mlsanityData to 14 Oct 2026

Deviation Ratings: A General, Clone-Invariant Rating Method

arXiv 2502.11645 ↗First posted 17 Feb 2025cs.GT cs.CL cs.MAcited by 2

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Abstract (arXiv)

Many real-world multi-agent or multi-task evaluation scenarios can be naturally modelled as normal-form games due to inherent strategic (adversarial, cooperative, and mixed motive) interactions. These strategic interactions may be agentic (e.g. players trying to win), fundamental (e.g. cost vs quality), or complementary (e.g. niche finding and specialization). In such a formulation, it is the strategies (actions, policies, agents, models, tasks, prompts, etc.) that are rated. However, the rating problem is complicated by redundancy and complexity of N-player strategic interactions. Repeated or similar strategies can distort ratings for those that counter or complement them. Previous work proposed ``clone invariant'' ratings to handle such redundancies, but this was limited to two-player zero-sum (i.e. strictly competitive) interactions. This work introduces the first N-player general-sum clone invariant rating, called deviation ratings, based on coarse correlated equilibria. The rating is explored on several domains including LLMs evaluation.

Key facts. Cited by 2 papers in the map (data through 14 Oct 2026). First posted on arXiv 17 Feb 2025.

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