# Inducing Social Optimality in Games via Adaptive Incentive Design

arXiv: https://arxiv.org/abs/2204.05507 · HTML: https://mlsanity.com/paper/2204.05507/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 12 Apr 2022.

## Built on by (most cited first, 4 of 4)

- [Repeated Principal-Agent Games with Unobserved Agent Rewards and Perfect-Knowledge Agents](https://mlsanity.com/paper/2304.07407/) (2023)
- [Estimating and Incentivizing Imperfect-Knowledge Agents with Hidden Rewards](https://mlsanity.com/paper/2308.06717/) (2023)
- [Deep Incentive Design with Differentiable Equilibrium Blocks](https://mlsanity.com/paper/2603.07705/) (2026)
- [Towards Dynamic Causal Discovery with Rare Events: A Nonparametric Conditional Independence Test](https://mlsanity.com/paper/2211.16596/) (2022)

## Abstract (arXiv)

How can a social planner adaptively incentivize selfish agents who are learning in a strategic environment to induce a socially optimal outcome in the long run? We propose a two-timescale learning dynamics to answer this question in both atomic and non-atomic games. In our learning dynamics, players adopt a class of learning rules to update their strategies at a faster timescale, while a social planner updates the incentive mechanism at a slower timescale. In particular, the update of the incentive mechanism is based on each player's externality, which is evaluated as the difference between the player's marginal cost and the society's marginal cost in each time step. We show that any fixed point of our learning dynamics corresponds to the optimal incentive mechanism such that the corresponding Nash equilibrium also achieves social optimality. We also provide sufficient conditions for the learning dynamics to converge to a fixed point so that the adaptive incentive mechanism eventually induces a socially optimal outcome. Finally, we demonstrate that the sufficient conditions for convergence are satisfied in a variety of games, including (i) atomic networked quadratic aggregative games, (ii) atomic Cournot competition, and (iii) non-atomic network routing games.
