Information Design Against Gaming and Learning Adversaries

arXiv:2609.31643 · cs.LG, cs.AI, cs.CR, cs.GT · Submitted 2026-09-12 · Read on arXiv

cs.LG, cs.AI, cs.CR, cs.GT

Submitted: 2026-09-12

Updated: 2026-09-12

Comments: Accepted at Gamesec 2026 for Oral

Code: https://github.com/krimler/market-design2

License: http://creativecommons.org/licenses/by/4.0/

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

Terminology

Abstract

A principal who deploys a binary classifier with an abstention option must decide which queries the mechanism abstains on. The right choice depends on the adversary. A gaming adversary already knows the classifier and tries to manipulate features across the boundary, so the principal does best by abstaining on queries close to that boundary. The same boundary-localizing rule is the worst possible choice against a learning adversary who does not know the classifier: each abstention now tells the adversary that the boundary is nearby, which is enough to drive a binary search. We analyze this tension. The two natural defenses, abstaining at a fixed rate and abstaining near the boundary, are Blackwell-incomparable: neither can be simulated by post-processing the other's responses. The number of queries needed to reconstruct the boundary to error is Θ(d/) under the first defense and Θ(d (1/)) under the second, where d is the VC dimension of the classifier family and Θ suppresses factors polylogarithmic in d and 1/. The first rate is a worst case over query distributions; no reconstruction algorithm can close the gap at the distributions that attain it. We characterize the Pareto frontier between the two defense objectives, and confirm both rates on seven binary-classification tasks spanning tabular, image, and language-model-feature inputs: label-plus-counterfactual access extracts the boundary with up to 200 times fewer queries than a published label-only baseline.

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