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Jason Gaitonde

Jason Gaitonde contributes to research discovery and scholarly infrastructure.

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Published work

4 published item(s)

preprint2026arXiv

A Hierarchical Language Model with Predictable Scaling Laws and Provable Benefits of Reasoning

We introduce a family of synthetic languages with hierarchical structure -- generated by a broadcast process on trees -- for which the role of context length and reasoning in autoregressive generation can be analyzed precisely. At the heart of our analytic approach is an \emph{exact $k$-gram ansatz} in place of transformers with context length $k$, a substitution we then validate empirically. Using this ansatz we derive explicit asymptotic predictions for distributional statistics of the sequences produced by a trained model, instantiated in two settings. For the \emph{Ising broadcast process} (a soft-constrained language), we prove that the variance of the generated sum scales log-linearly in the context depth and its kurtosis converges to that of a Gaussian -- both deviating from the true language for any sublinear context. For the \emph{coloring broadcast process} (a hard-constrained language) in the freezing regime, bounded-context autoregression produces sequences that, with high probability, are inconsistent with \emph{any} valid coloring of the underlying tree. Together these results imply an $Ω(n)$ lower bound on the context length required to faithfully sample length-$n$ sequences. In contrast, we prove that an autoregressive \emph{reasoning} model with only $Θ(\log n)$ working memory can sample exactly from the true language -- an exponential improvement. We confirm both the lower-bound predictions and the reasoning-based upper bound empirically with transformers trained on the synthetic language; the trained models track our asymptotic predictions quantitatively across a wide range of context sizes.

preprint2026arXiv

Budget Pacing in Repeated Auctions: Regret and Efficiency without Convergence

We study the aggregate welfare and individual regret guarantees of dynamic \emph{pacing algorithms} in the context of repeated auctions with budgets. Such algorithms are commonly used as bidding agents in Internet advertising platforms, adaptively learning to shade bids by a tunable linear multiplier in order to match a specified budget. We show that when agents simultaneously apply a natural form of gradient-based pacing, the liquid welfare obtained over the course of the learning dynamics is at least half the optimal expected liquid welfare obtainable by any allocation rule. Crucially, this result holds \emph{without requiring convergence of the dynamics}, allowing us to circumvent known complexity-theoretic obstacles of finding equilibria. This result is also robust to the correlation structure between agent valuations and holds for any \emph{core auction}, a broad class of auctions that includes first-price, second-price, and generalized second-price auctions as special cases. For individual guarantees, we further show such pacing algorithms enjoy \emph{dynamic regret} bounds for individual utility- and value-maximization, with respect to the sequence of budget-pacing bids, for any auction satisfying a monotone bang-for-buck property. To complement our theoretical findings, we provide semi-synthetic numerical simulations based on auction data from the Bing Advertising platform.

preprint2020arXiv

Adversarial Perturbations of Opinion Dynamics in Networks

We study the connections between network structure, opinion dynamics, and an adversary's power to artificially induce disagreements. We approach these questions by extending models of opinion formation in the social sciences to represent scenarios, familiar from recent events, in which external actors seek to destabilize communities through sophisticated information warfare tactics via fake news and bots. In many instances, the intrinsic goals of these efforts are not necessarily to shift the overall sentiment of the network, but rather to induce discord. These perturbations diffuse via opinion dynamics on the underlying network, through mechanisms that have been analyzed and abstracted through work in computer science and the social sciences. We investigate the properties of such attacks, considering optimal strategies both for the adversary seeking to create disagreement and for the entities tasked with defending the network from attack. We show that for different formulations of these types of objectives, different regimes of the spectral structure of the network will limit the adversary's capacity to sow discord; this enables us to qualitatively describe which networks are most vulnerable against these perturbations. We then consider the algorithmic task of a network defender to mitigate these sorts of adversarial attacks by insulating nodes heterogeneously; we show that, by considering the geometry of this problem, this optimization task can be efficiently solved via convex programming. Finally, we generalize these results to allow for two network structures, where the opinion dynamics process and the measurement of disagreement become uncoupled, and determine how the adversary's power changes; for instance, this may arise when opinion dynamics are controlled an online community via social media, while disagreement is measured along "real-world" connections.

preprint2020arXiv

Stability and Learning in Strategic Queuing Systems

Bounding the price of anarchy, which quantifies the damage to social welfare due to selfish behavior of the participants, has been an important area of research. In this paper, we study this phenomenon in the context of a game modeling queuing systems: routers compete for servers, where packets that do not get service will be resent at future rounds, resulting in a system where the number of packets at each round depends on the success of the routers in the previous rounds. We model this as an (infinitely) repeated game, where the system holds a state (number of packets held by each queue) that arises from the results of the previous round. We assume that routers satisfy the no-regret condition, e.g. they use learning strategies to identify the server where their packets get the best service. Classical work on repeated games makes the strong assumption that the subsequent rounds of the repeated games are independent (beyond the influence on learning from past history). The carryover effect caused by packets remaining in this system makes learning in our context result in a highly dependent random process. We analyze this random process and find that if the capacity of the servers is high enough to allow a centralized and knowledgeable scheduler to get all packets served even with double the packet arrival rate, and queues use no-regret learning algorithms, then the expected number of packets in the queues will remain bounded throughout time, assuming older packets have priority. This paper is the first to study the effect of selfish learning in a queuing system, where the learners compete for resources, but rounds are not all independent: the number of packets to be routed at each round depends on the success of the routers in the previous rounds.