Research map / Multi-agent systems and games / Games and equilibria
Joint Scoring Rules: Competition Between Agents Avoids Performative Prediction
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Proposes zero-sum joint scoring rules over multiple predictor agents so a principal can elicit honest conditional predictions and deterministically pick their most preferred action, avoiding performative prediction; validated in a toy environment.
Problem
Conditional predictions from an expert agent can be manipulated to steer the principal's action toward more predictable outcomes (performative prediction), and with a single agent and symmetric scoring rule the principal cannot always pick their most preferred action.
Approach
Evaluate multiple agents with a linearly zero-sum, strictly proper, symmetric (LSS) scoring rule combined with an ISA-max decision rule, so agents have no incentive to influence the chosen action and honest conditional predictions become an equilibrium that identifies the principal's best action.
Key results
- Zero-sum (LSS) training increases predictive accuracy and principal utility, while no-intervention training becomes performative and its non-performative accuracy sharply drops after an initial increase.
- An LSS objective using two dropout-generated predictions untrains previously learned performativity faster and to a larger degree than exact LSS or non-performative training (statistically significant).
- Theory: ISA-max decision rule with LSS scoring is jointly quasi-strictly proper for n>=2; LSS is shown to be the unique scoring form achieving this; binary search identifies the best action in O(log|A|) comparisons.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Train with an LSS zero-sum objective instead of no intervention | Predictive model in the toy environment · Toy environment, predictions across all actions | predictive accuracy | Helped |
| Train with an LSS zero-sum objective instead of no intervention | Predictive model in the toy environment · Toy environment | principal utility | Helped |
| Train without an intervention rather than with an LSS objective | Predictive model in the toy environment · Toy environment, chosen actions | predictive accuracy | Helped |
| Use two distinct predictions from the same model in the LSS objective instead of identical detached predictions | LSS objective · Toy environment, previously performative model | performativity | Helped |
| Use two distinct predictions from the same model in the LSS objective instead of identical detached predictions | LSS objective · Toy environment, previously performative model | predictive accuracy | Helped |
| Use two distinct predictions from the same model in the LSS objective instead of identical detached predictions | LSS objective · Toy environment, previously performative model | principal utility | Helped |
| Use an exact LSS objective with identical detached predictions rather than two distinct predictions | LSS objective · Toy environment, previously performative model | performativity | No clear effect |
| Remove the gradient through the principal's action choice (ablation) | Training of a previously performative model · Toy environment, previously performative model | performativity | Hurt |
Surprising findings
- Training without intervention gains the largest performative accuracy but its non-performative accuracy later sharply drops, showing performativity compounds during training.
- Two slightly different dropout-generated predictions from the same model untrain performativity better than exact self-agreement, suggesting disagreement helps escape stuck gradients.
Limitations
- Experiments only in a toy environment with eight actions and outcomes; not tested on real-world data or complex environments.
- Assumes all agents share the same information about ground truth; the disagreement-seeking rule is fragile to small errors or noise.
- Mean-max decision rule proof only holds for n=2 agents; for n>=3 the guarantee requires coalition assumptions.
Experimental setup
Datasets: synthetic toy environment with randomly initialized neural net ground truth
Benchmarks: toy environment with eight actions and eight outcomes
Metrics: predictive accuracy performative predictive accuracy principal utility performativity
Baselines: no intervention training non-performative training single-agent symmetric scoring rule
Builds on: Othman and Sandholm 2010 impossibility result Oesterheld and Conitzer 2020 Chen et al. 2011 Perdomo et al. 2020 performative prediction
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