English

Test-Time Compute Games

Computers and Society 2026-05-11 v2 Artificial Intelligence Computer Science and Game Theory Machine Learning

Abstract

Test-time compute has emerged as a promising strategy to enhance the reasoning abilities of large language models (LLMs). However, this strategy has in turn increased how much users pay cloud-based providers offering LLM-as-a-service, since providers charge users for the amount of test-time compute they use to generate an output. In our work, we show that the market of LLM-as-a-service is socially inefficient: providers have a financial incentive to increase the amount of test-time compute, even if this increase contributes little to the quality of the outputs. To address this inefficiency, we introduce a reverse second-price auction mechanism where providers bid their offered price and (expected) quality for the opportunity to serve a user, and users pay proportionally to the marginal value generated by the winning provider relative to the second-highest bidder. To illustrate and complement our theoretical results, we conduct experiments with multiple instruct models from the Llama\texttt{Llama} and Qwen\texttt{Qwen} families, as well as reasoning models distilled from DeepSeek-R1\texttt{DeepSeek-R1}, on math and science benchmark datasets.

Keywords

Cite

@article{arxiv.2601.21839,
  title  = {Test-Time Compute Games},
  author = {Ander Artola Velasco and Dimitrios Rontogiannis and Stratis Tsirtsis and Manuel Gomez-Rodriguez},
  journal= {arXiv preprint arXiv:2601.21839},
  year   = {2026}
}
R2 v1 2026-07-01T09:25:53.641Z