Jon Kleinberg

LG
h-index37
73papers
10,683citations
Novelty47%
AI Score59

73 Papers

HCMay 29
AI Behavioral Science

Matthew O. Jackson, Qiaozhu Me, Stephanie W. Wang et al.

We outline a foundation for a new field of ``AI Behavioral Science,'' covering three perspectives. First, as AI becomes ubiquitous and is increasingly proprietary and opaque, it becomes vital to develop techniques for assessing AI behavior. We outline how tools developed to assess people's behaviors by social scientists can be used to assess and infer AI's behaviors biases, tendencies, and heuristics. Second, we also discuss how AI can change the ways in which we learn about human behavior. Beyond its computational power, AI offers new techniques for simulating, inferring, and predicting human behaviors that we outline and discuss. Third, as humans and AI are interacting in increasingly complex and intertwined systems, we need to understand the implications for the resulting economic and political outcomes. We outline issues that are increasingly pressing concerning the future of human-AI interactions and potential changes and disruptions that can ensue.

LGMay 26, 2022
Learning to Reason with Neural Networks: Generalization, Unseen Data and Boolean Measures

Emmanuel Abbe, Samy Bengio, Elisabetta Cornacchia et al. · apple-ml

This paper considers the Pointer Value Retrieval (PVR) benchmark introduced in [ZRKB21], where a 'reasoning' function acts on a string of digits to produce the label. More generally, the paper considers the learning of logical functions with gradient descent (GD) on neural networks. It is first shown that in order to learn logical functions with gradient descent on symmetric neural networks, the generalization error can be lower-bounded in terms of the noise-stability of the target function, supporting a conjecture made in [ZRKB21]. It is then shown that in the distribution shift setting, when the data withholding corresponds to freezing a single feature (referred to as canonical holdout), the generalization error of gradient descent admits a tight characterization in terms of the Boolean influence for several relevant architectures. This is shown on linear models and supported experimentally on other models such as MLPs and Transformers. In particular, this puts forward the hypothesis that for such architectures and for learning logical functions such as PVR functions, GD tends to have an implicit bias towards low-degree representations, which in turn gives the Boolean influence for the generalization error under quadratic loss.

LGJan 27, 2023
Arbitrariness and Social Prediction: The Confounding Role of Variance in Fair Classification

A. Feder Cooper, Katherine Lee, Madiha Zahrah Choksi et al.

Variance in predictions across different trained models is a significant, under-explored source of error in fair binary classification. In practice, the variance on some data examples is so large that decisions can be effectively arbitrary. To investigate this problem, we take an experimental approach and make four overarching contributions: We: 1) Define a metric called self-consistency, derived from variance, which we use as a proxy for measuring and reducing arbitrariness; 2) Develop an ensembling algorithm that abstains from classification when a prediction would be arbitrary; 3) Conduct the largest to-date empirical study of the role of variance (vis-a-vis self-consistency and arbitrariness) in fair binary classification; and, 4) Release a toolkit that makes the US Home Mortgage Disclosure Act (HMDA) datasets easily usable for future research. Altogether, our experiments reveal shocking insights about the reliability of conclusions on benchmark datasets. Most fair binary classification benchmarks are close-to-fair when taking into account the amount of arbitrariness present in predictions -- before we even try to apply any fairness interventions. This finding calls into question the practical utility of common algorithmic fairness methods, and in turn suggests that we should reconsider how we choose to measure fairness in binary classification.

GTAug 8, 2023
Fine-Tuning Games: Bargaining and Adaptation for General-Purpose Models

Benjamin Laufer, Jon Kleinberg, Hoda Heidari

Recent advances in Machine Learning (ML) and Artificial Intelligence (AI) follow a familiar structure: A firm releases a large, pretrained model. It is designed to be adapted and tweaked by other entities to perform particular, domain-specific functions. The model is described as `general-purpose,' meaning it can be transferred to a wide range of downstream tasks, in a process known as adaptation or fine-tuning. Understanding this process - the strategies, incentives, and interactions involved in the development of AI tools - is crucial for making conclusions about societal implications and regulatory responses, and may provide insights beyond AI about general-purpose technologies. We propose a model of this adaptation process. A Generalist brings the technology to a certain level of performance, and one or more Domain specialist(s) adapt it for use in particular domain(s). Players incur costs when they invest in the technology, so they need to reach a bargaining agreement on how to share the resulting revenue before making their investment decisions. We find that for a broad class of cost and revenue functions, there exists a set of Pareto-optimal profit-sharing arrangements where the players jointly contribute to the technology. Our analysis, which utilizes methods based on bargaining solutions and sub-game perfect equilibria, provides insights into the strategic behaviors of firms in these types of interactions. For example, profit-sharing can arise even when one firm faces significantly higher costs than another. After demonstrating findings in the case of one domain-specialist, we provide closed-form and numerical bargaining solutions in the generalized setting with $n$ domain specialists. We find that any potential domain specialization will either contribute, free-ride, or abstain in their uptake of the technology, and provide conditions yielding these different responses.

AIJul 19, 2022
Mimetic Models: Ethical Implications of AI that Acts Like You

Reid McIlroy-Young, Jon Kleinberg, Siddhartha Sen et al.

An emerging theme in artificial intelligence research is the creation of models to simulate the decisions and behavior of specific people, in domains including game-playing, text generation, and artistic expression. These models go beyond earlier approaches in the way they are tailored to individuals, and the way they are designed for interaction rather than simply the reproduction of fixed, pre-computed behaviors. We refer to these as mimetic models, and in this paper we develop a framework for characterizing the ethical and social issues raised by their growing availability. Our framework includes a number of distinct scenarios for the use of such models, and considers the impacts on a range of different participants, including the target being modeled, the operator who deploys the model, and the entities that interact with it.

SIJun 1, 2022
Core-periphery Models for Hypergraphs

Marios Papachristou, Jon Kleinberg

We introduce a random hypergraph model for core-periphery structure. By leveraging our model's sufficient statistics, we develop a novel statistical inference algorithm that is able to scale to large hypergraphs with runtime that is practically linear wrt. the number of nodes in the graph after a preprocessing step that is almost linear in the number of hyperedges, as well as a scalable sampling algorithm. Our inference algorithm is capable of learning embeddings that correspond to the reputation (rank) of a node within the hypergraph. We also give theoretical bounds on the size of the core of hypergraphs generated by our model. We experiment with hypergraph data that range to $\sim 10^5$ hyperedges mined from the Microsoft Academic Graph, Stack Exchange, and GitHub and show that our model outperforms baselines wrt. producing good fits.

GTJan 28, 2023
Informational Diversity and Affinity Bias in Team Growth Dynamics

Hoda Heidari, Solon Barocas, Jon Kleinberg et al.

Prior work has provided strong evidence that, within organizational settings, teams that bring a diversity of information and perspectives to a task are more effective than teams that do not. If this form of informational diversity confers performance advantages, why do we often see largely homogeneous teams in practice? One canonical argument is that the benefits of informational diversity are in tension with affinity bias. To better understand the impact of this tension on the makeup of teams, we analyze a sequential model of team formation in which individuals care about their team's performance (captured in terms of accurately predicting some future outcome based on a set of features) but experience a cost as a result of interacting with teammates who use different approaches to the prediction task. Our analysis of this simple model reveals a set of subtle behaviors that team-growth dynamics can exhibit: (i) from certain initial team compositions, they can make progress toward better performance but then get stuck partway to optimally diverse teams; while (ii) from other initial compositions, they can also move away from this optimal balance as the majority group tries to crowd out the opinions of the minority. The initial composition of the team can determine whether the dynamics will move toward or away from performance optimality, painting a path-dependent picture of inefficiencies in team compositions. Our results formalize a fundamental limitation of utility-based motivations to drive informational diversity in organizations and hint at interventions that may improve informational diversity and performance simultaneously.

SINov 23, 2022
Supervised Hypergraph Reconstruction

Yanbang Wang, Jon Kleinberg

We study an issue commonly seen with graph data analysis: many real-world complex systems involving high-order interactions are best encoded by hypergraphs; however, their datasets often end up being published or studied only in the form of their projections (with dyadic edges). To understand this issue, we first establish a theoretical framework to characterize this issue's implications and worst-case scenarios. The analysis motivates our formulation of the new task, supervised hypergraph reconstruction: reconstructing a real-world hypergraph from its projected graph, with the help of some existing knowledge of the application domain. To reconstruct hypergraph data, we start by analyzing hyperedge distributions in the projection, based on which we create a framework containing two modules: (1) to handle the enormous search space of potential hyperedges, we design a sampling strategy with efficacy guarantees that significantly narrows the space to a smaller set of candidates; (2) to identify hyperedges from the candidates, we further design a hyperedge classifier in two well-working variants that capture structural features in the projection. Extensive experiments validate our claims, approach, and extensions. Remarkably, our approach outperforms all baselines by an order of magnitude in accuracy on hard datasets. Our code and data can be downloaded from bit.ly/SHyRe.

LGSep 8, 2023
On the Actionability of Outcome Prediction

Lydia T. Liu, Solon Barocas, Jon Kleinberg et al.

Predicting future outcomes is a prevalent application of machine learning in social impact domains. Examples range from predicting student success in education to predicting disease risk in healthcare. Practitioners recognize that the ultimate goal is not just to predict but to act effectively. Increasing evidence suggests that relying on outcome predictions for downstream interventions may not have desired results. In most domains there exists a multitude of possible interventions for each individual, making the challenge of taking effective action more acute. Even when causal mechanisms connecting the individual's latent states to outcomes is well understood, in any given instance (a specific student or patient), practitioners still need to infer -- from budgeted measurements of latent states -- which of many possible interventions will be most effective for this individual. With this in mind, we ask: when are accurate predictors of outcomes helpful for identifying the most suitable intervention? Through a simple model encompassing actions, latent states, and measurements, we demonstrate that pure outcome prediction rarely results in the most effective policy for taking actions, even when combined with other measurements. We find that except in cases where there is a single decisive action for improving the outcome, outcome prediction never maximizes "action value", the utility of taking actions. Making measurements of actionable latent states, where specific actions lead to desired outcomes, considerably enhances the action value compared to outcome prediction, and the degree of improvement depends on action costs and the outcome model. This analysis emphasizes the need to go beyond generic outcome prediction in interventional settings by incorporating knowledge of plausible actions and latent states.

DSMay 28
On Language Generation in the Limit with Bounded Memory

Jon Kleinberg, Anay Mehrotra, Amin Saberi et al.

We study language generation in the limit under bounded memory. In this task, a learner observes examples from an unknown target language one at a time and must eventually output only new valid examples. Prior work assumes access to the entire history, a strong assumption since realistic algorithms retain limited past information. Classical work in learning theory shows memory constraints dramatically alter learnability; we extend this to language generation. First, we study memoryless generators. Under a mild enumeration restriction, every countable collection of infinite languages remains generable without memory. Without this restriction, we exactly characterize when memoryless generation is possible. For finite collections, we characterize the optimal minimax density achievable by memoryless generators -- the best density guaranteed against any collection of a given size. This combinatorial bound relies on Sperner's theorem and symmetric chain decompositions. We further show that a sliding window of the last $W$ examples does not improve this worst-case density, whereas allowing it to store $b$ adaptively chosen past examples improves the achievable density for every $b \geq 1$. Finally, we revisit identification in the limit, where the learner must converge to a single correct hypothesis for the target language. We focus on its incremental variant, where the learner remembers only its previous guess. Here, although exact identification fails on a collection of just three languages, a mild relaxation requiring convergence to an ``approximate'' version of the target is achievable for every finite collection. These results show bounded memory affects these tasks differently: generation remains achievable for every countable collection, while density and identification are confined to finite collections, with guarantees weakening as the collection grows.

AIAug 2, 2022
Detecting Individual Decision-Making Style: Exploring Behavioral Stylometry in Chess

Reid McIlroy-Young, Russell Wang, Siddhartha Sen et al.

The advent of machine learning models that surpass human decision-making ability in complex domains has initiated a movement towards building AI systems that interact with humans. Many building blocks are essential for this activity, with a central one being the algorithmic characterization of human behavior. While much of the existing work focuses on aggregate human behavior, an important long-range goal is to develop behavioral models that specialize to individual people and can differentiate among them. To formalize this process, we study the problem of behavioral stylometry, in which the task is to identify a decision-maker from their decisions alone. We present a transformer-based approach to behavioral stylometry in the context of chess, where one attempts to identify the player who played a set of games. Our method operates in a few-shot classification framework, and can correctly identify a player from among thousands of candidate players with 98% accuracy given only 100 labeled games. Even when trained on amateur play, our method generalises to out-of-distribution samples of Grandmaster players, despite the dramatic differences between amateur and world-class players. Finally, we consider more broadly what our resulting embeddings reveal about human style in chess, as well as the potential ethical implications of powerful methods for identifying individuals from behavioral data.

AISep 30, 2024
Maia-2: A Unified Model for Human-AI Alignment in Chess

Zhenwei Tang, Difan Jiao, Reid McIlroy-Young et al.

There are an increasing number of domains in which artificial intelligence (AI) systems both surpass human ability and accurately model human behavior. This introduces the possibility of algorithmically-informed teaching in these domains through more relatable AI partners and deeper insights into human decision-making. Critical to achieving this goal, however, is coherently modeling human behavior at various skill levels. Chess is an ideal model system for conducting research into this kind of human-AI alignment, with its rich history as a pivotal testbed for AI research, mature superhuman AI systems like AlphaZero, and precise measurements of skill via chess rating systems. Previous work in modeling human decision-making in chess uses completely independent models to capture human style at different skill levels, meaning they lack coherence in their ability to adapt to the full spectrum of human improvement and are ultimately limited in their effectiveness as AI partners and teaching tools. In this work, we propose a unified modeling approach for human-AI alignment in chess that coherently captures human style across different skill levels and directly captures how people improve. Recognizing the complex, non-linear nature of human learning, we introduce a skill-aware attention mechanism to dynamically integrate players' strengths with encoded chess positions, enabling our model to be sensitive to evolving player skill. Our experimental results demonstrate that this unified framework significantly enhances the alignment between AI and human players across a diverse range of expertise levels, paving the way for deeper insights into human decision-making and AI-guided teaching tools.

CYOct 5, 2023
Strategic Evaluation: Subjects, Evaluators, and Society

Benjamin Laufer, Jon Kleinberg, Karen Levy et al.

A broad current application of algorithms is in formal and quantitative measures of murky concepts -- like merit -- to make decisions. When people strategically respond to these sorts of evaluations in order to gain favorable decision outcomes, their behavior can be subjected to moral judgments. They may be described as 'gaming the system' or 'cheating,' or (in other cases) investing 'honest effort' or 'improving.' Machine learning literature on strategic behavior has tried to describe these dynamics by emphasizing the efforts expended by decision subjects hoping to obtain a more favorable assessment -- some works offer ways to preempt or prevent such manipulations, some differentiate 'gaming' from 'improvement' behavior, while others aim to measure the effort burden or disparate effects of classification systems. We begin from a different starting point: that the design of an evaluation itself can be understood as furthering goals held by the evaluator which may be misaligned with broader societal goals. To develop the idea that evaluation represents a strategic interaction in which both the evaluator and the subject of their evaluation are operating out of self-interest, we put forward a model that represents the process of evaluation using three interacting agents: a decision subject, an evaluator, and society, representing a bundle of values and oversight mechanisms. We highlight our model's applicability to a number of social systems where one or two players strategically undermine the others' interests to advance their own. Treating evaluators as themselves strategic allows us to re-cast the scrutiny directed at decision subjects, towards the incentives that underpin institutional designs of evaluations. The moral standing of strategic behaviors often depend on the moral standing of the evaluations and incentives that provoke such behaviors.

GTJul 14, 2025Code
Modeling the Economic Impacts of AI Openness Regulation

Tori Qiu, Benjamin Laufer, Jon Kleinberg et al.

Regulatory frameworks, such as the EU AI Act, encourage openness of general-purpose AI models by offering legal exemptions for "open-source" models. Despite this legislative attention on openness, the definition of open-source foundation models remains ambiguous. This paper models the strategic interactions among the creator of a general-purpose model (the generalist) and the entity that fine-tunes the general-purpose model to a specialized domain or task (the specialist), in response to regulatory requirements on model openness. We present a stylized model of the regulator's choice of an open-source definition to evaluate which AI openness standards will establish appropriate economic incentives for developers. Our results characterize market equilibria -- specifically, upstream model release decisions and downstream fine-tuning efforts -- under various openness regulations and present a range of effective regulatory penalties and open-source thresholds. Overall, we find the model's baseline performance determines when increasing the regulatory penalty vs. the open-source threshold will significantly alter the generalist's release strategy. Our model provides a theoretical foundation for AI governance decisions around openness and enables evaluation and refinement of practical open-source policies.

LGMay 11
Mistake-Bounded Language Generation

Jon Kleinberg, Charlotte Peale, Omer Reingold

We investigate the learning task of language generation in the limit, but shift focus from the traditional time-of-last-mistake metric of a generator's success to a new notion of "mistake-bounded generation." While existing results for language generation in the limit focus on guaranteeing eventual consistency, they are blind to the cumulative error incurred during the learning process. We address this by shifting the goal to minimizing the total number of invalid elements output by a generation algorithm. We establish a formal reduction to the Learning from Correct Demonstrations framework of Joshi et al. (2025), enabling a general recipe for deriving mistake bounds via weighted update rules. For finite classes, we provide an algorithm that simultaneously achieves an optimal last-mistake time of $\mathsf{Cdim}(L)$ and a mistake bound of $\lfloor \log_2 |L| \rfloor$, whereas for the non-uniform setting of countably infinite streams of languages, we prove a fundamental trade-off: achieving logarithmic mistakes $O(\log i)$ necessarily precludes convergence guarantees established in prior work. Finally, we show that our framework can be extended to accommodate noisy adversaries and guarantee mistake bounds that scale with the adversary's suboptimality.

DMApr 1
Banach density of generated languages: Dichotomies in topology and dimension

Jon Kleinberg, Fan Wei

The formalism of language generation in the limit studies generative models by requiring an algorithm, given strings from a hidden true language, to eventually generate new valid strings. A core issue is the tension between validity and breadth. Prior work quantified breadth via asymptotic density, where the priority is generating strings early in a natural countable ordering. Here, we study density when the strings are embedded in $d$ dimensions, a ubiquitous structure in current generative models. Our goal is for the generated strings to be dense throughout the embedding. This requires a different measure, the Banach density, which captures whether a set contains large sparse regions. Using Banach density uncovers a rich structure based on dimension and the topology of the language collection. We prove that in dimension one, when the underlying topological space has finite Cantor-Bendixson rank, an algorithm can always generate a subset of the true language with an optimal lower Banach density of 1/2. However, for collections with infinite Cantor-Bendixson rank, there are cases where no algorithm can achieve any positive lower Banach density; the generated set must contain arbitrarily large, sparse regions. This reveals a topological contrast unseen with asymptotic density, where 1/2 is always achievable. We also extend our results to a family of measures interpolating between Banach and asymptotic density. Finally, in dimension $d \geq 2$, our positive result for Banach density encounters a Ramsey-theoretic obstacle regarding two-colored point sets. Overcoming this requires a nondegeneracy condition: the embedding of the true language must be sufficiently represented throughout the full $d$-dimensional space.

AIAug 23, 2020Code
Learning Models of Individual Behavior in Chess

Reid McIlroy-Young, Russell Wang, Siddhartha Sen et al.

AI systems that can capture human-like behavior are becoming increasingly useful in situations where humans may want to learn from these systems, collaborate with them, or engage with them as partners for an extended duration. In order to develop human-oriented AI systems, the problem of predicting human actions -- as opposed to predicting optimal actions -- has received considerable attention. Existing work has focused on capturing human behavior in an aggregate sense, which potentially limits the benefit any particular individual could gain from interaction with these systems. We extend this line of work by developing highly accurate predictive models of individual human behavior in chess. Chess is a rich domain for exploring human-AI interaction because it combines a unique set of properties: AI systems achieved superhuman performance many years ago, and yet humans still interact with them closely, both as opponents and as preparation tools, and there is an enormous corpus of recorded data on individual player games. Starting with Maia, an open-source version of AlphaZero trained on a population of human players, we demonstrate that we can significantly improve prediction accuracy of a particular player's moves by applying a series of fine-tuning methods. Furthermore, our personalized models can be used to perform stylometry -- predicting who made a given set of moves -- indicating that they capture human decision-making at an individual level. Our work demonstrates a way to bring AI systems into better alignment with the behavior of individual people, which could lead to large improvements in human-AI interaction.

AIJun 2, 2020Code
Aligning Superhuman AI with Human Behavior: Chess as a Model System

Reid McIlroy-Young, Siddhartha Sen, Jon Kleinberg et al.

As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems approach problems are often different from the ways people do, and thus may be uninterpretable and hard to learn from. A crucial step in bridging this gap between human and artificial intelligence is modeling the granular actions that constitute human behavior, rather than simply matching aggregate human performance. We pursue this goal in a model system with a long history in artificial intelligence: chess. The aggregate performance of a chess player unfolds as they make decisions over the course of a game. The hundreds of millions of games played online by players at every skill level form a rich source of data in which these decisions, and their exact context, are recorded in minute detail. Applying existing chess engines to this data, including an open-source implementation of AlphaZero, we find that they do not predict human moves well. We develop and introduce Maia, a customized version of Alpha-Zero trained on human chess games, that predicts human moves at a much higher accuracy than existing engines, and can achieve maximum accuracy when predicting decisions made by players at a specific skill level in a tuneable way. For a dual task of predicting whether a human will make a large mistake on the next move, we develop a deep neural network that significantly outperforms competitive baselines. Taken together, our results suggest that there is substantial promise in designing artificial intelligence systems with human collaboration in mind by first accurately modeling granular human decision-making.

AINov 7, 2017Code
Can Deep Reinforcement Learning Solve Erdos-Selfridge-Spencer Games?

Maithra Raghu, Alex Irpan, Jacob Andreas et al.

Deep reinforcement learning has achieved many recent successes, but our understanding of its strengths and limitations is hampered by the lack of rich environments in which we can fully characterize optimal behavior, and correspondingly diagnose individual actions against such a characterization. Here we consider a family of combinatorial games, arising from work of Erdos, Selfridge, and Spencer, and we propose their use as environments for evaluating and comparing different approaches to reinforcement learning. These games have a number of appealing features: they are challenging for current learning approaches, but they form (i) a low-dimensional, simply parametrized environment where (ii) there is a linear closed form solution for optimal behavior from any state, and (iii) the difficulty of the game can be tuned by changing environment parameters in an interpretable way. We use these Erdos-Selfridge-Spencer games not only to compare different algorithms, but test for generalization, make comparisons to supervised learning, analyse multiagent play, and even develop a self play algorithm. Code can be found at: https://github.com/rubai5/ESS_Game

DSApr 10, 2024
Language Generation in the Limit

Jon Kleinberg, Sendhil Mullainathan

Although current large language models are complex, the most basic specifications of the underlying language generation problem itself are simple to state: given a finite set of training samples from an unknown language, produce valid new strings from the language that don't already appear in the training data. Here we ask what we can conclude about language generation using only this specification, without further assumptions. In particular, suppose that an adversary enumerates the strings of an unknown target language L that is known only to come from one of a possibly infinite list of candidates. A computational agent is trying to learn to generate from this language; we say that the agent generates from L in the limit if after some finite point in the enumeration of L, the agent is able to produce new elements that come exclusively from L and that have not yet been presented by the adversary. Our main result is that there is an agent that is able to generate in the limit for every countable list of candidate languages. This contrasts dramatically with negative results due to Gold and Angluin in a well-studied model of language learning where the goal is to identify an unknown language from samples; the difference between these results suggests that identifying a language is a fundamentally different problem than generating from it.

DSNov 7, 2025
Language Generation and Identification From Partial Enumeration: Tight Density Bounds and Topological Characterizations

Jon Kleinberg, Fan Wei

The success of large language models (LLMs) has motivated formal theories of language generation and learning. We study the framework of \emph{language generation in the limit}, where an adversary enumerates strings from an unknown language $K$ drawn from a countable class, and an algorithm must generate unseen strings from $K$. Prior work showed that generation is always possible, and that some algorithms achieve positive lower density, revealing a \emph{validity--breadth} trade-off between correctness and coverage. We resolve a main open question in this line, proving a tight bound of $1/2$ on the best achievable lower density. We then strengthen the model to allow \emph{partial enumeration}, where the adversary reveals only an infinite subset $C \subseteq K$. We show that generation in the limit remains achievable, and if $C$ has lower density $α$ in $K$, the algorithm's output achieves density at least $α/2$, matching the upper bound. This generalizes the $1/2$ bound to the partial-information setting, where the generator must recover within a factor $1/2$ of the revealed subset's density. We further revisit the classical Gold--Angluin model of \emph{language identification} under partial enumeration. We characterize when identification in the limit is possible -- when hypotheses $M_t$ eventually satisfy $C \subseteq M \subseteq K$ -- and in the process give a new topological formulation of Angluin's characterization, showing that her condition is precisely equivalent to an appropriate topological space having the $T_D$ separation property.

CLFeb 5, 2025
Sparse Autoencoders for Hypothesis Generation

Rajiv Movva, Kenny Peng, Nikhil Garg et al.

We describe HypotheSAEs, a general method to hypothesize interpretable relationships between text data (e.g., headlines) and a target variable (e.g., clicks). HypotheSAEs has three steps: (1) train a sparse autoencoder on text embeddings to produce interpretable features describing the data distribution, (2) select features that predict the target variable, and (3) generate a natural language interpretation of each feature (e.g., "mentions being surprised or shocked") using an LLM. Each interpretation serves as a hypothesis about what predicts the target variable. Compared to baselines, our method better identifies reference hypotheses on synthetic datasets (at least +0.06 in F1) and produces more predictive hypotheses on real datasets (~twice as many significant findings), despite requiring 1-2 orders of magnitude less compute than recent LLM-based methods. HypotheSAEs also produces novel discoveries on two well-studied tasks: explaining partisan differences in Congressional speeches and identifying drivers of engagement with online headlines.

LGJun 30, 2025
Use Sparse Autoencoders to Discover Unknown Concepts, Not to Act on Known Concepts

Kenny Peng, Rajiv Movva, Jon Kleinberg et al.

While sparse autoencoders (SAEs) have generated significant excitement, a series of negative results have added to skepticism about their usefulness. Here, we establish a conceptual distinction that reconciles competing narratives surrounding SAEs. We argue that while SAEs may be less effective for acting on known concepts, SAEs are powerful tools for discovering unknown concepts. This distinction cleanly separates existing negative and positive results, and suggests several classes of SAE applications. Specifically, we outline use cases for SAEs in (i) ML interpretability, explainability, fairness, auditing, and safety, and (ii) social and health sciences.

AIMay 8, 2024
Designing Skill-Compatible AI: Methodologies and Frameworks in Chess

Karim Hamade, Reid McIlroy-Young, Siddhartha Sen et al.

Powerful artificial intelligence systems are often used in settings where they must interact with agents that are computationally much weaker, for example when they work alongside humans or operate in complex environments where some tasks are handled by algorithms, heuristics, or other entities of varying computational power. For AI agents to successfully interact in these settings, however, achieving superhuman performance alone is not sufficient; they also need to account for suboptimal actions or idiosyncratic style from their less-skilled counterparts. We propose a formal evaluation framework for assessing the compatibility of near-optimal AI with interaction partners who may have much lower levels of skill; we use popular collaborative chess variants as model systems to study and develop AI agents that can successfully interact with lower-skill entities. Traditional chess engines designed to output near-optimal moves prove to be inadequate partners when paired with engines of various lower skill levels in this domain, as they are not designed to consider the presence of other agents. We contribute three methodologies to explicitly create skill-compatible AI agents in complex decision-making settings, and two chess game frameworks designed to foster collaboration between powerful AI agents and less-skilled partners. On these frameworks, our agents outperform state-of-the-art chess AI (based on AlphaZero) despite being weaker in conventional chess, demonstrating that skill-compatibility is a tangible trait that is qualitatively and measurably distinct from raw performance. Our evaluations further explore and clarify the mechanisms by which our agents achieve skill-compatibility.

COApr 19, 2025
Density Measures for Language Generation

Jon Kleinberg, Fan Wei

The recent successes of large language models (LLMs) have led to a surge of theoretical research into language generation. A recent line of work proposes an abstract view, called language generation in the limit, where generation is seen as a game between an adversary and an algorithm: the adversary generates strings from an unknown language $K$, chosen from a countable collection of candidate languages, and after seeing a finite set of these strings, the algorithm must generate new strings from $K$ that it has not seen before. This formalism highlights a key tension: the trade-off between validity (the algorithm should only produce strings from the language) and breadth (it should be able to produce many strings from the language). This trade-off is central in applied language generation as well, where it appears as a balance between hallucination (generating invalid utterances) and mode collapse (generating only a restricted set of outputs). Despite its importance, this trade-off has been challenging to study quantitatively. We develop ways to quantify this trade-off by formalizing breadth using measures of density. Existing algorithms for language generation in the limit produce output sets that can have zero density in the true language, and this important failure of breadth might seem unavoidable. We show, however, that such a failure is not necessary: we provide an algorithm for language generation in the limit whose outputs have strictly positive density in $K$. We also study the internal representations built by these algorithms, specifically the sequence of hypothesized candidate languages they consider, and show that achieving the strongest form of breadth may require oscillating indefinitely between high- and low-density representations. Our analysis introduces a novel topology on language families, with notions of convergence and limit points playing a key role.

AINov 21, 2024
A No Free Lunch Theorem for Human-AI Collaboration

Kenny Peng, Nikhil Garg, Jon Kleinberg

The gold standard in human-AI collaboration is complementarity -- when combined performance exceeds both the human and algorithm alone. We investigate this challenge in binary classification settings where the goal is to maximize 0-1 accuracy. Given two or more agents who can make calibrated probabilistic predictions, we show a "No Free Lunch"-style result. Any deterministic collaboration strategy (a function mapping calibrated probabilities into binary classifications) that does not essentially always defer to the same agent will sometimes perform worse than the least accurate agent. In other words, complementarity cannot be achieved "for free." The result does suggest one model of collaboration with guarantees, where one agent identifies "obvious" errors of the other agent. We also use the result to understand the necessary conditions enabling the success of other collaboration techniques, providing guidance to human-AI collaboration.

SIAug 9, 2025
Anatomy of a Machine Learning Ecosystem: 2 Million Models on Hugging Face

Benjamin Laufer, Hamidah Oderinwale, Jon Kleinberg

Many have observed that the development and deployment of generative machine learning (ML) and artificial intelligence (AI) models follow a distinctive pattern in which pre-trained models are adapted and fine-tuned for specific downstream tasks. However, there is limited empirical work that examines the structure of these interactions. This paper analyzes 1.86 million models on Hugging Face, a leading peer production platform for model development. Our study of model family trees -- networks that connect fine-tuned models to their base or parent -- reveals sprawling fine-tuning lineages that vary widely in size and structure. Using an evolutionary biology lens to study ML models, we use model metadata and model cards to measure the genetic similarity and mutation of traits over model families. We find that models tend to exhibit a family resemblance, meaning their genetic markers and traits exhibit more overlap when they belong to the same model family. However, these similarities depart in certain ways from standard models of asexual reproduction, because mutations are fast and directed, such that two `sibling' models tend to exhibit more similarity than parent/child pairs. Further analysis of the directional drifts of these mutations reveals qualitative insights about the open machine learning ecosystem: Licenses counter-intuitively drift from restrictive, commercial licenses towards permissive or copyleft licenses, often in violation of upstream license's terms; models evolve from multi-lingual compatibility towards english-only compatibility; and model cards reduce in length and standardize by turning, more often, to templates and automatically generated text. Overall, this work takes a step toward an empirically grounded understanding of model fine-tuning and suggests that ecological models and methods can yield novel scientific insights.

GTMar 26, 2025
The Backfiring Effect of Weak AI Safety Regulation

Benjamin Laufer, Jon Kleinberg, Hoda Heidari

Recent policy proposals aim to improve the safety of general-purpose AI, but there is little understanding of the efficacy of different regulatory approaches to AI safety. We present a strategic model that explores the interactions between safety regulation, the general-purpose AI creators, and domain specialists--those who adapt the technology for specific applications. Our analysis examines how different regulatory measures, targeting different parts of the AI development chain, affect the outcome of this game. In particular, we assume AI technology is characterized by two key attributes: safety and performance. The regulator first sets a minimum safety standard that applies to one or both players, with strict penalties for non-compliance. The general-purpose creator then invests in the technology, establishing its initial safety and performance levels. Next, domain specialists refine the AI for their specific use cases, updating the safety and performance levels and taking the product to market. The resulting revenue is then distributed between the specialist and generalist through a revenue-sharing parameter. Our analysis reveals two key insights: First, weak safety regulation imposed predominantly on domain specialists can backfire. While it might seem logical to regulate AI use cases, our analysis shows that weak regulations targeting domain specialists alone can unintentionally reduce safety. This effect persists across a wide range of settings. Second, in sharp contrast to the previous finding, we observe that stronger, well-placed regulation can in fact mutually benefit all players subjected to it. When regulators impose appropriate safety standards on both general-purpose AI creators and domain specialists, the regulation functions as a commitment device, leading to safety and performance gains, surpassing what is achieved under no regulation or regulating one player alone.

GTJun 3, 2025
Designing Algorithmic Delegates: The Role of Indistinguishability in Human-AI Handoff

Sophie Greenwood, Karen Levy, Solon Barocas et al.

As AI technologies improve, people are increasingly willing to delegate tasks to AI agents. In many cases, the human decision-maker chooses whether to delegate to an AI agent based on properties of the specific instance of the decision-making problem they are facing. Since humans typically lack full awareness of all the factors relevant to this choice for a given decision-making instance, they perform a kind of categorization by treating indistinguishable instances -- those that have the same observable features -- as the same. In this paper, we define the problem of designing the optimal algorithmic delegate in the presence of categories. This is an important dimension in the design of algorithms to work with humans, since we show that the optimal delegate can be an arbitrarily better teammate than the optimal standalone algorithmic agent. The solution to this optimal delegation problem is not obvious: we discover that this problem is fundamentally combinatorial, and illustrate the complex relationship between the optimal design and the properties of the decision-making task even in simple settings. Indeed, we show that finding the optimal delegate is computationally hard in general. However, we are able to find efficient algorithms for producing the optimal delegate in several broad cases of the problem, including when the optimal action may be decomposed into functions of features observed by the human and the algorithm. Finally, we run computational experiments to simulate a designer updating an algorithmic delegate over time to be optimized for when it is actually adopted by users, and show that while this process does not recover the optimal delegate in general, the resulting delegate often performs quite well.

AIFeb 18, 2025
AI-Assisted Decision Making with Human Learning

Gali Noti, Kate Donahue, Jon Kleinberg et al.

AI systems increasingly support human decision-making. In many cases, despite the algorithm's superior performance, the final decision remains in human hands. For example, an AI may assist doctors in determining which diagnostic tests to run, but the doctor ultimately makes the diagnosis. This paper studies such AI-assisted decision-making settings, where the human learns through repeated interactions with the algorithm. In our framework, the algorithm -- designed to maximize decision accuracy according to its own model -- determines which features the human can consider. The human then makes a prediction based on their own less accurate model. We observe that the discrepancy between the algorithm's model and the human's model creates a fundamental tradeoff. Should the algorithm prioritize recommending more informative features, encouraging the human to recognize their importance, even if it results in less accurate predictions in the short term until learning occurs? Or is it preferable to forgo educating the human and instead select features that align more closely with their existing understanding, minimizing the immediate cost of learning? This tradeoff is shaped by the algorithm's time-discounted objective and the human's learning ability. Our results show that optimal feature selection has a surprisingly clean combinatorial characterization, reducible to a stationary sequence of feature subsets that is tractable to compute. As the algorithm becomes more "patient" or the human's learning improves, the algorithm increasingly selects more informative features, enhancing both prediction accuracy and the human's understanding. Notably, early investment in learning leads to the selection of more informative features than a later investment. We complement our analysis by showing that the impact of errors in the algorithm's knowledge is limited as it does not make the prediction directly.

LGFeb 19, 2024
Microstructures and Accuracy of Graph Recall by Large Language Models

Yanbang Wang, Hejie Cui, Jon Kleinberg

Graphs data is crucial for many applications, and much of it exists in the relations described in textual format. As a result, being able to accurately recall and encode a graph described in earlier text is a basic yet pivotal ability that LLMs need to demonstrate if they are to perform reasoning tasks that involve graph-structured information. Human performance at graph recall has been studied by cognitive scientists for decades, and has been found to often exhibit certain structural patterns of bias that align with human handling of social relationships. To date, however, we know little about how LLMs behave in analogous graph recall tasks: do their recalled graphs also exhibit certain biased patterns, and if so, how do they compare with humans and affect other graph reasoning tasks? In this work, we perform the first systematical study of graph recall by LLMs, investigating the accuracy and biased microstructures (local structural patterns) in their recall. We find that LLMs not only underperform often in graph recall, but also tend to favor more triangles and alternating 2-paths. Moreover, we find that more advanced LLMs have a striking dependence on the domain that a real-world graph comes from -- by yielding the best recall accuracy when the graph is narrated in a language style consistent with its original domain.

LGMar 21, 2025
What's Producible May Not Be Reachable: Measuring the Steerability of Generative Models

Keyon Vafa, Sarah Bentley, Jon Kleinberg et al.

How should we evaluate the quality of generative models? Many existing metrics focus on a model's producibility, i.e. the quality and breadth of outputs it can generate. However, the actual value from using a generative model stems not just from what it can produce but whether a user with a specific goal can produce an output that satisfies that goal. We refer to this property as steerability. In this paper, we first introduce a mathematical decomposition for quantifying steerability independently from producibility. Steerability is more challenging to evaluate than producibility because it requires knowing a user's goals. We address this issue by creating a benchmark task that relies on one key idea: sample an output from a generative model and ask users to reproduce it. We implement this benchmark in user studies of text-to-image and large language models. Despite the ability of these models to produce high-quality outputs, they all perform poorly on steerability. These results suggest that we need to focus on improving the steerability of generative models. We show such improvements are indeed possible: simple image-based steering mechanisms achieve more than 2x improvement on this benchmark.

LGFeb 11
How Many Features Can a Language Model Store Under the Linear Representation Hypothesis?

Nikhil Garg, Jon Kleinberg, Kenny Peng

We introduce a mathematical framework for the linear representation hypothesis (LRH), which asserts that intermediate layers of language models store features linearly. We separate the hypothesis into two claims: linear representation (features are linearly embedded in neuron activations) and linear accessibility (features can be linearly decoded). We then ask: How many neurons $d$ suffice to both linearly represent and linearly access $m$ features? Classical results in compressed sensing imply that for $k$-sparse inputs, $d = O(k\log (m/k))$ suffices if we allow non-linear decoding algorithms (Candes and Tao, 2006; Candes et al., 2006; Donoho, 2006). However, the additional requirement of linear decoding takes the problem out of the classical compressed sensing, into linear compressed sensing. Our main theoretical result establishes nearly-matching upper and lower bounds for linear compressed sensing. We prove that $d = Ω_ε(\frac{k^2}{\log k}\log (m/k))$ is required while $d = O_ε(k^2\log m)$ suffices. The lower bound establishes a quantitative gap between classical and linear compressed setting, illustrating how linear accessibility is a meaningfully stronger hypothesis than linear representation alone. The upper bound confirms that neurons can store an exponential number of features under the LRH, giving theoretical evidence for the "superposition hypothesis" (Elhage et al., 2022). The upper bound proof uses standard random constructions of matrices with approximately orthogonal columns. The lower bound proof uses rank bounds for near-identity matrices (Alon, 2003) together with Turán's theorem (bounding the number of edges in clique-free graphs). We also show how our results do and do not constrain the geometry of feature representations and extend our results to allow decoders with an activation function and bias.

AIJul 29, 2025
Learning to Imitate with Less: Efficient Individual Behavior Modeling in Chess

Zhenwei Tang, Difan Jiao, Eric Xue et al.

As humans seek to collaborate with, learn from, and better understand artificial intelligence systems, developing AIs that can accurately emulate individual decision-making becomes increasingly important. Chess, a long-standing AI benchmark with precise skill measurement, offers an ideal testbed for human-AI alignment. However, existing approaches to modeling human behavior require prohibitively large amounts of data from each individual, making them impractical for new or sparsely represented users. In this work, we introduce Maia4All, a framework designed to learn and adapt to individual decision-making styles efficiently, even with limited data. Maia4All achieves this through a two-stage optimization process: (1) an enrichment step, which bridges population and individual-level human behavior modeling with a prototype-enriched model, and (2) a democratization step, which leverages ability levels or user prototypes to initialize and refine individual embeddings with minimal data. Our experimental results show that Maia4All can accurately predict individual moves and profile behavioral patterns with high fidelity, establishing a new standard for personalized human-like AI behavior modeling in chess. Maia4All achieves individual human behavior modeling in chess with only 20 games, compared to the 5,000 games required previously, representing a significant improvement in data efficiency. Our work provides an example of how population AI systems can flexibly adapt to individual users using a prototype-enriched model as a bridge. This approach extends beyond chess, as shown in our case study on idiosyncratic LLMs, highlighting its potential for broader applications in personalized AI adaptation.

CLJun 6, 2024
Evaluating the World Model Implicit in a Generative Model

Keyon Vafa, Justin Y. Chen, Ashesh Rambachan et al.

Recent work suggests that large language models may implicitly learn world models. How should we assess this possibility? We formalize this question for the case where the underlying reality is governed by a deterministic finite automaton. This includes problems as diverse as simple logical reasoning, geographic navigation, game-playing, and chemistry. We propose new evaluation metrics for world model recovery inspired by the classic Myhill-Nerode theorem from language theory. We illustrate their utility in three domains: game playing, logic puzzles, and navigation. In all domains, the generative models we consider do well on existing diagnostics for assessing world models, but our evaluation metrics reveal their world models to be far less coherent than they appear. Such incoherence creates fragility: using a generative model to solve related but subtly different tasks can lead to failures. Building generative models that meaningfully capture the underlying logic of the domains they model would be immensely valuable; our results suggest new ways to assess how close a given model is to that goal.

LGJan 16, 2024
From Graphs to Hypergraphs: Hypergraph Projection and its Remediation

Yanbang Wang, Jon Kleinberg

We study the implications of the modeling choice to use a graph, instead of a hypergraph, to represent real-world interconnected systems whose constituent relationships are of higher order by nature. Such a modeling choice typically involves an underlying projection process that maps the original hypergraph onto a graph, and is common in graph-based analysis. While hypergraph projection can potentially lead to loss of higher-order relations, there exists very limited studies on the consequences of doing so, as well as its remediation. This work fills this gap by doing two things: (1) we develop analysis based on graph and set theory, showing two ubiquitous patterns of hyperedges that are root to structural information loss in all hypergraph projections; we also quantify the combinatorial impossibility of recovering the lost higher-order structures if no extra help is provided; (2) we still seek to recover the lost higher-order structures in hypergraph projection, and in light of (1)'s findings we propose to relax the problem into a learning-based setting. Under this setting, we develop a learning-based hypergraph reconstruction method based on an important statistic of hyperedge distributions that we find. Our reconstruction method is evaluated on 8 real-world datasets under different settings, and exhibits consistently good performance. We also demonstrate benefits of the reconstructed hypergraphs via use cases of protein rankings and link predictions.

CYDec 1, 2021
Models of fairness in federated learning

Kate Donahue, Jon Kleinberg

In many real-world situations, data is distributed across multiple self-interested agents. These agents can collaborate to build a machine learning model based on data from multiple agents, potentially reducing the error each experiences. However, sharing models in this way raises questions of fairness: to what extent can the error experienced by one agent be significantly lower than the error experienced by another agent in the same coalition? In this work, we consider two notions of fairness that each may be appropriate in different circumstances: "egalitarian fairness" (which aims to bound how dissimilar error rates can be) and "proportional fairness" (which aims to reward players for contributing more data). We similarly consider two common methods of model aggregation, one where a single model is created for all agents (uniform), and one where an individualized model is created for each agent. For egalitarian fairness, we obtain a tight multiplicative bound on how widely error rates can diverge between agents collaborating (which holds for both aggregation methods). For proportional fairness, we show that the individualized aggregation method always gives a small player error that is upper bounded by proportionality. For uniform aggregation, we show that this upper bound is guaranteed for any individually rational coalition (where no player wishes to leave to do local learning).

LGOct 28, 2021
Approximate Decomposable Submodular Function Minimization for Cardinality-Based Components

Nate Veldt, Austin R. Benson, Jon Kleinberg

Minimizing a sum of simple submodular functions of limited support is a special case of general submodular function minimization that has seen numerous applications in machine learning. We develop fast techniques for instances where components in the sum are cardinality-based, meaning they depend only on the size of the input set. This variant is one of the most widely applied in practice, encompassing, e.g., common energy functions arising in image segmentation and recent generalized hypergraph cut functions. We develop the first approximation algorithms for this problem, where the approximations can be quickly computed via reduction to a sparse graph cut problem, with graph sparsity controlled by the desired approximation factor. Our method relies on a new connection between sparse graph reduction techniques and piecewise linear approximations to concave functions. Our sparse reduction technique leads to significant improvements in theoretical runtimes, as well as substantial practical gains in problems ranging from benchmark image segmentation tasks to hypergraph clustering problems.

LGJul 27, 2021
Pointer Value Retrieval: A new benchmark for understanding the limits of neural network generalization

Chiyuan Zhang, Maithra Raghu, Jon Kleinberg et al.

Central to the success of artificial neural networks is their ability to generalize. But does neural network generalization primarily rely on seeing highly similar training examples (memorization)? Or are neural networks capable of human-intelligence styled reasoning, and if so, to what extent? These remain fundamental open questions on artificial neural networks. In this paper, as steps towards answering these questions, we introduce a new benchmark, Pointer Value Retrieval (PVR) to study the limits of neural network reasoning. The PVR suite of tasks is based on reasoning about indirection, a hallmark of human intelligence, where a first stage (task) contains instructions for solving a second stage (task). In PVR, this is done by having one part of the task input act as a pointer, giving instructions on a different input location, which forms the output. We show this simple rule can be applied to create a diverse set of tasks across different input modalities and configurations. Importantly, this use of indirection enables systematically varying task difficulty through distribution shifts and increasing functional complexity. We conduct a detailed empirical study of different PVR tasks, discovering large variations in performance across dataset sizes, neural network architectures and task complexity. Further, by incorporating distribution shift and increased functional complexity, we develop nuanced tests for reasoning, revealing subtle failures and surprising successes, suggesting many promising directions of exploration on this benchmark.

LGJul 23, 2021
Using a Cross-Task Grid of Linear Probes to Interpret CNN Model Predictions On Retinal Images

Katy Blumer, Subhashini Venugopalan, Michael P. Brenner et al.

We analyze a dataset of retinal images using linear probes: linear regression models trained on some "target" task, using embeddings from a deep convolutional (CNN) model trained on some "source" task as input. We use this method across all possible pairings of 93 tasks in the UK Biobank dataset of retinal images, leading to ~164k different models. We analyze the performance of these linear probes by source and target task and by layer depth. We observe that representations from the middle layers of the network are more generalizable. We find that some target tasks are easily predicted irrespective of the source task, and that some other target tasks are more accurately predicted from correlated source tasks than from embeddings trained on the same task.

GTJun 17, 2021
Optimality and Stability in Federated Learning: A Game-theoretic Approach

Kate Donahue, Jon Kleinberg

Federated learning is a distributed learning paradigm where multiple agents, each only with access to local data, jointly learn a global model. There has recently been an explosion of research aiming not only to improve the accuracy rates of federated learning, but also provide certain guarantees around social good properties such as total error. One branch of this research has taken a game-theoretic approach, and in particular, prior work has viewed federated learning as a hedonic game, where error-minimizing players arrange themselves into federating coalitions. This past work proves the existence of stable coalition partitions, but leaves open a wide range of questions, including how far from optimal these stable solutions are. In this work, we motivate and define a notion of optimality given by the average error rates among federating agents (players). First, we provide and prove the correctness of an efficient algorithm to calculate an optimal (error minimizing) arrangement of players. Next, we analyze the relationship between the stability and optimality of an arrangement. First, we show that for some regions of parameter space, all stable arrangements are optimal (Price of Anarchy equal to 1). However, we show this is not true for all settings: there exist examples of stable arrangements with higher cost than optimal (Price of Anarchy greater than 1). Finally, we give the first constant-factor bound on the performance gap between stability and optimality, proving that the total error of the worst stable solution can be no higher than 9 times the total error of an optimal solution (Price of Anarchy bound of 9).

DSJun 2, 2021
The Generalized Mean Densest Subgraph Problem

Nate Veldt, Austin R. Benson, Jon Kleinberg

Finding dense subgraphs of a large graph is a standard problem in graph mining that has been studied extensively both for its theoretical richness and its many practical applications. In this paper we introduce a new family of dense subgraph objectives, parameterized by a single parameter $p$, based on computing generalized means of degree sequences of a subgraph. Our objective captures both the standard densest subgraph problem and the maximum $k$-core as special cases, and provides a way to interpolate between and extrapolate beyond these two objectives when searching for other notions of dense subgraphs. In terms of algorithmic contributions, we first show that our objective can be minimized in polynomial time for all $p \geq 1$ using repeated submodular minimization. A major contribution of our work is analyzing the performance of different types of peeling algorithms for dense subgraphs both in theory and practice. We prove that the standard peeling algorithm can perform arbitrarily poorly on our generalized objective, but we then design a more sophisticated peeling method which for $p \geq 1$ has an approximation guarantee that is always at least $1/2$ and converges to 1 as $p \rightarrow \infty$. In practice, we show that this algorithm obtains extremely good approximations to the optimal solution, scales to large graphs, and highlights a range of different meaningful notions of density on graphs coming from numerous domains. Furthermore, it is typically able to approximate the densest subgraph problem better than the standard peeling algorithm, by better accounting for how the removal of one node affects other nodes in its neighborhood.

GTJan 14, 2021
Algorithmic Monoculture and Social Welfare

Jon Kleinberg, Manish Raghavan

As algorithms are increasingly applied to screen applicants for high-stakes decisions in employment, lending, and other domains, concerns have been raised about the effects of algorithmic monoculture, in which many decision-makers all rely on the same algorithm. This concern invokes analogies to agriculture, where a monocultural system runs the risk of severe harm from unexpected shocks. Here we show that the dangers of algorithmic monoculture run much deeper, in that monocultural convergence on a single algorithm by a group of decision-making agents, even when the algorithm is more accurate for any one agent in isolation, can reduce the overall quality of the decisions being made by the full collection of agents. Unexpected shocks are therefore not needed to expose the risks of monoculture; it can hurt accuracy even under "normal" operations, and even for algorithms that are more accurate when used by only a single decision-maker. Our results rely on minimal assumptions, and involve the development of a probabilistic framework for analyzing systems that use multiple noisy estimates of a set of alternatives.

GTOct 2, 2020
Model-sharing Games: Analyzing Federated Learning Under Voluntary Participation

Kate Donahue, Jon Kleinberg

Federated learning is a setting where agents, each with access to their own data source, combine models from local data to create a global model. If agents are drawing their data from different distributions, though, federated learning might produce a biased global model that is not optimal for each agent. This means that agents face a fundamental question: should they choose the global model or their local model? We show how this situation can be naturally analyzed through the framework of coalitional game theory. We propose the following game: there are heterogeneous players with different model parameters governing their data distribution and different amounts of data they have noisily drawn from their own distribution. Each player's goal is to obtain a model with minimal expected mean squared error (MSE) on their own distribution. They have a choice of fitting a model based solely on their own data, or combining their learned parameters with those of some subset of the other players. Combining models reduces the variance component of their error through access to more data, but increases the bias because of the heterogeneity of distributions. Here, we derive exact expected MSE values for problems in linear regression and mean estimation. We then analyze the resulting game in the framework of hedonic game theory; we study how players might divide into coalitions, where each set of players within a coalition jointly construct model(s). We analyze three methods of federation, modeling differing degrees of customization. In uniform federation, the agents collectively produce a single model. In coarse-grained federation, each agent can weight the global model together with their local model. In fine-grained federation, each agent can flexibly combine models from all other agents in the federation. For each method, we analyze the stable partitions of players into coalitions.

SIMar 7, 2020
Frozen Binomials on the Web: Word Ordering and Language Conventions in Online Text

Katherine Van Koevering, Austin R. Benson, Jon Kleinberg

There is inherent information captured in the order in which we write words in a list. The orderings of binomials --- lists of two words separated by `and' or `or' --- has been studied for more than a century. These binomials are common across many areas of speech, in both formal and informal text. In the last century, numerous explanations have been given to describe what order people use for these binomials, from differences in semantics to differences in phonology. These rules describe primarily `frozen' binomials that exist in exactly one ordering and have lacked large-scale trials to determine efficacy. Online text provides a unique opportunity to study these lists in the context of informal text at a very large scale. In this work, we expand the view of binomials to include a large-scale analysis of both frozen and non-frozen binomials in a quantitative way. Using this data, we then demonstrate that most previously proposed rules are ineffective at predicting binomial ordering. By tracking the order of these binomials across time and communities we are able to establish additional, unexplored dimensions central to these predictions. Expanding beyond the question of individual binomials, we also explore the global structure of binomials in various communities, establishing a new model for these lists and analyzing this structure for non-frozen and frozen binomials. Additionally, novel analysis of trinomials --- lists of length three --- suggests that none of the binomials analysis applies in these cases. Finally, we demonstrate how large data sets gleaned from the web can be used in conjunction with older theories to expand and improve on old questions.

DSFeb 21, 2020
Minimizing Localized Ratio Cut Objectives in Hypergraphs

Nate Veldt, Austin R. Benson, Jon Kleinberg

Hypergraphs are a useful abstraction for modeling multiway relationships in data, and hypergraph clustering is the task of detecting groups of closely related nodes in such data. Graph clustering has been studied extensively, and there are numerous methods for detecting small, localized clusters without having to explore an entire input graph. However, there are only a few specialized approaches for localized clustering in hypergraphs. Here we present a framework for local hypergraph clustering based on minimizing localized ratio cut objectives. Our framework takes an input set of reference nodes in a hypergraph and solves a sequence of hypergraph minimum $s$-$t$ cut problems in order to identify a nearby well-connected cluster of nodes that overlaps substantially with the input set. Our methods extend graph-based techniques but are significantly more general and have new output quality guarantees. First, our methods can minimize new generalized notions of hypergraph cuts, which depend on specific configurations of nodes within each hyperedge, rather than just on the number of cut hyperedges. Second, our framework has several attractive theoretical properties in terms of output cluster quality. Most importantly, our algorithm is strongly-local, meaning that its runtime depends only on the size of the input set, and does not need to explore the entire hypergraph to find good local clusters. We use our methodology to effectively identify clusters in hypergraphs of real-world data with millions of nodes, millions of hyperedges, and large average hyperedge size with runtimes ranging between a few seconds and a few minutes.

THOct 15, 2019
Measuring the Completeness of Theories

Drew Fudenberg, Jon Kleinberg, Annie Liang et al.

We use machine learning to provide a tractable measure of the amount of predictable variation in the data that a theory captures, which we call its "completeness." We apply this measure to three problems: assigning certain equivalents to lotteries, initial play in games, and human generation of random sequences. We discover considerable variation in the completeness of existing models, which sheds light on whether to focus on developing better models with the same features or instead to look for new features that will improve predictions. We also illustrate how and why completeness varies with the experiments considered, which highlights the role played in choosing which experiments to run.

CYJun 21, 2019
Mitigating Bias in Algorithmic Hiring: Evaluating Claims and Practices

Manish Raghavan, Solon Barocas, Jon Kleinberg et al.

There has been rapidly growing interest in the use of algorithms in hiring, especially as a means to address or mitigate bias. Yet, to date, little is known about how these methods are used in practice. How are algorithmic assessments built, validated, and examined for bias? In this work, we document and analyze the claims and practices of companies offering algorithms for employment assessment. In particular, we identify vendors of algorithmic pre-employment assessments (i.e., algorithms to screen candidates), document what they have disclosed about their development and validation procedures, and evaluate their practices, focusing particularly on efforts to detect and mitigate bias. Our analysis considers both technical and legal perspectives. Technically, we consider the various choices vendors make regarding data collection and prediction targets, and explore the risks and trade-offs that these choices pose. We also discuss how algorithmic de-biasing techniques interface with, and create challenges for, antidiscrimination law.

SIMay 14, 2019
Planted Hitting Set Recovery in Hypergraphs

Ilya Amburg, Jon Kleinberg, Austin R. Benson

In various application areas, networked data is collected by measuring interactions involving some specific set of core nodes. This results in a network dataset containing the core nodes along with a potentially much larger set of fringe nodes that all have at least one interaction with a core node. In many settings, this type of data arises for structures that are richer than graphs, because they involve the interactions of larger sets; for example, the core nodes might be a set of individuals under surveillance, where we observe the attendees of meetings involving at least one of the core individuals. We model such scenarios using hypergraphs, and we study the problem of core recovery: if we observe the hypergraph but not the labels of core and fringe nodes, can we recover the "planted" set of core nodes in the hypergraph? We provide a theoretical framework for analyzing the recovery of such a set of core nodes and use our theory to develop a practical and scalable algorithm for core recovery. The crux of our analysis and algorithm is that the core nodes are a hitting set of the hypergraph, meaning that every hyperedge has at least one node in the set of core nodes. We demonstrate the efficacy of our algorithm on a number of real-world datasets, outperforming competitive baselines derived from network centrality and core-periphery measures.

CVMar 28, 2019
The Algorithmic Automation Problem: Prediction, Triage, and Human Effort

Maithra Raghu, Katy Blumer, Greg Corrado et al.

In a wide array of areas, algorithms are matching and surpassing the performance of human experts, leading to consideration of the roles of human judgment and algorithmic prediction in these domains. The discussion around these developments, however, has implicitly equated the specific task of prediction with the general task of automation. We argue here that automation is broader than just a comparison of human versus algorithmic performance on a task; it also involves the decision of which instances of the task to give to the algorithm in the first place. We develop a general framework that poses this latter decision as an optimization problem, and we show how basic heuristics for this optimization problem can lead to performance gains even on heavily-studied applications of AI in medicine. Our framework also serves to highlight how effective automation depends crucially on estimating both algorithmic and human error on an instance-by-instance basis, and our results show how improvements in these error estimation problems can yield significant gains for automation as well.