over deviation intensity; the second by a paired budget-state continuation model that prices current budget consumption. The controller selects among support-preserving candidate deviations by trading immediate adaptation value against these two quantities, a pathwise cumulative-KL ledger bounds total anchor-relative deviation, and a finite family of frozen controllers is screened on complete paired calibration sessions before held-out interaction. A finite-candidate perturbation bound shows that the allocation objective degrades continuously with continuation-value estimation error. Evaluation covers exact-game exploitation and safety, four opponent shifts, local-risk calibration, delayed-opportunity allocation, direct opportunity-value estimation, value-error robustness, factorial mechanism attribution, budget sensitivity, abstract-HUNL cross-play, and player/time-held-out public-history behavior. On exact Leduc the full controller attains a matched weak-pool gain of +0.0718 with a worst-opponent delta of -0.0126, raises delayed-opportunity capture from 0.6318 under myopic allocation to 0.7841 under the same session budget, and reaches +42.7 mbb/hand in abstract-HUNL cross-play; the retained public-history screen reports 0.5820 action accuracy and 0.9277 log loss versus 0.5039 and 0.9778 for a public prior.
Opponent histories can mislead after behavioral shifts. SafeAdapt-Poker formulates budgeted adaptation under opponent shift as a dual-counterfactual sequential-control problem using only information available before each decision. At each decision the controller asks two distinct questions: what local downside a deviation from the frozen anchor would induce under matched legal continuations, and what future adaptation value would be lost by consuming part of the remaining deviation budget now. The first question is answered by a monotone strategic-risk model over deviation intensity; the second by a paired budget-state continuation model that prices current budget consumption. The controller selects among support-preserving candidate deviations by trading immediate adaptation value against these two quantities, a pathwise cumulative-KL ledger bounds total anchor-relative deviation, and a finite family of frozen controllers is screened on complete paired calibration sessions before held-out interaction. A finite-candidate perturbation bound shows that the allocation objective degrades continuously with continuation-value estimation error. Evaluation covers exact-game exploitation and safety, four opponent shifts, local-risk calibration, delayed-opportunity allocation, direct opportunity-value estimation, value-error robustness, factorial mechanism attribution, budget sensitivity, abstract-HUNL cross-play, and player/time-held-out public-history behavior. On exact Leduc the full controller attains a matched weak-pool gain of +0.0718 with a worst-opponent delta of -0.0126, raises delayed-opportunity capture from 0.6318 under myopic allocation to 0.7841 under the same session budget, and reaches +42.7 mbb/hand in abstract-HUNL cross-play; the retained public-history screen reports 0.5820 action accuracy and 0.9277 log loss versus 0.5039 and 0.9778 for a public prior.
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cs.MAcs.AIcs.DS Yasushi Kawase, Bodhayan Roy, Mohammad Azharuddin Sanpui · Oct 14, 2026
We study proportional cake cutting under an equal-length constraint, where each of $n$ agents must receive a bundle of length exactly $1/n$ that is worth at least $1/n$ to that agent. Our main result determines the exact worst-case number of cuts needed to guarantee such an allocation, namely $2n-2$ for every $n$. This improves on the previously known quadratic upper bound. The proof combines the constrained necklace-splitting theorem with a recursive assignment argument based on Hall's theorem. The same bound extends to the stronger requirement of envy-freeness when $n$ is a prime power, and an $O(n^{1.525})$ upper bound holds for arbitrary $n$. We then ask whether such allocations can be computed. We first show that no deterministic protocol in the Robertson--Webb model terminates after finitely many queries on every instance and always returns an exact equal-length proportional allocation, even for two agents with identical valuations. For every $\varepsilon>0$, however, $O(n^2/\varepsilon)$ queries suffice to produce an allocation in which every agent receives a bundle of length exactly $1/n$ and value at least $1/n-\varepsilon$, again using at most $2n-2$ cuts. Finally, we augment the Robertson--Webb model with two-knife queries. We show that recursive balanced halving attains the optimal bound of $2n-2$ cuts when $n$ is a power of two. For arbitrary $n$, we give a procedure using $O(n\log n)$ cuts.
We study proportional cake cutting under an equal-length constraint, where each of $n$ agents must receive a bundle of length exactly $1/n$ that is worth at least $1/n$ to that agent. Our main result determines the exact worst-case number of cuts needed to guarantee such an allocation, namely $2n-2$ for every $n$. This improves on the previously known quadratic upper bound. The proof combines the constrained necklace-splitting theorem with a recursive assignment argument based on Hall's theorem. The same bound extends to the stronger requirement of envy-freeness when $n$ is a prime power, and an $O(n^{1.525})$ upper bound holds for arbitrary $n$. We then ask whether such allocations can be computed. We first show that no deterministic protocol in the Robertson--Webb model terminates after finitely many queries on every instance and always returns an exact equal-length proportional allocation, even for two agents with identical valuations. For every $\varepsilon>0$, however, $O(n^2/\varepsilon)$ queries suffice to produce an allocation in which every agent receives a bundle of length exactly $1/n$ and value at least $1/n-\varepsilon$, again using at most $2n-2$ cuts. Finally, we augment the Robertson--Webb model with two-knife queries. We show that recursive balanced halving attains the optimal bound of $2n-2$ cuts when $n$ is a power of two. For arbitrary $n$, we give a procedure using $O(n\log n)$ cuts.