GTNov 29, 2023
Algorithmic Persuasion Through SimulationKeegan Harris, Nicole Immorlica, Brendan Lucier et al.
We study a Bayesian persuasion game where a sender wants to persuade a receiver to take a binary action, such as purchasing a product. The sender is informed about the (real-valued) state of the world, such as the quality of the product, but only has limited information about the receiver's beliefs and utilities. Motivated by customer surveys, user studies, and recent advances in AI, we allow the sender to learn more about the receiver by querying an oracle that simulates the receiver's behavior. After a fixed number of queries, the sender commits to a messaging policy and the receiver takes the action that maximizes her expected utility given the message she receives. We characterize the sender's optimal messaging policy given any distribution over receiver types. We then design a polynomial-time querying algorithm that optimizes the sender's expected utility in this game. We also consider approximate oracles, more general query structures, and costly queries.
GTMar 26
Agentic Markets: Equilibrium Effects of Improving Consumer SearchBrendan Lucier, Nicole Immorlica, Markus Mobius et al.
Motivated by agentic markets -- two-sided markets in which consumers and businesses are assisted by AI tools that facilitate consumers' search -- we study the impact of improved search technology on learning and welfare in markets. We put forth a model where consumers engage in costly search to acquire signals of product fit prior to purchase. The market tracks indications of fit for searched products and indications of quality for chosen products, thereby guiding searches. We characterize the long-run steady-state of the resulting dynamics as well as the impact of improving search technology. We find cheaper search improves learning and consumer surplus, whereas more informative search can degrade both unless the market learns as much as consumers about the products by, for example, ``reading the transcripts'' of agentic conversations. Finally, we consider the impact of search improvements on how businesses set prices. At equilibrium prices in symmetric markets, consumer surplus is improved by cheaper search but may be decreased by more informative search, due to weakened inter-business competition.
GTApr 1
Incentivizing Exploration with Selective Data DisclosureNicole Immorlica, Jieming Mao, Aleksandrs Slivkins et al.
We propose and design recommendation systems that incentivize efficient exploration. Agents arrive sequentially, choose actions and receive rewards, drawn from fixed but unknown action-specific distributions. The recommendation system presents each agent with actions and rewards from a subsequence of past agents, chosen ex ante. Thus, the agents engage in sequential social learning, moderated by these subsequences. We asymptotically attain optimal regret rate for exploration, using a flexible frequentist behavioral model and mitigating rationality and commitment assumptions inherent in prior work. We suggest three components of effective recommendation systems: independent focus groups, group aggregators, and interlaced information structures.
LGNov 26, 2024
From Fairness to Infinity: Outcome-Indistinguishable (Omni)Prediction in Evolving GraphsCynthia Dwork, Chris Hays, Nicole Immorlica et al. · harvard
Professional networks provide invaluable entree to opportunity through referrals and introductions. A rich literature shows they also serve to entrench and even exacerbate a status quo of privilege and disadvantage. Hiring platforms, equipped with the ability to nudge link formation, provide a tantalizing opening for beneficial structural change. We anticipate that key to this prospect will be the ability to estimate the likelihood of edge formation in an evolving graph. Outcome-indistinguishable prediction algorithms ensure that the modeled world is indistinguishable from the real world by a family of statistical tests. Omnipredictors ensure that predictions can be post-processed to yield loss minimization competitive with respect to a benchmark class of predictors for many losses simultaneously, with appropriate post-processing. We begin by observing that, by combining a slightly modified form of the online K29 star algorithm of Vovk (2007) with basic facts from the theory of reproducing kernel Hilbert spaces, one can derive simple and efficient online algorithms satisfying outcome indistinguishability and omniprediction, with guarantees that improve upon, or are complementary to, those currently known. This is of independent interest. We apply these techniques to evolving graphs, obtaining online outcome-indistinguishable omnipredictors for rich -- possibly infinite -- sets of distinguishers that capture properties of pairs of nodes, and their neighborhoods. This yields, inter alia, multicalibrated predictions of edge formation with respect to pairs of demographic groups, and the ability to simultaneously optimize loss as measured by a variety of social welfare functions.
LGFeb 29, 2024
Impact of Decentralized Learning on Player Utilities in Stackelberg GamesKate Donahue, Nicole Immorlica, Meena Jagadeesan et al.
When deployed in the world, a learning agent such as a recommender system or a chatbot often repeatedly interacts with another learning agent (such as a user) over time. In many such two-agent systems, each agent learns separately and the rewards of the two agents are not perfectly aligned. To better understand such cases, we examine the learning dynamics of the two-agent system and the implications for each agent's objective. We model these systems as Stackelberg games with decentralized learning and show that standard regret benchmarks (such as Stackelberg equilibrium payoffs) result in worst-case linear regret for at least one player. To better capture these systems, we construct a relaxed regret benchmark that is tolerant to small learning errors by agents. We show that standard learning algorithms fail to provide sublinear regret, and we develop algorithms to achieve near-optimal $O(T^{2/3})$ regret for both players with respect to these benchmarks. We further design relaxed environments under which faster learning ($O(\sqrt{T})$) is possible. Altogether, our results take a step towards assessing how two-agent interactions in sequential and decentralized learning environments affect the utility of both agents.
GTFeb 28, 2025
Flattening Supply Chains: When do Technology Improvements lead to Disintermediation?S. Nageeb Ali, Nicole Immorlica, Meena Jagadeesan et al.
In the digital economy, technological innovations make it cheaper to produce high-quality content. For example, generative AI tools reduce costs for creators who develop content to be distributed online, but can also reduce production costs for the users who consume that content. These innovations can thus lead to disintermediation, since consumers may choose to use these technologies directly, bypassing intermediaries. To investigate when technological improvements lead to disintermediation, we study a game with an intermediary, suppliers of a production technology, and consumers. First, we show disintermediation occurs whenever production costs are too high or too low. We then investigate the consequences of disintermediation for welfare and content quality at equilibrium. While the intermediary is welfare-improving, the intermediary extracts all gains to social welfare and its presence can raise or lower content quality. We further analyze how disintermediation is affected by the level of competition between suppliers and the intermediary's fee structure. More broadly, our results take a step towards assessing how production technology innovations affect the survival of intermediaries and impact the digital economy.
GNApr 15, 2025
Shifting Work Patterns with Generative AIEleanor Wiske Dillon, Sonia Jaffe, Nicole Immorlica et al.
We present evidence from a field experiment across 66 firms and 7,137 knowledge workers. Workers were randomly selected to access a generative AI tool integrated into applications they already used at work for email, meetings, and writing. In the second half of the 6-month experiment, the 80% of treated workers who used this tool spent two fewer hours on email each week and reduced their time working outside of regular hours. Apart from these individual time savings, we do not detect shifts in the quantity or composition of workers' tasks resulting from individual-level AI provision.
LGApr 17, 2024
Online Algorithms with Limited Data RetentionNicole Immorlica, Brendan Lucier, Markus Mobius et al.
We introduce a model of online algorithms subject to strict constraints on data retention. An online learning algorithm encounters a stream of data points, one per round, generated by some stationary process. Crucially, each data point can request that it be removed from memory $m$ rounds after it arrives. To model the impact of removal, we do not allow the algorithm to store any information or calculations between rounds other than a subset of the data points (subject to the retention constraints). At the conclusion of the stream, the algorithm answers a statistical query about the full dataset. We ask: what level of performance can be guaranteed as a function of $m$? We illustrate this framework for multidimensional mean estimation and linear regression problems. We show it is possible to obtain an exponential improvement over a baseline algorithm that retains all data as long as possible. Specifically, we show that $m = \textsc{Poly}(d, \log(1/ε))$ retention suffices to achieve mean squared error $ε$ after observing $O(1/ε)$ $d$-dimensional data points. This matches the error bound of the optimal, yet infeasible, algorithm that retains all data forever. We also show a nearly matching lower bound on the retention required to guarantee error $ε$. One implication of our results is that data retention laws are insufficient to guarantee the right to be forgotten even in a non-adversarial world in which firms merely strive to (approximately) optimize the performance of their algorithms. Our approach makes use of recent developments in the multidimensional random subset sum problem to simulate the progression of stochastic gradient descent under a model of adversarial noise, which may be of independent interest.
MAOct 27, 2025
Magentic Marketplace: An Open-Source Environment for Studying Agentic MarketsGagan Bansal, Wenyue Hua, Zezhou Huang et al. · microsoft-research
As LLM agents advance, they are increasingly mediating economic decisions, ranging from product discovery to transactions, on behalf of users. Such applications promise benefits but also raise many questions about agent accountability and value for users. Addressing these questions requires understanding how agents behave in realistic market conditions. However, previous research has largely evaluated agents in constrained settings, such as single-task marketplaces (e.g., negotiation) or structured two-agent interactions. Real-world markets are fundamentally different: they require agents to handle diverse economic activities and coordinate within large, dynamic ecosystems where multiple agents with opaque behaviors may engage in open-ended dialogues. To bridge this gap, we investigate two-sided agentic marketplaces where Assistant agents represent consumers and Service agents represent competing businesses. To study these interactions safely, we develop Magentic-Marketplace -- a simulated environment where Assistants and Services can operate. This environment enables us to study key market dynamics: the utility agents achieve, behavioral biases, vulnerability to manipulation, and how search mechanisms shape market outcomes. Our experiments show that frontier models can approach optimal welfare -- but only under ideal search conditions. Performance degrades sharply with scale, and all models exhibit severe first-proposal bias, creating 10-30x advantages for response speed over quality. These findings reveal how behaviors emerge across market conditions, informing the design of fair and efficient agentic marketplaces.
GTJan 18, 2024
Clickbait vs. Quality: How Engagement-Based Optimization Shapes the Content Landscape in Online PlatformsNicole Immorlica, Meena Jagadeesan, Brendan Lucier
Online content platforms commonly use engagement-based optimization when making recommendations. This encourages content creators to invest in quality, but also rewards gaming tricks such as clickbait. To understand the total impact on the content landscape, we study a game between content creators competing on the basis of engagement metrics and analyze the equilibrium decisions about investment in quality and gaming. First, we show the content created at equilibrium exhibits a positive correlation between quality and gaming, and we empirically validate this finding on a Twitter dataset. Using the equilibrium structure of the content landscape, we then examine the downstream performance of engagement-based optimization along several axes. Perhaps counterintuitively, the average quality of content consumed by users can decrease at equilibrium as gaming tricks become more costly for content creators to employ. Moreover, engagement-based optimization can perform worse in terms of user utility than a baseline with random recommendations, and engagement-based optimization is also suboptimal in terms of realized engagement relative to quality-based optimization. Altogether, our results highlight the need to consider content creator incentives when evaluating a platform's choice of optimization metric.
GTNov 3, 2020
Maximizing Welfare with Incentive-Aware Evaluation MechanismsNika Haghtalab, Nicole Immorlica, Brendan Lucier et al.
Motivated by applications such as college admission and insurance rate determination, we propose an evaluation problem where the inputs are controlled by strategic individuals who can modify their features at a cost. A learner can only partially observe the features, and aims to classify individuals with respect to a quality score. The goal is to design an evaluation mechanism that maximizes the overall quality score, i.e., welfare, in the population, taking any strategic updating into account. We further study the algorithmic aspect of finding the welfare maximizing evaluation mechanism under two specific settings in our model. When scores are linear and mechanisms use linear scoring rules on the observable features, we show that the optimal evaluation mechanism is an appropriate projection of the quality score. When mechanisms must use linear thresholds, we design a polynomial time algorithm with a (1/4)-approximation guarantee when the underlying feature distribution is sufficiently smooth and admits an oracle for finding dense regions. We extend our results to settings where the prior distribution is unknown and must be learned from samples.
GTFeb 19, 2019
Bayesian Exploration with Heterogeneous AgentsNicole Immorlica, Jieming Mao, Aleksandrs Slivkins et al.
It is common in recommendation systems that users both consume and produce information as they make strategic choices under uncertainty. While a social planner would balance "exploration" and "exploitation" using a multi-armed bandit algorithm, users' incentives may tilt this balance in favor of exploitation. We consider Bayesian Exploration: a simple model in which the recommendation system (the "principal") controls the information flow to the users (the "agents") and strives to incentivize exploration via information asymmetry. A single round of this model is a version of a well-known "Bayesian Persuasion game" from [Kamenica and Gentzkow]. We allow heterogeneous users, relaxing a major assumption from prior work that users have the same preferences from one time step to another. The goal is now to learn the best personalized recommendations. One particular challenge is that it may be impossible to incentivize some of the user types to take some of the actions, no matter what the principal does or how much time she has. We consider several versions of the model, depending on whether and when the user types are reported to the principal, and design a near-optimal "recommendation policy" for each version. We also investigate how the model choice and the diversity of user types impact the set of actions that can possibly be "explored" by each type.
DSNov 28, 2018
Adversarial Bandits with KnapsacksNicole Immorlica, Karthik Abinav Sankararaman, Robert Schapire et al.
We consider Bandits with Knapsacks (henceforth, BwK), a general model for multi-armed bandits under supply/budget constraints. In particular, a bandit algorithm needs to solve a well-known knapsack problem: find an optimal packing of items into a limited-size knapsack. The BwK problem is a common generalization of numerous motivating examples, which range from dynamic pricing to repeated auctions to dynamic ad allocation to network routing and scheduling. While the prior work on BwK focused on the stochastic version, we pioneer the other extreme in which the outcomes can be chosen adversarially. This is a considerably harder problem, compared to both the stochastic version and the "classic" adversarial bandits, in that regret minimization is no longer feasible. Instead, the objective is to minimize the competitive ratio: the ratio of the benchmark reward to the algorithm's reward. We design an algorithm with competitive ratio O(log T) relative to the best fixed distribution over actions, where T is the time horizon; we also prove a matching lower bound. The key conceptual contribution is a new perspective on the stochastic version of the problem. We suggest a new algorithm for the stochastic version, which builds on the framework of regret minimization in repeated games and admits a substantially simpler analysis compared to prior work. We then analyze this algorithm for the adversarial version and use it as a subroutine to solve the latter.
GTNov 14, 2018
Incentivizing Exploration with Selective Data DisclosureNicole Immorlica, Jieming Mao, Aleksandrs Slivkins et al.
We propose and design recommendation systems that incentivize efficient exploration. Agents arrive sequentially, choose actions and receive rewards, drawn from fixed but unknown action-specific distributions. The recommendation system presents each agent with actions and rewards from a subsequence of past agents, chosen ex ante. Thus, the agents engage in sequential social learning, moderated by these subsequences. We asymptotically attain optimal regret rate for exploration, using a flexible frequentist behavioral model and mitigating rationality and commitment assumptions inherent in prior work. We suggest three components of effective recommendation systems: independent focus groups, group aggregators, and interlaced information structures.
LGAug 27, 2018
The Disparate Effects of Strategic ManipulationLily Hu, Nicole Immorlica, Jennifer Wortman Vaughan
When consequential decisions are informed by algorithmic input, individuals may feel compelled to alter their behavior in order to gain a system's approval. Models of agent responsiveness, termed "strategic manipulation," analyze the interaction between a learner and agents in a world where all agents are equally able to manipulate their features in an attempt to "trick" a published classifier. In cases of real world classification, however, an agent's ability to adapt to an algorithm is not simply a function of her personal interest in receiving a positive classification, but is bound up in a complex web of social factors that affect her ability to pursue certain action responses. In this paper, we adapt models of strategic manipulation to capture dynamics that may arise in a setting of social inequality wherein candidate groups face different costs to manipulation. We find that whenever one group's costs are higher than the other's, the learner's equilibrium strategy exhibits an inequality-reinforcing phenomenon wherein the learner erroneously admits some members of the advantaged group, while erroneously excluding some members of the disadvantaged group. We also consider the effects of interventions in which a learner subsidizes members of the disadvantaged group, lowering their costs in order to improve her own classification performance. Here we encounter a paradoxical result: there exist cases in which providing a subsidy improves only the learner's utility while actually making both candidate groups worse-off--even the group receiving the subsidy. Our results reveal the potentially adverse social ramifications of deploying tools that attempt to evaluate an individual's "quality" when agents' capacities to adaptively respond differ.
LGApr 11, 2018
Unleashing Linear Optimizers for Group-Fair Learning and OptimizationDaniel Alabi, Nicole Immorlica, Adam Tauman Kalai
Most systems and learning algorithms optimize average performance or average loss -- one reason being computational complexity. However, many objectives of practical interest are more complex than simply average loss. This arises, for example, when balancing performance or loss with fairness across people. We prove that, from a computational perspective, optimizing arbitrary objectives that take into account performance over a small number of groups is not significantly harder to optimize than average performance. Our main result is a polynomial-time reduction that uses a linear optimizer to optimize an arbitrary (Lipschitz continuous) function of performance over a (constant) number of possibly-overlapping groups. This includes fairness objectives over small numbers of groups, and we further point out that other existing notions of fairness such as individual fairness can be cast as convex optimization and hence more standard convex techniques can be used. Beyond learning, our approach applies to multi-objective optimization, more generally.
LGJul 20, 2017
Decoupled classifiers for fair and efficient machine learningCynthia Dwork, Nicole Immorlica, Adam Tauman Kalai et al.
When it is ethical and legal to use a sensitive attribute (such as gender or race) in machine learning systems, the question remains how to do so. We show that the naive application of machine learning algorithms using sensitive features leads to an inherent tradeoff in accuracy between groups. We provide a simple and efficient decoupling technique, that can be added on top of any black-box machine learning algorithm, to learn different classifiers for different groups. Transfer learning is used to mitigate the problem of having too little data on any one group. The method can apply to a range of fairness criteria. In particular, we require the application designer to specify as joint loss function that makes explicit the trade-off between fairness and accuracy. Our reduction is shown to efficiently find the minimum loss as long as the objective has a certain natural monotonicity property which may be of independent interest in the study of fairness in algorithms.