--- name: aamas-experiments description: Use when designing or auditing AAMAS experiments - self-play and population-based training, opponent selection, equilibrium and regret metrics, game-theoretic simulations, ablations, seeds, hyperparameters, compute, and claim-to-evidence fit - with emphasis on experiments that probe the interaction rather than chase a single-agent leaderboard. --- # AAMAS Experiments Use this before submission when the empirical or simulation story is not yet locked. At AAMAS the experiment exists to test the *interaction* claim, not to top a benchmark. ## Experiment audit - Map each empirical claim to a game, a self-play run, a population sweep, an ablation, or a deviation test. - Choose opponents deliberately: self-play alone rarely suffices; include held-out opponents, population sets, or classical strategies as the claim requires. - Separate simulations that validate a solution concept (where the equilibrium is known) from real or applied studies that show practical multiagent behavior. - Report uncertainty for stochastic results over both seeds and opponents: standard errors, confidence intervals, or paired tests. - Report the environment, number of agents, training regime, evaluation protocol, metrics, hyperparameter ranges, chosen settings, seeds, hardware, software versions, and runtime. - Add ablations for the interaction mechanism (communication, reward sharing, the payment rule), not just cosmetic variants. - Audit for the mismatch between the strategic claim and the setup: an equilibrium claim tested against only one fixed opponent, or a cooperation claim that hides a reward-shaping constant. ## What experiments are for at this venue - The strongest design shows the interaction under stress: agents that *can* deviate, opponents the method did not train against, and populations that vary in size or composition. - One experiment that lets agents try to exploit the mechanism and fails to profit is worth more than five extra environments where nothing strategic is tested. - Reviewers, often game theorists, check whether the metric matches the claim: convergence to a named solution concept, exploitability, social welfare, or regret - not just episodic return. ## Interaction-validation design table | Interaction claim | Matching experiment | Reject pattern avoided | |---|---|---| | Converges to equilibrium | Convergence/exploitability curve under simultaneous adaptation | "Equilibrium asserted, never measured" | | Mechanism is truthful | Strategic-deviation test: an agent tries to misreport | "Truthfulness proved, never stress-tested" | | Beats other agents | Round-robin vs held-out opponents and a population | "Self-play only" | | Emergent cooperation | Sweep over reward/opponent settings with variance | "One seed, one setting, one story" | ## Vignette: a coordination-protocol study Suppose the paper claims a learned protocol raises cooperation in a repeated public-goods game. The matching plan: sweep group size and defector fraction for cooperation curves, add held-out opponents that never appeared in training, and inject a free-rider agent to measure whether it profits - every panel tied to a numbered claim or definition. ## Statistical reporting floor - Seeds and replication counts for every stochastic curve; captions must state whether bands are standard errors, confidence intervals, or quantiles, and how many opponents were averaged. - Report the compute actually consumed by self-play, not vague feasibility language. ## Output format ```text [Experiment readiness] strong / adequate / weak [Claim -> evidence map] [Missing interaction evidence] [Reproducibility gaps] [Decision-critical next run] ```