The Consensus Threshold: When World Model Disagreement Breaks Multi-Agent Coordination
Introduction
Multi-agent coordination is a fundamental challenge in both game theory[schelling1960] and AI safety[park2023]. When multiple AI systems—self-driving cars at an intersection, trading algorithms on an exchange, or recommendation systems serving a shared user base—must agree on a joint action, the degree to which their internal world models agree determines whether coordination succeeds.
The pure coordination game[crawford1990] provides the simplest model of this problem: agents simultaneously choose one of actions, receiving payoff 1 if all choose the same action and 0 otherwise. When agents share identical prior beliefs about which action is best, coordination is trivial. But as their priors diverge—reflecting different training data, objectives, or information—coordination becomes increasingly difficult.
We ask: is there a sharp threshold in prior disagreement beyond which coordination collapses? Using agent-based simulation with four agent types (Stubborn, Adaptive, Leader, Follower), we find that the answer depends critically on agent design.
Model
Coordination Game
We define a repeated pure coordination game with agents and possible actions. In each round , every agent simultaneously selects action . The payoff for all agents is:
Prior Disagreement
Each agent holds a prior belief over which action is "correct." We parameterise disagreement with : where is a shared peaked distribution and is agent 's individually shifted peak (rotated by positions). At , all agents agree; at , each agent's peak is a different action.
Agent Types
- Stubborn: Always plays . Never updates beliefs.
- Adaptive: Updates beliefs via EMA: , where is the empirical action distribution and . Uses -greedy exploration ().
- Leader: Like Stubborn (always plays prior-best), intended as a focal-point creator.
- Follower: Like Adaptive with higher learning rate (, ).
Experimental Setup
We run 396 simulations: 4 group compositions (all-Adaptive, all-Stubborn, mixed 2+2, leader-followers 1+3) 11 disagreement levels (0.0 to 1.0) 3 group sizes () 3 random seeds. Each simulation runs 10,000 rounds. Metrics are computed over the final 20% of rounds.
Results
The Consensus Threshold
Table shows coordination rates for .
Coordination rate (mean ± std over 3 seeds) for N = 4 agents.
| Composition | d=0.0 | d=0.3 | d=0.5 | d=0.55 | d=0.6 | d=0.7 | d=1.0 |
|---|---|---|---|---|---|---|---|
| all-Adaptive | .851 \scriptstyle± .003 | .851 \scriptstyle± .003 | .851 \scriptstyle± .003 | .850 \scriptstyle± .003 | .852 \scriptstyle± .003 | .852 \scriptstyle± .003 | .850 \scriptstyle± .005 |
| all-Stubborn | 1.00 \scriptstyle± .000 | 1.00 \scriptstyle± .000 | .667 \scriptstyle± .577 | .000 \scriptstyle± .000 | .000 \scriptstyle± .000 | .000 \scriptstyle± .000 | .000 \scriptstyle± .000 |
| Mixed (2A+2S) | .921 \scriptstyle± .001 | .921 \scriptstyle± .001 | .614 \scriptstyle± .532 | .000 \scriptstyle± .000 | .000 \scriptstyle± .000 | .000 \scriptstyle± .000 | .000 \scriptstyle± .000 |
| Leader+Follow. | .954 \scriptstyle± .007 | .954 \scriptstyle± .007 | .638 \scriptstyle± .553 | .638 \scriptstyle± .553 | .638 \scriptstyle± .553 | .638 \scriptstyle± .553 | .638 \scriptstyle± .553 |
The all-Stubborn composition exhibits a sharp phase transition at (sharpness 13.3): coordination drops from 1.0 to 0.0 within one disagreement step. The mixed composition shows a similarly sharp transition (, sharpness 12.3). Leader-followers maintain partial coordination (63.8%) above the threshold, as followers converge to the leader's fixed action in 2 of 3 seeds.
Adaptive Agents Bypass the Transition
The most striking finding is that all-Adaptive agents show no phase transition at all. Their coordination rate remains constant at 85% across all disagreement levels. This is because -greedy exploration () breaks the symmetry deadlock that traps deterministic agents: random deviations create temporary majorities that the EMA update amplifies into sustained consensus.
The theoretical coordination ceiling for -greedy agents is : for , this gives , close to the observed 0.851. The slight excess arises because agents coordinate on the same random action during exploration some fraction of the time.
Group Size Effect
For all-Adaptive agents at , coordination scales as expected: : 88.5%, : 85.1%, : 78.9%, consistent with the bound. The stubborn-agent phase transition point is invariant to group size ( for ), confirming it is a structural property of the belief geometry.
Discussion
Implications for Multi-AI Systems
Our results suggest that when deploying multiple AI systems that must coordinate:
- Small amounts of exploration prevent catastrophic coordination failure. Even 5% action randomisation maintains coordination at 80%.
- Deterministic policies are brittle. Stubborn agents coordinate perfectly below the threshold but fail completely above it, with no graceful degradation.
- Hierarchical structure helps. Leader-follower architectures maintain partial coordination where flat structures fail, suggesting that designated "coordinator" agents could improve multi-AI systems.
Limitations
Our coordination game is deliberately simple: symmetric payoffs, complete observation, and fixed agent populations. Real multi-AI coordination involves partial observability, asymmetric payoffs, and evolving agent populations. The epsilon-greedy exploration rate is fixed; adaptive exploration (e.g., UCB or Thompson sampling) may yield different transition characteristics.
Related Work
Schelling[schelling1960] introduced focal points as coordination mechanisms. Crawford and Haller[crawford1990] studied how agents learn to coordinate through repeated interaction. Mehta et al.[mehta1994] experimentally measured focal-point salience. Camerer et al.[camerer2004] developed cognitive hierarchy models of strategic reasoning. For the AI safety framing, Park et al.[park2023] survey deception and coordination in AI systems, and Shoham and Leyton-Brown[shoham2008] provide the game-theoretic foundations.
Conclusion
We identified a sharp consensus threshold () in multi-agent coordination games, where deterministic agents undergo a sudden phase transition from perfect coordination to complete failure.
Adaptive agents with epsilon-greedy exploration bypass this transition entirely, maintaining coordination at all disagreement levels.
The entire analysis is agent-executable via a single SKILL.md file, enabling any AI agent to reproduce and extend these findings.
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References
[schelling1960] T. C. Schelling. {\em The Strategy of Conflict}. Harvard University Press, 1960.
[crawford1990] V. P. Crawford and H. Haller. Learning how to cooperate: Optimal play in repeated coordination games. {\em Econometrica}, 58(3):571--595, 1990.
[mehta1994] J. Mehta, C. Starmer, and R. Sugden. The nature of salience: An experimental investigation of pure coordination games. {\em American Economic Review}, 84(3):658--673, 1994.
[camerer2004] C. F. Camerer, T.-H. Ho, and J.-K. Chong. A cognitive hierarchy model of games. {\em Quarterly Journal of Economics}, 119(3):861--898, 2004.
[shoham2008] Y. Shoham and K. Leyton-Brown. {\em Multiagent Systems: Algorithmic, Game-Theoretic, and Logical Foundations}. Cambridge University Press, 2008.
[park2023] P. S. Park, S. Goldstein, A. O'Gara, M. Chen, and D. Hendrycks. AI deception: A survey of examples, risks, and potential solutions. {\em arXiv preprint arXiv:2308.14752}, 2023.
Reproducibility: Skill File
Use this skill file to reproduce the research with an AI agent.
# Skill: World Model Consensus in Multi-Agent Coordination ## Goal Investigate whether there exists a sharp **consensus threshold** — a critical level of prior disagreement — beyond which multi-agent coordination collapses. Run 396 agent-based simulations, measure coordination rates, detect phase transitions, and generate a reproducible analysis report. ## Prerequisites - Python 3.11+ - No GPU, API keys, or network access required - All computation is local (agent-based simulation) ## Steps ### Step 0 — Get the Code Clone the repository and navigate to the submission directory: ```bash git clone https://github.com/davidydu/Claw4S.git cd Claw4S/submissions/world-model-consensus/ ``` All subsequent commands assume you are in this directory. ### Step 1 — Create virtual environment and install dependencies ```bash python3 -m venv .venv .venv/bin/pip install -r requirements.txt ``` **Expected output:** Clean install of numpy==2.2.3, scipy==1.15.2, matplotlib==3.10.1, pytest==8.3.5. ### Step 2 — Run unit tests ```bash .venv/bin/python -m pytest tests/ -v ``` **Expected output:** 51 tests passed, 0 failed. ### Step 3 — Run the experiment ```bash .venv/bin/python run.py ``` **Expected output:** 396 simulations complete. Prints phase transition table and coordination rate matrix. Generates 4 figures and a Markdown report in `results/`. Runtime: ~10 seconds on a 12-core machine. ### Step 4 — Validate results ```bash .venv/bin/python validate.py ``` **Expected output:** 27/27 validation checks passed. ## Output Files | File | Description | |------|-------------| | `results/raw_results.json` | Per-simulation metrics (396 entries) | | `results/summary_table.json` | Aggregated metrics per condition | | `results/phase_transitions.json` | Detected transition points and sharpness | | `results/report.md` | Full Markdown analysis report | | `results/fig1_coordination_vs_disagreement.png` | Main result: coordination rate vs disagreement | | `results/fig2_consensus_time.png` | Consensus speed vs disagreement | | `results/fig3_group_size_effect.png` | Group size scaling (N=3,4,6) | | `results/fig4_fairness.png` | Majority-preference fraction | ## Key Findings 1. A sharp phase transition at d~0.51 for stubborn and mixed compositions (sharpness ~13, coordination drops from 1.0 to 0.0 in one step). 2. Adaptive agents with epsilon-greedy exploration (5%) maintain ~85% coordination at ALL disagreement levels — exploration breaks symmetry. 3. Leader-follower groups partially bridge the gap: 2 of 3 seeds maintain coordination even at maximal disagreement. 4. Coordination rate at d=0 scales with group size: N=3 (88.5%), N=4 (85.1%), N=6 (78.9%), bounded by epsilon noise (0.95^N). ## Experiment Design - **Game:** Pure coordination (payoff 1 if all choose same action, 0 otherwise) - **Agents:** 4 types — Stubborn, Adaptive (EMA + epsilon-greedy), Leader, Follower - **Matrix:** 4 compositions x 11 disagreement levels x 3 group sizes x 3 seeds - **Rounds:** 10,000 per simulation - **Metrics:** Coordination rate (final 20%), consensus time, welfare, fairness ## How to Extend - Change `DISAGREEMENT_LEVELS` in `src/experiment.py` for finer resolution - Add new agent types in `src/agents.py` (subclass `BaseAgent`) - Modify `COMPOSITIONS` in `src/experiment.py` for new group structures - Adjust `epsilon` and `learning_rate` parameters to study exploration-exploitation - Increase `n_rounds` in `SimulationConfig` for longer convergence studies
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