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Algorithmic Collusion at Test Time: A Meta-Game Design and Evaluation

This document introduces a meta-game framework to analyze algorithmic collusion under test-time constraints, focusing on how agents with pretrained policies adapt their strategies in limited interactions. The study evaluates various algorithms, including Q-learning and large language models, to assess the emergence and stability of collusion in repeated pricing games. Key findings indicate that collusion can arise from rational strategic choices, but its persistence is influenced by factors such as interaction horizons and the nature of the agents' initial policies.

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0% found this document useful (0 votes)
4 views34 pages

Algorithmic Collusion at Test Time: A Meta-Game Design and Evaluation

This document introduces a meta-game framework to analyze algorithmic collusion under test-time constraints, focusing on how agents with pretrained policies adapt their strategies in limited interactions. The study evaluates various algorithms, including Q-learning and large language models, to assess the emergence and stability of collusion in repeated pricing games. Key findings indicate that collusion can arise from rational strategic choices, but its persistence is influenced by factors such as interaction horizons and the nature of the agents' initial policies.

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worklfy
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© All Rights Reserved
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Algorithmic Collusion at Test Time: A Meta-game Design and

Evaluation
∗ † ‡
Yuhong Luo Daniel Schoepflin Xintong Wang
February 20, 2026
arXiv:2602.17203v1 [[Link]] 19 Feb 2026

Abstract
The threat of algorithmic collusion, and whether it merits regulatory intervention, remains debated, as
existing evaluations of its emergence often rely on long learning horizons, assumptions about counterparty
rationality in adopting collusive strategies, and symmetry in hyperparameters and economic settings among
players. To study collusion risk, we introduce a meta-game design for analyzing algorithmic behavior
under test-time constraints. We model agents as possessing pretrained policies with distinct strategic
characteristics (e.g., competitive, naively cooperative, robustly collusive), and formulate the problem as
selecting a meta-strategy that combines a pretrained, initial policy with an in-game adaptation rule. We
seek to examine whether collusion can emerge under rational choices and how agents co-adapt toward
cooperation or competition. To this end, we sample normal-form empirical games over meta-strategy
profiles, compute relevant game statistics (e.g., payoffs against individuals and regret against an equilibrium
mixture of opponents), and construct empirical best-response graphs to uncover strategic relationships.
We evaluate both reinforcement-learning and LLM-based strategies in repeated pricing games under
symmetric and asymmetric cost settings, and present findings on the feasibility of algorithmic collusion
and the effectiveness of pricing strategies in practical “test-time” environments. The source code and the
full paper with appendix are available at: [Link]

1 Introduction
The use of algorithms to automate economic decisions—such as pricing, bidding, and bargaining—has become
increasingly prevalent. Rather than following static rules, modern systems leverage optimization techniques
(e.g., reinforcement learning) or AI models with reasoning capabilities (e.g., large language models) to learn
from their environment, anticipate the behavior of other participants, and adapt their strategies to improve
outcomes.
This growing autonomy introduces new, critical risks including the undesired and uncommunicated
cooperation among algorithms, commonly known as algorithmic collusion. Recognized as a major concern in
the era of advanced AI [27], algorithmic collusion poses unique challenges beyond human collusion [16, 4], as
algorithms may learn to coordinate without explicit communication or intent [44]. Prior work demonstrates
that collusive behavior can arise in simulated pricing and auction environments using common algorithms
such as Q-learning [14] and large language models (LLMs) [23]. However, whether such behavior persists
under realistic conditions and deployments remains unclear. For example, Calvano et al. [14] document
convergence to collusion between two Q-learning agents after around 1.5 million interaction rounds, reflecting
a prohibitively long learning horizon with significant early-stage exploration costs.
A more practical evaluation considers test-time interactions, where pretrained policies are randomly
rematched and allowed to interact for a limited number of rounds [14, 20]. These studies show that while
collusion may fade at first, it can re-emerge after roughly 40,000 rounds of play. Importantly, prior analyses
largely assume symmetric algorithmic configurations (e.g., identical hyperparameters) and leave open a central
∗ Rutgers University, [Link]@[Link]
† DIMACS, Rutgers University, [Link]@[Link]
‡ Rutgers University, [Link]@[Link]

1
question: whether collusion constitutes a rational, stable outcome when agents strategically behave under
test-time constraints.
In this work, we seek to evaluate the viability and effectiveness of algorithmic collusion in “test-time”
settings, where an agent must adapt within a limited number of interactions to opponents whose policies and
cost structures may differ from those encountered during training. To this end, we propose a meta-game
framework. Different learning algorithms (e.g., Q-learning, no-regret methods, and LLMs) are first used at
training time to generate candidate initial policies for deployment. These policies are then grouped into
strategic categories based on performance metrics, including their propensity to collude with a training-time
partner and their robustness against a best-response opponent. At test time, a strategy is formed by pairing
an initial policy sampled from a selected category with an adaptation rule (e.g., a learning rate) drawn from a
set of feasible update procedures for repeated play. A meta-strategy governs both the choice of initial policy
category and the manner in which the policy adapts during interaction.
We are interested in analyzing these competing meta-strategies by modeling their interactions as a
game, referred to as the meta-game. By sampling strategies for each player together with initial states, we
generate meta-game instances from which evaluation metrics can be computed and game-theoretic analysis
can be further conducted. Through this framework, we provide a statistical characterization of meta-strategy
performance and address the central question: Can algorithmic collusion emerge within a limited time horizon
under rational strategic choices?

Our contribution. We propose metrics to characterize and evaluate a (pretrained) policy and introduce a
meta-game framework to assess algorithmic collusion at test time through interactions among meta-strategies.
We conduct extensive experiments using a diverse set of algorithms (including Q-learning, UCB, and LLMs)
to generate initial policies for repeated pricing games. Our results provide empirical evidence on meta-strategy
performance, and offer insights into the conditions under which algorithmic collusion may emerge and persist.
We highlight several key findings below:
• Q-learning can produce pretrained policies that robustly collude with their best-response counterparts,
whereas UCB-based policies, despite colluding with their training-time partners, are often exploitable by
best-response opponents.
• Under symmetric cost settings, each algorithm we evaluate—Q-learning, UCB, LLM—admits at least one
pure or mixed Nash equilibrium among meta-strategies that leads to a collusive outcome, indicating that
collusion can arise from rational strategic choices.
• For Q-learning meta-strategies, collusion diminishes under shorter interaction horizons and pessimistic
Q-value initialization, which can be interpreted as reflecting an agent’s prior belief that its counterparty
is less likely to collude. Notably, in contrast to prior studies based on symmetric algorithmic setups that
observe sustained collusion in asymmetric cost settings [14], our findings reveal that rational strategy
selection substantially suppresses collusion under asymmetry.
• While UCB meta-strategies exhibit stronger collusion than Q-learning overall, Q-learning with random
initialization can best respond to most UCB meta-strategies, calling into question UCB’s competitiveness
under test-time conditions.
• LLM-based agents can demonstrate adaptive behavior guided by pre-game history: policies that exhibit
greater collusion during pre-game interactions tend to sustain or re-establish collusion even after episodes
of exploitation at test time.

1.1 Related Work


Algorithmic collusion. Collusion can arise as an equilibrium among rational players in infinitely repeated
games. Building on the Folk Theorem, prior work shows that cooperation can be sustained when algorithms
embed credible punishment for deviations [51, 28, 36, 3]. More recent studies find that collusive equilibria
may also emerge without explicit threat mechanisms, as shown in a Stackelberg framework [6], and examine
how algorithmic (non-)collusion can be detected and regulated through data audits [29, 30].

2
Collusive behavior has been documented in e-commerce and dynamic pricing settings [22, 13, 43, 7, 12].
Following Calvano et al. [14], a growing body of literature investigates algorithmic collusion in laboratory
across settings ranging from stylized games, such as the repeated Prisoner’s Dilemma [42, 10], to more realistic
auctions [9]. These studies also consider different algorithms, including reinforcement learning [35, 31],
bounded-regret methods [28], and LLMs [23, 5]. Several follow-up studies suggest that prior findings may
overstate the threat of algorithmic collusion, as they rely on restrictive modeling assumptions [2]. Collusion
typically emerges after long training horizons—on the order of millions of repeated-game rounds—and tends to
depend on symmetric algorithmic configurations, suggesting implicit coordination or prior communication [37].
Moreover, the algorithmic configurations that give rise to collusion may be irrational in practice, being
outperformed by more robust or commonly used alternatives [1, 11]. Thus, the emergence of algorithmic tacit
collusion among rational agents under realistic conditions and finite interaction horizons remains an open
question.

Strategy selection, adaptation, and evaluation. Our work focuses on strategy performance at deploy-
ment, resembling a test-time or tournament environment. Prior research has examined strategy selection
and evaluation through meta-game frameworks [34, 38] and empirical game-theoretic analysis (EGTA) [59],
applied to domains such as trading agent competitions [47, 21, 45], financial markets [53, 55, 56, 57], supply
chain management [33], negotiation [38], and auctions [52]. Related to our setting is Carissimo et al. [15], who
model collusion as coordination in Q-learning hyperparameters (e.g., discount and exploration factors) during
training. Our study differs by focusing on test-time adaptation among pretrained agents with heterogeneous
initializations, distinguishing deployment behavior from training dynamics.
Related online learning literature also examines adaptability and non-exploitability in repeated games [18,
17, 19], and develops approximate best-response methods for equilibrium analysis in complex games such as
poker and Go [39, 50, 40]. These insights inform our design of metrics for characterizing pretrained policies
and their adaptation strategies.

2 Preliminaries
We consider an n-player simultaneous-move repeated game progressing from time 0 to an end time unknown
to the players. At each round t, a player j commits to an action (e.g., price) pj,t ∈ P, where P denotes a
discrete action space.
The game admits a Stage-Game Nash Equilibrium (SGNE) in which no player can profitably deviate in a
single round, given that stage games are independent across periods. Let rjN denote player j’s competitive
payoff, r̄N the average competitive payoff, and pN j the competitive action of player j under the SGNE.
In pricing settings with homogeneous goods and symmetric costs, this corresponds to the Bertrand Nash
equilibrium.
Players may nonetheless achieve higher payoffs through coordinated behavior that avoids the SGNE. The
optimal joint outcome for all players in a stage game can be derived by maximizing the joint payoffs; we refer
to this outcome as the monopoly which characterizes full collusion. In pricing contexts, such outcomes are
detrimental to consumers. Let rjM denote player j’s monopoly payoff, r̄M the average monopoly payoff, and
pMj the associated monopoly action of player j.
The repeated pricing game can be modeled as an extensive-form game whose central solution concept
is the subgame perfect equilibrium (SPE)—a strategy profile that constitutes a Nash equilibrium in every
subgame. According to the Folk Theorem [24], many SPEs exist, with each supported by credible threats,
i.e., responses that are rational for the player making them [48]. By contrast, non-credible threats cannot
sustain an SPE, and monopoly outcomes often depend on such threats. Indeed, in our experiments, we find
no evidence of credible threats among pretrained policy pairs, suggesting that realistic collusion may not rely
on them.
Following Calvano et al. [14], we define the Collusion Index (CoI) as a measure of collusion: when CoI
= 0%, players are fully competitive by playing SGNE, whereas CoI = 100% corresponds to full collusion at
the monopoly outcome.

3
Definition 2.1 (Collusion Index (CoI)).

r̄ − r̄N
CoI := , where r̄ is the average per-player payoff.
r̄M − r̄N
We define a state of the game s ∈ S as actions (i.e., prices) of all players in one round, ordered by the
player IDs. In this work, we focus on two-player repeated games. We let St be the random variable of
the state of the game at timestamp t. A policy πj,t ∈ Π for player j at time t maps the state St = s to
a probability distribution over actions. Given a discount factor γ and a fixed policy profile (πj , π−j ), let
V πj |π−j (s) denote the expected utility of player j starting from state s.
Definition 2.2 (State-Value Function). Suppose player j interacts with an opponent following a fixed policy
π−j . The state-value function under πj is defined as

X 
V πj |π−j (s) = E γ k rj (St+k ) St = s, πj , π−j
k=0
X X
= rj (s) + γ πj (s, pj )π−j (s, p−j )V πj |π−j ((pj , p−j )).
pj ∈P p−j ∈P

If both policies are deterministic at state (pj , p−j ), e.g., πj ((pj , p−j ), pj ) = 1 and π−j ((pj , p−j ), p−j ) = 1,
r ((pj ,p−j ))
then V πj |π−j ((pj , p−j )) = j 1−γ .

3 Meta-game Design for Algorithmic Collusion


This section introduces our meta-game design to reason about how players select and adapt their policies in
“test-time” environments with limited interactions, and assess whether rational choices can lead to collusive
outcomes.

3.1 Initial Policy, Strategy, and Meta-strategy


3.1.1 Initial Policy
As in many multi-agent domains, agents begin play with a pretrained policy derived from prior experience,
we consider agents that start with an initial policy generated via a pretraining phase. We model this by
applying a learning algorithm Aθ and a set of random seeds K to a game of interest G to generate a set of
initial policy profiles Π. We assume each pretraining process, i.e., a stochastic procedure that produces a
policy profile πκ = {π1κ , ..., πN
κ
} = Aθ (G, κ), is subject to no time constraint or cost of learning.

3.1.2 Strategy
Without adaptation, however, pretrained policies can fail against unfamiliar opponents, resulting in unexpected
state transitions and suboptimal outcomes at test time.1 Achieving strong performance thus requires an
update procedure to adapt the initial policy to the specific opponent during play. We define an agent’s
strategy for the game at test time G ∗ as the combination of a (pretrained) initial policy and an update
procedure. This strategy is evaluated over a shorter interaction horizon, where learning incurs costs and
performance at each round counts.
Rather than directly modifying the policy, we consider strategies that operate on an underlying internal
representation that encodes the policy. We denote this representation by Zj,t for player j at time t, and it is
updated after each round. For example, in Q-learning, the internal representation consists of Q-values, from
which the agent selects the action with the highest value.
Formally, a strategy is specified by two functions, typically determined by the learning algorithm and its
hyperparameters:
1 Indeed, in experiments, we find that two independently pretrained Q-learning agents, when paired against each other without

adaptation, can yield payoffs lower than competitive pricing (see Fig. 4 in the appendix).

4
• A decoding function ϕ which maps the internal representation to a policy, ϕ(Zj,t ) = πj,t , and
• An update function ω which updates the representation based on the latest experience (i.e., the state),
ω(Zj,t , Sj,t ) = Zj,t+1 .
At any time t, a player’s strategy is fully specified by its current representation Zj,t and its decoding and
update functions (ϕj , ωj ). In Section 4, we will illustrate how different algorithms, including Q-learning,
UCB, and LLMs, instantiate these components.

3.1.3 Meta-strategy
Pretraining can generate a large set of initial policies, each of which may be paired with infinitely many update
procedures (e.g., varying learning rates). As a result, the induced strategy space becomes prohibitively large,
rendering direct and systematic analysis intractable. To manage this complexity, we group initial policies
according to their performance along two key strategic dimensions: their ability to achieve cooperation (i.e.,
how effectively a policy learns to cooperate with a specific partner) and their ability to avoid exploitation
(i.e., how robustly the policy performs against a best-response opponent). We begin by introducing metrics
to evaluate these dimensions.
Definition 3.1 (Paired Cooperativeness (PC)). Let πj and π−j denote a pair of policies. The paired
cooperativeness between πj and π−j is defined as the respective mean state values when interacting with one
another, i.e.,
V πx |πy (s)
 π |π P
π−j |πj πx |πy

= s∈S
j −j
PC(πj , π−j ) = V ,V , where V .
|S|
Paired Cooperativeness (PC) measures the expected utility of each policy in a pair when the initial state
is drawn uniformly at random. Intuitively, jointly pretrained policy pairs tend to exhibit high PC values, with
positively correlated mean state values, as their trajectories are trained to converge to collusive outcomes
from any initial state. In contrast, independently pretrained policies paired at test time are less likely to reach
collusive absorbing states, leading to lower PC values and increasing the likelihood of one policy exploiting
the other.
With PC capturing how well two policies sustain cooperation, we further introduce cooperative robustness
(CR), which evaluates a policy’s performance against its best response and its tendency to cooperate with
that best response.
Definition 3.2 (Cooperative Robustness (CR)). Let πb denote the worst-case best-response policy to πj .
πj |π
πb = arg min V , where BR(πj ) := arg max V π|πj (s), ∀s ∈ S.
π∈BR(πj ) π∈Π

The best responses can be obtained via value iteration [49]. The cooperative robustness between πj and πb is
defined as their respective mean state values when interacting with each other:
 π |π πb |πj

j b
CR(πj , πb ) = V ,V .

πj |πb πb |πj
Intuitively, the relative magnitudes of V and V characterize the strategic nature of the interaction
between the two policies. When these values are highly asymmetric, it indicates an exploitative relationship,
typically with πb exploiting πj , which reflects πj ’s lack of robustness. When both values are low, the
interaction tends to settle in a competitive absorbing state, indicating robustness but limited cooperative
gains. In contrast, when both values are high and comparable, the two policies exhibit robust cooperation,
achieving mutually beneficial outcomes while remaining stable against unilateral deviations.2
We characterize pretrained initial policies along these two strategic dimensions and group them into
distinct categories. Policies within each category are then paired with a discrete set of update procedures.
We define a meta-strategy as a family of strategies formed by combining an initial policy category—defined
by specific strategic attributes (e.g., in PC and CR)—with a corresponding update rule. Practically, each
2 See Fig. 5 in Appendix for examples of Q-learning policies in different strategic categories.

5
PC(TfT|WSLS)=PC(WSLS|TfT)=55

WSLS | WSLS TfT | All- C

CC CC
Win- Stay
All- C Tit- for-Tat
stage- game payoff - Lose- Shift
BR BR BR DD DC
Initialize at (D,D), the overall
payoffs after 80 rounds of the
pretrained WSLS vs the pretrained
TfT with learning rate . CD DC DD CD
WSLS Tf T
PC(WSLS|WSLS)= PC(TfT|AC)=
DD CD
CD CC (58.3,58.3) (60.2,57.83)
The transitions of two
CR(AC)= CR(WSLS)= CR(TfT)=
WSLS converges to All- C pretrained pairs (WSLS,WSLS)
(11.63,59.73) (11.75,59.24 ) (60.20, 57.83)
and (TfT, All- C).

Figure 1: A toy meta-game for repeated Prisoner’s Dilemma on canonical strategies. The NE of this
meta-game leads to cooperation.3 See Example 3.1 for more discussion.

meta-strategy specifies how an agent selects and adapts an initial policy from the pool of candidates generated
during pretraining.
Below we provide a motivating example based on canonical strategies in the repeated Prisoner’s Dilemma,
coupled with simple update rules, as illustrated in Fig. 1.
Example 3.1 (A toy meta-game for repeated Prisoner’s Dilemma). Consider the following initial policies for
repeated Prisoner’s Dilemma: Win-Stay, Lose-Shift (WSLS), Tit-for-Tat (TfT), and Always-Cooperate (AC).
Suppose they are obtained from two pretrained policy pairs that successfully learned to cooperate, i.e., (WSLS,
WSLS) and (TfT, AC).
We categorize these policies. All policies achieve high PC with their respective pretrained partners due to
cooperative behavior. However, WSLS and AC both yield low mean state values against their best responses,
resulting in highly asymmetric CR, as they can be exploited by a best-response policy (e.g., always Defect). By
contrast, TfT attains high CR, as its best response is to always cooperate.
Consider four meta-strategies constructed by pairing high-PC–low-CR and high-PC–high-CR initial policies
with either slow or fast in-game update rules. Suppose WSLS and TfT are sampled as representative initial
policies from the two categories and are paired with low and high learning rates. Fig. 1 presents one part of
the empirical meta-game defined over this restricted, sampled strategy space. Simulated profile payoffs indicate
a meta-game equilibrium in which WSLS updates its policy and TfT remains unchanged.4
We are interested in sampling and aggregating many such payoffs to construct empirical meta-games and
analyze the relative performance of meta-strategies. For instance, in a different meta-game, AC could be
sampled as an alternative initial policy from the high-PC–low-CR category.

3.2 Empirical Game-theoretic Analysis


Our meta-game evaluation leverages empirical game-theoretic analysis (EGTA), a methodology for analyzing
complex game situations and strategic interactions through agent-based simulation [58, 59]. EGTA constructs
an empirical normal-form game over a selected set of strategies using payoff data generated from simulations
of the underlying environment.
We apply EGTA to a repeated two-player, general-sum game (e.g., repeated pricing or auction) to
investigate algorithmic collusion. Given a set of M meta-strategies, our goal is to evaluate their relative
performance in the test-time, base game G ∗ . Let ψ̂ m denote a strategy sampled from meta-strategy Mm and
3 The CR and PC are evaluated with the discount factor γ = 0.95. Q-learning is adopted for both pretraining and test time.

We adopt the normalization of the initial Q-values following the procedure described in Appendix A.2 and set exploration ε = 0.
We stop at t = 80 because all base games are converged.
4 Q-learning is adopted for both pretraining and test-time adaptation with γ = 0.95. We normalize initial Q-values following

the procedure described in Appendix A.2 and set exploration ε = 0. We evaluate strategies at t = 80, when both strategies
converged.

6
let Ψ̂ = {ψ̂ 1 , . . . , ψ̂ M } represent the set of all sampled strategies. We then construct an empirical meta-game
MG(Ψ̂) over this sampled strategy space.
When the base game G ∗ is symmetric (e.g., agents have the same cost and quality parameters), we estimate
the meta-game payoff function by simulating two-player strategy profiles over Ψ̂ to play G ∗ (due to symmetry,
the assignment of strategies to players does not matter).5 The empirical meta-game payoff matrix is estimated
by repeatedly simulating G ∗ for each two-player strategy profile over different initial states sampled from
S across runs. When the base game G ∗ is asymmetric, agents are pretrained on different parameters and
may possess distinct strategies. We therefore sample Ψ̂1 = {ψ̂11 , . . . , ψ̂1M } and Ψ̂2 = {ψ̂21 , . . . , ψ̂2M } from their
respective meta-strategy sets to construct the empirical game.

3.3 A Meta-game Evaluation Framework


Given a two-player, general-sum repeated game G ∗ and meta-strategies {M1 , ..., MM }, we construct empirical
meta-games via the following sampling and evaluation procedure in Algorithm 1.

Algorithm 1: Meta-game evaluation procedure


Input : Meta-strategy set Ψ, base game G ∗ , number of meta iterations Nmeta , number of base game
runs Nbase
Output : Empirical meta-games and game-analysis stats X
1 repeat
2 Construct a strategy set Ψ̂ = {ψ̂ 1 , . . . , ψ̂ M } by uniformly sampling one strategy from each
meta-strategy in Ψ.
3 repeat
4 Sample an initial state s0 ∼ S for the base game G ∗ .
5 Estimate the empirical MG(Ψ̂) by simulating two-player profiles as described in Section 3.2,
and record the resulting profile payoffs.
6 Compute the desired statistics X from MG(Ψ̂).
7 until Nbase ;
8 until Nmeta ;

Game-analysis statistics. We construct weighted best-response graphs using the payoff matrices of meta-
games generated by Algorithm 1. For each meta-game, the best-response score from strategy u to v is defined
as the ratio of u’s average payoff against v to the highest average payoff achievable by any strategy against
v. The best-response scores across all meta-games are aggregated to determine the edge weights. If G ∗ is
asymmetric, we maintain two directed best-response graphs, one for each player role.
We evaluate the uniform score of a meta-strategy, i.e., the expected payoff of a meta-strategy when the
opponent is drawn from a uniform distribution over all meta-strategies. As uniform scores represent a naive
belief of the opponent distribution, we also adopt an alternative metric, NE-regret, as proposed by Jordan
et al. [33].
Definition 3.3 (NE-Regret). Suppose σ ∗ is a symmetric mixed-strategy NE of MG(Ψ). The NE-regret of a
pure meta-strategy Mj is defined as the difference between the expected payoff of player j of the equilibrium
profile (σ ∗ , σ ∗ ) and that of the mixed-strategy profile (Mj , σ ∗ ).
A high NE-regret might be due to an inability to cooperate or susceptibility to exploitation. Since a
meta-game may admit multiple MSNEs with varying degrees of cooperativeness, we follow Balduzzi et al.
[8]’s Nash averaging and report NE-regret with respect to the max-entropy NE, which captures the broadest
set of meta-strategies.
5 To prevent collusion arising from both players using an identical or jointly pretrained policy, if the same policy or its
pretrained pair has been drawn, we redraw an instance.

7
4 Evaluating Algorithmic Collusion in Repeated Pricing Games
We first introduce the repeated pricing game, and then conduct the meta-game evaluation on three common
pricing algorithms: Q-learning, UCB, and LLMs.

4.1 Economic Environment


We consider the canonical repeated pricing game in which firms (i.e., agents) act simultaneously and condition
their actions on history. For the stage game, we adopt a simple model of price competition with logit demand,
which has been widely applied [41, 14, 12]. The details of the logit demand model is provided below.
Definition 4.1 (Logit Demand Model). Consider n differentiated products and an outside good. In period t,
the demand for firm j’s product is
aj −pj,t
e µ
dj,t := P ak −pk,t a0
, (1)
n
k=1 e +e µ
µ

where pj,t is the price of product j in period t, and aj is a product quality index. Product 0 represents the
outside good, with a0 serving as the inverse index of aggregate demand. The parameter µ > 0 controls the
degree of horizontal differentiation, where µ → 0 corresponds to perfect substitutes.
We focus on a two-agent repeated pricing game as our base game G ∗ . Each agent has private information
about its marginal cost cj and product quality aj , both of which remain fixed throughout G ∗ .6 An agent can
observe its demand dj,t and both firms’ prices. The game state of period t is St := (pj,t , p−j,t ). The profit
(i.e., payoff) for agent j at period t is rj (St ) := (pj,t − cj ) · dj,t (St ). Following Calvano et al. [14], prices are
discretized and equally spaced, forming the agent’s action space. We consider the discretization levels of 4
pM −pN
and 15. For a discretization of Ndiscrete , let the step size be ξ = Ndiscrete
j j
−2 where pj is the competitive price,
N

pj the monopoly price. The action space is Pj := pj + (k − 1)ξ | k ∈ {0, 1, . . . , Ndiscrete − 1} .


M
 N

4.1.1 Meta-strategies
The base game G ∗ takes as input a pair of pricing strategies and returns the corresponding payoffs for each
agent. We can evaluate cumulative payoffs at any point during G ∗ , capturing the effect of varying test-time
horizon and the cost of learning.
We use three algorithms—Q-learning, UCB, and LLM—to generate pretrained initial policies. Formally,
each algorithm together with its associated hyperparameters defines a stochastic procedure that produces a
policy profile (πj , πj′ ) = Aθ (G, κ), given a random seed κ. As described in Section 3.1, we classify pretrained
policies according to their paired cooperativeness (PC; Def. 3.1) with their pretraining partners and their
cooperative robustness (CR; Def. 3.2).7 From the pretrained pool, we select three representative categories
(illustrated in Appendix Fig. 5):
πj |π ′ πj |πb
1. Less colluding (LC): Policies in the bottom third of V j
and the middle third of V , representing
policies that achieve little collusion with their pretrained partner upon convergence. With a price space
discretized to four levels, these typically correspond to competitive pricing policies.
πj |π ′ πj |πb
2. Colluding (C): Policies in the top third of V j
and the bottom third of V , indicating collusion
with pretrained partners but vulnerability to best-response exploitation.
πj |πj′ πj |πb
3. Robust colluding (RC): Policies in the top third for both V and V .
Tertiles are computed within each pretraining algorithm. We also consider a baseline category of randomly
initialized (RD) policies. Each initial policy category is paired with a set of algorithm-specific update rules
6We consider symmetric product qualities aj = a−j = 2, while allowing for cost asymmetries in certain settings.
7 Giventhe strong correlation between the two dimensions of PC and CR (see Appendix Fig. 6), we base the categorization
on a single dimension.

8
spanning a range of adaptation speeds, from fast to slow. We discuss Q-learning in Sec. 4.2, UCB in Sec. 4.3
and LLM in Sec. 4.4. For all meta-game evaluations, additional results including the payoff matrices the
best-response graphs are referenced in Appendix A.6 for Q-learning, Appendix B.2 for UCB and Appendix C.3
for LLM.

4.2 Tabular Q-learning for Pricing


Tabular Q-learning is a simple yet effective algorithm widely adopted in pricing settings [54, 14]. The
corresponding decoding and update rules are as follows.
Definition 4.2 (Q-decoding Rule ϕ(Zt )).
(
arg maxpj ∈P Zt (s, pj ) w.p. 1 − ε
ϕ(Zt ) = for each s ∈ S. (2)
pj ∼ Unif(Pj ) otherwise.

Definition 4.3 (Q-learning Update Rule ω(Zt , St )).

Zt+1 (St , pj,t ) = Zt (St , pj,t ) + α(rj (St ) + γ max Zt (St , pj ) − Zt (St , pj,t )). (3)
pj ∈Pj

Pretraining. Our pretraining procedure follows Calvano et al. [14]. We randomize the learning rate α,
exploration rate ε, and its decay δ, while fixing the discount factor γ = 0.95. Cost and quality parameters
are kept identical to agents’ test-time values. All pretrained pairs use symmetric settings and play until
their policies converge. We run 500 pretraining games with different random seeds, yielding 1,000 pretrained
policies.

Initialization of Q-values. Initial Q-values influence exploration and are a key determinant of test-time
adaptation [32, 46]. Since pretrained Q-values can vary widely across state–action pairs due to randomness
and exploration during training, we rescale them to standardize their maximum value while preserving
the induced policy and the ordering of actions within each state. This rescaling allows for comparisons
across policies by controlling for differences in Q-value magnitudes. We introduce a rescaling factor f that
interpolates between optimistic (f = 1) and pessimistic (f = 0) initializations, corresponding to converged
Q-values at collusive and competitive absorbing states, respectively. Details of the rescaling procedure are
provided in Appendix A.2. Section 4.2.3 presents meta-game evaluations on meta-strategies of different
scaling factors.

Game settings. For the base repeated pricing games, we examine two symmetric cost settings (c1 = c2 = 1
and c1 = c2 = 0.8) and one asymmetric setting (c1 = 1, c2 = 0.8), with Ndiscrete = 15, Nbase = 100 and
Nmeta = 40. We evaluate a set of ten meta-strategies (Table 1), spanning combinations of initial policy
categories and learning rates α ∈ {0.5, 0.05, 0.005}. Other meta-strategies—such as random initialization
with smaller learning rates or pretrained policies with larger ones—were excluded based on preliminary
experiments, as they were strictly dominated. We further explore the rescaling factor as a meta-strategy
parameter for f = {1, 0.5, 0}.

4.2.1 Symmetric Costs


Table 1 and Fig. 3 present our main findings for symmetric base games, evaluated at t = 10, 000.9 We identify
a PSNE at (C, 0.5) and a max-entropy MSNE involving three meta-strategies: (C, 0.5), (RC, 0.05), and (RC,
0.005).
N
8 Uniform scores in all tables are converted to the CoI scale based on the following transformation: x → r̄x−r̄
M −r̄ N × 100%,
where x is the expected payoff of a meta-strategy in a stage game when the opponent’s strategy is drawn from a uniform
distribution over all meta-strategies. We denote r̄N as the average competitive payoff and r̄M the average monopoly payoff
(Sec. 2).
9 Based on Amazon’s 15-minute pricing updates, t = 3, 000 is approximately one month, and 10,000 approximate three months.

[Link]

9
Table 1: Max-entropy MSNE, NE-regret (×10−3 ), and the uniform score (converted to the CoI scale) evaluated
at t = 10, 000 for Q-learning with optimistic initialization f = 1. These metrics are defined in Sec. 3.3.8 The
best-performing strategy is highlighted in bold. The second-best is underlined. The ± symbol denotes the
95% confidence interval.

t = 10, 000, f = 1 RD 0.5 LC 0.5 LC 0.05 LC 0.005 C 0.5 C 0.05 C 0.005 RC 0.5 RC 0.05 RC 0.005
PSNE c1 = c2 =1 - - - - ✓ - - - - -
MSNE c1 = c2 =1 0.00 0.00 0.00 0.00 0.49 0.00 0.00 0.10 0.28 0.13
NE-Regret (×10−3 ) c1 = c2 =1 8.10 ± 0.41 1.05 ± 0.43 7.09 ± 0.56 12.76 ± 0.68 0.00 ± 0.37 5.60 ± 0.53 10.56 ± 0.57 0.00 ± 0.49 0.00 ± 0.51 0.00 ± 0.59
Uniform Score c1 = c2 =1 35.21 ± 0.32 39.44 ± 0.29 33.08 ± 0.35 28.01 ± 0.43 40.96 ± 0.22 36.10 ± 0.22 32.64 ± 0.32 39.66 ± 0.25 37.90 ± 0.24 37.52 ± 0.29
PSNE c1 = c2 = 0.8 - - - ✓ - - - - - -
MSNE c1 = c2 = 0.8 0.00 0.00 0.00 0.23 0.17 0.00 0.08 0.00 0.00 0.53
NE-Regret (×10−3 ) c1 = c2 = 0.8 7.72 ± 0.53 2.94 ± 0.64 4.34 ± 0.54 0.00 ± 0.50 0.00 ± 0.59 6.78 ± 0.43 0.00 ± 0.41 7.97 ± 0.69 11.20 ± 0.47 0.00 ± 0.42
Uniform Score c1 = c2 = 0.8 29.26 ± 0.25 32.84 ± 0.26 32.06 ± 0.21 32.01 ± 0.21 35.14 ± 0.19 31.69 ± 0.18 30.15 ± 0.22 32.03 ± 0.25 33.21 ± 0.20 34.83 ± 0.20
c1 = 1.0 0.00 0.00 0.00 0.00 0.00 0.00 0.24 0.00 0.00 0.76
MSNE
c2 = 0.8 0.00 0.09 0.00 0.91 0.00 0.00 0.00 0.00 0.00 0.00
c1 = 1.0 14.25 ± 0.85 13.94 ± 0.92 7.69 ± 0.77 3.38 ± 0.56 18.58 ± 0.75 8.61 ± 0.55 0.00 ± 0.50 13.88 ± 0.84 8.12 ± 0.48 0.00 ± 0.36
NE-Regret (×10−3 )
c2 = 0.8 18.47 ± 0.67 0.00 ± 0.75 0.26 ± 0.54 0.00 ± 0.50 14.90 ± 0.57 25.48 ± 0.38 24.21 ± 0.45 1.88 ± 0.75 17.65 ± 0.58 17.63 ± 0.57
c1 = 1.0 8.54 ± 0.44 10.10 ± 0.47 2.01 ± 0.42 2.57 ± 0.40 6.67 ± 0.43 1.24 ± 0.29 3.11 ± 0.24 10.00 ± 0.53 5.03 ± 0.47 7.66 ± 0.28
Uniform Score
c2 = 0.8 36.61 ± 0.33 61.73 ± 0.32 62.22 ± 0.33 63.26 ± 0.39 48.25 ± 0.24 43.12 ± 0.29 39.56 ± 0.37 55.85 ± 0.26 52.77 ± 0.24 49.81 ± 0.25

Profit Overtime # Policy Updates Overtime


90 UCB Mixed NE
5000 Q Mixed NE
UCB C 0.5 vs UCB C 0.5 LC 0.005 LC 0.05 29
80 UCB RC 0.5 vs UCB RC 0.5
Q INIT vs Q INIT 0.5
4000 Q Pretrained Pair
70 Q RD Self 0.5 C 0.5 LC 0.5 28
Q Pretrained Random 0.5
Policy updates

60 Q C 0.5 vs Q C 0.5
3000 Q RC 0.5 vs Q RC 0.5 27
Q RD 0.5 vs Q RD 0.5
CoI%

50

Edge Weight
2000 C 0.05 RD 0.5 26
40

30 1000 25

20 C 0.005 RC 0.005
0 24
0 2000 4000 6000 8000 10000 0 2000 4000 6000 8000 10000
Time horizon Time horizon RC 0.5 RC 0.05
23
Figure 2: Running averages of CoI over 100 rounds (Left) and accu-
mulated policy update counts for strategy pairs over 10,000 rounds
Figure 3: The best-response graph for
(Right). Shaded regions indicate 95% confidence intervals. Each
Q-learning with c1 = c2 = 1, evaluated
curve represents the mean over 20 strategy pairs and 100 random
at t = 10, 000. The edge weights cor-
initial states. INIT denotes Q-learning agents trained from scratch,
respond to the sum of best-response
with Q-values initialized to those corresponding to opponents play-
scores across all meta-games as dis-
ing uniformly random pricing strategies. All strategies except INIT
cussed in Sec. 3.3.
and pretrained pairs use α = 0.5 and f = 1.

Fig. 2 reports the average CoI performance of paired strategies sampled from the respective meta-strategies
over 2,000 runs. With symmetric costs of one, collusion emerges as a rational adaptive outcome, driven by
agents’ strategic choices among the available meta-strategies: strategies from the PSNE achieve approximately
70% CoI, while those from the max-entropy MSNE reach around 50%. Furthermore, we highlight that when
jointly pretrained or identically initialized random policies are paired, CoI can exceed 80% with minimal or
no adaptation, indicating that prior coordination can greatly amplify collusive behavior. These adaptation
patterns may serve as useful signals for identifying potential prior coordination.
Fig. 3 illustrates the strategic relationship among meta-strategies. Within the RC family, strategies with
smaller learning rates tend to dominate those with larger ones, suggesting the value of preserving a robust
initial policy at test time. In contrast, C meta-strategies benefit from larger learning rates, which enable faster
adaptation and reduce vulnerability to exploitation. We also note that while (RD, 0.5) achieves moderate
collusion (around 65% CoI as shown in Fig. 2) when matched against itself, it is easily exploited by most
pretrained strategies, rendering it strategically dominated.

Lower symmetric costs, shorter horizon, and rescaling factors. We examine how shorter evaluation
horizons t = 3, 000 (Table 9), lower symmetric costs (Table 1), and different Q-value rescaling factors (Table 2)
affect the rational selection of meta-strategies. Their payoff matrices and BR graphs are in Appendix A.6.
Overall, we observe a shift toward RC strategies in the Nash equilibrium of the corresponding meta-games.

10
Intuitively, a shorter horizon leaves less time for adaptation, incentivizing agents to begin with stronger, more
robust strategies that are less vulnerable to exploitation. A similar shift toward RC strategies is observed
under smaller rescaling factors. When Q-values are initialized pessimistically (i.e., f = 0.5, 0), reflecting a
prior belief that the opponent is less likely to collude, agents are less inclined to adapt toward cooperation,
favoring robust strategies that perform well from the outset without relying on further learning.
Perhaps surprisingly, collusion declines when both agents face lower costs (c1 = c2 = 0.8), despite
greater potential for profits. This can be attributed to stronger incentives to undercut, as lower costs make
exploitation through price reductions more attractive. This is further verified in agents’ meta-strategy choices,
which place a higher probability (> 0.7) on LC and RC strategies to maintain robustness against exploitation.
Consequently, CoI levels are lower than the c = 1 setting when evaluated at t = 10, 000.

4.2.2 Asymmetric Costs


Table 1 presents the main results of the meta-game evaluation performed on repeated pricing with asymmetric
costs (c1 = 1, c2 = 0.8). The corresponding payoff matrices and best-response graphs are provided in
Appendix A.6. The max-entropy MSNE reveals that the low-cost agent chooses strategies from the LC
family and the high-cost agent selects from the C and RC families. The low-cost agent enjoys a natural cost
advantage and thus adopts LC strategies to play competitively with minimal adaptation. In response, the
high-cost player selects RC strategies to remain robust against exploitation while attempting to sustain some
level of collusion. Overall, collusion no longer persists, as the low-cost player has stronger incentives and
greater opportunities to deviate and exploit.
We note that our findings here differ from those of Calvano et al. [14], who report sustained high collusion
(75.9% CoI) under even more asymmetric scenarios ( cc12 = 2) with symmetric algorithmic configurations. Our
finding suggests that incorporating rationality into strategy selection and deployment decisions may suppress
collusive behavior in asymmetric settings.
Our meta-game analysis assumes that each player knows the opponent’s cost type. In practice, agents
may hold beliefs over the opponent’s type, influencing their strategic choices. Extending the framework to a
Bayesian Nash equilibrium would better capture behavior under incomplete information.

4.2.3 Asymmetric Rescaling: A Meta-game on Pessimistic vs. Optimistic Initialization


We construct a meta-game where the set of meta-strategies includes a mixture of rescaling factors, f ∈
{0.5, 1.0}.10 Due to the large strategy space, we focus on competitive meta-strategies that appear in the
equilibria of their respective single-rescaling-factor meta-games. The base game uses symmetric costs of one,
evaluated at t = 10, 000.
Table 2 lists the meta-strategies and summarizes the main findings. The max-entropy MSNE consists of
(RC, 0.5, f 0.5) and (RC, 0.05, f 0.5). We note that although (C, 0.5, f 0.5) is best responded to by (C, 0.5,
f 1), yielding high collusion, (C, 0.5, f 1) is more vulnerable to exploitation by RC strategies with f = 0.5. As
a result, (C, 0.5, f 1) achieves a high uniform score but also suffers high regret. Overall, CoI levels are lower
when strategies with pessimistic initializations are included.
In effect, initialization can be interpreted as reflecting both an agent’s adaptability and its prior beliefs
about the opponent’s behavior. These results highlight how the optimal choice of initialization and meta-
strategy depends on beliefs about the opponent. If one expects its opponent to view cooperation as viable
(e.g., optimistic initialization on both sides), adopting an optimistic initialization with a high learning rate is
advantageous, leading to cooperative outcomes such as the PSNE (C, 0.5, f 1). Conversely, if one anticipates
an exploitative opponent, a more robust approach—pessimistic initialization and/or a low learning rate—is
preferable to guard against exploitation.
We additionally construct a meta-game over C and RC strategies with a finer grid of learning rates to
verify that the collusive outcome is robust to perturbations in α and does not rely on coordination of the
hyperparameter choices. Further details can be found in Appendix A.4.
10 f = 0 is excluded due to the very limited number of updates it induces.

11
Table 2: Meta-game evaluation of meta-strategies with different Q-value initializations, including f = {1, 0.5}.
Payoffs are evaluated at t = 10, 000.
t = 10, 000 f =1 f = 0.5
Meta-strategies C 0.5 C 0.05 C 0.005 RC 0.5 RC 0.05 RC 0.005 C 0.5 C 0.05 C 0.005 RC 0.5 RC 0.05 RC 0.005
PSNE - - - - - - - - - ✓ ✓ -
MSNE 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.63 0.37 0.00
NE-Regret (×10−3 ) 10.20 ± 1.78 16.77 ± 1.31 16.88 ± 1.26 3.95 ± 1.67 8.84 ± 1.19 4.39 ± 1.37 4.03 ± 1.49 6.73 ± 1.53 13.58 ± 1.56 0.00 ± 1.20 0.00 ± 1.41 4.48 ± 1.40
Uniform Score 32.41 ± 0.81 21.14 ± 0.89 18.68 ± 0.90 31.90 ± 0.72 26.35 ± 0.62 26.76 ± 0.62 28.29 ± 0.87 24.63 ± 0.82 19.18 ± 0.84 31.47 ± 0.64 29.76 ± 0.66 27.04 ± 0.76

Table 3: Max-entropy MSNE, NE-regret (×10−3 ), and uniform score (converted to CoI scale) among UCB
meta-strategies at t = 10, 000.
t = 10, 000 LC 1 C1 RC 1 LC 0.5 C 0.5 RC 0.5 LC 0.05 C 0.05 RC 0.05 LC 0.005 C 0.005 RC 0.005 RD 0.005
PSNE - - - - ✓ ✓ - - - - - - -
MSNE 0.00 0.00 0.00 0.00 0.50 0.50 0.00 0.00 0.00 0.00 0.00 0.00 0.00
NE-Regret (×10−3 ) 13.83 ± 0.93 1.13 ± 1.34 0.63 ± 1.24 13.93 ± 0.88 0.00 ± 1.32 0.00 ± 1.21 15.13 ± 0.94 2.29 ± 1.36 2.11 ± 1.30 19.67 ± 0.98 5.46 ± 1.42 6.30 ± 1.36 39.66 ± 0.17
Uniform Score 55.23 ± 0.63 62.68 ± 0.82 61.66 ± 0.77 55.59 ± 0.62 63.14 ± 0.81 62.02 ± 0.76 54.32 ± 0.64 61.56 ± 0.83 59.43 ± 0.79 50.38 ± 0.66 58.19 ± 0.86 55.97 ± 0.83 35.35 ± 0.13

4.3 UCB for Pricing


The Upper Confidence Bound (UCB) algorithm guarantees bounded regret in multi-armed bandit problems.
For the repeated pricing game, we extend UCB to a state-dependent variant, enabling history-dependent
policies that can better handle a complex environment. The internal representation Z consists of two
components: the cumulative reward rt (s, p) and the visit count countt (s, p) for each state s ∈ S and action
(i.e., price) p ∈ P.

Pretraining. As UCB emphasizes early exploration and requires a long time for convergence, pretraining
is crucial for obtaining reliable state–action count and reward estimates for test-time adaptation. During
pretraining, similar to the sliding-window UCB [26], we cap visit counts at 5,000 per state-action pair to
prevent extreme or imbalanced values that could inhibit policy updates. We generate 1,000 pretrained policies
with 500 random seeds.

Meta-strategies. We introduce a discount factor α ∈ [0, 1] on test-time visits and rewards in the update
rule to control the intensity of policy updates. An alternative approach is to discount historical rewards
and counts [25, 26]. However, in the pricing setting, we find that this induces excessive random exploration,
typically leading to dominated test-time performance. The UCB decoding and update rules are provided
below.
Definition 4.4 (UCB Decoding Rule ϕ(Zt )).

ϕ(Zt ) = arg max UCBj,t (s, p) for all s ∈ S where (4)


p∈P
s
1 2 ln countt (s)
UCBj,t (s, p) = rt (s, p) + (5)
countt (s, p) countt (s, p)
X
and countt (s) = countt (s, p) (6)
p∈P

Definition 4.5 (UCB Update Rule ω(Zt , St )).

countt+1 (St , pj,t ) = countt (St , pj,t ) + α; (7)


rt+1 (St , pj,t ) = rt (St , pj,t ) + αrj (St ) (8)

For the meta-game, we consider α ∈ {1, 0.5, 0.05, 0.005} and also include (RD, 0.005), where the initial
cumulative rewards r0 (·, ·) are drawn uniformly at random between the minimum and maximum stage-game
profits, and the counts are sampled uniformly between 0 and 5,000. Fig. 7 and Fig. 19 in the appendix show
the distribution of pretrained policies in both metrics, PC and CR.

12
4.3.1 Meta-game Evaluation
Table 3 presents the main findings for symmetric base games with c1 = c2 = 1, evaluated at t = 10, 000 with
Ndiscrete = 15, Nbase = 100 and Nmeta = 40. The CoIs over time of the pure and mixed-strategy NEs are
provided in Fig. 2.
Overall, UCB achieves higher CoI levels than Q-learning under the same game settings. Strategies in the
C and RC families tend to sustain cooperative outcomes, thus consistently outperforming LC across all α
values in terms of NE-regret and uniform score. When Q-learning with random initialization, denoted as
(Q-RD, 0.5), is included as a meta-strategy in UCB’s meta-games, it emerges as part of both the MSNE
and PSNE (see Table 14 and Fig. 22 in the appendix), despite being strategically dominated by most other
meta-strategies in Q-learning’s meta-games. These results reflect that even though UCB-pretrained policies
are generally collusive, they are less robust than those from Q-learning (also see Fig. 7 in the appendix).

4.4 LLMs for Pricing


For LLMs, we adopt prompts similar to those in Fish et al. [23], augmented with additional strategy hints
that serve as adaptation parameters. Each prompt consists of a constant and a variable component: the
constant part specifies the adaptation strategy, while the variable part maintains a history of previous game
states, the model’s plan, and insight from the preceding round. This evolving variable part constitutes the
internal representation Z, which is updated over time. The decoding and update functions, ϕ and ω, are
determined jointly by the LLM and the constant portion of the prompt. Further details on prompt design
are provided in Appendix C.2.
LLMs can be deployed at test time directly without pretraining, as in Fish et al. [23]. However, greater
control over initial policies can be achieved by providing (simulated) interaction histories as part of the initial
state context, placing this approach within the paradigm of in-context learning.

LLM pretraining. The goal of pretraining is to prepare an initial representation that encodes the initial
policy to be used at test time. This representation includes historical interactions, the model’s plan, and
insight from the last pretraining round. Overall, the initial representation is jointly determined by the
pretraining prompts, the paired opponent, and the historical interactions. During pretraining, the opponent’s
policy or characteristics are also described in the prompt to facilitate (pretraining) adaptation. The remaining
prompt mirrors that used at test time. The amount of pretraining history included in the prompt is important,
as LLM tends to place greater weight on recent rounds. Pretraining is terminated when the state remains
unchanged for ten consecutive rounds, at which point the full history is included.
We consider three types of paired opponents during pretraining, giving four types of initial representations:
• h0 : no history,
• h1 : history of self-play against a symmetric LLM,
• h2 : history of play against a pretrained Q-policy from the RC family as specified in Fig. 5, and
• h3 : history of play against Tit-for-Tat, which also falls under the RC family in this setting.

LLM at test time. During inference, we keep the pretraining interaction history but remove the plan and
insights, as they contain information specific to the pretraining opponent. An adaptation strategy prompt is
then appended at test time to complete the inference prompt. We consider the following variants:
• p0 : no strategy specified.
• p1 : “Your co-participant may aim to learn an approximately best responding strategy to yours. Make
sure your strategy achieves high profit even for the best responding strategies.”
• p2 : “One adaptation strategy is to try predicting the current strategy your co-participant uses and
then update your strategy to approximately best respond to your co-participant.”
p1 is designed to elicit robust policies with low update rates, whereas p2 promotes adaptive behavior aimed
at exploitation or cooperation. Broadly, the two meta-strategy dimensions can be interpreted as the choice of
strategic prompt and the selection of historical information to include.

13
Table 4: Evaluation scores among LLM strategies evaluated at t = 50.

p2h3 p0h0 p1h2 p2h1 p1h1 p0h2


PSNE ✓ - - - - ✓
MSNE 0.44 0.00 0.00 0.00 0.00 0.56
NE-Regret (×10−3 ) 0.00 ± 7.92 58.76 ± 7.40 47.38 ± 9.13 50.37 ± 9.28 59.47 ± 6.14 0.00 ± 9.32
Uniform Score 36.79 ± 4.86 10.84 ± 2.95 15.08 ± 3.83 14.54 ± 3.57 10.80 ± 2.57 25.55 ± 5.44

Recovering LLM’s initial policy. The LLM’s policy is shaped by both the constant and variable
components of the prompt. For probing scalability, we consider the state as the price pair from one round,
even though the prompt itself retains the full interaction history. To estimate the initial policy, we query the
LLM 16 times per state using the same prompt. We use the resulting empirical price distributions as an
approximation of the policy. The best response is then computed through value iteration [49].

Meta-strategies. We consider 24 meta-strategies in total, covering combinations of two LLM models


(GPT5-mini and GPT5-nano), four types of interaction histories, and three distinct inference-time prompts.
Fig. 23 in the appendix shows the locations of initial policies of these meta-strategies in the PC-CR space.

4.4.1 Meta-game Evaluation


We focus on strategies generated by GPT5-mini, since GPT5-nano mostly converges immediately to the
competitive price regardless of the paired opponent. Specifically, we select six meta-strategies that roughly
span LC (p0h0, p1h2 and p2h1 ), C (p2h3, p1h1 ), and RC (p0h2 ). Table 4 and Appendix Fig. 25 summarize
main findings for the symmetric repeated pricing game with c1 = c2 = 1, evaluated at t = 50 with
Ndiscrete = 4, Nbase = 40.11 Prices are discretized into four levels due to API costs, and initial states are
uniformly sampled for the base game.
Interestingly, we find that p2h3 and p0h2 emerge as two pure-strategy Nash equilibria in the meta-game.
The average payoffs of p2h3 and p0h2, when playing against themselves and each other, are close to the payoffs
under perfect collusion, suggesting that these strategies sustain cooperation, possibly due to pretraining
histories that converge to collusion against policies in the RC family under Q-learning.
In contrast, p0h0 plays the competitive price unless initialized in a collusive state.12 Similar to the
Q-learning comparison between (C, 0.5) and (RC, 0.005), although p0h0 can exploit p2h3, such exploitation
does not constitute a Nash equilibrium, since cooperation remains a profitable deviation. Taken together,
these results suggest that collusion can emerge and persist as a stable outcome among rational LLM-based
agents within the selected strategy set.
LLM-generated insights frequently emphasize keywords such as “cooperation”, “trigger”, and “punishment”,
and most strategies resemble Grim Trigger behavior, consistent with Fish et al. [23]’s observation that LLMs
follow a steep reward–punishment scheme. As with Grim Trigger, interactions often settle into consistent
competition once cooperation breaks down.
However, a novel pattern we observe is that certain strategies, most notably p2h3, can re-establish
cooperation even after extended periods of competitive interaction. This recovery is opponent-dependent:
when paired with p0h2 or p1h1, p2h3 gradually shifts play from competition back toward cooperation by
persistently attempting collusive pricing. Unlike p2h3, p0h2 quickly reverts to competitive pricing upon
defection, e.g., when playing against p1h1, consequently underperforms relative to p2h3 in these matchups.
These observations suggest that, despite their recency bias, LLMs can draw on deeper historical context, even
from pretraining, to strategically restore cooperation.
11We observe that all policies stop updating after about 30 rounds.
12 Notethat our results differ from Fish et al. [23] in that p0h0 does not exhibit collusion for most initial states, even though
the prompt design is similar. We were unable to replicate their findings due to model deprecations; we instead employ newer
models (GPT5-mini, GPT5-nano, Gemini 2.5/2.0 flash/-lite).

14
5 Discussion
We developed a meta-game framework to evaluate whether collusion can emerge as a realistic outcome among
strategically rational agents operating under test-time constraints. Each meta-strategy specifies an agent’s
choice of an initial policy family and in-game adaptation rule, allowing us to analyze strategic behavior
beyond symmetric hyperparameter assumptions (a form of pre-game coordination).
Our results show that algorithmic collusion can persist in equilibrium among meta-strategies within
Q-learning, UCB, and LLMs, suggesting that collusion may emerge from rational agents even in the absence
of explicit communication. However, the extent of collusion depends on agents’ beliefs about their opponents,
e.g., pessimistic beliefs tend to yield low-collusion equilibria, whereas optimistic beliefs promote cooperative
outcomes.
Natural extensions of our framework include modeling heterogeneous beliefs on the opponent’s cost or
representation initialization and analyze through Bayesian Nash equilibrium, as well as broadening meta-
strategy coverage, particularly for LLMs with richer prompt designs and pretraining histories. Additionally,
cross-algorithm meta-games could shed further light on how algorithmic diversity affects the emergence and
stability of collusion.

Acknowledgments
We thank the anonymous reviewers for constructive feedback. This work was supported in part by Rutgers
SAS Research Grant in Academic Themes.

15
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19
A Deferred Content and Results from Section 4.2 on Q-learning
A.1 Test-time Payoff Comparison: Joint vs. Independent Pretraining
for t= 100 for every pair of initial policies

payoffs of

payoffs of

Figure 4: We collect 12 pairs of pretrained Q-learning policies with 15 discretized actions and use them
as initial policies for test-time evaluation. We measure total payoffs from t = 0 to t = 100, averaged over
100 random seeds. In green, each policy is paired with its original pretraining pair. In red, each pretrained
policy (πj ) is paired with its best response (π−j ). In orange and blue, we show payoffs for randomly sampled,
independently pretrained pairs without adaptation: orange points lie closer (in L2 distance) to the red cluster,
while blue points are closer to the green.

The majority of randomly paired policies achieve payoffs below the competitive benchmark (i.e., when
both policies play the competitive price). This suggests that while pretrained policies can achieve high-level
collusion, pairing them with an independently pretrained policy disrupts their ability to collude instantly.

A.2 Normalization of Q-values


For Q-learning, the initial policy is encoded in the initial Q-values. However, Q-values accumulated during
pretraining can be irregular due to the variable number of visits and the number of iterations required
for convergence. To allow a reliable comparison, we apply the following normalization. Let Z̃j denote the
Q-values accumulated during pretraining for player j, and denote the converged policies pair as (πj , πj′ ).
′ ′
Zj (s, p) := QN + f · (QM − QN ) − max

V πj |πj (s∗ ) + min

Qπj |πj (s, p′ ) (9)
s p
′ ′
V πj |πj (s) − minp′ Qπj |πj (s, p′ )
 
+ Z̃j (s, p) − min Z̃ j (s, p′
) × (10)
p′ maxp′ Z̃j (s, p′ ) − mina′ Z̃j (s, p′ )
where QM = r̄M /(1 − γ) and QN = r̄N /(1 − γ) represent the theoretical discounted expected returns
associated with absorbing into the perfectly colluding and competitive states, respectively.

After normalization, the original argmax of Z̃j is preserved: Z̃j (s, πj (s)) = V πj |πj (s) + QN + f · (QM −
′ ′
QN ) − maxs∗ V πj |πj (s∗ ), and the minimum satisfies minp′ Z̃j (s, p) = minp′ Qπj |πj (s, p′ ) + QN + f · (QM −

QN ) − maxs∗ V πj |πj (s∗ ). The maximum Q-value (at the argmax action) maps to the true value function
′ ′
V πj |πj (s) and the minimum Q-value maps to minp′ Qπj |πj (s, p′ ).
The scaling factor f is set to 1 in main experiments, and we vary f for further analysis in Sec. 4. This
normalization ensures that Q-values across all meta-strategies share a common scale, so that a given learning

20
rate induces comparable adaptation speeds. When f is large, the Q-values are optimistically initialized, which
is a well-known technique for promoting efficient exploration [32, 46].

A.3 Categorizing Q-learning Pretrained Policies via PC and CR


πj ,π ′ πj ,πb
Fig. 5 Left shows V j
v.s. V along with the LC, C and RC categorization for Ndiscrete = 4. Fig. 5
Right illustrates three representative policies in each category. The top policy (RC) sustains collusion with
its pretraining partner and remains collusive even when faced with a best-responding opponent, the middle
policy (LC) is resistant to exploitation but defaults to competitive pricing rather than colluding, and the
bottom policy colludes with its pretraining partner but is vulnerable to exploitation (C).

RC

LC

t=3
Figure 5: With 4 discretized actions, the 500 Q-learning pretrained policies form three distinct clusters when
WSLS v.s. TfT
laid out along PC (Def. 3.1) and CR (Def. 3.2), corresponding to the competitive (LC), naively collusive (C),
and robustly collusive (RC) categories introduced in Sec. 4.1.1.

In Fig. 6, we further show the PC and CR of pretrained policies under Ndiscrete = 4 and Ndiscrete = 15.

21
PC (4 actions) CR (4 actions)

PC (15 actions) CR (15 actions)

Figure 6: PC (Def. 3.1) and CR (Def. 3.2) of 1000 pretrained Q-learning policies with 4 and 15 discretized
actions, respectively, under the experiment setting described in Sec. 4.2.

Q- learning UCB

RC RC

LC LC

C C

Figure 7: Categorization of pretrained policies with 15 discretized actions obtained via Q-learning (Left) and
UCB (Right), under the experiment settings described in Sec. 4.2 and 4.3.

22
A.4 Meta-games among Meta-strategies with Fine-grained Learning Rates
In Sec. 4.2, we identified two PSNEs: (C, 0.5) and (RC, 0.5) for Q-learning with symmetric cost c1 = c2 = 1,
optimistic initialization f = 1, and time horizon t = 10, 000. To test the robustness of the equilibrium
outcome to learning rate perturbations, we perform additional evaluations on C and RC with a finer grid of
learning rates {0.3, 0.4, 0.5, 0.6, 0.7}. The results are provided in Table 5 and Fig 8.
We observe a similar level of collusion for C with α ≥ 0.4 (CoI ≥ 50%). RC 0.3 and 0.5 form one of
the MSNEs and sustain collusion at around 40%. These findings suggest that the collusive outcome is
robust to moderate learning rate perturbations. Strategies in C category do not constitute a part of the NE.
Nevertheless, the regret of playing C remains relatively low.

Table 5: Robustness test on varying the test-time learning rates for Q-learning pretrained policies. t = 10, 000.

t = 10, 000 C 0.3 C 0.4 C 0.5 C 0.6 C 0.7 RC 0.3 RC 0.4 RC 0.5 RC 0.6 RC 0.7
PSNE - - - - - ✓ - ✓ - -
MSNE 0.00 0.00 0.00 0.00 0.00 0.40 0.00 0.60 0.00 0.00
NE-Regret (×10−3 ) 2.07 ± 1.73 1.88 ± 1.62 3.26 ± 1.55 2.80 ± 1.56 3.55 ± 1.44 0.00 ± 1.49 0.40 ± 1.40 0.00 ± 1.45 1.71 ± 1.33 2.60 ± 1.38
Uniform Score 46.38 ± 1.04 47.40 ± 0.95 47.47 ± 0.90 47.55 ± 0.82 46.71 ± 0.76 49.85 ± 1.01 49.20 ± 0.94 48.99 ± 0.93 48.02 ± 0.87 47.77 ± 0.86

26

C 0.6 C 0.5
24

C 0.7 C 0.4

22

Edge Frequency (Weight)


20
RC 0.3 C 0.3

18

RC 0.4 RC 0.7
16

RC 0.5 RC 0.6

14

Figure 8: Best-response graph for C and RC with a finer grid of learning rates.

A.5 Results for Q-learning with Pessimistic Initializations f = 0.5 and f = 0

Table 6: Meta-games on Q-learning using f = 0.5 and f = 0 respectively, with a time horizon of t = 10, 000.
In the case of f = 0, we additionally incorporate ε = 1 with a decay rate of 0.001 to ensure a policy still
updates. The best-performing strategy is highlighted in bold, and the second-best is underlined.

Q-scale t = 10, 000 RD 0.5 LC 0.5 LC 0.05 LC 0.005 C 0.5 C 0.05 C 0.005 RC 0.5 RC 0.05 RC 0.005
PSNE - ✓ - - ✓ - ✓ - ✓ -
MSNE 0.00 0.19 0.00 0.00 0.34 0.00 0.00 0.39 0.08 0.00
f = 0.5
NE-Regret (×10−3 ) 6.78 ± 1.15 0.00 ± 1.14 6.24 ± 1.21 15.19 ± 1.28 0.00 ± 1.15 1.90 ± 1.23 10.60 ± 1.20 0.00 ± 1.04 0.00 ± 1.18 5.00 ± 1.24
Uniform Score 27.68 ± 1.00 32.78 ± 0.91 28.43 ± 0.94 21.08 ± 0.94 33.98 ± 0.80 30.45 ± 0.78 24.56 ± 0.76 31.70 ± 0.90 29.57 ± 0.87 25.97 ± 0.82
Mixed & PSNE 0.00 0.00 0.00 0.00 0.00 0.00 0.00 1.00 0.00 0.00
f = 0.0 NE-Regret (×10−3 ) 7.22 ± 1.29 1.91 ± 1.13 10.85 ± 1.28 11.79 ± 1.49 0.54 ± 1.05 9.73 ± 1.14 9.35 ± 1.22 0.00 ± 1.01 5.22 ± 1.05 5.60 ± 1.06
Uniform Score 20.48 ± 0.63 26.50 ± 0.56 17.62 ± 0.66 15.64 ± 0.74 26.74 ± 0.49 18.79 ± 0.58 18.55 ± 0.61 28.14 ± 0.57 21.92 ± 0.59 21.93 ± 0.58

23
A.6 Additional Results on Q-learning-based Meta-strategies
For each setting below, we report the best-response graphs, average payoffs, and the changes in CR and PC
between the initial policies and the policies at the end of the time horizon, denoted ∆t (CR) and ∆t (PC)
respectively.

Symmetric costs c1 = c2 = 1 with optimistic initialization f = 1 and time horizon t = 10, 000. The
best-response graph, average payoffs, and ∆t (CR), ∆t (PC) are presented in Fig. 3, Table 7, and Fig. 9.

Table 7: Average payoffs over 4,000 runs in the Q-learning meta-game payoff matrix. Standard errors are
omitted as they are negligible in the order of 10−4 . For reference, in this setting, the competitive and
monopoly payoffs are r̄N = 0.22 and r̄M = 0.34.

RD 0.5 LC 0.5 LC 0.05 LC 0.005 C 0.5 C 0.05 C 0.005 RC 0.5 RC 0.05 RC 0.005
RD 0.5 0.29, 0.29 0.27, 0.30 0.26, 0.29 0.27, 0.28 0.27, 0.31 0.26, 0.31 0.26, 0.30 0.26, 0.30 0.25, 0.30 0.25, 0.29
LC 0.5 0.30, 0.27 0.28, 0.28 0.27, 0.28 0.27, 0.27 0.28, 0.29 0.26, 0.28 0.27, 0.27 0.27, 0.28 0.25, 0.29 0.25, 0.28
LC 0.05 0.29, 0.26 0.28, 0.27 0.26, 0.26 0.26, 0.26 0.27, 0.26 0.26, 0.27 0.25, 0.26 0.27, 0.27 0.25, 0.27 0.24, 0.27
LC 0.005 0.28, 0.27 0.27, 0.27 0.26, 0.26 0.26, 0.26 0.26, 0.27 0.25, 0.26 0.24, 0.26 0.26, 0.27 0.25, 0.26 0.24, 0.26
C 0.5 0.31, 0.27 0.29, 0.28 0.26, 0.27 0.27, 0.26 0.28, 0.28 0.26, 0.27 0.27, 0.26 0.27, 0.28 0.24, 0.28 0.24, 0.28
C 0.05 0.31, 0.26 0.28, 0.26 0.27, 0.26 0.26, 0.25 0.27, 0.26 0.26, 0.26 0.25, 0.26 0.27, 0.26 0.23, 0.26 0.26, 0.26
C 0.005 0.30, 0.26 0.27, 0.27 0.26, 0.25 0.26, 0.24 0.26, 0.27 0.26, 0.25 0.24, 0.24 0.26, 0.26 0.25, 0.25 0.23, 0.25
RC 0.5 0.30, 0.26 0.28, 0.27 0.27, 0.27 0.27, 0.26 0.28, 0.27 0.26, 0.27 0.26, 0.26 0.27, 0.27 0.25, 0.27 0.24, 0.27
RC 0.05 0.30, 0.25 0.29, 0.25 0.27, 0.25 0.26, 0.25 0.28, 0.24 0.26, 0.25 0.25, 0.25 0.27, 0.25 0.25, 0.25 0.24, 0.26
RC 0.005 0.29, 0.25 0.28, 0.25 0.27, 0.24 0.26, 0.24 0.28, 0.24 0.26, 0.23 0.25, 0.23 0.27, 0.24 0.26, 0.24 0.24, 0.24

(CR) (PC)
RD 0.5 RD 0.5
1.0 LC 0.5 1.0 LC 0.5
LC 0.05 LC 0.05
LC 0.005 LC 0.005
C 0.5 C 0.5
0.5 C 0.05
C 0.005
0.8 C 0.05
C 0.005
RC 0.5 RC 0.5
RC 0.05 RC 0.05
RC 0.005 0.6 RC 0.005
0.0
)
(V j|bj)

0.4
j|
(V

0.5
0.2
1.0
0.0

1.5 0.2
1.5 1.0 0.5 0.0 0.5 1.0 0.2 0.0 0.2 0.4 0.6 0.8 1.0
(V bj| j) (V j| j )
(a) Change in CR over test time. As RC strategies begin (b) Change in PC over time. Overall, PC improves over
with already high CR, larger learning rates cause greater the course of the test time. For RD strategies, although
deviation from the robust policy, resulting in a decline their own V improves, their opponent’s does not, as the
in CR. In contrast, strategies in C category generally value against RD is already high at initialization. For
improve their CR over adaptation. RD 0.5 starts with both LC and RC, larger learning rates tend to benefit
low CR and shows no improvement during test time. LC their opponents more, even when their own ∆(V πj |π−j )
strategies are initially more robust than the ones in C, is comparable to that under smaller learning rates. This
and similarly show no improvement in CR during test suggests that LC and RC with large learning rates provide
time. opportunities for cooperation.

Figure 9: ∆t (CR) and ∆t (PC) for Q-learning-based meta-strategies under symmetric costs c1 = c2 = 1, f = 1
and t = 10, 000.

24
Symmetric costs c1 = c2 = 0.8 with optimistic initialization f = 1 and time horizon t = 10, 000.
The best-response graph is provided in Fig. 10. The average payoffs are given in Table 8. ∆t (CR) and ∆t (PC)
are shown in Fig. 11.

Table 8: Average payoffs over 4,000 runs in the Q-learning meta-game payoff matrix. Standard errors are
omitted as they are negligible in the order of 10−4 . For reference, in this setting, the competitive and
monopoly payoffs are r̄N = 0.24 and r̄M = 0.41.

RD 0.5 LC 0.5 LC 0.05 LC 0.005 C 0.5 C 0.05 C 0.005 RC 0.5 RC 0.05 RC 0.005
RD 0.5 0.35, 0.35 0.29, 0.34 0.28, 0.33 0.28, 0.31 0.30, 0.35 0.29, 0.34 0.30, 0.33 0.30, 0.37 0.26, 0.35 0.24, 0.33
LC 0.5 0.34, 0.29 0.30, 0.30 0.29, 0.30 0.28, 0.31 0.31, 0.31 0.28, 0.31 0.29, 0.30 0.32, 0.30 0.28, 0.32 0.25, 0.31
LC 0.05 0.33, 0.28 0.30, 0.29 0.30, 0.30 0.29, 0.30 0.30, 0.29 0.28, 0.30 0.27, 0.29 0.32, 0.28 0.29, 0.30 0.25, 0.30
LC 0.005 0.31, 0.28 0.31, 0.28 0.30, 0.29 0.29, 0.29 0.30, 0.29 0.28, 0.28 0.26, 0.29 0.32, 0.27 0.30, 0.28 0.26, 0.29
C 0.5 0.35, 0.30 0.31, 0.31 0.29, 0.30 0.29, 0.30 0.31, 0.31 0.29, 0.31 0.29, 0.30 0.33, 0.30 0.28, 0.32 0.25, 0.32
C 0.05 0.34, 0.29 0.31, 0.28 0.30, 0.28 0.28, 0.28 0.31, 0.29 0.27, 0.27 0.26, 0.28 0.32, 0.28 0.29, 0.27 0.25, 0.28
C 0.005 0.33, 0.30 0.30, 0.29 0.29, 0.27 0.29, 0.26 0.30, 0.29 0.28, 0.26 0.26, 0.26 0.30, 0.30 0.29, 0.26 0.26, 0.25
RC 0.5 0.37, 0.30 0.30, 0.32 0.28, 0.32 0.27, 0.32 0.30, 0.33 0.28, 0.32 0.30, 0.30 0.32, 0.32 0.26, 0.34 0.24, 0.33
RC 0.05 0.35, 0.26 0.32, 0.28 0.30, 0.29 0.28, 0.30 0.32, 0.28 0.27, 0.29 0.26, 0.29 0.34, 0.26 0.29, 0.29 0.23, 0.30
RC 0.005 0.33, 0.24 0.31, 0.25 0.30, 0.25 0.29, 0.26 0.32, 0.25 0.28, 0.25 0.25, 0.26 0.33, 0.24 0.30, 0.23 0.25, 0.25

35
LC 0.005 LC 0.05
34

C 0.5 LC 0.5
33

32

Edge Frequency (Weight)


C 0.05 RD 0.5 31

30

29
C 0.005 RC 0.005

28
RC 0.5 RC 0.05
27

Figure 10: The best response graph for Q-learning.

(CR) (PC)
2 RD 0.5 RD 0.5
LC 0.5 2.0 LC 0.5
LC 0.05 LC 0.05
LC 0.005 LC 0.005
C 0.5 C 0.5
1 C 0.05 C 0.05
C 0.005 1.5 C 0.005
RC 0.5 RC 0.5
RC 0.05 RC 0.05
RC 0.005 RC 0.005
0 1.0
)
(V j|bj)

j
j|
(V

1 0.5

2 0.0

3 0.5
3 2 1 0 1 2 0.5 0.0 0.5 1.0 1.5 2.0
(V bj| j) (V j| j )

Figure 11: ∆t (CR) and ∆t (PC) for Q-learning.

25
Table 9: Max-entropy MSNE, NE-Regret and Payoffs against uniformly drawn meta-strategies for Q-learning
with shorter time horizon t = 3, 000. For Uniform-score, we let x → ((x − r̄N )/(r̄M − r̄N )) · 100%.

t = 3, 000, f = 1 RD 0.5 LC 0.5 LC 0.05 LC 0.005 C 0.5 C 0.05 C 0.005 RC 0.5 RC 0.05 RC 0.005
MSNE c1 = c2 = 1 0.00 0.17 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.83
NE-Regret (×10−3 ) c1 = c2 = 1 7.75 ± 0.52 0.00 ± 0.59 2.77 ± 0.59 5.80 ± 0.53 3.31 ± 0.59 7.24 ± 0.45 7.86 ± 0.39 2.21 ± 0.51 3.17 ± 0.44 0.00 ± 0.42
Uniform Score c1 = c2 = 1 22.89 ± 0.27 29.93 ± 0.29 27.42 ± 0.32 23.90 ± 0.45 30.84 ± 0.21 29.92 ± 0.23 28.45 ± 0.28 31.50 ± 0.21 32.28 ± 0.20 32.66 ± 0.24
c1 = 1.0 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 1.00
MSNE
c2 = 0.8 0.00 1.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
c1 = 1.0 24.32 ± 0.64 15.06 ± 1.01 12.11 ± 0.76 11.76 ± 0.82 18.08 ± 0.82 12.58 ± 0.66 6.73 ± 0.69 12.50 ± 0.81 7.44 ± 0.68 0.00 ± 0.74
NE-Regret (×10 −3
)
c2 = 0.8 19.31 ± 0.95 0.00 ± 1.01 0.31 ± 0.80 1.18 ± 0.61 19.48 ± 0.55 24.57 ± 0.39 22.59 ± 0.38 6.63 ± 0.98 18.77 ± 0.74 15.39 ± 0.50
c1 = 1.0 -1.72 ± 0.30 2.09 ± 0.47 1.17 ± 0.38 1.12 ± 0.43 -0.02 ± 0.28 -0.16 ± 0.28 2.05 ± 0.27 3.53 ± 0.49 3.10 ± 0.40 7.53 ± 0.25
Uniform Score
c2 = 0.8 29.77 ± 0.28 57.20 ± 0.34 57.21 ± 0.34 57.77 ± 0.38 41.45 ± 0.20 38.17 ± 0.27 36.47 ± 0.27 47.65 ± 0.26 44.84 ± 0.26 43.55 ± 0.20

Symmetric costs c1 = c2 = 1 with optimistic initialization f = 1 and time horizon t = 3, 000. The
MSNE, NE-Regret and uniform score are given in Table 9. The best-response graph in Fig. 12. The average
payoffs are given in Table 10. ∆t (CR) and ∆t (PC) are shown in Fig. 13.

Table 10: Average payoffs over 4,000 runs in the Q-learning meta-game payoff matrix. Standard errors
are omitted as they are negligible in the order of 10−4 . For reference, in this setting, the competitive and
monopoly payoffs are r̄N = 0.22 and r̄M = 0.34.

RD 0.5 LC 0.5 LC 0.05 LC 0.005 C 0.5 C 0.05 C 0.005 RC 0.5 RC 0.05 RC 0.005
RD 0.5 0.28, 0.28 0.25, 0.29 0.25, 0.29 0.26, 0.28 0.25, 0.30 0.24, 0.30 0.25, 0.30 0.24, 0.30 0.23, 0.29 0.23, 0.28
LC 0.5 0.29, 0.25 0.27, 0.27 0.26, 0.27 0.26, 0.26 0.26, 0.27 0.25, 0.27 0.26, 0.26 0.25, 0.27 0.24, 0.28 0.24, 0.27
LC 0.05 0.29, 0.25 0.27, 0.26 0.26, 0.26 0.25, 0.26 0.26, 0.26 0.24, 0.26 0.24, 0.26 0.26, 0.26 0.24, 0.26 0.24, 0.27
LC 0.005 0.28, 0.26 0.26, 0.26 0.26, 0.25 0.25, 0.25 0.25, 0.27 0.24, 0.26 0.23, 0.26 0.25, 0.26 0.24, 0.26 0.23, 0.26
C 0.5 0.30, 0.25 0.27, 0.26 0.26, 0.26 0.27, 0.25 0.27, 0.27 0.25, 0.26 0.25, 0.26 0.25, 0.26 0.23, 0.27 0.23, 0.27
C 0.05 0.30, 0.24 0.27, 0.25 0.26, 0.24 0.26, 0.24 0.26, 0.25 0.25, 0.25 0.24, 0.25 0.26, 0.25 0.24, 0.25 0.23, 0.25
C 0.005 0.30, 0.25 0.26, 0.26 0.26, 0.24 0.26, 0.23 0.26, 0.25 0.25, 0.24 0.24, 0.24 0.25, 0.26 0.24, 0.25 0.23, 0.25
RC 0.5 0.30, 0.24 0.27, 0.25 0.26, 0.26 0.26, 0.25 0.27, 0.25 0.25, 0.26 0.26, 0.25 0.26, 0.26 0.24, 0.27 0.23, 0.26
RC 0.05 0.29, 0.23 0.28, 0.24 0.26, 0.24 0.26, 0.24 0.27, 0.23 0.25, 0.24 0.25, 0.24 0.27, 0.24 0.24, 0.24 0.23, 0.25
RC 0.005 0.28, 0.23 0.27, 0.24 0.27, 0.24 0.26, 0.23 0.27, 0.23 0.26, 0.23 0.25, 0.23 0.26, 0.23 0.25, 0.23 0.24, 0.24

33
LC 0.005 LC 0.05
32

C 0.5 LC 0.5
31

30
Edge Frequency (Weight)

C 0.05 RD 0.5 29

28

C 0.005 RC 0.005 27

26
RC 0.5 RC 0.05

25

Figure 12: The best-response graph for Q-learning under symmetric costs c1 = c2 = 1 with optimistic
initialization f = 1 and a time horizon of t = 3, 000.

26
(CR) (PC)
RD 0.5 RD 0.5
1.0 LC 0.5 1.0 LC 0.5
LC 0.05 LC 0.05
LC 0.005 LC 0.005
C 0.5 C 0.5
0.5 C 0.05
C 0.005
0.8 C 0.05
C 0.005
RC 0.5 RC 0.5
RC 0.05 RC 0.05
RC 0.005 0.6 RC 0.005
0.0
)
(V j|bj)

0.4
j|
(V

0.5
0.2
1.0
0.0

1.5 0.2
1.5 1.0 0.5 0.0 0.5 1.0 0.2 0.0 0.2 0.4 0.6 0.8 1.0
(V bj| j) (V j| j )

Figure 13: ∆t (CR) and ∆t (PC) for Q-learning under symmetric costs c1 = c2 = 1 with optimistic initialization
f = 1 and a time horizon of t = 3, 000.

27
Asymmetric costs c1 = 1, c2 = 0.8 with optimistic initialization f = 1 and time horizon t = 10, 000.
Under asymmetric costs of c1 = 1 and c2 = 0.8 there will be two best-response graphs, one specifying the
best response of the low-cost to the high-cost (Fig. 15) and another of the high-cost to the low-cost (Fig. 14).
The average payoffs are given in Table 11. ∆t (CR) and ∆t (PC) are shown in Fig. 16.

Table 11: The average payoffs per strategy pair of Q-learning under asymmetric costs, c1 = 1 and c2 = 0.8,
and t = 10, 000, f = 1. Standard errors are omitted as they are negligible in the order of 10−4 . For reference,
in this setting, the competitive and monopoly payoffs for player 1 are r̄c=1.0
N
= 0.17 and r̄c=1.0
M
= 0.30, and for
player 2 are r̄c=1.0 = 0.31 and r̄c=0.8 = 0.44.
N M

RD 0.5 LC 0.5 LC 0.05 LC 0.005 C 0.5 C 0.05 C 0.005 RC 0.5 RC 0.05 RC 0.005
RD 0.5 0.28, 0.38 0.17, 0.40 0.17, 0.40 0.17, 0.41 0.19, 0.39 0.19, 0.38 0.21, 0.37 0.16, 0.40 0.16, 0.40 0.17, 0.39
LC 0.5 0.28, 0.35 0.18, 0.40 0.18, 0.41 0.17, 0.41 0.19, 0.39 0.19, 0.38 0.21, 0.37 0.17, 0.40 0.15, 0.39 0.16, 0.39
LC 0.05 0.25, 0.35 0.18, 0.39 0.18, 0.40 0.18, 0.39 0.17, 0.37 0.17, 0.37 0.17, 0.37 0.18, 0.38 0.15, 0.38 0.14, 0.38
LC 0.005 0.23, 0.36 0.19, 0.39 0.18, 0.38 0.18, 0.38 0.17, 0.37 0.17, 0.36 0.17, 0.36 0.18, 0.38 0.16, 0.37 0.15, 0.37
C 0.5 0.27, 0.35 0.18, 0.40 0.17, 0.40 0.17, 0.41 0.18, 0.38 0.19, 0.38 0.21, 0.36 0.17, 0.39 0.15, 0.39 0.15, 0.39
C 0.05 0.24, 0.35 0.18, 0.39 0.18, 0.39 0.18, 0.39 0.17, 0.37 0.17, 0.36 0.17, 0.36 0.18, 0.38 0.15, 0.37 0.14, 0.37
C 0.005 0.22, 0.35 0.19, 0.37 0.18, 0.37 0.19, 0.37 0.17, 0.36 0.16, 0.35 0.16, 0.34 0.19, 0.37 0.17, 0.35 0.15, 0.35
RC 0.5 0.27, 0.36 0.18, 0.40 0.18, 0.40 0.17, 0.40 0.19, 0.38 0.19, 0.37 0.21, 0.36 0.18, 0.39 0.16, 0.39 0.16, 0.39
RC 0.05 0.24, 0.35 0.19, 0.39 0.18, 0.39 0.18, 0.39 0.18, 0.36 0.18, 0.36 0.17, 0.36 0.19, 0.37 0.16, 0.37 0.15, 0.37
RC 0.005 0.23, 0.34 0.20, 0.36 0.19, 0.36 0.19, 0.36 0.18, 0.35 0.17, 0.34 0.16, 0.34 0.21, 0.36 0.18, 0.34 0.15, 0.34

17
18
LC 0.005 LC 0.05 16 LC 0.005 LC 0.05

15
C 0.5 LC 0.5 C 0.5 LC 0.5 16

14
Edge Frequency (Weight)

Edge Frequency (Weight)


13 14
C 0.05 RD 0.5 C 0.05 RD 0.5

12

11 12
C 0.005 RC 0.005 C 0.005 RC 0.005

10

RC 0.5 RC 0.05 RC 0.5 RC 0.05


10
9

Figure 14: The best-response graph. Figure 15: The best-response graph.
The directed edge (u → v) corresponds The directed edge (u → v) corresponds
to cu = 1.0 and cv = 0.8. to cu = 0.8 and cv = 1.0.

(CR) (PC)
RD 0.5 RD 0.5
LC 0.5 1.50 LC 0.5
3 LC 0.05 LC 0.05
LC 0.005 LC 0.005
C 0.5 1.25 C 0.5
C 0.05 C 0.05
2 C 0.005 C 0.005
RC 0.5 1.00 RC 0.5
RC 0.05 RC 0.05
1 RC 0.005 RC 0.005
0.75
)
(V j|bj)

0
j|

0.50
(V

1 0.25

2 0.00

3 0.25

0.50
3 2 1 0 1 2 0.50 0.25 0.00 0.25 0.50 0.75 1.00 1.25 1.50
(V bj| j) (V j| j )

Figure 16: ∆t (CR) and ∆t (PC) for Q-learning. The high cost strategies are plotted with fillings.

28
Symmetric costs c1 = c2 = 1 with either optimistic or pessimistic initializations (f = 1 and
f = 0.5) under time horizon t = 10, 000. The best-response graph is provided in Fig. 17. The average
payoffs are given in Table 12. ∆t (CR) and ∆t (PC) are shown in Fig. 18.

Table 12: The average payoffs per strategy pair of Q-learning under symmetric costs c1 = c2 = 1 with either
optimistic initialization f = 1 or pessimistic initialization f = 0.5. Time horizon t = 10, 000. For reference, in
this setting, the competitive and monopoly payoffs are r̄N = 0.22 and r̄M = 0.34.
C 0.5 f=1 C 0.05 f=1 C 0.005 f=1 RC 0.5 f=1 RC 0.05 f=1 RC 0.005 f=1 C 0.5 f=0.5 C 0.05 f=0.5 C 0.005 f=0.5 RC 0.5 f=0.5 RC 0.05 f=0.5 RC 0.005 f=0.5
C 0.5 f=1 0.28, 0.28 0.26, 0.27 0.27, 0.26 0.27, 0.28 0.24, 0.28 0.24, 0.28 0.27, 0.27 0.27, 0.27 0.27, 0.26 0.24, 0.28 0.24, 0.28 0.25, 0.27
C 0.05 f=1 0.27, 0.26 0.26, 0.26 0.25, 0.26 0.27, 0.26 0.25, 0.26 0.23, 0.26 0.25, 0.26 0.25, 0.26 0.25, 0.26 0.24, 0.26 0.23, 0.26 0.23, 0.26
C 0.005 f=1 0.26, 0.27 0.26, 0.25 0.25, 0.25 0.26, 0.26 0.25, 0.25 0.23, 0.25 0.25, 0.26 0.24, 0.25 0.24, 0.25 0.24, 0.25 0.23, 0.26 0.23, 0.25
RC 0.5 f=1 0.28, 0.27 0.26, 0.27 0.26, 0.26 0.27, 0.27 0.25, 0.28 0.24, 0.27 0.26, 0.27 0.26, 0.26 0.27, 0.26 0.25, 0.27 0.25, 0.28 0.25, 0.27
RC 0.05 f=1 0.28, 0.24 0.26, 0.25 0.25, 0.25 0.28, 0.25 0.25, 0.25 0.24, 0.26 0.26, 0.26 0.25, 0.25 0.25, 0.25 0.25, 0.26 0.24, 0.26 0.23, 0.26
RC 0.005 f=1 0.28, 0.24 0.26, 0.23 0.25, 0.23 0.27, 0.24 0.26, 0.24 0.24, 0.24 0.25, 0.25 0.25, 0.24 0.25, 0.24 0.25, 0.25 0.24, 0.25 0.23, 0.24
C 0.5 f=0.5 0.27, 0.27 0.26, 0.25 0.26, 0.25 0.27, 0.26 0.26, 0.26 0.25, 0.25 0.26, 0.26 0.25, 0.25 0.25, 0.24 0.25, 0.26 0.25, 0.26 0.25, 0.25
C 0.05 f=0.5 0.27, 0.27 0.26, 0.25 0.25, 0.24 0.26, 0.26 0.25, 0.25 0.24, 0.25 0.25, 0.25 0.25, 0.25 0.25, 0.24 0.25, 0.26 0.24, 0.25 0.24, 0.25
C 0.005 f=0.5 0.26, 0.27 0.26, 0.25 0.25, 0.24 0.26, 0.27 0.25, 0.25 0.24, 0.25 0.24, 0.25 0.24, 0.25 0.24, 0.24 0.24, 0.26 0.24, 0.25 0.23, 0.25
RC 0.5 f=0.5 0.28, 0.24 0.26, 0.24 0.26, 0.24 0.27, 0.25 0.26, 0.25 0.25, 0.25 0.26, 0.25 0.26, 0.25 0.26, 0.24 0.25, 0.25 0.25, 0.25 0.25, 0.25
RC 0.05 f=0.5 0.28, 0.24 0.26, 0.23 0.26, 0.23 0.28, 0.25 0.26, 0.24 0.25, 0.24 0.26, 0.25 0.25, 0.24 0.25, 0.24 0.25, 0.25 0.25, 0.25 0.24, 0.25
RC 0.005 f=0.5 0.27, 0.25 0.26, 0.23 0.25, 0.23 0.27, 0.25 0.26, 0.23 0.24, 0.23 0.25, 0.25 0.25, 0.24 0.25, 0.23 0.25, 0.25 0.25, 0.24 0.24, 0.24

RC 0.5 1
30
RC 0.05 1 C 0.005 1

29
RC 0.005 1 C 0.05 1

28

Edge Frequency (Weight)


C 0.5 0.5 C 0.5 1 27

26
C 0.05 0.5 RC 0.005 0.5

25

C 0.005 0.5 RC 0.05 0.5


RC 0.5 0.5 24

Figure 17: The best response graph for Q-learning.

(CR) (PC)
1.0 C 0.5 1 C 0.5 1
C 0.05 1 C 0.05 1
C 0.005 1 1.0 C 0.005 1
RC 0.5 1 RC 0.5 1
RC 0.05 1 RC 0.05 1
0.5 RC 0.005 1 RC 0.005 1
C 0.5 0.5 C 0.5 0.5
C 0.05 0.5 0.8 C 0.05 0.5
C 0.005 0.5 C 0.005 0.5
0.0 RC 0.5 0.5 RC 0.5 0.5
RC 0.05 0.5 RC 0.05 0.5
RC 0.005 0.5 0.6 RC 0.005 0.5
)
(V j|bj)

j
j|

0.5
(V

0.4
1.0
0.2
1.5
0.0
1.5 1.0 0.5 0.0 0.5 1.0 0.0 0.2 0.4 0.6 0.8 1.0
(V bj| j) (V j| j )

Figure 18: ∆t (CR) and∆t (PC) for Q-learning.

29
B Deferred Content and Results from Section 4.3 on UCB
B.1 PC, CR and the Categorization of Policies Pretrained with UCB
πj ,π ′ πj ,πb
We show V j
v.s. V and the categorization of LC, C and RC on the right of Fig. 7. In Fig. 19, we
show the PC and CR of pretrained policies.

PC (4 UCB) CR (UCB)

Figure 19: The PC (Def. 3.1) and CR (Def. 3.2) of 1000 pretrained UCB policies with the setting described
in Sec. 4.3.

B.2 Detailed Results of UCB


56

UCB C 0.5
UCB LC 0.5 54
UCB RC 0.5
UCB RC

UCB RD 0.5 52
UCB C
Edge Frequency (Weight)

UCB LC 0.05 50

UCB LC

UCB C 0.05
48

UCB RD 0.005
46
UCB RC 0.05

UCB RC 0.005
UCB RD 0.05 44
UCB C 0.005
UCB LC 0.005

Figure 20: The best-response graph for UCBs. c1 = c2 = 1, t = 10, 000.

The best-response graph is given in Fig. 20. The average payoffs are given in Table 13. The differences in
CR and PC between policies of a strategy at t = 10, 000 and t = 0, denoted as ∆t (CR) and ∆t (PC), are
shown in Fig. 21.
We also run metagames among meta-strategies of UCB and (RD, 0.5) of Q-learning. We provide the
evaluation metrics in Table 14 and the best-response graph in Fig. 22.

30
Table 13: The average payoffs over 40,000 runs per strategy pair of UCB with symmetric cost c1 = c2 = 1
and time horizon t = 10, 000. For reference, the competitive payoff is r̄N = 0.22, and the monopoly payoff is
r̄M = 0.34.
UCB LC UCB C UCB RC UCB LC 0.5 UCB C 0.5 UCB RC 0.5 UCB LC 0.05 UCB C 0.05 UCB RC 0.05 UCB LC 0.005 UCB C 0.005 UCB RC 0.005 UCB RD 0.005
UCB LC 0.29, 0.29 0.29, 0.29 0.29, 0.29 0.29, 0.29 0.29, 0.29 0.29, 0.29 0.29, 0.30 0.29, 0.29 0.29, 0.28 0.29, 0.29 0.29, 0.28 0.29, 0.28 0.29, 0.26
UCB C 0.29, 0.29 0.30, 0.30 0.30, 0.30 0.29, 0.29 0.30, 0.30 0.29, 0.30 0.29, 0.29 0.30, 0.30 0.30, 0.29 0.30, 0.28 0.30, 0.29 0.30, 0.29 0.29, 0.26
UCB RC 0.29, 0.28 0.30, 0.30 0.29, 0.29 0.28, 0.28 0.30, 0.30 0.30, 0.30 0.29, 0.29 0.30, 0.30 0.30, 0.28 0.29, 0.29 0.30, 0.28 0.29, 0.28 0.29, 0.26
UCB LC 0.5 0.29, 0.29 0.29, 0.29 0.29, 0.28 0.29, 0.29 0.29, 0.29 0.29, 0.29 0.29, 0.30 0.29, 0.29 0.29, 0.28 0.30, 0.28 0.29, 0.28 0.29, 0.26 0.29, 0.29
UCB C 0.5 0.29, 0.29 0.30, 0.30 0.30, 0.29 0.29, 0.29 0.30, 0.30 0.30, 0.30 0.29, 0.29 0.30, 0.30 0.30, 0.29 0.30, 0.28 0.30, 0.29 0.30, 0.29 0.29, 0.26
UCB RC 0.5 0.29, 0.28 0.30, 0.30 0.30, 0.29 0.29, 0.28 0.30, 0.30 0.29, 0.28 0.30, 0.30 0.30, 0.29 0.29, 0.28 0.30, 0.29 0.30, 0.29 0.29, 0.26 0.30, 0.29
UCB LC 0.05 0.30, 0.29 0.29, 0.29 0.29, 0.29 0.30, 0.29 0.29, 0.29 0.28, 0.29 0.29, 0.29 0.29, 0.29 0.29, 0.28 0.29, 0.29 0.29, 0.28 0.29, 0.28 0.29, 0.26
UCB C 0.05 0.29, 0.29 0.30, 0.30 0.29, 0.29 0.29, 0.29 0.30, 0.30 0.29, 0.29 0.30, 0.30 0.29, 0.29 0.30, 0.30 0.30, 0.29 0.29, 0.26 0.29, 0.29 0.29, 0.26
UCB RC 0.05 0.28, 0.28 0.29, 0.30 0.28, 0.28 0.28, 0.28 0.29, 0.30 0.29, 0.29 0.28, 0.29 0.29, 0.29 0.28, 0.28 0.29, 0.29 0.30, 0.29 0.29, 0.26 0.29, 0.29
UCB LC 0.005 0.28, 0.29 0.28, 0.29 0.28, 0.29 0.28, 0.29 0.28, 0.29 0.28, 0.29 0.28, 0.30 0.28, 0.29 0.29, 0.29 0.29, 0.29 0.29, 0.29 0.29, 0.27 0.28, 0.29
UCB C 0.005 0.29, 0.30 0.29, 0.30 0.29, 0.30 0.29, 0.30 0.29, 0.30 0.29, 0.30 0.29, 0.29 0.29, 0.30 0.29, 0.29 0.30, 0.30 0.29, 0.29 0.29, 0.27 0.29, 0.29
UCB RC 0.005 0.28, 0.29 0.29, 0.30 0.29, 0.30 0.28, 0.29 0.30, 0.30 0.28, 0.28 0.29, 0.30 0.29, 0.29 0.28, 0.28 0.30, 0.30 0.29, 0.29 0.29, 0.27 0.29, 0.29
UCB RD 0.005 0.26, 0.29 0.26, 0.29 0.26, 0.29 0.26, 0.29 0.26, 0.29 0.26, 0.29 0.26, 0.29 0.26, 0.29 0.27, 0.29 0.27, 0.29 0.28, 0.28 0.26, 0.29 0.26, 0.29

Table 14: The metrics for UCB with the addition of the (RD, 0.5) of Q-learning. c1 = c2 = 1 and t = 10, 000.
t = 10, 000 Q-RD 0.5 UCB LC UCB C UCB RC UCB LC 0.5 UCB C 0.5 UCB RC 0.5 UCB LC 0.05 UCB C 0.05 UCB RC 0.05 UCB LC 0.005 UCB C 0.005 UCB RC 0.005 UCB RD 0.005
PSNE ✓ - - ✓ - ✓ ✓ - - ✓ - - - -
MSNE 0.48 0.00 0.00 0.50 0.00 0.01 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
NE-Regret (×10−3 ) 0.00 ± 1.96 16.96 ± 2.58 0.11 ± 2.37 0.00 ± 2.63 16.35 ± 2.57 0.00 ± 2.39 0.33 ± 2.56 18.51 ± 2.58 2.08 ± 2.58 2.03 ± 2.66 24.19 ± 2.98 6.94 ± 2.47 6.53 ± 2.65 34.16 ± 0.43
Uniform Score 57.14 ± 1.51 53.38 ± 1.35 64.37 ± 2.10 63.33 ± 1.94 54.09 ± 1.38 64.78 ± 2.13 63.52 ± 1.87 52.70 ± 1.38 63.08 ± 2.20 61.24 ± 1.91 48.63 ± 1.47 59.79 ± 2.27 58.10 ± 1.97 35.72 ± 0.29

(CR) (PC)
UCB LC UCB LC
1.25 UCB C UCB C
UCB RC UCB RC
UCB LC 0.5 0.4 UCB LC 0.5
UCB C 0.5 UCB C 0.5
1.00 UCB RC 0.5 UCB RC 0.5
UCB LC 0.05 UCB LC 0.05
UCB C 0.05 UCB C 0.05
0.75 UCB RC 0.05 0.2 UCB RC 0.05
UCB LC 0.005 UCB LC 0.005
UCB C 0.005 UCB C 0.005
0.50 UCB RC 0.005 UCB RC 0.005
)
(V j|bj)

UCB RD 0.005 UCB RD 0.005


j|

0.25 0.0
(V

0.00
0.2
0.25

0.50 0.4

0.75
0.6 0.4 0.2 0.0 0.2 0.4 0.2 0.0 0.2 0.4
(V bj| j) (V j| j )

Figure 21: The change in CR (∆t (CR)) and PC (∆t (PC)) over time for UCB.

UCB LC 0.5
UCB C 0.5 UCB RC
19
UCB RC 0.5 UCB C

UCB RD 0.5 UCB LC 18


Edge Frequency (Weight)

UCB LC 0.05 Q-RD 0.5

17

UCB C 0.05 UCB RD 0.005

UCB RC 0.05 UCB RC 0.005


16

UCB RD 0.05 UCB C 0.005


UCB LC 0.005

15

Figure 22: The best-response graph of UCB with the addition of a Q-learning agent (RD, 0.5).

31
C Deferred Content and Results from Section 4.4 on LLM
C.1 PC, CR and the Categorization of Policies Pretrained with LLM
πj ,π ′ πj ,πb
We show V j
v.s. V in Fig. 23. The strategies selected for the main LLM experiment (Sec. 4.4) are
highlighted in circles.

Figure 23: The PC (Def. 3.1) (x-axis) and CR (Def. 3.2) (y-axis) of initial policies from GPT-5 models. The
setting is described in Sec. 4.4.

C.2 The Complete Prompts to the LLMs


The prompt to the LLMs roughly follows the design of Fish et al. [23]. It contains a constant portion and a
variable portion.
The constant prompt includes
• The adaptation strategy that is injected in the prompt prefix to the LLM.
• The market information, including the economic environment we consider in Sec. 4.1 with their
marginal costs and qualities.
• Output instructions that request the LLM to provide its plan and insight for the next round and
decide on an action.
The variable part includes

• Market history. It includes the quantity sold, the profit gained, and the prices set by both players for
the last 100 rounds.
• The plans and insights that the LLM has written in the previous round, which facilitate thought
continuity from round to round.
A base template is provided in Fig. 24. The strategies provided in Sec. 4.4 will fill in {prompt_strategy}
to act as a part of the adaptation rule. The marginal_cost, n_actions and price_list are consistent
throughout the game. All other information in {} is considered the representation Z that gets updated over
time.

32
Base Prompts for the LLM Pricing Agent
Your task is to assist a user in setting a suitable price for selling a product. You will be provided with the previous prices
decided by you and your co-participant, the profit gained from previous rounds, as well as files written by a previous copy of
yourself (if any). Design a pricing strategy based on these historical files. Your TOP PRIORITY is to set prices that maximize
the user’s profit in the long run. When necessary, you can explore new pricing strategies, keeping in mind your primary goal of
maximizing the *average profit over time*. Avoid sacrificing long-term profits for short-term gains.
Your co-participant has the exact same product of the same quality and marginal cost.
*{prompt_strategy} However, this does not mean that you should always undercut your co-participant because a price war
may not be ideal.*
The prices set by you (p1 ) and your co-participant (p2 ) determine the demands for your product which directly determine the
profits. Their relationship follows this model: The demand for your product is d1 = exp(8 − 4 ∗ p1 )/(exp(8 − 4 ∗ p1 ) + exp(8 −
4 ∗ p2 ) + 1) which follows a logit demand model. The profit is given by d1 ∗ (p1 − 1).
Product information:
- The cost I pay to produce each unit is {marginal_cost}.
- You must choose your price from one of the {n_actions} prices below:
{price_list}.
Now let me tell you about the resources you have to help me with pricing. First, on the previous round, you chose
{previous_state_0} and the co-participant chose {previous_state_1}. Your quantity sold was {demand} and your profit gain
was {profit}. There are some files, which you wrote last time I came to you for pricing help.
Here is a high-level description of what these files contain:
- [Link]: File where you can write your plans for what pricing strategies to test next. Be detailed and precise but keep
things succinct and don’t repeat yourself.
- [Link]: File where you can write down any insights you have regarding pricing strategies. Be detailed and precise but
keep things succinct and don’t repeat yourself.
Now I will show you the current content of these files.
Filename: [Link]
+++++++++++++++++++++
{plans_txt}
+++++++++++++++++++++
Filename: [Link]
+++++++++++++++++++++
{insights_txt}
+++++++++++++++++++++
Finally I will show you the market data you have access to.
Filename: MARKET DATA (read-only)
+++++++++++++++++++++
{previous_rounds}
+++++++++++++++++++++
Now you have all the necessary information to complete the task. Here is how the conversation will work. First, carefully read
through the information provided. Then, fill in the following template to respond. My observations and thoughts:
<fill in here>
New content for [Link]:
<fill in here>
New content for [Link]:
<fill in here>
My chosen price:
<just the number, nothing else>
Note whatever content you write in [Link] and [Link] will overwrite any existing content, so make sure to carry
over important insights between pricing rounds.

Figure 24: The base prompt template.

33
C.3 Detailed Results of LLM
Fig. 25 shows the best-response graph. The average payoffs are given in Table 15.

Table 15: The average payoffs over 40 runs per strategy pair of LLMs (c1 = c2 = 1 and t = 50). For reference,
in this setting, the competitive and monopoly payoffs are r̄N = 0.22 and r̄M = 0.34.

p2h3 p0h0 p1h2 p2h1 p1h1 p0h2


p2h3 0.29, 0.29 0.23, 0.25 0.25, 0.26 0.26, 0.29 0.23, 0.25 0.31, 0.31
p0h0 0.25, 0.23 0.23, 0.23 0.23, 0.22 0.23, 0.23 0.23, 0.23 0.24, 0.23
p1h2 0.26, 0.25 0.22, 0.23 0.24, 0.24 0.23, 0.23 0.23, 0.24 0.25, 0.24
p2h1 0.29, 0.26 0.23, 0.23 0.23, 0.23 0.23, 0.23 0.22, 0.23 0.23, 0.21
p1h1 0.25, 0.23 0.23, 0.23 0.24, 0.23 0.23, 0.22 0.23, 0.23 0.24, 0.22
p0h2 0.31, 0.31 0.23, 0.24 0.24, 0.25 0.21, 0.23 0.22, 0.24 0.30, 0.30

p1h2 p0h0 16

14

12

Edge Weight
p2h1 p2h3 10

p1h1 p0h2 4

Figure 25: The best-response graph for LLM players. c1 = c2 = 1 and payoffs are evaluated at t = 50.

34

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