Emanuel Tewolde

GT
Semantic Scholar Profile
h-index81
14papers
171citations
Novelty51%
AI Score58

14 Papers

AIFeb 6Code
AIRS-Bench: a Suite of Tasks for Frontier AI Research Science Agents

Alisia Lupidi, Bhavul Gauri, Thomas Simon Foster et al.

LLM agents hold significant promise for advancing scientific research. To accelerate this progress, we introduce AIRS-Bench (the AI Research Science Benchmark), a suite of 20 tasks sourced from state-of-the-art machine learning papers. These tasks span diverse domains, including language modeling, mathematics, bioinformatics, and time series forecasting. AIRS-Bench tasks assess agentic capabilities over the full research lifecycle -- including idea generation, experiment analysis and iterative refinement -- without providing baseline code. The AIRS-Bench task format is versatile, enabling easy integration of new tasks and rigorous comparison across different agentic frameworks. We establish baselines using frontier models paired with both sequential and parallel scaffolds. Our results show that agents exceed human SOTA in four tasks but fail to match it in sixteen others. Even when agents surpass human benchmarks, they do not reach the theoretical performance ceiling for the underlying tasks. These findings indicate that AIRS-Bench is far from saturated and offers substantial room for improvement. We open-source the AIRS-Bench task definitions and evaluation code to catalyze further development in autonomous scientific research.

AIDec 3, 2025
Evaluating Generalization Capabilities of LLM-Based Agents in Mixed-Motive Scenarios Using Concordia

Chandler Smith, Marwa Abdulhai, Manfred Diaz et al.

Large Language Model (LLM) agents have demonstrated impressive capabilities for social interaction and are increasingly being deployed in situations where they might engage with both human and artificial agents. These interactions represent a critical frontier for LLM-based agents, yet existing evaluation methods fail to measure how well these capabilities generalize to novel social situations. In this paper, we introduce a method for evaluating the ability of LLM-based agents to cooperate in zero-shot, mixed-motive environments using Concordia, a natural language multi-agent simulation environment. Our method measures general cooperative intelligence by testing an agent's ability to identify and exploit opportunities for mutual gain across diverse partners and contexts. We present empirical results from the NeurIPS 2024 Concordia Contest, where agents were evaluated on their ability to achieve mutual gains across a suite of diverse scenarios ranging from negotiation to collective action problems. Our findings reveal significant gaps between current agent capabilities and the robust generalization required for reliable cooperation, particularly in scenarios demanding persuasion and norm enforcement.

GTApr 16
CoopEval: Benchmarking Cooperation-Sustaining Mechanisms and LLM Agents in Social Dilemmas

Emanuel Tewolde, Xiao Zhang, David Guzman Piedrahita et al.

It is increasingly important that LLM agents interact effectively and safely with other goal-pursuing agents, yet, recent works report the opposite trend: LLMs with stronger reasoning capabilities behave _less_ cooperatively in mixed-motive games such as the prisoner's dilemma and public goods settings. Indeed, our experiments show that recent models -- with or without reasoning enabled -- consistently defect in single-shot social dilemmas. To tackle this safety concern, we present the first comparative study of game-theoretic mechanisms that are designed to enable cooperative outcomes between rational agents _in equilibrium_. Across four social dilemmas testing distinct components of robust cooperation, we evaluate the following mechanisms: (1) repeating the game for many rounds, (2) reputation systems, (3) third-party mediators to delegate decision making to, and (4) contract agreements for outcome-conditional payments between players. Among our findings, we establish that contracting and mediation are most effective in achieving cooperative outcomes between capable LLM models, and that repetition-induced cooperation deteriorates drastically when co-players vary. Moreover, we demonstrate that these cooperation mechanisms become _more effective_ under evolutionary pressures to maximize individual payoffs.

CLMay 25, 2025Code
When Ethics and Payoffs Diverge: LLM Agents in Morally Charged Social Dilemmas

Steffen Backmann, David Guzman Piedrahita, Emanuel Tewolde et al.

Recent advances in large language models (LLMs) have enabled their use in complex agentic roles, involving decision-making with humans or other agents, making ethical alignment a key AI safety concern. While prior work has examined both LLMs' moral judgment and strategic behavior in social dilemmas, there is limited understanding of how they act when moral imperatives directly conflict with rewards or incentives. To investigate this, we introduce Moral Behavior in Social Dilemma Simulation (MoralSim) and evaluate how LLMs behave in the prisoner's dilemma and public goods game with morally charged contexts. In MoralSim, we test a range of frontier models across both game structures and three distinct moral framings, enabling a systematic examination of how LLMs navigate social dilemmas in which ethical norms conflict with payoff-maximizing strategies. Our results show substantial variation across models in both their general tendency to act morally and the consistency of their behavior across game types, the specific moral framing, and situational factors such as opponent behavior and survival risks. Crucially, no model exhibits consistently moral behavior in MoralSim, highlighting the need for caution when deploying LLMs in agentic roles where the agent's "self-interest" may conflict with ethical expectations. Our code is available at https://github.com/sbackmann/moralsim.

CLMay 8
The Memory Curse: How Expanded Recall Erodes Cooperative Intent in LLM Agents

Jiayuan Liu, Tianqin Li, Shiyi Du et al.

Context window expansion is often treated as a straightforward capability upgrade for LLMs, but we find it systematically fails in multi-agent social dilemmas. Across 7 LLMs and 4 games over 500 rounds, expanding accessible history degrades cooperation in 18 of 28 model--game settings, a pattern we term the memory curse. We isolate the underlying mechanism through three analyses. First, lexical analysis of 378,000 reasoning traces associates this breakdown with eroding forward-looking intent rather than rising paranoia. We validate this using targeted fine-tuning as a cognitive probe: a LoRA adapter trained exclusively on forward-looking traces mitigates the decay and transfers zero-shot to distinct games. Second, memory sanitization holds prompt length fixed while replacing visible history with synthetic cooperative records, which restores cooperation substantially, proving the trigger is memory content, not length alone. Finally, ablating explicit Chain-of-Thought reasoning often reduces the collapse, showing that deliberation paradoxically amplifies the memory curse. Together, these results recast memory as an active determinant of multi-agent behavior: longer recall can either destabilize or support cooperation depending on the reasoning patterns it elicits.

GTFeb 16
Decision Making under Imperfect Recall: Algorithms and Benchmarks

Emanuel Tewolde, Brian Hu Zhang, Ioannis Anagnostides et al.

In game theory, imperfect-recall decision problems model situations in which an agent forgets information it held before. They encompass games such as the ``absentminded driver'' and team games with limited communication. In this paper, we introduce the first benchmark suite for imperfect-recall decision problems. Our benchmarks capture a variety of problem types, including ones concerning privacy in AI systems that elicit sensitive information, and AI safety via testing of agents in simulation. Across 61 problem instances generated using this suite, we evaluate the performance of different algorithms for finding first-order optimal strategies in such problems. In particular, we introduce the family of regret matching (RM) algorithms for nonlinear constrained optimization. This class of parameter-free algorithms has enjoyed tremendous success in solving large two-player zero-sum games, but, surprisingly, they were hitherto relatively unexplored beyond that setting. Our key finding is that RM algorithms consistently outperform commonly employed first-order optimizers such as projected gradient descent, often by orders of magnitude. This establishes, for the first time, the RM family as a formidable approach to large-scale constrained optimization problems.

LGApr 16, 2024
Social Choice Should Guide AI Alignment in Dealing with Diverse Human Feedback

Vincent Conitzer, Rachel Freedman, Jobst Heitzig et al.

Foundation models such as GPT-4 are fine-tuned to avoid unsafe or otherwise problematic behavior, such as helping to commit crimes or producing racist text. One approach to fine-tuning, called reinforcement learning from human feedback, learns from humans' expressed preferences over multiple outputs. Another approach is constitutional AI, in which the input from humans is a list of high-level principles. But how do we deal with potentially diverging input from humans? How can we aggregate the input into consistent data about "collective" preferences or otherwise use it to make collective choices about model behavior? In this paper, we argue that the field of social choice is well positioned to address these questions, and we discuss ways forward for this agenda, drawing on discussions in a recent workshop on Social Choice for AI Ethics and Safety held in Berkeley, CA, USA in December 2023.

GTJan 15, 2025
Computing Game Symmetries and Equilibria That Respect Them

Emanuel Tewolde, Brian Hu Zhang, Caspar Oesterheld et al.

Strategic interactions can be represented more concisely, and analyzed and solved more efficiently, if we are aware of the symmetries within the multiagent system. Symmetries also have conceptual implications, for example for equilibrium selection. We study the computational complexity of identifying and using symmetries. Using the classical framework of normal-form games, we consider game symmetries that can be across some or all players and/or actions. We find a strong connection between game symmetries and graph automorphisms, yielding graph automorphism and graph isomorphism completeness results for characterizing the symmetries present in a game. On the other hand, we also show that the problem becomes polynomial-time solvable when we restrict the consideration of actions in one of two ways. Next, we investigate when exactly game symmetries can be successfully leveraged for Nash equilibrium computation. We show that finding a Nash equilibrium that respects a given set of symmetries is PPAD- and CLS-complete in general-sum and team games respectively -- that is, exactly as hard as Brouwer fixed point and gradient descent problems. Finally, we present polynomial-time methods for the special cases where we are aware of a vast number of symmetries, or where the game is two-player zero-sum and we do not even know the symmetries.

MLFeb 25, 2025
Learning and Computation of $Φ$-Equilibria at the Frontier of Tractability

Brian Hu Zhang, Ioannis Anagnostides, Emanuel Tewolde et al.

$Φ$-equilibria -- and the associated notion of $Φ$-regret -- are a powerful and flexible framework at the heart of online learning and game theory, whereby enriching the set of deviations $Φ$ begets stronger notions of rationality. Recently, Daskalakis, Farina, Fishelson, Pipis, and Schneider (STOC '24) -- abbreviated as DFFPS -- settled the existence of efficient algorithms when $Φ$ contains only linear maps under a general, $d$-dimensional convex constraint set $\mathcal{X}$. In this paper, we significantly extend their work by resolving the case where $Φ$ is $k$-dimensional; degree-$\ell$ polynomials constitute a canonical such example with $k = d^{O(\ell)}$. In particular, positing only oracle access to $\mathcal{X}$, we obtain two main positive results: i) a $\text{poly}(n, d, k, \text{log}(1/ε))$-time algorithm for computing $ε$-approximate $Φ$-equilibria in $n$-player multilinear games, and ii) an efficient online algorithm that incurs average $Φ$-regret at most $ε$ using $\text{poly}(d, k)/ε^2$ rounds. We also show nearly matching lower bounds in the online learning setting, thereby obtaining for the first time a family of deviations that captures the learnability of $Φ$-regret. From a technical standpoint, we extend the framework of DFFPS from linear maps to the more challenging case of maps with polynomial dimension. At the heart of our approach is a polynomial-time algorithm for computing an expected fixed point of any $φ: \mathcal{X} \to \mathcal{X}$ based on the ellipsoid against hope (EAH) algorithm of Papadimitriou and Roughgarden (JACM '08). In particular, our algorithm for computing $Φ$-equilibria is based on executing EAH in a nested fashion -- each step of EAH itself being implemented by invoking a separate call to EAH.

GTFeb 25, 2025
Expected Variational Inequalities

Brian Hu Zhang, Ioannis Anagnostides, Emanuel Tewolde et al.

Variational inequalities (VIs) encompass many fundamental problems in diverse areas ranging from engineering to economics and machine learning. However, their considerable expressivity comes at the cost of computational intractability. In this paper, we introduce and analyze a natural relaxation -- which we refer to as expected variational inequalities (EVIs) -- where the goal is to find a distribution that satisfies the VI constraint in expectation. By adapting recent techniques from game theory, we show that, unlike VIs, EVIs can be solved in polynomial time under general (nonmonotone) operators. EVIs capture the seminal notion of correlated equilibria, but enjoy a greater reach beyond games. We also employ our framework to capture and generalize several existing disparate results, including from settings such as smooth games, and games with coupled constraints or nonconcave utilities.

GTOct 20, 2025
Convergence of Regret Matching in Potential Games and Constrained Optimization

Ioannis Anagnostides, Emanuel Tewolde, Brian Hu Zhang et al.

Regret matching (RM) -- and its modern variants -- is a foundational online algorithm that has been at the heart of many AI breakthrough results in solving benchmark zero-sum games, such as poker. Yet, surprisingly little is known so far in theory about its convergence beyond two-player zero-sum games. For example, whether regret matching converges to Nash equilibria in potential games has been an open problem for two decades. Even beyond games, one could try to use RM variants for general constrained optimization problems. Recent empirical evidence suggests that they -- particularly regret matching$^+$ (RM$^+$) -- attain strong performance on benchmark constrained optimization problems, outperforming traditional gradient descent-type algorithms. We show that RM$^+$ converges to an $ε$-KKT point after $O_ε(1/ε^4)$ iterations, establishing for the first time that it is a sound and fast first-order optimizer. Our argument relates the KKT gap to the accumulated regret, two quantities that are entirely disparate in general but interact in an intriguing way in our setting, so much so that when regrets are bounded, our complexity bound improves all the way to $O_ε(1/ε^2)$. From a technical standpoint, while RM$^+$ does not have the usual one-step improvement property in general, we show that it does in a certain region that the algorithm will quickly reach and remain in thereafter. In sharp contrast, our second main result establishes a lower bound: RM, with or without alternation, can take an exponential number of iterations to reach a crude approximate solution even in two-player potential games. This represents the first worst-case separation between RM and RM$^+$. Our lower bound shows that convergence to coarse correlated equilibria in potential games is exponentially faster than convergence to Nash equilibria.

AINov 19, 2025
What Does It Take to Be a Good AI Research Agent? Studying the Role of Ideation Diversity

Alexis Audran-Reiss, Jordi Armengol Estapé, Karen Hambardzumyan et al.

AI research agents offer the promise to accelerate scientific progress by automating the design, implementation, and training of machine learning models. However, the field is still in its infancy, and the key factors driving the success or failure of agent trajectories are not fully understood. We examine the role that ideation diversity plays in agent performance. First, we analyse agent trajectories on MLE-bench, a well-known benchmark to evaluate AI research agents, across different models and agent scaffolds. Our analysis reveals that different models and agent scaffolds yield varying degrees of ideation diversity, and that higher-performing agents tend to have increased ideation diversity. Further, we run a controlled experiment where we modify the degree of ideation diversity, demonstrating that higher ideation diversity results in stronger performance. Finally, we strengthen our results by examining additional evaluation metrics beyond the standard medal-based scoring of MLE-bench, showing that our findings still hold across other agent performance metrics.

GTJun 23, 2024
Imperfect-Recall Games: Equilibrium Concepts and Their Complexity

Emanuel Tewolde, Brian Hu Zhang, Caspar Oesterheld et al.

We investigate optimal decision making under imperfect recall, that is, when an agent forgets information it once held before. An example is the absentminded driver game, as well as team games in which the members have limited communication capabilities. In the framework of extensive-form games with imperfect recall, we analyze the computational complexities of finding equilibria in multiplayer settings across three different solution concepts: Nash, multiselves based on evidential decision theory (EDT), and multiselves based on causal decision theory (CDT). We are interested in both exact and approximate solution computation. As special cases, we consider (1) single-player games, (2) two-player zero-sum games and relationships to maximin values, and (3) games without exogenous stochasticity (chance nodes). We relate these problems to the complexity classes P, PPAD, PLS, $Σ_2^P$ , $\exists$R, and $\exists \forall$R.

GTMay 28, 2023
The Computational Complexity of Single-Player Imperfect-Recall Games

Emanuel Tewolde, Caspar Oesterheld, Vincent Conitzer et al.

We study single-player extensive-form games with imperfect recall, such as the Sleeping Beauty problem or the Absentminded Driver game. For such games, two natural equilibrium concepts have been proposed as alternative solution concepts to ex-ante optimality. One equilibrium concept uses generalized double halving (GDH) as a belief system and evidential decision theory (EDT), and another one uses generalized thirding (GT) as a belief system and causal decision theory (CDT). Our findings relate those three solution concepts of a game to solution concepts of a polynomial maximization problem: global optima, optimal points with respect to subsets of variables and Karush-Kuhn-Tucker (KKT) points. Based on these correspondences, we are able to settle various complexity-theoretic questions on the computation of such strategies. For ex-ante optimality and (EDT,GDH)-equilibria, we obtain NP-hardness and inapproximability, and for (CDT,GT)-equilibria we obtain CLS-completeness results.