首页 > AI前沿 > Information Design Against Gaming and Learning Adversaries

Information Design Against Gaming and Learning Adversaries

arXiv机器学习 2026-09-12 12:15 5 阅读 查看原文

A principal who deploys a binary classifier with an abstention option must decide which queries the mechanism abstains on.

The right choice depends on the adversary.

A gaming adversary already knows the classifier and tries to manipulate features across the boundary, so the principal does best by abstaining on queries close to that boundary.

The same boundary-localizing rule is the worst possible choice against a learning adversary who does not know the classifier: each abstention now tells the adversary that the boundary is nearby, which is enough to drive a binary search.

We analyze this tension.

The two natural defenses, abstaining at a fixed rate and abstaining near the boundary, are Blackwell-incomparable: neither can be simulated by post-processing the other's responses.

The number of queries needed to reconstruct the boundary to error $\eps$ is $\tildeΘ(d/\eps)$ under the first defense and $Θ(d \log(1/\eps))$ under the second, where $d$ is the VC dimension of the classifier family and $\tildeΘ$ suppresses factors polylogarithmic in $d$ and $1/\eps$.

The first rate is a worst case over query distributions; no reconstruction algorithm can close the gap at the distributions that attain it.

We characterize the Pareto frontier between the two defense objectives, and confirm both rates on seven binary-classification tasks spanning tabular, image, and language-model-feature inputs:

label-plus-counterfactual access extracts the boundary with up to $200\times$ fewer queries than a published label-only baseline.