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A Computable Game-Theoretic Framework for Multi-Agent Theory of Mind

Fengming Zhu, Yuxin Pan, Xiaomeng Zhu, Fangzhen Lin

TL;DR

The paper addresses creating a computational Theory of Mind for multi-agent systems using a game-theoretic lens. It introduces a stochastic game framework and a Gamma-Poisson cognitive hierarchy to model beliefs about others' reasoning levels, enabling recursive perspective-taking. To maintain tractability, it provides two best-response constructions: solving induced MDPs and a QMDP approximation, together with Bayesian belief updates that yield a mixed strategy over levels. By connecting to I-POMDP while emphasizing computability, the framework aims to scale ToM reasoning to larger domains, with applications in robotics and AI and planned human–robot experiments.

Abstract

Originating in psychology, $\textit{Theory of Mind}$ (ToM) has attracted significant attention across multiple research communities, especially logic, economics, and robotics. Most psychological work does not aim at formalizing those central concepts, namely $\textit{goals}$, $\textit{intentions}$, and $\textit{beliefs}$, to automate a ToM-based computational process, which, by contrast, has been extensively studied by logicians. In this paper, we offer a different perspective by proposing a computational framework viewed through the lens of game theory. On the one hand, the framework prescribes how to make boudedly rational decisions while maintaining a theory of mind about others (and recursively, each of the others holding a theory of mind about the rest); on the other hand, it employs statistical techniques and approximate solutions to retain computability of the inherent computational problem.

A Computable Game-Theoretic Framework for Multi-Agent Theory of Mind

TL;DR

The paper addresses creating a computational Theory of Mind for multi-agent systems using a game-theoretic lens. It introduces a stochastic game framework and a Gamma-Poisson cognitive hierarchy to model beliefs about others' reasoning levels, enabling recursive perspective-taking. To maintain tractability, it provides two best-response constructions: solving induced MDPs and a QMDP approximation, together with Bayesian belief updates that yield a mixed strategy over levels. By connecting to I-POMDP while emphasizing computability, the framework aims to scale ToM reasoning to larger domains, with applications in robotics and AI and planned human–robot experiments.

Abstract

Originating in psychology, (ToM) has attracted significant attention across multiple research communities, especially logic, economics, and robotics. Most psychological work does not aim at formalizing those central concepts, namely , , and , to automate a ToM-based computational process, which, by contrast, has been extensively studied by logicians. In this paper, we offer a different perspective by proposing a computational framework viewed through the lens of game theory. On the one hand, the framework prescribes how to make boudedly rational decisions while maintaining a theory of mind about others (and recursively, each of the others holding a theory of mind about the rest); on the other hand, it employs statistical techniques and approximate solutions to retain computability of the inherent computational problem.

Paper Structure

This paper contains 7 sections, 5 equations, 1 figure.

Figures (1)

  • Figure 1: An illustration of the hierarchical ToM framework for the two implementations, respectively. $agent_\iota$ means the agent (or the population of agents) residing in level-$\iota$.