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Cost-Optimal Planning by Self-Interested Agents

AAAI Conferences

As our world becomes better connected and autonomous agents no longer appear to be science fiction, a natural need arises for enabling groups of selfish agents to cooperate in generating plans for diverse tasks that none of them can perform alone in a cost-effective manner. While most work on planning for/by selfish agents revolves around finding stable solutions (e.g., Nash Equilibrium), this work combines techniques from mechanism design with a recently introduced method for distributed planning, in order to find cost optimal (and, thus, social welfare maximizing) solutions. Based on the Vickrey-Clarke-Groves mechanisms, we present both a centralized, and a privacy-preserving distributed mechanism.


Analyzing the Effectiveness of Adversary Modeling in Security Games

AAAI Conferences

Recent deployments of Stackelberg security games (SSG) have led to two competing approaches to handle boundedly rational human adversaries: (1) integrating models of human (adversary) decision-making into the game-theoretic algorithms, and (2) applying robust optimization techniques that avoid adversary modeling. A recent algorithm (MATCH) based on the second approach was shown to outperform the leading modeling-based algorithm even in the presence of significant amount of data. Is there then any value in using human behavior models in solving SSGs? Through extensive experiments with 547 human subjects playing 11102 games in total, we emphatically answer the question in the affirmative, while providing the following key contributions: (i) we show that our algorithm, SU-BRQR, based on a novel integration of human behavior model with the subjective utility function, significantly outperforms both MATCH and its improvements; (ii) we are the first to present experimental results with security intelligence experts, and find that even though the experts are more rational than the Amazon Turk workers, SU-BRQR still outperforms an approach assuming perfect rationality (and to a more limited extent MATCH); (iii) we show the advantage of SU-BRQR in a new, large game setting and demonstrate that sufficient data enables it to improve its performance over MATCH.


Bounding the Cost of Stability in Games over Interaction Networks

AAAI Conferences

We study the stability of cooperative games played over an interaction network, in a model that was introduced by Myerson ['77]. We show that the cost of stability of such games (i.e., the subsidy required to stabilize the game) can be bounded in terms  of natural parameters of their underlying interaction networks. Specifically, we prove that if the treewidth of the interaction network H is k , then the relative cost of stability of any game played over H is at most k + 1, and if the pathwidth of H is k ', then the relative cost of stability is at most k '. We show that these bounds are tight for all k ≥ 2 and all k ' ≥ 1, respectively.


Automating Collusion Detection in Sequential Games

AAAI Conferences

Collusion is the practice of two or more parties deliberately cooperating to the detriment of others. While such behavior may be desirable in certain circumstances, in many it is considered dishonest and unfair. If agents otherwise hold strictly to the established rules, though, collusion can be challenging to police. In this paper, we introduce an automatic method for collusion detection in sequential games. We achieve this through a novel object, called a collusion table, that captures the effects of collusive behavior, i.e., advantage to the colluding parties, without assuming any particular pattern of behavior. We show the effectiveness of this method in the domain of poker, a popular game where collusion is prohibited.


A Framework for Aggregating Influenced CP-Nets and its Resistance to Bribery

AAAI Conferences

We consider multi-agent settings where a set of agents want to take a collective decision, based on their preferences over the possible candidate options. While agents have their initial inclination, they may interact and influence each other, and therefore modify their preferences, until hopefully they reach a stable state and declare their final inclination. At that point, a voting rule is used to aggregate the agents’ preferences and generate the collective decision. Recent work has modeled the influence phenomenon in the case of voting over a single issue. Here we generalize this model to account for preferences over combinatorially structured domains including several issues. We propose a way to model influence when agents express their preferences as CP-nets. We define two procedures for aggregating preferences in this scenario, by interleaving voting and influence convergence, and study their resistance to bribery.


Composition Games for Distributed Systems: The EU Grant Games

AAAI Conferences

We analyze ways by which people decompose into groups in distributed systems. We are interested in systems in which an agent can increase its utility by connecting to other agents, but must also pay a cost that increases with the size of the system. The right balance is achieved by the right size group of agents. We formulate and analyze three intuitive and realistic games and show how simple changes in the protocol can drastically improve the price of anarchy of these games. In particular, we identify two important properties for a low price of anarchy: agreement in joining the system, and the possibility of appealing a rejection from a system. We show that the latter property is especially important if there are some pre-existing constraints regarding who may collaborate (or communicate) with whom.


How to Cut a Cake Before the Party Ends

AAAI Conferences

For decades researchers have struggled with the problem of envy-free cake cutting: how to divide a divisible good between multiple agents so that each agent likes his own allocation best. Although an envy-free cake cutting protocol was ultimately devised, it is unbounded, in the sense that the number of operations can be arbitrarily large, depending on the preferences of the agents. We ask whether bounded protocols exist when the agents' preferences are restricted. Our main result is an envy-free cake cutting protocol for agents with piecewise linear valuations, which requires a number of operations that is polynomial in natural parameters of the given instance.


A Hierarchical Aspect-Sentiment Model for Online Reviews

AAAI Conferences

To help users quickly understand the major opinions from massive online reviews, it is important to automatically reveal the latent structure of the aspects, sentiment polarities, and the association between them. However, there is little work available to do this effectively. In this paper, we propose a hierarchical aspect sentiment model (HASM) to discover a hierarchical structure of aspect-based sentiments from unlabeled online reviews. In HASM, the whole structure is a tree. Each node itself is a two-level tree, whose root represents an aspect and the children represent the sentiment polarities associated with it. Each aspect or sentiment polarity is modeled as a distribution of words. To automatically extract both the structure and parameters of the tree, we use a Bayesian nonparametric model, recursive Chinese Restaurant Process (rCRP), as the prior and jointly infer the aspect-sentiment tree from the review texts. Experiments on two real datasets show that our model is comparable to two other hierarchical topic models in terms of quantitative measures of topic trees. It is also shown that our model achieves better sentence-level classification accuracy than previously proposed aspect-sentiment joint models.


Joint Extraction and Labeling via Graph Propagation for Dictionary Construction

AAAI Conferences

In this paper, we present an approach that jointly infers the boundaries of tokens and their labels to construct dictionaries for Information Extraction. Our approach for joint-inference is based on graph propagation, and extends it in two novel ways. First, we extend the graph representation to capture ambiguities that occur during the token extraction phase. Second, we modify the labeling phase (i.e., label propagation) to utilize this new representation, allowing evidence from labeling to be used for token extraction. Our evaluation shows these extensions (and hence our approach) significantly improve the performance of the outcome dictionaries over pipeline-based approaches by preventing aggressive commitment. Our evaluation also shows that our extensions over a base graph-propagation framework improve the precision without hurting the recall.


Robust Discrete Matrix Completion

AAAI Conferences

Most existing matrix completion methods seek the matrix global structure in the real number domain and produce predictions that are inappropriate for applications retaining discrete structure, where an additional step is required to post-process prediction results with either heuristic threshold parameters or complicated mappings. Such an ad-hoc process is inefficient and impractical. In this paper, we propose a novel robust discrete matrix completion algorithm that produces the prediction from the collection of user specified discrete values by introducing a new discrete constraint to the matrix completion model. Our method achieves a high prediction accuracy, very close to the most optimal value of competitive methods with threshold values tuning. We solve the difficult integer programming problem via incorporating augmented Lagrangian method in an elegant way, which greatly accelerates the converge process of our method and provides the asymptotic convergence in theory. The proposed discrete matrix completion model is applied to solve three real-world applications, and all empirical results demonstrate the effectiveness of our method.