Deviation Ratings: A General, Clone-Invariant Rating Method

Fuente: arXiv
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Autores principales: Marris, Luke, Liu, Siqi, Gemp, Ian, Piliouras, Georgios, Lanctot, Marc
Formato: Preprint
Publicado: 2025
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_version_ 1866929717995634688
author Marris, Luke
Liu, Siqi
Gemp, Ian
Piliouras, Georgios
Lanctot, Marc
author_facet Marris, Luke
Liu, Siqi
Gemp, Ian
Piliouras, Georgios
Lanctot, Marc
contents Many real-world multi-agent or multi-task evaluation scenarios can be naturally modelled as normal-form games due to inherent strategic (adversarial, cooperative, and mixed motive) interactions. These strategic interactions may be agentic (e.g. players trying to win), fundamental (e.g. cost vs quality), or complementary (e.g. niche finding and specialization). In such a formulation, it is the strategies (actions, policies, agents, models, tasks, prompts, etc.) that are rated. However, the rating problem is complicated by redundancy and complexity of N-player strategic interactions. Repeated or similar strategies can distort ratings for those that counter or complement them. Previous work proposed ``clone invariant'' ratings to handle such redundancies, but this was limited to two-player zero-sum (i.e. strictly competitive) interactions. This work introduces the first N-player general-sum clone invariant rating, called deviation ratings, based on coarse correlated equilibria. The rating is explored on several domains including LLMs evaluation.
format Preprint
id arxiv_https___arxiv_org_abs_2502_11645
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Deviation Ratings: A General, Clone-Invariant Rating Method
Marris, Luke
Liu, Siqi
Gemp, Ian
Piliouras, Georgios
Lanctot, Marc
Computer Science and Game Theory
Computation and Language
Multiagent Systems
Other Statistics
Many real-world multi-agent or multi-task evaluation scenarios can be naturally modelled as normal-form games due to inherent strategic (adversarial, cooperative, and mixed motive) interactions. These strategic interactions may be agentic (e.g. players trying to win), fundamental (e.g. cost vs quality), or complementary (e.g. niche finding and specialization). In such a formulation, it is the strategies (actions, policies, agents, models, tasks, prompts, etc.) that are rated. However, the rating problem is complicated by redundancy and complexity of N-player strategic interactions. Repeated or similar strategies can distort ratings for those that counter or complement them. Previous work proposed ``clone invariant'' ratings to handle such redundancies, but this was limited to two-player zero-sum (i.e. strictly competitive) interactions. This work introduces the first N-player general-sum clone invariant rating, called deviation ratings, based on coarse correlated equilibria. The rating is explored on several domains including LLMs evaluation.
title Deviation Ratings: A General, Clone-Invariant Rating Method
topic Computer Science and Game Theory
Computation and Language
Multiagent Systems
Other Statistics
url https://arxiv.org/abs/2502.11645