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On Rider Strategic Behavior in Ride-Sharing Platforms 论共享乘车平台上的乘客策略行为
Pub Date : 2024-08-08 DOI: arxiv-2408.04272
Jay Mulay, Diptangshu Sen, Juba Ziani
Over the past decade, ride-sharing services have become increasinglyimportant, with U.S. market leaders such as Uber and Lyft expanding to over 900cities worldwide and facilitating billions of rides annually. This risereflects their ability to meet users' convenience, efficiency, andaffordability needs. However, in busy areas and surge zones, the benefits ofthese platforms can diminish, prompting riders to relocate to cheaper, moreconvenient locations or seek alternative transportation. While much research has focused on the strategic behavior of drivers, thestrategic actions of riders, especially when it comes to riders walking outsideof surge zones, remain under-explored. This paper examines the impact ofrider-side strategic behavior on surge dynamics. We investigate how riders'actions influence market dynamics, including supply, demand, and pricing. Weshow significant impacts, such as spillover effects where demand increases inareas adjacent to surge zones and prices surge in nearby areas. Our theoreticalinsights and experimental results highlight that rider strategic behavior helpsredistribute demand, reduce surge prices, and clear demand in a more balancedway across zones.
在过去十年中,共享乘车服务变得越来越重要,Uber 和 Lyft 等美国市场领导者的业务已扩展到全球 900 多个城市,每年为数十亿次乘车提供便利。这种增长反映出它们能够满足用户对便利、效率和经济性的需求。然而,在繁忙地区和激增区,这些平台的优势可能会减弱,促使乘客迁移到更便宜、更方便的地点或寻求其他交通工具。虽然很多研究都集中在司机的策略行为上,但对乘客的策略行为,尤其是乘客在激增区外行走的策略行为,仍然缺乏深入探讨。本文研究了乘车人的战略行为对激增动态的影响。我们研究了乘客的行为如何影响市场动态,包括供应、需求和定价。我们发现了一些重要的影响,比如溢出效应,即激增区附近地区的需求增加,附近地区的价格激增。我们的理论观点和实验结果突出表明,乘客的策略行为有助于分配需求、降低激增价格,并以更均衡的方式清理各区的需求。
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引用次数: 0
Meta-mechanisms for Combinatorial Auctions over Social Networks 社交网络上组合拍卖的元机制
Pub Date : 2024-08-08 DOI: arxiv-2408.04555
Yuan Fang, Mengxiao Zhang, Jiamou Liu, Bakh Khoussainov
Recently there has been a large amount of research designing mechanisms forauction scenarios where the bidders are connected in a social network.Different from the existing studies in this field that focus on specificauction scenarios e.g. single-unit auction and multi-unit auction, this paperconsiders the following question: is it possible to design a scheme that, givena classical auction scenario and a mechanism $tilde{mathcal{M}}$ suited forit, produces a mechanism in the network setting that preserves the keyproperties of $tilde{mathcal{M}}$? To answer this question, we designmeta-mechanisms that provide a uniform way of transforming mechanisms fromclassical models to mechanisms over networks and prove that the desirableproperties are preserved by our meta-mechanisms. Our meta-mechanisms providesolutions to combinatorial auction scenarios in the network setting: (1)combinatorial auction with single-minded buyers and (2) combinatorial auctionwith general monotone valuation. To the best of our knowledge, this is thefirst work that designs combinatorial auctions over a social network.
最近,针对竞拍者在社交网络中相互连接的拍卖场景设计机制的研究大量涌现。与专注于特定拍卖场景(如单单位拍卖和多单位拍卖)的现有研究不同,本文考虑了以下问题:在给定经典拍卖场景和适合该场景的机制 $tilde{mathcal{M}}$ 的情况下,是否有可能设计出一种网络环境下的机制,从而保留 $tilde{mathcal{M}}$ 的关键属性?为了回答这个问题,我们设计了元机制,以统一的方式将机制从经典模型转换为网络机制,并证明我们的元机制保留了理想的属性。我们的元机制为网络环境下的组合拍卖场景提供了解决方案:(1)具有单一买方的组合拍卖;(2)具有一般单调估值的组合拍卖。据我们所知,这是第一部在社交网络上设计组合拍卖的著作。
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引用次数: 0
Balancing Efficiency with Equality: Auction Design with Group Fairness Concerns 平衡效率与平等:拍卖设计与群体公平问题
Pub Date : 2024-08-08 DOI: arxiv-2408.04545
Fengjuan Jia, Mengxiao Zhang, Jiamou Liu, Bakh Khoussainov
The issue of fairness in AI arises from discriminatory practices inapplications like job recommendations and risk assessments, emphasising theneed for algorithms that do not discriminate based on group characteristics.This concern is also pertinent to auctions, commonly used for resourceallocation, which necessitate fairness considerations. Our study examinesauctions with groups distinguished by specific attributes, seeking to (1)define a fairness notion that ensures equitable treatment for all, (2) identifymechanisms that adhere to this fairness while preserving incentivecompatibility, and (3) explore the balance between fairness and seller'srevenue. We introduce two fairness notions-group fairness and individualfairness-and propose two corresponding auction mechanisms: the GroupProbability Mechanism, which meets group fairness and incentive criteria, andthe Group Score Mechanism, which also encompasses individual fairness. Throughexperiments, we validate these mechanisms' effectiveness in promoting fairnessand examine their implications for seller revenue.
人工智能中的公平性问题源于工作推荐和风险评估等应用中的歧视性做法,这强调了不基于群体特征进行歧视的算法的必要性。我们的研究考察了以特定属性区分群体的拍卖,力求:(1)定义一种公平概念,确保所有人都能得到公平对待;(2)确定既能遵守这种公平性,又能保持激励相容性的机制;(3)探索公平性与卖方收益之间的平衡。我们引入了两种公平概念--群体公平和个人公平,并提出了两种相应的拍卖机制:群体概率机制和群体分数机制,前者符合群体公平和激励标准,后者也包含个人公平。通过实验,我们验证了这些机制在促进公平方面的有效性,并研究了它们对卖家收入的影响。
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引用次数: 0
Nash Equilibrium in Games on Graphs with Incomplete Preferences 不完全偏好图上博弈的纳什均衡
Pub Date : 2024-08-05 DOI: arxiv-2408.02860
Abhishek N. Kulkarni, Jie Fu, Ufuk Topcu
Games with incomplete preferences are an important model for studyingrational decision-making in scenarios where players face incomplete informationabout their preferences and must contend with incomparable outcomes. We studythe problem of computing Nash equilibrium in a subclass of two-player gamesplayed on graphs where each player seeks to maximally satisfy their (possiblyincomplete) preferences over a set of temporal goals. We characterize the Nashequilibrium and prove its existence in scenarios where player preferences arefully aligned, partially aligned, and completely opposite, in terms of thewell-known solution concepts of sure winning and Pareto efficiency. Whenpreferences are partially aligned, we derive conditions under which a playerneeds cooperation and demonstrate that the Nash equilibria depend not only onthe preference alignment but also on whether the players need cooperation toachieve a better outcome and whether they are willing to cooperate.Weillustrate the theoretical results by solving a mechanism design problem for adrone delivery scenario.
不完全偏好博弈是研究理性决策的一个重要模型,在这种博弈中,博弈者面临着关于其偏好的不完全信息,并且必须面对不可比拟的结果。我们研究了计算图上双人博弈亚类中的纳什均衡问题,在这种博弈中,每个博弈者都试图最大限度地满足他们对一组时间目标的偏好(可能是不完全的)。我们根据众所周知的必胜和帕累托效率的解概念,描述了纳什均衡的特征,并证明了它在玩家偏好完全一致、部分一致和完全相反的情况下的存在性。当偏好部分一致时,我们推导出玩家需要合作的条件,并证明纳什均衡不仅取决于偏好一致,还取决于玩家是否需要合作以获得更好的结果,以及他们是否愿意合作。
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引用次数: 0
A Lower Bound for Local Search Proportional Approval Voting 本地搜索比例赞成票的下限
Pub Date : 2024-08-05 DOI: arxiv-2408.02300
Sonja Kraiczy, Edith Elkind
Selecting $k$ out of $m$ items based on the preferences of $n$ heterogeneousagents is a widely studied problem in algorithmic game theory. If agents haveapproval preferences over individual items and harmonic utility functions overbundles -- an agent receives $sum_{j=1}^tfrac{1}{j}$ utility if $t$ of herapproved items are selected -- then welfare optimisation is captured by avoting rule known as Proportional Approval Voting (PAV). PAV also satisfiesdemanding fairness axioms. However, finding a winning set of items under PAV isNP-hard. In search of a tractable method with strong fairness guarantees, abounded local search version of PAV was proposed by Aziz et al. It proceeds bystarting with an arbitrary size-$k$ set $W$ and, at each step, checking ifthere is a pair of candidates $ain W$, $bnotin W$ such that swapping $a$ and$b$ increases the total welfare by at least $varepsilon$; if yes, it performsthe swap. Aziz et al.~show that setting $varepsilon=frac{n}{k^2}$ ensuresboth the desired fairness guarantees and polynomial running time. However, theyleave it open whether the algorithm converges in polynomial time if$varepsilon$ is very small (in particular, if we do not stop until there areno welfare-improving swaps). We resolve this open question, by showing that if$varepsilon$ can be arbitrarily small, the running time of this algorithm maybe super-polynomial. Specifically, we prove a lower bound of~$Omega(k^{logk})$ if improvements are chosen lexicographically. To complement our lowerbound, we provide an empirical comparison of two variants of local search --better-response and best-response -- on several real-life data sets and avariety of synthetic data sets. Our experiments indicate that, empirically,better response exhibits faster running time than best response.
从 $m$ 项目中根据 $n$ 异质代理的偏好选择 $k$ 是算法博弈论中广泛研究的问题。如果代理对单个项目具有批准偏好,并且在捆绑上具有谐波效用函数--如果选择了$t$他批准的项目,代理就会获得$sum_{j=1}^tfrac{1}{j}$效用--那么福利优化就可以通过称为比例批准投票(PAV)的投票规则来实现。PAV 也满足苛刻的公平公理。然而,在 PAV 下找到一组获胜的项目是一件非常困难的事情。为了寻找一种具有强大公平性保证的简单方法,Aziz 等人提出了 PAV 的有源局部搜索版本。该版本从一个任意大小为 $k$ 的集合 $W$ 开始,每一步都要检查是否有一对候选项 $ain W$,$bnotin W$,使得交换 $a$ 和 $b$ 至少能使总福利增加 $varepsilon$;如果有,则执行交换。Aziz 等人的研究表明,设置 $varepsilon=frac{n}{k^2}$ 既能保证所需的公平性,又能保证多项式运行时间。然而,如果$varepsilon$ 非常小(特别是,如果我们在没有改善福利的交换之前不停止),算法是否会在多项式时间内收敛,他们还没有给出答案。我们通过证明如果$varepsilon$ 可以任意小,那么这个算法的运行时间可能是超多项式的,从而解决了这个悬而未决的问题。具体来说,如果按词典选择改进,我们证明了~$Omega(k^{/logk})$的下限。为了补充我们的下限,我们在多个真实数据集和多种合成数据集上对本地搜索的两种变体--更好响应和最佳响应--进行了实证比较。我们的实验表明,根据经验,更好的响应比最佳响应的运行时间更快。
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引用次数: 0
Enhanced Equilibria-Solving via Private Information Pre-Branch Structure in Adversarial Team Games 通过对抗性团队博弈中的私有信息预分支结构增强均衡解法
Pub Date : 2024-08-05 DOI: arxiv-2408.02283
Chen Qiu, Haobo Fu, Kai Li, Weixin Huang, Jiajia Zhang, Xuan Wang
In ex ante coordinated adversarial team games (ATGs), a team competes againstan adversary, and the team members are only allowed to coordinate theirstrategies before the game starts. The team-maxmin equilibrium with correlation(TMECor) is a suitable solution concept for ATGs. One class of TMECor-solvingmethods transforms the problem into solving NE in two-player zero-sum games,leveraging well-established tools for the latter. However, existing methods arefundamentally action-based, resulting in poor generalizability and low solvingefficiency due to the exponential growth in the size of the transformed game.To address the above issues, we propose an efficient game transformation methodbased on private information, where all team members are represented by asingle coordinator. We designed a structure called private informationpre-branch, which makes decisions considering all possible private informationfrom teammates. We prove that the size of the game transformed by our method isexponentially reduced compared to the current state-of-the-art. Moreover, wedemonstrate equilibria equivalence. Experimentally, our method achieves asignificant speedup of 182.89$times$ to 694.44$times$ in scenarios where thecurrent state-of-the-art method can work, such as small-scale Kuhn poker andLeduc poker. Furthermore, our method is applicable to larger games and thosewith dynamically changing private information, such as Goofspiel.
在事前协调的对抗团队博弈(ATGs)中,一个团队与一个对手竞争,团队成员只能在博弈开始前协调他们的策略。具有相关性的团队最大最小均衡(TMECor)是一种适用于 ATGs 的解概念。一类 TMECor 求解方法将问题转化为双人零和博弈中的求解近地问题,并利用了后者的成熟工具。为了解决上述问题,我们提出了一种基于私人信息的高效博弈转换方法,在这种方法中,所有团队成员都由一个协调者代表。为了解决上述问题,我们提出了一种基于私人信息的高效博弈转换方法。我们证明,与目前最先进的方法相比,用我们的方法转换的博弈规模呈指数级缩小。此外,我们还证明了等价均衡。在实验中,我们的方法在当前最先进方法可以工作的场景中(如小规模库恩扑克和勒杜扑克)实现了从 182.89 次到 694.44 次的显著提速。此外,我们的方法还适用于大型游戏和私人信息动态变化的游戏,如 Goofspiel。
{"title":"Enhanced Equilibria-Solving via Private Information Pre-Branch Structure in Adversarial Team Games","authors":"Chen Qiu, Haobo Fu, Kai Li, Weixin Huang, Jiajia Zhang, Xuan Wang","doi":"arxiv-2408.02283","DOIUrl":"https://doi.org/arxiv-2408.02283","url":null,"abstract":"In ex ante coordinated adversarial team games (ATGs), a team competes against\u0000an adversary, and the team members are only allowed to coordinate their\u0000strategies before the game starts. The team-maxmin equilibrium with correlation\u0000(TMECor) is a suitable solution concept for ATGs. One class of TMECor-solving\u0000methods transforms the problem into solving NE in two-player zero-sum games,\u0000leveraging well-established tools for the latter. However, existing methods are\u0000fundamentally action-based, resulting in poor generalizability and low solving\u0000efficiency due to the exponential growth in the size of the transformed game.\u0000To address the above issues, we propose an efficient game transformation method\u0000based on private information, where all team members are represented by a\u0000single coordinator. We designed a structure called private information\u0000pre-branch, which makes decisions considering all possible private information\u0000from teammates. We prove that the size of the game transformed by our method is\u0000exponentially reduced compared to the current state-of-the-art. Moreover, we\u0000demonstrate equilibria equivalence. Experimentally, our method achieves a\u0000significant speedup of 182.89$times$ to 694.44$times$ in scenarios where the\u0000current state-of-the-art method can work, such as small-scale Kuhn poker and\u0000Leduc poker. Furthermore, our method is applicable to larger games and those\u0000with dynamically changing private information, such as Goofspiel.","PeriodicalId":501316,"journal":{"name":"arXiv - CS - Computer Science and Game Theory","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141934937","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Randomized Strategyproof Mechanisms with Best of Both Worlds Fairness and Efficiency 兼顾公平与效率的随机化策略防范机制
Pub Date : 2024-08-02 DOI: arxiv-2408.01027
Ankang Sun, Bo Chen
We study the problem of mechanism design for allocating a set of indivisibleitems among agents with private preferences on items. We are interested in sucha mechanism that is strategyproof (where agents' best strategy is to reporttheir true preferences) and is expected to ensure fairness and efficiency to acertain degree. We first present an impossibility result that a deterministicmechanism does not exist that is strategyproof, fair and efficient forallocating indivisible chores. We then utilize randomness to overcome thestrong impossibility. For allocating indivisible chores, we propose arandomized mechanism that is strategyproof in expectation as well as ex-anteand ex-post (best of both worlds) fair and efficient. For allocating mixeditems, where an item can be a good (i.e., with a positive utility) for oneagent but a chore (i.e., a with negative utility) for another, we propose arandomized mechanism that is strategyproof in expectation with best of bothworlds fairness and efficiency when there are two agents.
我们研究的是在对物品有私人偏好的代理人之间分配一组不可分割物品的机制设计问题。我们感兴趣的是这样一种机制,它既能防止策略失误(即代理人的最佳策略是报告他们的真实偏好),又能在一定程度上确保公平和效率。我们首先提出了一个不可能的结果,即不存在一个在分配不可分割的家务时不受策略影响、公平且高效的确定性机制。然后,我们利用随机性来克服强不可能性。对于不可分割家务的分配,我们提出了一种随机化机制,这种机制在预期中不受策略影响,而且在事前和事后(两全其美)都是公平有效的。在分配混合物品时,一个物品对一个代理来说可能是物品(即具有正效用),而对另一个代理来说可能是家务(即具有负效用),我们提出了一种随机化机制,当有两个代理时,该机制在预期中不受策略影响,并且具有两全其美的公平性和效率。
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引用次数: 0
Game Theory Based Community-Aware Opinion Dynamics 基于博弈论的社区意识舆论动态
Pub Date : 2024-08-02 DOI: arxiv-2408.01196
Shanfan Zhang, Xiaoting Shen, Zhan Bu
Examining the mechanisms underlying the formation and evolution of opinionswithin real-world social systems, which consist of numerous individuals, canprovide valuable insights for effective social functioning and informedbusiness decision making. The focus of our study is on the dynamics of opinionsinside a networked multi-agent system. We provide a novel approach called theGame Theory Based Community-Aware Opinion Formation Process (GCAOFP) toaccurately represent the co-evolutionary dynamics of communities and opinionsin real-world social systems. The GCAOFP algorithm comprises two distinct stepsin each iteration. 1) The Community Dynamics Process conceptualizes the processof community formation as a non-cooperative game involving a finite number ofagents. Each individual agent aims to maximize their own utility by adopting aresponse that leads to the most favorable update of the community label. 2) TheOpinion Formation Process involves the updating of an individual agent'sopinion within a community-aware framework that incorporates boundedconfidence. This process takes into account the updated matrix of communitymembers and ensures that an agent's opinion aligns with the opinions of otherswithin their community, within certain defined limits. The present studyprovides a theoretical proof that under any initial conditions, theaforementioned co-evolutionary dynamics process will ultimately reach anequilibrium state. In this state, both the opinion vector and community membermatrix will stabilize after a finite number of iterations. In contrast toconventional opinion dynamics models, the guaranteed convergence of agentopinion within the same community ensures that the convergence of opinionstakes place exclusively inside a given community.
现实世界的社会系统由无数个体组成,研究现实世界中意见形成和演变的内在机制,可以为有效的社会运作和明智的商业决策提供有价值的见解。我们的研究重点是网络多代理系统中的意见动态。我们提供了一种名为 "基于博弈论的社群意识意见形成过程"(GCAOFP)的新方法,以准确呈现现实世界社会系统中社群和意见的共同演化动态。GCAOFP 算法的每次迭代包括两个不同的步骤。1) 社群动态过程将社群形成过程概念化为一个涉及有限数量代理的非合作博弈。每个个体代理的目标都是通过采取最有利的社区标签更新反应来最大化自己的效用。2) 观点形成过程涉及在社区感知框架内更新个体代理的观点,该框架包含有界置信度。这一过程会考虑到社区成员的更新矩阵,并确保代理的观点在一定范围内与社区内其他人的观点保持一致。本研究从理论上证明,在任何初始条件下,上述共同进化动力学过程最终都会达到平衡状态。在这种状态下,意见向量和社群成员矩阵都会在有限的迭代次数后趋于稳定。与传统的舆论动力学模型不同的是,保证同一社区内代理舆论的收敛性确保了舆论的收敛只发生在特定社区内。
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引用次数: 0
A Game Theoretic Analysis of High Occupancy Toll Lane Design 高占用率收费车道设计的博弈论分析
Pub Date : 2024-08-02 DOI: arxiv-2408.01413
Zhanhao Zhang, Ruifan Yang, Manxi Wu
In this article, we study the optimal design of High Occupancy Toll (HOT)lanes. The traffic authority determines the road capacity allocation betweenHOT lanes and ordinary lanes, as well as the toll price charged for travelersusing HOT lanes who do not meet the high-occupancy eligibility criteria. Wedevelop a game-theoretic model to analyze the decisions of travelers withheterogeneous preference parameters in values of time and carpool disutilities.These travelers choose between paying or forming carpools to use the HOT lanes,or taking the ordinary lanes. Travelers' welfare depends on the congestion costof the lane they use, the toll payment, and the carpool disutilities. Forhighways with a single entrance and exit node, we provide a completecharacterization of equilibrium strategies and a comparative statics analysisof how the equilibrium vehicle flow and travel time change with HOT capacityand toll price. We then extend the single segment model to highways withmultiple entrance and exit nodes. We extend the equilibrium concept and proposevarious design objectives considering traffic congestion, toll revenue, andsocial welfare. Using the data collected from the HOT lane of the CaliforniaInterstate Highway 880 (I-880), we formulate a convex program to estimate thetravel demand and approximate the distribution of travelers' preferenceparameters. We then compute the optimal toll design of five segments for I-880for achieve each one of the four objectives, and compare the optimal solutionwith the current toll pricing.
本文研究了高占用率收费(HOT)车道的优化设计。交通管理部门决定 HOT 车道和普通车道之间的道路容量分配,以及对使用 HOT 车道但不符合高占有率资格标准的旅客收取的通行费价格。我们建立了一个博弈论模型,分析在时间和拼车效用值方面具有异质偏好参数的旅行者的决策。这些旅行者会选择付费或拼车使用 HOT 车道,还是使用普通车道。旅行者的福利取决于他们所使用车道的拥堵成本、通行费支付和拼车效用。对于只有一个入口和出口节点的高速公路,我们对均衡策略进行了完整描述,并对均衡车辆流量和旅行时间如何随 HOT 容量和收费价格变化进行了比较静态分析。然后,我们将单一路段模型扩展到具有多个出入口节点的高速公路。我们扩展了平衡概念,并提出了考虑交通拥堵、通行费收入和社会福利的各种设计目标。利用从加利福尼亚州 880 号州际公路(I-880)的 HOT 车道收集到的数据,我们制定了一个凸程序来估计旅行需求并近似计算旅行者偏好参数的分布。然后,我们计算了 I-880 五个路段的最优收费设计,以实现四个目标中的每个目标,并将最优方案与当前的收费定价进行比较。
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引用次数: 0
Trustworthy Machine Learning under Social and Adversarial Data Sources 社交和对抗性数据源下值得信赖的机器学习
Pub Date : 2024-08-02 DOI: arxiv-2408.01596
Han Shao
Machine learning has witnessed remarkable breakthroughs in recent years. Asmachine learning permeates various aspects of daily life, individuals andorganizations increasingly interact with these systems, exhibiting a wide rangeof social and adversarial behaviors. These behaviors may have a notable impacton the behavior and performance of machine learning systems. Specifically,during these interactions, data may be generated by strategic individuals,collected by self-interested data collectors, possibly poisoned by adversarialattackers, and used to create predictors, models, and policies satisfyingmultiple objectives. As a result, the machine learning systems' outputs mightdegrade, such as the susceptibility of deep neural networks to adversarialexamples (Shafahi et al., 2018; Szegedy et al., 2013) and the diminishedperformance of classic algorithms in the presence of strategic individuals(Ahmadi et al., 2021). Addressing these challenges is imperative for thesuccess of machine learning in societal settings.
近年来,机器学习取得了令人瞩目的突破。随着机器学习渗透到日常生活的方方面面,个人和组织越来越多地与这些系统进行交互,并表现出广泛的社会行为和对抗行为。这些行为可能会对机器学习系统的行为和性能产生显著影响。具体来说,在这些交互过程中,数据可能会被有战略眼光的个人生成、被利己的数据收集者收集、可能被敌对的攻击者毒害,并被用来创建预测器、模型和政策,以满足多重目标。因此,机器学习系统的输出可能会下降,例如深度神经网络容易受到对抗性实例的影响(Shafahi 等人,2018 年;Szegedy 等人,2013 年),以及经典算法在战略个体存在的情况下性能下降(Ahmadi 等人,2021 年)。要想让机器学习在社会环境中取得成功,应对这些挑战势在必行。
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引用次数: 0
期刊
arXiv - CS - Computer Science and Game Theory
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