# Who's Gaming the System? A Causally-Motivated Approach for Detecting Strategic Adaptation

arXiv: https://arxiv.org/abs/2412.02000 · HTML: https://mlsanity.com/paper/2412.02000/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 20 of its 63 references that are in the map.
- First posted on arXiv 2 Dec 2024.

## Builds on (most cited first, 20 of 20)

- [CVXPY: A Python-Embedded Modeling Language for Convex Optimization](https://mlsanity.com/paper/1603.00943/) (2016)
- [Meta-learners for Estimating Heterogeneous Treatment Effects using Machine Learning](https://mlsanity.com/paper/1706.03461/) (2017)
- [Quasi-Oracle Estimation of Heterogeneous Treatment Effects](https://mlsanity.com/paper/1712.04912/) (2017)
- [Adapting Neural Networks for the Estimation of Treatment Effects](https://mlsanity.com/paper/1906.02120/) (2019)
- [Strategic Classification](https://mlsanity.com/paper/1506.06980/) (2015)
- [PyOD: A Python Toolbox for Scalable Outlier Detection](https://mlsanity.com/paper/1901.01588/) (2019)
- [ECOD: Unsupervised Outlier Detection Using Empirical Cumulative Distribution Functions](https://mlsanity.com/paper/2201.00382/) (2022)
- [Nonparametric Estimation of Heterogeneous Treatment Effects: From Theory to Learning Algorithms](https://mlsanity.com/paper/2101.10943/) (2021)
- [Strategic Classification from Revealed Preferences](https://mlsanity.com/paper/1710.07887/) (2017)
- [The Social Cost of Strategic Classification](https://mlsanity.com/paper/1808.08460/) (2018)
- [Deep Isolation Forest for Anomaly Detection](https://mlsanity.com/paper/2206.06602/) (2022)
- [Extended Isolation Forest](https://mlsanity.com/paper/1811.02141/) (2018)
- [Strategic Classification Made Practical](https://mlsanity.com/paper/2103.01826/) (2021)
- [PAC-Learning for Strategic Classification](https://mlsanity.com/paper/2012.03310/) (2020)
- [Causal Effect Inference for Structured Treatments](https://mlsanity.com/paper/2106.01939/) (2021)
- [The SCIP Optimization Suite 9.0](https://mlsanity.com/paper/2402.17702/) (2024)
- [Strategic Classification under Unknown Personalized Manipulation](https://mlsanity.com/paper/2305.16501/) (2023)
- [Learning Losses for Strategic Classification](https://mlsanity.com/paper/2203.13421/) (2022)
- [Manipulation-Proof Machine Learning](https://mlsanity.com/paper/2004.03865/) (2020)
- [Permutation Weighting](https://mlsanity.com/paper/1901.01230/) (2019)

## Built on by (most cited first, 5 of 5)

- [Incentive-Aware Machine Learning; Robustness, Fairness, Improvement & Causality](https://mlsanity.com/paper/2505.05211/) (2025)
- [Beyond Rational Illusion: Behaviorally Realistic Strategic Classification](https://mlsanity.com/paper/2605.19674/) (2026)
- [Estimating Misreporting in the Presence of Genuine Modification: A Causal Perspective](https://mlsanity.com/paper/2505.23954/) (2025)
- [Partial Fairness Awareness: Belief-Guided Strategic Mechanism for Strategic Agents](https://mlsanity.com/paper/2606.00826/) (2026)
- [Beyond Independent Manipulation: Individual Fairness-aware Strategic Classification with Peer Imitation](https://mlsanity.com/paper/2606.00827/) (2026)

## Abstract (arXiv)

In many settings, machine learning models may be used to inform decisions that impact individuals or entities who interact with the model. Such entities, or agents, may game model decisions by manipulating their inputs to the model to obtain better outcomes and maximize some utility. We consider a multi-agent setting where the goal is to identify the "worst offenders:" agents that are gaming most aggressively. However, identifying such agents is difficult without knowledge of their utility function. Thus, we introduce a framework in which each agent's tendency to game is parameterized via a scalar. We show that this gaming parameter is only partially identifiable. By recasting the problem as a causal effect estimation problem where different agents represent different "treatments," we prove that a ranking of all agents by their gaming parameters is identifiable. We present empirical results in a synthetic data study validating the usage of causal effect estimation for gaming detection and show in a case study of diagnosis coding behavior in the U.S. that our approach highlights features associated with gaming.
