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Watch and learn: optimizing from revealed preferences feedback 观察和学习:从显示的偏好反馈中优化
Pub Date : 2015-04-04 DOI: 10.1145/2897518.2897579
Aaron Roth, Jonathan Ullman, Zhiwei Steven Wu
A Stackelberg game is played between a leader and a follower. The leader first chooses an action, then the follower plays his best response. The goal of the leader is to pick the action that will maximize his payoff given the follower’s best response. In this paper we present an approach to solving for the leader’s optimal strategy in certain Stackelberg games where the follower’s utility function (and thus the subsequent best response of the follower) is unknown. Stackelberg games capture, for example, the following interaction between a producer and a consumer. The producer chooses the prices of the goods he produces, and then a consumer chooses to buy a utility maximizing bundle of goods. The goal of the seller here is to set prices to maximize his profit—his revenue, minus the production cost of the purchased bundle. It is quite natural that the seller in this example should not know the buyer’s utility function. However, he does have access to revealed preference feedback---he can set prices, and then observe the purchased bundle and his own profit. We give algorithms for efficiently solving, in terms of both computational and query complexity, a broad class of Stackelberg games in which the follower’s utility function is unknown, using only “revealed preference” access to it. This class includes in particular the profit maximization problem, as well as the optimal tolling problem in nonatomic congestion games, when the latency functions are unknown. Surprisingly, we are able to solve these problems even though the optimization problems are non-convex in the leader’s actions.
Stackelberg游戏是领导者和追随者之间的游戏。领导者首先选择一个行动,然后追随者采取他的最佳对策。领导者的目标是在追随者做出最佳反应的情况下,选择能使自己收益最大化的行动。在本文中,我们提出了在某些Stackelberg博弈中求解领导者最优策略的方法,其中追随者的效用函数(因此追随者的后续最佳对策)是未知的。例如,Stackelberg游戏捕捉了生产者和消费者之间的以下互动。生产者选择他生产的商品的价格,然后消费者选择购买效用最大化的一束商品。卖家的目标是设定价格,以使利润最大化——他的收入减去所购买产品的生产成本。很自然,在这个例子中,卖方不应该知道买方的效用函数。然而,他确实可以获得显示的偏好反馈——他可以设定价格,然后观察购买的捆绑包和自己的利润。在计算和查询复杂度方面,我们给出了有效解决一类广泛的Stackelberg博弈的算法,其中追随者的效用函数是未知的,只使用“显示偏好”访问它。这个类特别包括利润最大化问题,以及在延迟函数未知的非原子拥塞博弈中的最优收费问题。令人惊讶的是,我们能够解决这些问题,即使优化问题在领导者的行动中是非凸的。
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引用次数: 58
Algorithmic Bayesian persuasion 算法贝叶斯说服
Pub Date : 2015-03-19 DOI: 10.1145/2897518.2897583
S. Dughmi, Haifeng Xu
Persuasion, defined as the act of exploiting an informational advantage in order to effect the decisions of others, is ubiquitous. Indeed, persuasive communication has been estimated to account for almost a third of all economic activity in the US. This paper examines persuasion through a computational lens, focusing on what is perhaps the most basic and fundamental model in this space: the celebrated Bayesian persuasion model of Kamenica and Gentzkow. Here there are two players, a sender and a receiver. The receiver must take one of a number of actions with a-priori unknown payoff, and the sender has access to additional information regarding the payoffs of the various actions for both players. The sender can commit to revealing a noisy signal regarding the realization of the payoffs of various actions, and would like to do so as to maximize her own payoff in expectation assuming that the receiver rationally acts to maximize his own payoff. When the payoffs of various actions follow a joint distribution (the common prior), the sender's problem is nontrivial, and its computational complexity depends on the representation of this prior. We examine the sender's optimization task in three of the most natural input models for this problem, and essentially pin down its computational complexity in each. When the payoff distributions of the different actions are i.i.d. and given explicitly, we exhibit a polynomial-time (exact) algorithmic solution, and a ``simple'' (1-1/e)-approximation algorithm. Our optimal scheme for the i.i.d. setting involves an analogy to auction theory, and makes use of Border's characterization of the space of reduced-forms for single-item auctions. When action payoffs are independent but non-identical with marginal distributions given explicitly, we show that it is #P-hard to compute the optimal expected sender utility. In doing so, we rule out a generalized Border's theorem, as defined by Gopalan et al, for this setting. Finally, we consider a general (possibly correlated) joint distribution of action payoffs presented by a black box sampling oracle, and exhibit a fully polynomial-time approximation scheme (FPTAS) with a bi-criteria guarantee. Our FPTAS is based on Monte-Carlo sampling, and its analysis relies on the principle of deferred decisions. Moreover, we show that this result is the best possible in the black-box model for information-theoretic reasons.
说服,被定义为利用信息优势来影响他人决策的行为,无处不在。事实上,据估计,有说服力的沟通占美国所有经济活动的近三分之一。本文通过计算的视角来研究说服,重点关注这个领域中最基本和最基本的模型:著名的贝叶斯说服模型Kamenica和genzkow。这里有两个参与者,一个发送者和一个接收者。接收者必须采取一系列具有先验未知收益的行动之一,而发送者可以获得关于双方不同行动收益的额外信息。对于各种行为的收益实现,发送者可以承诺透露一个有噪声的信号,并且希望这样做,以便在接收者理性地行动以最大化自己的收益的前提下最大化自己的预期收益。当各种行为的收益遵循联合分布(共同先验)时,发送方的问题就是非平凡的,其计算复杂度取决于该先验的表示。我们在这个问题的三个最自然的输入模型中检查了发送者的优化任务,并基本上确定了每个模型的计算复杂性。当不同行动的收益分布是i.i.d.并明确给出时,我们展示了一个多项式时间(精确)算法解决方案和一个“简单”(1-1/e)近似算法。我们对i.i.d设置的最优方案涉及到拍卖理论的类比,并利用Border对单一物品拍卖的简化形式空间的表征。当行为收益独立但与明确给出的边际分布不相同时,我们表明计算最优期望发送者效用是#P-hard。在这种情况下,我们排除了Gopalan等人定义的广义边界定理。最后,我们考虑了一种由黑箱抽样预测给出的行动收益的一般(可能相关的)联合分布,并展示了一个具有双准则保证的完全多项式时间近似格式(FPTAS)。我们的FPTAS基于蒙特卡罗采样,其分析依赖于延迟决策原则。此外,由于信息论的原因,我们表明这是黑箱模型中最好的结果。
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引用次数: 115
The price of anarchy in large games 大型游戏中混乱的代价
Pub Date : 2015-03-16 DOI: 10.1145/2897518.2897580
M. Feldman, Nicole Immorlica, Brendan Lucier, T. Roughgarden, Vasilis Syrgkanis
We present an analysis framework for bounding the price of anarchy (POA) in games that have many players, as in many of the games most pertinent to computer science applications. We use this framework to demonstrate that, in many of the models in which the POA has been studied, the POA in large games is much smaller than the worst-case bound. Our framework also differentiates between mechanisms with similar worst-case performance, such as simultaneous uniform-price auctions and greedy combinatorial auctions, thereby providing new insights about which mechanisms are likely to perform well in realistic settings.
我们提出了一个分析框架,用于限制拥有许多玩家的游戏中的无政府状态价格(POA),就像在许多与计算机科学应用最相关的游戏中一样。我们使用这个框架来证明,在许多已经研究过POA的模型中,大型博弈中的POA远小于最坏情况的范围。我们的框架还区分了具有类似最坏情况表现的机制,例如同时统一价格拍卖和贪婪组合拍卖,从而提供了关于哪些机制可能在现实环境中表现良好的新见解。
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引用次数: 66
Deterministic and probabilistic binary search in graphs 图中的确定性和概率二分搜索
Pub Date : 2015-03-03 DOI: 10.1145/2897518.2897656
E. Emamjomeh-Zadeh, D. Kempe, Vikrant Singhal
We consider the following natural generalization of Binary Search: in a given undirected, positively weighted graph, one vertex is a target. The algorithm’s task is to identify the target by adaptively querying vertices. In response to querying a node q, the algorithm learns either that q is the target, or is given an edge out of q that lies on a shortest path from q to the target. We study this problem in a general noisy model in which each query independently receives a correct answer with probability p > 1/2 (a known constant), and an (adversarial) incorrect one with probability 1 − p. Our main positive result is that when p = 1 (i.e., all answers are correct), log2 n queries are always sufficient. For general p, we give an (almost information-theoretically optimal) algorithm that uses, in expectation, no more than (1 − δ) logn/1 − H(p) + o(logn) + O(log2 (1/δ)) queries, and identifies the target correctly with probability at leas 1 − δ. Here, H(p) = −(p logp + (1 − p) log(1 − p)) denotes the entropy. The first bound is achieved by the algorithm that iteratively queries a 1-median of the nodes not ruled out yet; the second bound by careful repeated invocations of a multiplicative weights algorithm. Even for p = 1, we show several hardness results for the problem of determining whether a target can be found using K queries. Our upper bound of log2 n implies a quasipolynomial-time algorithm for undirected connected graphs; we show that this is best-possible under the Strong Exponential Time Hypothesis (SETH). Furthermore, for directed graphs, or for undirected graphs with non-uniform node querying costs, the problem is PSPACE-complete. For a semi-adaptive version, in which one may query r nodes each in k rounds, we show membership in Σ2k−1 in the polynomial hierarchy, and hardness for Σ2k−5.
我们考虑二分搜索的以下自然推广:在给定的无向正加权图中,一个顶点是目标。该算法的任务是通过自适应查询顶点来识别目标。作为对节点q的查询的响应,算法要么知道q是目标,要么从q中得到一条位于从q到目标的最短路径上的边。我们在一个一般的噪声模型中研究这个问题,其中每个查询独立地得到一个概率为p > 1/2(已知常数)的正确答案和一个概率为1 - p的(对抗的)错误答案。我们的主要积极结果是,当p = 1(即所有答案都是正确的)时,log2n个查询总是足够的。对于一般p,我们给出了一个(几乎是信息理论最优的)算法,该算法使用的期望不超过(1−δ) logn/1−H(p) + o(logn) + o(log2 (1/δ))查询,并以至少1−δ的概率正确识别目标。这里,H(p) =−(p logp +(1−p) log(1−p))表示熵。第一个边界是通过迭代查询尚未排除的节点的1中位数来实现的;第二个边界是通过仔细重复调用一个乘法权重算法。即使对于p = 1,对于使用K查询确定是否可以找到目标的问题,我们也显示了几个硬度结果。我们的log2 n的上界暗示了无向连通图的拟多项式时间算法;我们证明了在强指数时间假设(SETH)下这是最可能的。此外,对于有向图,或者具有非均匀节点查询代价的无向图,问题是pspace完全的。对于半自适应版本,其中每个节点可以在k轮中查询r个节点,我们显示了多项式层次结构中Σ2k−1的隶属度,以及Σ2k−5的硬度。
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引用次数: 56
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Proceedings of the forty-eighth annual ACM symposium on Theory of Computing
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