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Price Evolution in a Continuous Double Auction Prediction Market With a Scoring-Rule Based Market Maker
Chakraborty, Mithun (Washington University in St. Louis) | Das, Sanmay (Washington University in St. Louis) | Peabody, Justin (Washington University in St. Louis)
The logarithmic market scoring rule (LMSR), the most common automated market making rule for prediction markets, is typically studied in the framework of dealer markets, where the market maker takes one side of every transaction. The continuous double auction (CDA) is a much more widely used microstructure for general financial markets in practice. In this paper, we study the properties of CDA prediction markets with zero-intelligence traders in which an LMSR-style market maker participates actively. We extend an existing idea of Robin Hanson for integrating LMSR with limit order books in order to provide a new, self-contained market making algorithm that does not need “special” access to the order book and can participate as another trader. We find that, as expected, the presence of the market maker leads to generally lower bid-ask spreads and higher trader surplus (or price improvement), but, surprisingly, does not necessarily improve price discovery and market efficiency; this latter effect is more pronounced when there is higher variability in trader beliefs.
A Faster Core Constraint Generation Algorithm for Combinatorial Auctions
Bünz, Benedikt (Stanford University) | Seuken, Sven (University of Zurich) | Lubin, Benjamin (Boston University)
Computing prices in core-selecting combinatorial auctions is a computationally hard problem. Auctions with many bids can only be solved using a recently proposed core constraint generation (CCG) algorithm, which may still take days on hard instances. In this paper, we present a new algorithm that significantly outperforms the current state of the art. Towards this end, we first provide an alternative definition of the set of core constraints, where each constraint is weakly stronger, and prove that together these constraints define the identical polytope to the previous definition. Using these new theoretical insights we develop two new algorithmic techniques which generate additional constraints in each iteration of the CCG algorithm by 1) exploiting separability in allocative conflicts between participants in the auction, and 2) by leveraging non-optimal solutions. We show experimentally that our new algorithm leads to significant speed-ups on a variety of large combinatorial auction problems. Our work provides new insights into the structure of core constraints and advances the state of the art in fast algorithms for computing core prices in large combinatorial auctions.
Combining Compact Representation and Incremental Generation in Large Games with Sequential Strategies
Bosansky, Branislav (Aarhus University) | Jiang, Albert Xin (Trinity University) | Tambe, Milind (University of Southern California) | Kiekintveld, Christopher (University of Texas at El Paso)
Many search and security games played on a graph can be modeled as normal-form zero-sum games with strategies consisting of sequences of actions. The size of the strategy space provides a computational challenge when solving these games. This complexity is tackled either by using the compact representation of sequential strategies and linear programming, or by incremental strategy generation of iterative double-oracle methods. In this paper, we present novel hybrid of these two approaches: compact-strategy double-oracle (CS-DO) algorithm that combines the advantages of the compact representation with incremental strategy generation. We experimentally compare CS-DO with the standard approaches and analyze the impact of the size of the support on the performance of the algorithms. Results show that CS-DO dramatically improves the convergence rate in games with non-trivial support
Sequence-Form Algorithm for Computing Stackelberg Equilibria in Extensive-Form Games
Bosansky, Branislav (Aarhus University) | Cermak, Jiri (Czech Technical University)
Stackelberg equilibrium is a solution concept prescribing for a player an optimal strategy to commit to, assuming the opponent knows this commitment and plays the best response. Although this solution concept is a cornerstone of many security applications, the existing works typically do not consider situations where the players can observe and react to the actions of the opponent during the course of the game. We extend the existing algorithmic work to extensive-form games and introduce novel algorithm for computing Stackelberg equilibria that exploits the compact sequence-form representation of strategies. Our algorithm reduces the size of the linear programs from exponential in the baseline approach to linear in the size of the game tree. Experimental evaluation on randomly generated games and a security-inspired search game demonstrates significant improvement in the scalability compared to the baseline approach.
Audit Games with Multiple Defender Resources
Blocki, Jeremiah (Carnegie Mellon University) | Christin, Nicolas (Carnegie Mellon University) | Datta, Anupam (Carnegie Mellon University) | Procaccia, Ariel D. (Carnegie Mellon University) | Sinha, Arunesh (University of Southern California)
Modern organizations (e.g., hospitals, social networks, government agencies) rely heavily on audit to detect and punish insiders who inappropriately access and disclose confidential information. Recent work on audit games models the strategic interaction between an auditor with a single audit resource and auditees as a Stackelberg game, augmenting associated well-studied security games with a configurable punishment parameter. We significantly generalize this audit game model to account for multiple audit resources where each resource is restricted to audit a subset of all potential violations, thus enabling application to practical auditing scenarios. We provide an FPTAS that computes an approximately optimal solution to the resulting non-convex optimization problem. The main technical novelty is in the design and correctness proof of an optimization transformation that enables the construction of this FPTAS. In addition, we experimentally demonstrate that this transformation significantly speeds up computation of solutions for a class of audit games and security games.
Justified Representation in Approval-Based Committee Voting
Aziz, Haris (NICTA and University of New South Wales) | Brill, Markus (Duke University) | Conitzer, Vincent (Duke University) | Elkind, Edith (University of Oxford) | Freeman, Rupert (Duke University) | Walsh, Toby (NICTA and UNSW)
We consider approval-based committee voting, i.e., the setting where each voter approves a subset of candidates, and these votes are then used to select a fixed-size set of winners (committee). We propose a natural axiom for this setting, which we call justified representation (JR). This axiom requires that if a large enough group of voters exhibits agree- ment by supporting the same candidate, then at least one voter in this group has an approved candidate in the winning committee. We show that for every list of ballots it is possible to select a committee that provides JR. We then check if this axiom is fulfilled by well-known approval-based voting rules. We show that the answer is negative for most of the rules we consider, with notable exceptions of PAV (Proportional Approval Voting), an extreme version of RAV (Reweighted Approval Voting), and, for a restricted preference domain, MAV (Minimax Approval Voting). We then introduce a stronger version of the JR axiom, which we call extended justified representation (EJR), and show that PAV satisfies EJR, while other rules do not. We also consider several other questions related to JR and EJR, including the relationship between JR/EJR and unanimity, and the complexity of the associated algorithmic problems.
Assessing the Robustness of Cremer-McLean with Automated Mechanism Design
Albert, Michael (The Ohio State University) | Conitzer, Vincent (Duke University) | Lopomo, Giuseppe (Duke University)
In a classic result in the mechanism design literature, Cremerand McLean (1985) show that if buyers’ valuations are sufficiently correlated, a mechanism exists that allows the seller to extract the full surplus from efficient allocation as revenue. This result is commonly seen as “too good to be true” (in practice), casting doubt on its modeling assumptions. In this paper, we use an automated mechanism design approach to assess how sensitive the Cremer-McLean result is to relaxing its main technical assumption. That assumption implies that each valuation that a bidder can have results in a unique conditional distribution over the external signal(s). We relax this, allowing multiple valuations to be consistent with the same distribution over the external signal(s). Using similar insights to Cremer-McLean, we provide a highly efficient algorithm for computing the optimal revenue in this more general case. Using this algorithm, we observe that indeed, as the number of valuations consistent with a distribution grows, the optimal revenue quickly drops to that of a reserve-price mechanism. Thus, automated mechanism design allows us to gain insight into the precise sense in which Cremer-McLean is “too good to be true.”
Automatic Generation of Alternative Starting Positions for Simple Traditional Board Games
Ahmed, Umair Z. (Indian Institute of Technology Kanpur) | Chatterjee, Krishnendu (The Institute of Science and Technology) | Gulwani, Sumit (Microsoft Research, Redmond)
Simple board games, like Tic-Tac-Toe and CONNECT-4, play an important role not only in the development of mathematical and logical skills, but also in the emotional and social development. In this paper, we address the problem of generating targeted starting positions for such games. This can facilitate new approaches for bringing novice players to mastery, and also leads to discovery of interesting game variants. We present an approach that generates starting states of varying hardness levels for player 1 in a two-player board game, given rules of the board game, the desired number of steps required for player 1 to win, and the expertise levels of the two players. Our approach leverages symbolic methods and iterative simulation to efficiently search the extremely large state space. We present experimental results that include discovery of states of varying hardness levels for several simple grid-based board games. The presence of such states for standard game variants like 4 x 4 Tic-Tac-Toe opens up new games to be played that have never been played as the default start state is heavily biased.
A Simulator of Human Emergency Mobility Following Disasters: Knowledge Transfer from Big Disaster Data
Song, Xuan (The University of Tokyo) | Zhang, Quanshi (The University of Tokyo) | Sekimoto, Yoshihide (The University of Tokyo) | Shibasaki, Ryosuke (The University of Tokyo) | Yuan, Nicholas Jing (Microsoft Research) | Xie, Xing (Microsoft Research)
The frequency and intensity of natural disasters has significantly increased over the past decades and this trend is predicted to continue. Facing these possible and unexpected disasters, understanding and simulating of human emergency mobility following disasters will becomethe critical issue for planning effective humanitarian relief, disaster management, and long-term societal reconstruction. However, due to the uniquenessof various disasters and the unavailability of reliable and large scale human mobility data, such kind of research is very difficult to be performed. Hence, in this paper,we collect big and heterogeneous data (e.g. 1.6 million users' GPS records in three years, 17520 times of Japan earthquake data in four years, news reporting data, transportation network data and etc.) to capture and analyze human emergency mobility following different disasters. By mining these big data, we aim to understand what basic laws govern human mobility following disasters, and develop a general model of human emergency mobility for generating and simulating large amount of human emergency movements. The experimental results and validations demonstrate the efficiency of our simulation model, and suggest that human mobility following disasters may be significantly morepredictable and can be easier simulated than previously thought.
Incentivizing Users for Balancing Bike Sharing Systems
Singla, Adish (ETH Zurich) | Santoni, Marco (ElectricFeel Mobility Systems) | Bartók, Gábor (ETH Zurich) | Mukerji, Pratik (ElectricFeel Mobility Systems) | Meenen, Moritz (ElectricFeel Mobility Systems) | Krause, Andreas (ETH Zurich)
Bike sharing systems have been recently adopted by a growing number of cities as a new means of transportation offering citizens a flexible, fast and green alternative for mobility. Users can pick up or drop off the bicycles at a station of their choice without prior notice or time planning. This increased flexibility comes with the challenge of unpredictable and fluctuating demand as well as irregular flow patterns of the bikes. As a result, these systems can incur imbalance problems such as the unavailability of bikes or parking docks at stations. In this light, operators deploy fleets of vehicles which re-distribute the bikes in order to guarantee a desirable service level. Can we engage the users themselves to solve the imbalance problem in bike sharing systems? In this paper, we address this question and present a crowdsourcing mechanism that incentivizes the users in the bike repositioning process by providing them with alternate choices to pick or return bikes in exchange for monetary incentives. We design the complete architecture of the incentives system which employs optimal pricing policies using the approach of regret minimization in online learning. We investigate the incentive compatibility of our mechanism and extensively evaluate it through simulations based on data collected via a survey study. Finally, we deployed the proposed system through a smartphone app among users of a large scale bike sharing system operated by a public transport company, and we provide results from this experimental deployment. To our knowledge, this is the first dynamic incentives system for bikes re-distribution ever deployed in a real-world bike sharing system.