Related papers: AM with Multiple Merlins
We show how to efficiently simulate the sending of a message M to a receiver who has partial information about the message, so that the expected number of bits communicated in the simulation is close to the amount of additional information…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
We propose Deep Q-Networks (DQN) with model-based exploration, an algorithm combining both model-free and model-based approaches that explores better and learns environments with sparse rewards more efficiently. DQN is a general-purpose,…
Motivated by the limitations of near-term quantum devices, we study nonlocal games in the high-noise regime, where the two players may share arbitrarily many copies of a noisy entangled state. In this regime, existing rigidity theorems are…
We show that if a language $L$ admits a public-coin unambiguous interactive proof (UIP) with round complexity $\ell$, where $a$ bits are communicated per round, then the batch language $L^{\otimes k}$, i.e. the set of $k$-tuples of…
Data-intensive applications, ranging from large-scale retrieval systems to advanced data pipelines, are increasingly bottlenecked by the processing of highly redundant text corpora. We present Merlin, a local-first, agnostic,…
In this paper, we study the weighted $k$-server problem on the uniform metric in both the offline and online settings. We start with the offline setting. In contrast to the (unweighted) $k$-server problem which has a polynomial-time…
We study the impartial game PAP (``permutations avoiding patterns''), in which players take turns choosing patterns to avoid. We define a set of length $k$ patterns, $B_k$, and show that it is the unique minimal monotone-forcing subset of…
We consider a variant of the stochastic multi-armed bandit problem, where multiple players simultaneously choose from the same set of arms and may collide, receiving no reward. This setting has been motivated by problems arising in…
We continue the study of doubly-efficient proof systems for verifying agnostic PAC learning, for which we obtain the following results. - We construct an interactive protocol for learning the $t$ largest Fourier characters of a given…
Consider the following Simultaneous Message Passing (SMP) model for computing a relation f subset of X x Y x Z. In this model Alice, on input x in X and Bob, on input y in Y, send one message each to a third party Referee who then outputs a…
Increasing test-time computation has emerged as a promising direction for improving language model performance, particularly in scenarios where model finetuning is impractical or impossible due to computational constraints or private model…
Additively separable hedonic games and fractional hedonic games have received considerable attention. They are coalition forming games of selfish agents based on their mutual preferences. Most of the work in the literature characterizes the…
We present a new distributed model of probabilistically checkable proofs (PCP). A satisfying assignment $x \in \{0,1\}^n$ to a CNF formula $\varphi$ is shared between two parties, where Alice knows $x_1, \dots, x_{n/2}$, Bob knows…
We study linear constraint system (LCS) games over the ring of arithmetic modulo $d$. We give a new proof that certain LCS games (the Mermin--Peres Magic Square and Magic Pentagram over binary alphabets, together with parallel repetitions…
We study a variant of the quantum approximate optimization algorithm [ E. Farhi, J. Goldstone, and S. Gutmann, arXiv:1411.4028] with slightly different parametrization and different objective: rather than looking for a state which…
We present a two-player communication task that can be solved by a protocol of polylogarithmic cost in the simultaneous message passing model with classical communication and shared entanglement, but requires exponentially more…
This paper presents the first model-free, simulator-free reinforcement learning algorithm for Constrained Markov Decision Processes (CMDPs) with sublinear regret and zero constraint violation. The algorithm is named Triple-Q because it…
Multiple-choice question (MCQ) benchmarks have been a standard evaluation practice for measuring LLMs' ability to reason and answer knowledge-based questions. Through a synthetic NonsenseQA benchmark, we observe that different LLMs exhibit…
In this work, we present the first theoretical analysis of multi-agent imitation learning (MAIL) in linear Markov games where both the transition dynamics and each agent's reward function are linear in some given features. We demonstrate…