🤖 AI Summary
This work addresses the challenges of equilibrium computation—namely its intractability, non-uniqueness, and instability—in automated incentive mechanism design for multi-agent systems. To this end, the authors propose a Differentiable Incentive Design (DID) framework that introduces, for the first time, a general and differentiable equilibrium module (DEB) as a neural network component, enabling end-to-end training. By integrating contextual parameterization networks with a unified training pipeline, DID bridges game theory and deep learning, allowing a single model to jointly handle diverse tasks such as contract design, machine scheduling, and inverse equilibrium problems. Experiments demonstrate that a single trained network effectively solves a broad range of instances—from two-player games to scenarios with up to sixteen actions—significantly enhancing generalization across the distribution of incentive design problems.
📝 Abstract
Automated design of multi-agent interactions with desirable equilibrium outcomes is inherently difficult due to the computational hardness, non-uniqueness, and instability of the resulting equilibria. In this work, we propose the use of game-agnostic differentiable equilibrium blocks (DEBs) as modules in a novel, differentiable framework to address a wide variety of incentive design problems from economics and computer science. We call this framework deep incentive design (DID). To validate our approach, we examine three diverse, challenging incentive design tasks: contract design, machine scheduling, and inverse equilibrium problems. For each task, we train a single neural network using a unified pipeline and DEB. This architecture solves the full distribution of problem instances, parameterized by a context, handling all games across a wide range of scales (from two to sixteen actions per player).