Genre
Optimizing Positional Scoring Rules for Rank Aggregation
Caragiannis, Ioannis (University of Patras) | Chatzigeorgiou, Xenophon (University of Patras) | Krimpas, George A. (University of Patras) | Voudouris, Alexandros A. (University of Patras)
Nowadays, several crowdsourcing projects exploit social choice methods for computing an aggregate ranking of alternatives given individual rankings provided by workers. Motivated by such systems, we consider a setting where each worker is asked to rank a fixed (small) number of alternatives and, then, a positional scoring rule is used to compute the aggregate ranking. Among the apparently infinite such rules, what is the best one to use? To answer this question, we assume that we have partial access to an underlying true ranking. Then, the important optimization problem to be solved is to compute the positional scoring rule whose outcome, when applied to the profile of individual rankings, is as close as possible to the part of the underlying true ranking we know. We study this fundamental problem from a theoretical point of view and present positive and negative complexity results. Furthermore, we complement our theoretical findings with experiments on real-world and synthetic data.
Dynamic Thresholding and Pruning for Regret Minimization
Brown, Noam (Carnegie Mellon University) | Kroer, Christian (Carnegie Mellon University) | Sandholm, Tuomas (Carnegie Mellon University)
Regret minimization is widely used in determining strategies for imperfect-information games and in online learning. In large games, computing the regrets associated with a single iteration can be slow. For this reason, pruning โ in which parts of the decision tree are not traversed in every iteration โ has emerged as an essential method for speeding up iterations in large games. The ability to prune is a primary reason why the Counterfactual Regret Minimization (CFR) algorithm using regret matching has emerged as the most popular iterative algorithm for imperfect-information games, despite its relatively poor convergence bound. In this paper, we introduce dynamic thresholding, in which a threshold is set at every iteration such that any action in the decision tree with probability below the threshold is set to zero probability. This enables pruning for the first time in a wide range of algorithms. We prove that dynamic thresholding can be applied to Hedge while increasing its convergence bound by only a constant factor in terms of number of iterations. Experiments demonstrate a substantial improvement in performance for Hedge as well as the excessive gap technique.
Teams in Online Scheduling Polls: Game-Theoretic Aspects
Bredereck, Robert (University of Oxford) | Chen, Jiehua (Technische Universitรคt Berlin) | Niedermeier, Rolf (Technische Universitรคt Berlin) | Obraztsova, Svetlana (Hebrew University of Jerusalem) | Talmon, Nimrod (Weizmann Institute of Science)
Consider an important meeting to be held in a team-based organization. Taking availability constraints into account, an online scheduling poll is being used in order to decide upon the exact time of the meeting. Decisions are to be taken during the meeting, therefore each team would like to maximize its relative attendance (i.e. the proportional number of its team members attending the meeting). We introduce a corresponding game, where each team can declare a lower total availability in the scheduling poll in order to improve its relative attendanceโthe pay-off. We are especially interested in situations where teams can form coalitions. We provide an efficient algorithm that, given a coalition, finds an optimal way for each team in a coalition to improve its pay-off. In contrast, we show that deciding whether such a coalition exists is NP-hard. We also study the existence of Nash equilibria: Finding Nash equilibria for various small sizes of teams and coalitions can be done in polynomial time while it is coNP-hard if the coalition size is unbounded.
Exclusion Method for Finding Nash Equilibrium in Multiplayer Games
Berg, Kimmo (Aalto University School of Science) | Sandholm, Tuomas (Carnegie Mellon University)
We present a complete algorithm for finding an epsilon-Nash equilibrium, for arbitrarily small epsilon, in games with more than two players. The method improves the best-known upper bound with respect to the number of players n, and it is the first implemented algorithm, to our knowledge, that manages to solve all instances. The main components of our tree-search-based method are a node-selection strategy, an exclusion oracle, and a subdivision scheme. The node-selection strategy determines the next region (of the strategy profile probability vector space) to be explored โ based on the region's size and an estimate of whether the region contains an equilibrium. The exclusion oracle provides a provably correct sufficient condition for there not to exist an equilibrium in the region. The subdivision scheme determines how the region is split if it cannot be excluded. Unlike the well-known incomplete methods, our method does not need to proceed locally, which avoids it getting stuck in a local minimum---in the space of players' regrets โ that may be far from any actual equilibrium. The run time grows rapidly with the game size; this reflects the dimensionality of this difficult problem. That suggests a hybrid scheme where one of the relatively fast prior incomplete algorithms is run, and if it fails to find an equilibrium, then our method is used.
Preference Elicitation For Participatory Budgeting
Benade, Gerdus (Carnegie Mellon University) | Nath, Swaprava (Carnegie Mellon University) | Procaccia, Ariel D. (Carnegie Mellon University) | Shah, Nisarg (Harvard University )
Participatory budgeting enables the allocation of public funds by collecting and aggregating individual preferences; it has already had a sizable real-world impact. But making the most of this new paradigm requires a rethinking of some of the basics of computational social choice, including the very way in which individuals express their preferences. We analytically compare four preference elicitation methods -- knapsack votes, rankings by value or value for money, and threshold approval votes -- through the lens of implicit utilitarian voting, and find that threshold approval votes are qualitatively superior. This conclusion is supported by experiments using data from real participatory budgeting elections.
Faster and Simpler Algorithm for Optimal Strategies of Blotto Game
Behnezhad, Soheil (University of Maryland) | Dehghani, Sina (University of Maryland) | Derakhshan, Mahsa (University of Maryland) | Hajiaghayi, MohammadTaghi (University of Maryland) | Seddighin, Saeed (University of Maryland)
In the Colonel Blotto game, which was initially introduced by Borel in 1921, two colonels simultaneously distribute their troops across different battle๏ฌelds.The winner of each battle๏ฌeld is determined independently by a winner-take-all rule. The ultimate payoff of each colonel is the number of battle๏ฌelds he wins. This game is commonly used for analyzing a wide range of applications such as the U.S presidential election, innovative technology competitions, advertisements, etc. There have been persistent efforts for ๏ฌnding the optimal strategies for the Colonel Blotto game. After almost a century Ahmadinejad, Dehghani, Hajiaghayi, Lucier, Mahini, and Seddighin provided a poly-time algorithm for ๏ฌnding the optimal strategies. They ๏ฌrst model the problem by a Linear Program (LP) with exponential number of constraints and use Ellipsoid method to solve it. However, despite the theoretical importance of their algorithm, it ishighly impractical. In general, even Simplex method (despite its exponential running-time) performs better than Ellipsoid method in practice. In this paper, we provide the ๏ฌrst polynomial-size LP formulation of the optimal strategies for the Colonel Blotto game. We use linear extension techniques. Roughly speaking, we project the strategy space polytope to a higher dimensional space, which results in a lower number of facets for the polytope.We use this polynomial-size LP to provide a novel, simpler and signi๏ฌcantly faster algorithm for ๏ฌnding the optimal strategies for the Colonel Blotto game. We further show this representation is asymptotically tight in terms of the number of constraints. We also extend our approach to multi-dimensional Colonel Blotto games, and implement our algorithm to observe interesting properties of Colonel Blotto; for example, we observe the behavior of players in the discrete model is very similar to the previously studied continuous model.
Strategic Signaling and Free Information Disclosure in Auctions
Alkoby, Shani (Bar-Ilan University) | Sarne, David (Bar-Ilan University) | Milchtaich, Igal (Bar-Ilan University)
With the increasing interest in the role information providers play in multi-agent systems, much effort has been dedicated to analyzing strategic information disclosure and signaling by such agents. This paper analyzes the problem in the context of auctions (specifically for second-price auctions). It provides an equilibrium analysis to the case where the information provider can use signaling according to some pre-committed scheme before introducing its regular (costly) information selling offering. The signal provided, publicly discloses (for free) some of the information held by the information provider. Providing the signaling is thus somehow counter intuitive as the information provider ultimately attempts to maximize her gain from selling the information she holds. Still, we show that such signaling capability can be highly beneficial for the information provider and even improve social welfare. Furthermore, the examples provided demonstrate various possible other beneficial behaviors available to the different players as well as to a market designer, such as paying the information provider to leave the system or commit to a specific signaling scheme. Finally, the paper provides an extension of the underlying model, related to the use of mixed signaling strategies.
Associative Memory Using Dictionary Learning and Expander Decoding
Mazumdar, Arya (University of Massachusetts Amherst) | Rawat, Ankit Singh (Massachusetts Institute of Technology)
An associative memory is a framework of content-addressable memory that stores a collection of message vectors (or a dataset) over a neural network while enabling a neurally feasible mechanism to recover any message in the dataset from its noisy version. Designing an associative memory requires addressing two main tasks: 1) learning phase: given a dataset, learn a concise representation of the dataset in the form of a graphical model (or a neural network), 2) recall phase: given a noisy version of a message vector from the dataset, output the correct message vector via a neurally feasible algorithm over the network learnt during the learning phase. This paper studies the problem of designing a class of neural associative memories which learns a network representation for a large dataset that ensures correction against a large number of adversarial errors during the recall phase. Specifically, the associative memories designed in this paper can store dataset containing exp( n ) n -length message vectors over a network with O ( n ) nodes and can tolerate ฮฉ( n / polylog) adversarial errors. This paper carries out this memory design by mapping the learning phase and recall phase to the tasks of dictionary learning with a square dictionary and iterative error correction in an expander code, respectively.
Expectile Matrix Factorization for Skewed Data Analysis
Zhu, Rui (University of Alberta) | Niu, Di (University of Alberta) | Kong, Linglong (University of Alberta ) | Li, Zongpeng (University of Calgary)
Matrix factorization is a popular approach to solving matrix estimation problems based on partial observations. Existing matrix factorization is based on least squares and aims to yield a low-rank matrix to interpret the conditional sample means given the observations. However, in many real applications with skewed and extreme data, least squares cannot explain their central tendency or tail distributions, yielding undesired estimates. In this paper, we propose expectile matrix factorization by introducing asymmetric least squares, a key concept in expectile regression analysis, into the matrix factorization framework. We propose an efficient algorithm to solve the new problem based on alternating minimization and quadratic programming. We prove that our algorithm converges to a global optimum and exactly recovers the true underlying low-rank matrices when noise is zero. For synthetic data with skewed noise and a real-world dataset containing web service response times, the proposed scheme achieves lower recovery errors than the existing matrix factorization method based on least squares in a wide range of settings.
Efficient Delivery Policy to Minimize User Traffic Consumption in Guaranteed Advertising
Zhang, Jia (Chinese Academy of Sciences and University of Chinese Academy of Sciences) | Wang, Zheng (The University of Hong Kong) | Li, Qian (Chinese Academy of Sciences and University of Chinese Academy of Sciences) | Zhang, Jialin (Chinese Academy of Sciences and University of Chinese Academy of Sciences) | Lan, Yanyan (Chinese Academy of Sciences and University of Chinese Academy of Sciences) | Li, Qiang (Chinese Academy of Sciences and University of Chinese Academy of Sciences) | Sun, Xiaoming (CAS Key Lab of Network Data Science and Technology, Institute of Computing Technology, Chinese Academy of Sciences University of Chinese Academy of Sciences)
In this work, we study the guaranteed delivery model which is widely used in online advertising. In the guaranteed delivery scenario, ad exposures (which are also called impressions in some works) to users are guaranteed by contracts signed in advance between advertisers and publishers. A crucial problem for the advertising platform is how to fully utilize the valuable user traffic to generate as much as possible revenue. Different from previous works which usually minimize the penalty of unsatisfied contracts and some other cost (e.g. representativeness), we propose the novel consumption minimization model, in which the primary objective is to minimize the user traffic consumed to satisfy all contracts. Under this model, we develop a near optimal method to deliver ads for users. The main advantage of our method lies in that it consumes nearly as least as possible user traffic to satisfy all contracts, therefore more contracts can be accepted to produce more revenue. It also enables the publishers to estimate how much user traffic is redundant or short so that they can sell or buy this part of traffic in bulk in the exchange market. Furthermore, it is robust with regard to priori knowledge of user type distribution. Finally, the simulation shows that our method outperforms the traditional state-of-the-art methods.