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David Parkes

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36 papers
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36

NeurIPS Conference 2025 Conference Paper

BundleFlow: Deep Menus for Combinatorial Auctions by Diffusion-Based Optimization

  • Tonghan Wang
  • Yanchen Jiang
  • David Parkes

Differentiable economics—the use of deep learning for auction design—has driven progress in multi-item auction design with additive and unit-demand valuations. However, there has been little progress for combinatorial auctions (CAs), even in the simplest and yet important single bidder case, due to exponential growth of the bundle space with the number of items. We address this challenge by introducing a deep network architecture for a menu-based CA, which supports the first dominant-strategy incentive compatible (DSIC), revenue-optimizing single-bidder CA. Our idea is to generate a bundle distribution through an ordinary differential equation (ODE) applied to a tractable initial distribution. The BundleFlow method learns suitable ODE-based transforms, one for each menu element, to optimize expected revenue. BundleFlow achieves up to 2. 23$\times$ higher revenue than baselines on standard CA testbeds and scales up to 500 items. Compared with other menu-learning baselines, BundleFlow also reduces training iterations by 3. 6-9. 5$\times$ and cuts training time by about 80% in settings with 50 and 100 items.

NeurIPS Conference 2025 Conference Paper

Inner Speech as Behavior Guides: Steerable Imitation of Diverse Behaviors for Human-AI coordination

  • Rakshit Trivedi
  • Kartik Sharma
  • David Parkes

Effective human-AI coordination requires artificial agents capable of exhibiting and responding to human-like behaviors while adapting to changing contexts. Imitation learning has emerged as one of the prominent approaches to build such agents by training them to mimic human-demonstrated behaviors. However, current methods struggle to capture the inherent diversity and non-Markovian nature of human behavior and lack the ability to steer behavior at inference time. Drawing inspiration from the theory of human cognitive processes, where inner speech guides action selection before execution, we propose MIMIC (Modeling Inner Motivations for Imitation and Control), a framework that uses language as an internal representation of behavioral intent. MIMIC employs the novel use of vision-language models as linguistic scaffolding to train a conditional variational autoencoder capable of generating inner speech from observations. A diffusion-based behavior cloning policy then selects actions conditioned on current observations and the generated inner speech. MIMIC enables fine-grained steering of behavior at inference time by conditioning the agent on behavior-specific speech. Experiments across robotic manipulation tasks and human-AI collaboration games demonstrate that MIMIC significantly enhances both behavior diversity and fidelity to human demonstrations while enabling nuanced behavioral steering without training on additional demonstrations.

AAAI Conference 2024 Short Paper

Strategic Recommendation: Revenue Optimal Matching for Online Platforms (Student Abstract)

  • Luca D'Amico-Wong
  • Gary Qiurui Ma
  • David Parkes

We consider a platform in a two-sided market with unit-supply sellers and unit-demand buyers. Each buyer can transact with a subset of sellers it knows off platform and another seller that the platform recommends. Given the choice of sellers, transactions and prices form a competitive equilibrium. The platform selects one seller for each buyer, and charges a fixed percentage of prices to all transactions that it recommends. The platform seeks to maximize total revenue. We show that the platform's problem is NP-hard, even when each buyer knows at most two buyers off platform. Finally, when each buyer values all sellers equally and knows only one buyer off platform, we provide a polynomial time algorithm that optimally solves the problem.

AAAI Conference 2021 Conference Paper

Reinforcement Learning of Sequential Price Mechanisms

  • Gianluca Brero
  • Alon Eden
  • Matthias Gerstgrasser
  • David Parkes
  • Duncan Rheingans-Yoo

We introduce the use of reinforcement learning for indirect mechanisms, working with the existing class of sequential price mechanisms, which generalizes both serial dictatorship and posted price mechanisms and essentially characterizes all strongly obviously strategyproof mechanisms. Learning an optimal mechanism within this class forms a partiallyobservable Markov decision process. We provide rigorous conditions for when this class of mechanisms is more powerful than simpler static mechanisms, for sufficiency or insufficiency of observation statistics for learning, and for the necessity of complex (deep) policies. We show that our approach can learn optimal or near-optimal mechanisms in several experimental settings.

AAAI Conference 2020 Conference Paper

Information Shaping for Enhanced Goal Recognition of Partially-Informed Agents

  • Sarah Keren
  • Haifeng Xu
  • Kofi Kwapong
  • David Parkes
  • Barbara Grosz

We extend goal recognition design to account for partially informed agents. In particular, we consider a two-agent setting in which one agent, the actor, seeks to achieve a goal but has only incomplete information about the environment. The second agent, the recognizer, has perfect information and aims to recognize the actor’s goal from its behavior as quickly as possible. As a one-time offline intervention and with the objective of facilitating the recognition task, the recognizer can selectively reveal information to the actor. The problem of selecting which information to reveal, which we call information shaping, is challenging not only because the space of information shaping options may be large, but also because more information revelation need not make it easier to recognize an agent’s goal. We formally define this problem, and suggest a pruning approach for efficiently searching the search space. We demonstrate the effectiveness and efficiency of the suggested method on standard benchmarks.

NeurIPS Conference 2019 Conference Paper

Finding Friend and Foe in Multi-Agent Games

  • Jack Serrino
  • Max Kleiman-Weiner
  • David Parkes
  • Josh Tenenbaum

Recent breakthroughs in AI for multi-agent games like Go, Poker, and Dota, have seen great strides in recent years. Yet none of these games address the real-life challenge of cooperation in the presence of unknown and uncertain teammates. This challenge is a key game mechanism in hidden role games. Here we develop the DeepRole algorithm, a multi-agent reinforcement learning agent that we test on "The Resistance: Avalon", the most popular hidden role game. DeepRole combines counterfactual regret minimization (CFR) with deep value networks trained through self-play. Our algorithm integrates deductive reasoning into vector-form CFR to reason about joint beliefs and deduce partially observable actions. We augment deep value networks with constraints that yield interpretable representations of win probabilities. These innovations enable DeepRole to scale to the full Avalon game. Empirical game-theoretic methods show that DeepRole outperforms other hand-crafted and learned agents in five-player Avalon. DeepRole played with and against human players on the web in hybrid human-agent teams. We find that DeepRole outperforms human players as both a cooperator and a competitor.

AAMAS Conference 2018 Conference Paper

Playing the Wrong Game: Bounding Externalities in Diverse Populations of Agents

  • Reshef Meir
  • David Parkes

The robustness of multiagent systems can be affected by mistakes or behavioral biases (e. g. , risk-aversion, altruism, toll-sensitivity), with some agents playing the “wrong game. ” This can change the set of equilibria, and may in turn harm or improve the social welfare of agents in the system. We are interested in bounding what we call the biased price of anarchy (BPoA) in populations with diverse agent behaviors, which is the ratio between welfare in the “wrong” equilibrium and optimal welfare. We study nonatomic routing games, and derive an externality bound that depends on a key topological parameter of the underlying network. We then prove two general BPoA bounds for games with diverse populations: one that relies on the network structure and the average bias of all agents in the population, and one that is independent of the structure but depends on the maximal bias. Both types of bounds can be combined with known results to derive concrete BPoA bounds for a variety of specific behaviors (e. g. , varied levels of risk-aversion).

NeurIPS Conference 2017 Conference Paper

Multi-View Decision Processes: The Helper-AI Problem

  • Christos Dimitrakakis
  • David Parkes
  • Goran Radanovic
  • Paul Tylkin

We consider a two-player sequential game in which agents have the same reward function but may disagree on the transition probabilities of an underlying Markovian model of the world. By committing to play a specific policy, the agent with the correct model can steer the behavior of the other agent, and seek to improve utility. We model this setting as a multi-view decision process, which we use to formally analyze the positive effect of steering policies. Furthermore, we develop an algorithm for computing the agents' achievable joint policy, and we experimentally show that it can lead to a large utility increase when the agents' models diverge.

NeurIPS Conference 2016 Conference Paper

Long-term Causal Effects via Behavioral Game Theory

  • Panagiotis Toulis
  • David Parkes

Planned experiments are the gold standard in reliably comparing the causal effect of switching from a baseline policy to a new policy. % One critical shortcoming of classical experimental methods, however, is that they typically do not take into account the dynamic nature of response to policy changes. For instance, in an experiment where we seek to understand the effects of a new ad pricing policy on auction revenue, agents may adapt their bidding in response to the experimental pricing changes. Thus, causal effects of the new pricing policy after such adaptation period, the {\em long-term causal effects}, are not captured by the classical methodology even though they clearly are more indicative of the value of the new policy. % Here, we formalize a framework to define and estimate long-term causal effects of policy changes in multiagent economies. Central to our approach is behavioral game theory, which we leverage to formulate the ignorability assumptions that are necessary for causal inference. Under such assumptions we estimate long-term causal effects through a latent space approach, where a behavioral model of how agents act conditional on their latent behaviors is combined with a temporal model of how behaviors evolve over time.

AAAI Conference 2015 Conference Paper

Congestion Games with Distance-Based Strict Uncertainty

  • Reshef Meir
  • David Parkes

We put forward a new model of congestion games where agents have uncertainty over the routes used by other agents. We take a non-probabilistic approach, assuming that each agent knows that the number of agents using an edge is within a certain range. Given this uncertainty, we model agents who either minimize their worst-case cost (WCC) or their worstcase regret (WCR), and study implications on equilibrium existence, convergence through adaptive play, and efficiency. Under the WCC behavior the game reduces to a modified congestion game, and welfare improves when agents have moderate uncertainty. Under WCR behavior the game is not, in general, a congestion game, but we show convergence and efficiency bounds for a simple class of games.

NeurIPS Conference 2015 Conference Paper

Learnability of Influence in Networks

  • Harikrishna Narasimhan
  • David Parkes
  • Yaron Singer

We establish PAC learnability of influence functions for three common influence models, namely, the Linear Threshold (LT), Independent Cascade (IC) and Voter models, and present concrete sample complexity results in each case. Our results for the LT model are based on interesting connections with neural networks; those for the IC model are based an interpretation of the influence function as an expectation over random draw of a subgraph and use covering number arguments; and those for the Voter model are based on a reduction to linear regression. We show these results for the case in which the cascades are only partially observed and we do not see the time steps in which a node has been influenced. We also provide efficient polynomial time learning algorithms for a setting with full observation, i. e. where the cascades also contain the time steps in which nodes are influenced.

NeurIPS Conference 2014 Conference Paper

A Statistical Decision-Theoretic Framework for Social Choice

  • Hossein Azari Soufiani
  • David Parkes
  • Lirong Xia

In this paper, we take a statistical decision-theoretic viewpoint on social choice, putting a focus on the decision to be made on behalf of a system of agents. In our framework, we are given a statistical ranking model, a decision space, and a loss function defined on (parameter, decision) pairs, and formulate social choice mechanisms as decision rules that minimize expected loss. This suggests a general framework for the design and analysis of new social choice mechanisms. We compare Bayesian estimators, which minimize Bayesian expected loss, for the Mallows model and the Condorcet model respectively, and the Kemeny rule. We consider various normative properties, in addition to computational complexity and asymptotic behavior. In particular, we show that the Bayesian estimator for the Condorcet model satisfies some desired properties such as anonymity, neutrality, and monotonicity, can be computed in polynomial time, and is asymptotically different from the other two rules when the data are generated from the Condorcet model for some ground truth parameter.

AAAI Conference 2013 Conference Paper

Automated Workflow Synthesis

  • Haoqi Zhang
  • Eric Horvitz
  • David Parkes

By coordinating efforts from humans and machines, human computation systems can solve problems that machines cannot tackle alone. A general challenge is to design efficient human computation algorithms or workflows with which to coordinate the work of the crowd. We introduce a method for automated workflow synthesis aimed at ideally harnessing human efforts by learning about the crowd’s performance on tasks and synthesizing an optimal workflow for solving a problem. We present experimental results for human sorting tasks, which demonstrate both the benefit of understanding and optimizing the structure of workflows based on observations. Results also demonstrate the benefits of using value of information to guide experiments for identifying efficient workflows with fewer experiments.

NeurIPS Conference 2013 Conference Paper

Contrastive Learning Using Spectral Methods

  • James Zou
  • Daniel Hsu
  • David Parkes
  • Ryan Adams

In many natural settings, the analysis goal is not to characterize a single data set in isolation, but rather to understand the difference between one set of observations and another. For example, given a background corpus of news articles together with writings of a particular author, one may want a topic model that explains word patterns and themes specific to the author. Another example comes from genomics, in which biological signals may be collected from different regions of a genome, and one wants a model that captures the differential statistics observed in these regions. This paper formalizes this notion of contrastive learning for mixture models, and develops spectral algorithms for inferring mixture components specific to a foreground data set when contrasted with a background data set. The method builds on recent moment-based estimators and tensor decompositions for latent variable models, and has the intuitive feature of using background data statistics to appropriately modify moments estimated from foreground data. A key advantage of the method is that the background data need only be coarsely modeled, which is important when the background is too complex, noisy, or not of interest. The method is demonstrated on applications in contrastive topic modeling and genomic sequence analysis.

AAAI Conference 2013 Conference Paper

Dynamic Social Choice with Evolving Preferences

  • David Parkes
  • Ariel Procaccia

Social choice theory provides insights into a variety of collective decision making settings, but nowadays some of its tenets are challenged by internet environments, which call for dynamic decision making under constantly changing preferences. In this paper we model the problem via Markov decision processes (MDP), where the states of the MDP coincide with preference profiles and a (deterministic, stationary) policy corresponds to a social choice function. We can therefore employ the axioms studied in the social choice literature as guidelines in the design of socially desirable policies. We present tractable algorithms that compute optimal policies under different prominent social choice constraints. Our machinery relies on techniques for exploiting symmetries and isomorphisms between MDPs.

NeurIPS Conference 2013 Conference Paper

Generalized Method-of-Moments for Rank Aggregation

  • Hossein Azari Soufiani
  • William Chen
  • David Parkes
  • Lirong Xia

In this paper we propose a class of efficient Generalized Method-of-Moments(GMM) algorithms for computing parameters of the Plackett-Luce model, where the data consists of full rankings over alternatives. Our technique is based on breaking the full rankings into pairwise comparisons, and then computing parameters that satisfy a set of generalized moment conditions. We identify conditions for the output of GMM to be unique, and identify a general class of consistent and inconsistent breakings. We then show by theory and experiments that our algorithms run significantly faster than the classical Minorize-Maximization (MM) algorithm, while achieving competitive statistical efficiency.

NeurIPS Conference 2013 Conference Paper

Generalized Random Utility Models with Multiple Types

  • Hossein Azari Soufiani
  • Hansheng Diao
  • Zhenyu Lai
  • David Parkes

We propose a model for demand estimation in multi-agent, differentiated product settings and present an estimation algorithm that uses reversible jump MCMC techniques to classify agents' types. Our model extends the popular setup in Berry, Levinsohn and Pakes (1995) to allow for the data-driven classification of agents' types using agent-level data. We focus on applications involving data on agents' ranking over alternatives, and present theoretical conditions that establish the identifiability of the model and uni-modality of the likelihood/posterior. Results on both real and simulated data provide support for the scalability of our approach.

AAAI Conference 2012 Conference Paper

A Complexity-of-Strategic-Behavior Comparison between Schulze’s Rule and Ranked Pairs

  • David Parkes
  • Lirong Xia

Schulze’s rule and ranked pairs are two Condorcet methods that both satisfy many natural axiomatic properties. Schulze’s rule is used in the elections of many organizations, including the Wikimedia Foundation, the Pirate Party of Sweden and Germany, the Debian project, and the Gento Project. Both rules are immune to control by cloning alternatives, but little is otherwise known about their strategic robustness, including resistance to manipulation by one or more voters, control by adding or deleting alternatives, adding or deleting votes, and bribery. Considering computational barriers, we show that these types of strategic behavior are NP-hard for ranked pairs (both constructive, in making an alternative a winner, and destructive, in precluding an alternative from being a winner). Schulze’s rule, in comparison, remains vulnerable at least to constructive manipulation by a single voter and destructive manipulation by a coalition. As the first such polynomialtime rule known to resist all such manipulations, and considering also the broad axiomatic support, ranked pairs seems worthwhile to consider for practical applications.

AAAI Conference 2012 Conference Paper

A Robust Bayesian Truth Serum for Small Populations

  • Jens Witkowski
  • David Parkes

Peer prediction mechanisms allow the truthful elicitation of private signals (e. g. , experiences, or opinions) in regard to a true world state when this ground truth is unobservable. The original peer prediction method is incentive compatible for any number of agents n ≥ 2, but relies on a common prior, shared by all agents and the mechanism. The Bayesian Truth Serum (BTS) relaxes this assumption. While BTS still assumes that agents share a common prior, this prior need not be known to the mechanism. However, BTS is only incentive compatible for a large enough number of agents, and the particular number of agents required is uncertain because it depends on this private prior. In this paper, we present a robust BTS for the elicitation of binary information which is incentive compatible for every n ≥ 3, taking advantage of a particularity of the quadratic scoring rule. The robust BTS is the first peer prediction mechanism to provide strict incentive compatibility for every n ≥ 3 without relying on knowledge of the common prior. Moreover, and in contrast to the original BTS, our mechanism is numerically robust and ex post individually rational.

AAMAS Conference 2012 Conference Paper

Predicting Your Own Effort

  • David F. Bacon
  • Yiling Chen
  • Ian Kash
  • David Parkes
  • Malvika Rao
  • Manu Sridharan

We consider a setting in which a worker and a manager may each have information about the likely completion time of a task, and the worker also affects the completion time by choosing a level of effort. The task itself may further be composed of a set of subtasks, and the worker can also decide how many of these subtasks to split out into an explicit prediction task. In addition, a worker can learn about the likely completion time of a task as work on subtasks completes. We characterize a family of scoring rules for the worker and manager that provide three properties: information is truthfully reported, best effort is exerted by the worker in completing tasks as quickly as possible; and collusion is not possible. We also study the factors influencing when a worker will split a task into subtasks, each forming a separate prediction target.

AAMAS Conference 2012 Conference Paper

Task Routing for Prediction Tasks

  • Haoqi Zhang
  • Eric Horvitz
  • Yiling Chen
  • David Parkes

We describe methods for routing a prediction task on a network where each participant can contribute information and route the task onwards. \emph{Routing scoring rules} bring truthful contribution of information about the task and optimal routing of the task into a Perfect Bayesian Equilibrium under common knowledge about the competancies of agents. Relaxing the common knowledge assumption, we address the challenge of routing in situations where each agent's knowledge about other agents is limited to a local neighborhood. A family of \emph{local routing rules} isolate in equilibrium routing decisions that depend only on this local knowledge, and are the only routing scoring rules with this property. Simulation results show that local routing rules can promote effective task routing.

AAAI Conference 2011 Conference Paper

Incentive-Compatible Escrow Mechanisms

  • Jens Witkowski
  • Sven Seuken
  • David Parkes

The most prominent way to establish trust between buyers and sellers on online auction sites are reputation mechanisms. Two drawbacks of this approach are the reliance on the seller being long-lived and the susceptibility to whitewashing. In this paper, we introduce so-called escrow mechanisms that avoid these problems by installing a trusted intermediary which forwards the payment to the seller only if the buyer acknowledges that the good arrived in the promised condition. We address the incentive issues that arise and design an escrow mechanism that is incentive compatible, efficient, interim individually rational and ex ante budget-balanced. In contrast to previous work on trust and reputation, our approach does not rely on knowing the sellers’ cost functions or the distribution of buyer valuations.

AAAI Conference 2011 Conference Paper

On Expressing Value Externalities in Position Auctions

  • Florin Constantin
  • Malvika Rao
  • Chien-Chung Huang
  • David Parkes

We introduce a bidding language for expressing negative value externalities in position auctions for online advertising. The unit-bidder constraints (UBC) language allows a bidder to condition a bid on its allocated slot and on the slots allocated to other bidders. We introduce a natural extension of the Generalized Second Price (GSP) auction, the expressive GSP (eGSP) auction, that induces truthful revelation of constraints for a rich subclass of unit-bidder types, namely downward-monotonic UBC. We establish the existence of envy-free Nash equilibrium in eGSP under a further restriction to a subclass of exclusion constraints, for which the standard GSP has no pure strategy Nash equilibrium. The equilibrium results are obtained by reduction to equilibrium analysis for reserve price GSP (Even-Dar et al. 2008). In considering the winner determination problem, which is NPhard, we bound the approximation ratio for social welfare in eGSP and provide parameterized complexity results.

AAAI Conference 2011 Conference Paper

Optimal Envy-Free Cake Cutting

  • Yuga Cohler
  • John Lai
  • David Parkes
  • Ariel Procaccia

We consider the problem of fairly dividing a heterogeneous divisible good among agents with different preferences. Previous work has shown that envy-free allocations, i.e., where each agent prefers its own allocation to any other, may not be efficient, in the sense of maximizing the total value of the agents. Our goal is to pinpoint the most efficient allocations among all envy-free allocations. We provide tractable algorithms for doing so under different assumptions regarding the preferences of the agents.

AAAI Conference 2010 Conference Paper

Accounting Mechanisms for Distributed Work Systems

  • Sven Seuken
  • Jie Tang
  • David Parkes

In distributed work systems, individual users perform work for other users. A significant challenge in these systems is to provide proper incentives for users to contribute as much work as they consume, even when monitoring is not possible. We formalize the problem of designing incentive-compatible accounting mechanisms that measure the net contributions of users, despite relying on voluntary reports. We introduce the Drop-Edge Mechanism that removes any incentive for a user to manipulate via misreports about work contributed or consumed. We prove that Drop-Edge provides a good approximation to a user’s net contribution, and is accurate in the limit as the number of users grows. We demonstrate very good welfare properties in simulation compared to an existing, manipulable mechanism. In closing, we discuss our ongoing work, including a real-world implementation and evaluation of the Drop- Edge Mechanism in a BitTorrent client.

AAAI Conference 2010 Conference Paper

Automated Channel Abstraction for Advertising Auctions

  • William Walsh
  • Craig Boutilier
  • Tuomas Sandholm
  • Rob Shields
  • George Nemhauser
  • David Parkes

The use of simple auction mechanisms like the GSP in online advertising can lead to significant loss of efficiency and revenue when advertisers have rich preferences—even simple forms of expressiveness like budget constraints can lead to suboptimal outcomes. While the optimal allocation of inventory can provide greater efficiency and revenue, natural formulations of the underlying optimization problems grow exponentially in the number of features of interest, presenting a key practical challenge. To address this problem, we propose a means for automatically partitioning inventory into abstract channels so that the least relevant features are ignored. Our approach, based on LP/MIP column and constraint generation, dramatically reduces the size of the problem, thus rendering optimization computationally feasible at practical scales. Our algorithms allow for principled tradeoffs between tractability and solution quality. Numerical experiments demonstrate the computational practicality of our approach as well as the quality of the resulting abstractions.

AAAI Conference 2010 Conference Paper

Hidden Market Design

  • Sven Seuken
  • Kamal Jain
  • David Parkes

The next decade will see an abundance of new intelligent systems, many of which will be market-based. Soon, users will interact with many new markets, perhaps without even knowing it: when driving their car, when listening to a song, when backing up their files, or when surfing the web. We argue that these new systems can only be successful if a new approach is chosen towards designing them. In this paper we introduce the general problem of “Hidden Market Design. ” The design of a “weakly hidden” market involves reducing some of the market complexities and providing a user interface (UI) that makes the interaction seamless for the user. A “strongly hidden market” is one where some semantic aspect of a market is hidden altogether (e. g. , budgets, prices, combinatorial constraints). We show that the intersection of UI design and market design is of particular importance for this research agenda. To illustrate hidden market design, we give a series of potential applications. We hope that the problem of hidden market design will inspire other researchers and lead to new research in this direction, paving the way for more successful market-based systems in the future.

AAMAS Conference 2010 Conference Paper

Hybrid Transitive Trust Mechanisms

  • Jie Tang
  • Sven Seuken
  • David Parkes

Establishing trust amongst agents is of central importance to the development of well-functioning multi-agent systems. For example, the anonymity of transactions on the Internet can lead to inefficiencies; e. g. , a seller on eBay failing to ship a good as promised, ora user free-riding on a file-sharing network. Trust (or reputation)mechanisms can help by aggregating and sharing trust informationbetween agents. Unfortunately these mechanisms can often be manipulated by strategic agents. Existing mechanisms are either veryrobust to manipulation (i. e. , manipulations are not beneficial forstrategic agents), or they are very informative (i. e. , good at aggregating trust data), but never both. This paper explores this trade-offbetween these competing desiderata. First, we introduce a metric toevaluate the informativeness of existing trust mechanisms. We thenshow analytically that trust mechanisms can be combined to generate new hybrid mechanisms with intermediate robustness properties. We establish through simulation that hybrid mechanisms canachieve higher overall efficiency in environments with risky transactions and mixtures of agent types (some cooperative, some malicious, and some strategic) than any previously known mechanism.

AAAI Conference 2010 Conference Paper

Tolerable Manipulability in Dynamic Assignment without Money

  • James Zou
  • Sujit Gujar
  • David Parkes

We study a problem of dynamic allocation without money. Agents have arrivals and departures and strict preferences over items. Strategyproofness requires the use of an arrivalpriority serial-dictatorship (APSD) mechanism, which is ex post Pareto efficient but has poor ex ante efficiency as measured through average rank efficiency. We introduce the scoring-rule (SR) mechanism, which biases in favor of allocating items that an agent values above the population consensus. The SR mechanism is not strategyproof but has tolerable manipulability in the sense that: (i) if every agent optimally manipulates, it reduces to APSD, and (ii) it significantly outperforms APSD for rank efficiency when only a fraction of agents are strategic. The performance of SR is also robust to mistakes by agents that manipulate on the basis of inaccurate information about the popularity of items.

AAAI Conference 2010 Conference Paper

Truth, Justice, and Cake Cutting

  • Yiling Chen
  • John Lai
  • David Parkes
  • Ariel Procaccia

Cake cutting is a common metaphor for the division of a heterogeneous divisible good. There are numerous papers that study the problem of fairly dividing a cake; a small number of them also take into account self-interested agents and consequent strategic issues, but these papers focus on fairness and consider a strikingly weak notion of truthfulness. In this paper we investigate the problem of cutting a cake in a way that is truthful and fair, where for the first time our notion of dominant strategy truthfulness is the ubiquitous one in social choice and computer science. We design both deterministic and randomized cake cutting algorithms that are truthful and fair under different assumptions with respect to the valuation functions of the agents.

IJCAI Conference 2009 Conference Paper

  • Haoqi Zhang
  • Yiling Chen
  • David Parkes

The problem of environment design considers a setting in which an interested party aims to influence an agent’s decisions by making limited changes to the agent’s environment. Zhang and Parkes [2008] first introduced the environment design concept for a specific problem in the Markov Decision Process setting. In this paper, we present a general framework for the formulation and solution of environment design problems with one agent. We consider both the case in which the agent’s local decision model is known and partially unknown to the interested party, and illustrate the framework and results on a linear programming setting. For the latter problem, we formulate an active, indirect elicitation method and provide conditions for convergence and logarithmic convergence. We relate to the problem of inverse optimization and also offer a game-theoretic interpretation of our methods.

NeurIPS Conference 2004 Conference Paper

Approximately Efficient Online Mechanism Design

  • David Parkes
  • Dimah Yanovsky
  • Satinder Singh

Online mechanism design (OMD) addresses the problem of sequential decision making in a stochastic environment with multiple self-interested agents. The goal in OMD is to make value-maximizing decisions despite this self-interest. In previous work we presented a Markov decision pro- cess (MDP)-based approach to OMD in large-scale problem domains. In practice the underlying MDP needed to solve OMD is too large and hence the mechanism must consider approximations. This raises the pos- sibility that agents may be able to exploit the approximation for selfish gain. We adopt sparse-sampling-based MDP algorithms to implement - efficient policies, and retain truth-revelation as an approximate Bayesian- Nash equilibrium. Our approach is empirically illustrated in the context of the dynamic allocation of WiFi connectivity to users in a coffeehouse. 1 Introduction Mechanism design (MD) is concerned with the problem of providing incentives to im- plement desired system-wide outcomes in systems with multiple self-interested agents. Agents are assumed to have private information, for example about their utility for differ- ent outcomes and about their ability to implement different outcomes, and act to maximize their own utility. The MD approach to achieving multiagent coordination supposes the ex- istence of a center that can receive messages from agents and implement an outcome and collect payments from agents. The goal of MD is to implement an outcome with desired system-wide properties in a game-theoretic equilibrium. Classic mechanism design considers static systems in which all agents are present and a one-time decision is made about an outcome. Auctions, used in the context of resource- allocation problems, are a standard example. Online mechanism design [1] departs from this and allows agents to arrive and depart dynamically requiring decisions to be made with uncertainty about the future. Thus, an online mechanism makes a sequence of decisions without the benefit of hindsight about the valuations of the agents yet to arrive. Without the issue of incentives, the online MD problem is a classic sequential decision problem. In prior work [6], we showed that Markov decision processes (MDPs) can be used to define an online Vickrey-Clarke-Groves (VCG) mechanism [2] that makes truth-revelation by the agents (called incentive-compatibility) a Bayesian-Nash equilibrium [5] and implements a policy that maximizes the expected summed value of all agents. This online VCG model differs from the line of work in online auctions, introduced by Lavi and Nisan [4] in that it assumes that the center has a model and it handles a general decision space and any decision horizon. Computing the payments and allocations in the online VCG mechanism involves solving the MDP that defines the underlying centralized (ignoring self-interest) decision making problem. For large systems, the MDPs that need to be solved exactly become large and thus computationally infeasible. In this paper we consider the case where the underlying centralized MDPs are indeed too large and thus must be solved approximately, as will be the case in most real applications. Of course, there are several choices of methods for solving MDPs approximately. We show that the sparse-sampling algorithm due to Kearns et al. [3] is particularly well suited to online MD because it produces the needed local approximations to the optimal value and action efficiently. More challengingly, regardless of our choice the agents in the system can exploit their knowledge of the mechanism's approximation algorithm to try and "cheat" the mechanism to further their own selfish interests. Our main contribution is to demonstrate that our new approximate online VCG mechanism has truth-revelation by the agents as an -Bayesian-Nash equilibrium (BNE). This approximate equilibrium supposes that each agent is indifferent to within an expected utility of, and will play a truthful strategy in best- response to truthful strategies of other agents if no other strategy can improve its utility by more than. For any, our online mechanism has a run-time that is independent of the number of states in the underlying MDP, provides an -BNE, and implements a policy with expected value within of the optimal policy's value. Our approach is empirically illustrated in the context of the dynamic allocation of WiFi con- nectivity to users in a coffeehouse. We demonstrate the speed-up introduced with sparse- sampling (compared with policy calculation via value-iteration), as well as the economic value of adopting an MDP-based approach over a simple fixed-price approach. 2 Preliminaries Here we formalize the multiagent sequential decision problem that defines the online mech- anism design (OMD) problem. The approach is centralized. Each agent is asked to report its private information (for instance about its value and its capabilities) to a central planner or mechanism upon arrival. The mechanism implements a policy based on its view of the state of the world (as reported by agents). The policy defines actions in each state, and the assumption is that all agents acquiesce to the decisions of the planner. The mechanism also collects payments from agents, which can themselves depend on the reports of agents. Online Mechanism Design We consider a finite-horizon problem with a set T of time points and a sequence of decisions k = {k1, .. ., kT }, where kt Kt and Kt is the set of feasible decisions in period t. Agent i I arrives at time ai T, departs at time li T, and has value vi(k) 0 for a sequence of decisions k. By assumption, an agent has no value for decisions outside of interval [ai, li]. Agents also face payments, which can be col- lected after an agent's departure. Collectively, information i = (ai, li, vi) defines the type of agent i with i. Agent types are sampled i. i. d. from a probability distribution f (), assumed known to the agents and to the central mechanism. Multiple agents can arrive and depart at the same time. Agent i, with type i, receives utility ui(k, p; i) = vi(k; i) - p, for decisions k and payment p. Agents are modeled as expected-utility maximizers. Definition 1 (Online Mechanism Design) The OMD problem is to implement the sequence of decisions that maximizes the expected summed value across all agents in equilibrium, given self-interested agents with private information about valuations. In economic terms, an optimal (value-maximizing) policy is the allocatively-efficient, or simply the efficient policy. Note that nothing about the OMD models requires centralized execution of the joint plan. Rather, the agents themselves can have capabilities to perform actions and be asked to perform particular actions by the mechanism. The agents can also have private information about the actions that they are able to perform. Using MDPs to Solve Online Mechanism Design. In the MDP-based approach to solv- ing the OMD problem the sequential decision problem is formalized as an MDP with the state at any time encapsulating both the current agent population and constraints on current decisions as reflected by decisions made previously. The reward function in the MDP is simply defined to correspond with the total reported value of all agents for all sequences of decisions. Given types i f () we define an MDP, Mf, as follows. Define the state of the MDP at time t as the history-vector ht = (1, .. ., t; k1, .. ., kt-1), to include the reported types up to and including period t and the decisions made up to and including period t - 1. 1 The set of all possible states at time t is denoted Ht. The set of all possible states across all time is H = T +1 H t=1 t. The set of decisions available in state ht is Kt(ht). Given a decision kt Kt(ht) in state ht, there is some probability distribution Prob(ht+1|ht, kt) over possible next states ht+1. In the setting of OMD, this probability distribution is determined by the uncertainty on new agent arrivals (as represented within f ()), together with departures and the impact of decision kt on state. The payoff function for the induced MDP is defined to reflect the goal of maximizing the total expected reward across all agents. In particular, payoff Ri(ht, kt) = vi(kt; i) - vi(kt-1; i) becomes available from agent i upon taking action kt in state ht. With this, we have Ri(h t=1 t, kt) = vi(k; i), for all periods to provide the required cor- respondence with agent valuations. Let R(ht, kt) = Ri(h i t, kt), denote the payoff obtained from all agents at time t. Given a (nonstationary) policy = {1, 2, .. ., T } where t: Ht Kt, an MDP defines an MDP-value function V as follows: V (ht) is the expected value of the summed payoff obtained from state ht onwards under policy, i. e. , V (ht) = E{R(ht, (ht)) + R(ht+1, (ht+1)) + + R(hT, (hT ))}. An optimal policy is one that maximizes the MDP-value of every state in H. The optimal MDP-value function V can be computed by value-iteration, and is defined so that V (h) = maxkK P rob(h |h, k)V (h )] for t = T - t (h) [R(h, k) + h Ht+1 1, T - 2, .. ., 1 and all h Ht, with V (h HT ) = maxkKT (h) R(h, k). Given the optimal MDP-value function, the optimal policy is derived as follows: for t mi >mi arrive. This is the earliest period in which agent i's total value is known with certainty. Let ht (^ t; ) denote the state in period t given reports ^ t. Let ^ t \i = ^ t \ ^ i. Definition 2 (Online VCG mechanism) Given history h H, mechanism Mvcg = (; , pvcg) implements policy and collects payment, pvcg(^; ) = Ri (^; ) - V (h (^; )) - V (h (^ i mi m m ^ a ^ a ^ a ^ a i i i i i i \i; )) (1) from agent i in some period t mi. 1Using histories as state will make the state space very large. Often, there will be some function g for which g(h) is a sufficient statistic for all possible states h. We ignore this possibility here. Agent i's payment is equal to its reported value discounted by the expected marginal value that it will contribute to the system as determined by the MDP-value function for the policy in its arrival period. The incentive-compatibility of the Online VCG mechanism requires that the MDP satisfies stalling which requires that the expected value from the optimal policy in every state in which an agent arrives is at least the expected value from following the optimal action in that state as though the agent had never arrived and then returning to the optimal policy. Clearly, property Kt(ht) Kt(ht \ i) in any period t in which i has just arrived is sufficient for stalling. Stalling is satisfied whenever an agent's arrival does not force a change in action on a policy. Theorem 1 (Parkes & Singh [6]) An online VCG mechanism, Mvcg = (; , pvcg), based on an optimal policy for a correct MDP model that satisfies stalling is Bayesian- Nash incentive compatible and implements the optimal MDP policy. 3 Solving Very Large MDPs Approximately From Equation 1, it can be seen that making outcome and payment decisions at any point in time in an online VCG mechanism does not require a global value function or a global policy. Unlike most methods for approximately solving MDPs that compute global approx- imations, the sparse-sampling methods of Kearns et al. [3] compute approximate values and actions for a single state at a time. Furthermore, sparse-sampling methods provide approx- imation guarantees that will be important to establish equilibrium properties -- they can compute an -approximation to the optimal value and action in a given state in time inde- pendent of the size of the state space (though polynomial in 1 and exponential in the time horizon). Thus, sparse-sampling methods are particularly suited to approximating online VCG and we adopt them here. The sparse-sampling algorithm uses the MDP model Mf as a generative model, i. e. , as a black box from which a sample of the next-state and reward distributions for any given state-action pair can be obtained. Given a state s and an approximation parameter, it computes an -accurate estimate of the optimal value for s as follows. We make the param- eterization on explicit by writing sparse-sampling( ). The algorithm builds out a depth-T sampled tree in which each node is a state and each node's children are obtained by sam- pling each action in that state m times (where m is chosen to guarantee an approximation to the optimal value of s), and each edge is labeled with the sample reward for that transi- tion. The algorithm computes estimates of the optimal value for nodes in the tree working backwards from the leaves as follows. The leaf-nodes have zero value. The value of a node is the maximum over the values for all actions in that node. The value of an action in a node is the summed value of the m rewards on the m outgoing edges for that action plus the summed value of the m children of that node. The estimated optimal value of state s is the value of the root node of the tree. The estimated optimal action in state s is the action that leads to the largest value for the root node in the tree. Lemma 1 (Adapted from Kearns, Mansour & Ng [3]) The sparse-sampling( ) algorithm, given access to a generative model for any n-action MDP M, takes as input any state s S and any > 0, outputs an action, and satisfies the following two conditions: (Running Time) The running time of the algorithm is O((nC)T ), where C = f (n, 1, Rmax, T ) and f is a polynomial function of the approximation parameter 1, the number of actions n, the largest expected reward in a state Rmax and the horizon T. In particular, the running time has no dependence on the number of states. (Near-Optimality) The value function of the stochastic policy implemented by the sparse-sampling( ) algorithm, denoted V ss, satisfies |V (s) - V ss(s)| si- multaneously for all states s S. It is straightforward to derive the following corollary from the proof of Lemma 1 in [3]. Corollary 1 The value function computed by the sparse-sampling( ) algorithm, denoted ^ V ss, is near-optimal in expectation, i. e. , |V (s) - E{ ^ V ss(s)}| simultaneously for all states s S and where the expectation is over the randomness introduced by the sparse- sampling( ) algorithm. 4 Approximately Efficient Online Mechanism Design In this section, we define an approximate online VCG mechanism and consider the effect on incentives of substituting the sparse-sampling( ) algorithm into the online VCG mech- anism. We model agents as indifferent between decisions that differ by at most a utility of > 0, and consider an approximate Bayesian-Nash equilibrium. Let vi(; ) denote the final value to agent i after reports given policy. Definition 3 (approximate BNE) Mechanism Mvcg = (, , pvcg) is -Bayesian-Nash in- centive compatible if E| {vi(; ) - pvcg(; )} + E {vi(-i, ^ i; ) - pvcg(-i, ^ i; )}(2) | t i t i where agent i with type i arrives in period t, and with the expectation taken over future types given current reports t. In particular, when truth-telling is an -BNE we say that the mechanism is -BNE incentive compatible and no agent can improve its expected utility by more than > 0, for any type, as long as other agents are bidding truthfully. Equivalently, one can interpret an -BNE as an exact equilibrium for agents that face a computational cost of at least to compute the exact BNE. Definition 4 (approximate mechanism) A sparse-sampling( ) based approximate online VCG mechanism, Mvcg( ) = (; ~, ~ pvcg), uses the sparse-sampling( ) algorithm to imple- ment stochastic policy ~ and collects payment ~ pvcg(^; ~ ) = Ri (^; ~ ) - ^ V ss(h (^; ~ )) - ^ V ss(h (^ i mi m m ^ a ^ a ^ a ^ a i i i i i i \i; ~ )) from agent i in some period t mi, for commitment period mi. Our proof of incentive-compatibility first demonstrates that an approximate delayed VCG mechanism [1, 6] is -BNE. With this, we demonstrate that the expected value of the pay- ments in the approximate online VCG mechanism is within 3 of the payments in the approximate delayed VCG mechanism. The delayed VCG mechanism makes the same decisions as the online VCG mechanism, except that payments are delayed until the final period and computed as: pDvcg(^; ) = Ri (^; ) - R i T T ( ^; ) - RT (^ -i; ) (3) where the discount is computed ex post, once the effect of an agent on the system value is known. In an approximate delayed-VCG mechanism, the role of the sparse-sampling algorithm is to implement an approximate policy, as well as counterfactual policies for the worlds -i without each agent i in turn. The total reported reward to agents = i over this counterfactual series of states is used to define the payment to agent i. Lemma 2 Truthful bidding is an -Bayesian-Nash equilibrium in the sparse-sampling( ) based approximate delayed-VCG mechanism. Proof: Let ~ denote the approximate policy computed by the sparse-sampling algorithm. Assume agents = i are truthful. Now, if agent i bids truthfully its expected utility is E| {v Rj (; ~ ) - Rj ( a i(; ~ ) + T T -i; ~ )} (4) i j=i j=i where the expectation is over both the types yet to be reported and the random- ness introduced by the sparse-sampling( ) algorithm. Substituting R V (ha (; ~ )) - V ss(h ( i ai ai ai\i; ~ )) - (5) because V ss(ha (; ~ )) V (h (; ~ )) - by Lemma 1. Now, ignore term i ai ai ai RT (-i; ~ ) in Equation (4), which is independent of agent i's bid ^ i, and consider the maximal expected utility to agent i from some non-truthful bid. The effect of ^ i on the first two terms is indirect, through a change in the policy for periods ai. An agent can change the policy only indirectly, by changing the center's view of the state by misreporting its type. By definition, the agent can do no better than selecting optimal policy, which is defined to maximize the expected value of the first two terms. Putting this together, the expected utility from ^ i is at most V (ha (; ~ )) - V ss(h ( i ai ai ai\i; ~ )) and at most better than that from bidding truthfully. Theorem 2 Truthful bidding is an 4 -Bayesian-Nash equilibrium in the sparse- sampling( ) based approximate online VCG mechanism. Proof: Assume agents = i bid truthfully, and consider report ^ i. Clearly, the policy implemented in the approximate online-VCG mechanism is the same as in the delayed- VCG mechanism for all ^ i. Left to show is that the expected value of the payments are within 3 for all ^ i. From this we conclude that the expected utility to agent i in the approximate-VCG mechanism is always within 3 of that in the approximate delayed-VCG mechanism, and therefore 4 -BNE by Lemma 2. The expected payment in the approximate online VCG mechanism is E| {Ri (^; ~ )} - E{ ^ V ss(h (^; ~ )} - E{ ^ V ss(h (^ a T ^ ai ^ ai ^ ai ^ ai\i; ~ )} i The value function computed by the sparse-sampling( ) algorithm is a random variable to agent i at the time of bidding, and the second and third expectations are over the random- ness introduced by the sparse-sampling( ) algorithm. The first term is the same as in the payment in the approximate delayed-VCG mechanism. By Corollary 1, the value function estimated in the sparse-sampling( ) is near-optimal in expectation and the total of the sec- ond two terms is at least V (h^a (^ (^; )) - 2. Ignoring the first i ^ ai\i; )) - V (h^ ai ^ ai term in pDvcg, the expected payment in the approximate delayed-VCG mechanism is no i more than V (h^a (^ (^; )) - ) because of the near-optimality i ^ ai\i; )) - (V (h^ ai ^ ai of the value function of the stochastic policy (Lemma 1). Putting this together, we have a maximum difference in expected payments of 3. Similar analysis yields a maximum dif- ference of 3 when an upper-bound is taken on the payment in the online VCG mechanism and compared with a lower-bound on the payment in the delayed mechanism. Theorem 3 For any parameter > 0, the sparse-sampling( ) based approximate online VCG mechanism has -efficiency in an 4 -BNE. 5 Empirical Evaluation of Approximate Online VCG The WiFi Problem. The WiFi problem considers a fixed number of channels C with a random number of agents (max A) that can arrive per period. The time horizon T = 50. Agents demand a single channel and arrive with per-unit value, distributed i. i. d. V = {v1, .. ., vk} and duration in the system, distributed i. i. d. D = {d1, .. ., dl}. The value model requires that any allocation to agent i must be for contiguous periods, and be made while the agent is present (i. e. , during periods [t, ai + di], for arrival ai and duration di). An agent's value for an allocation of duration x is vix where vi is its per-unit value. Let dmax denote the maximal possible allocated duration. We define the following MDP components: State space: We use the following compact, sufficient, statistic of history: a resource schedule is a (weakly non-decreasing) vector of length dmax that counts the number of channels available in the current period and next dmax - 1 periods given previous actions (C channels are available after this); an agent vector of size (k l) that provides a count of the number of agents present but not allocated for each possible per-unit value and each possible duration (the duration is automatically decremented when an agent remains in the system for a period without receiving an allocation); the time remaining until horizon T. Action space: The policy can postpone an agent allocation, or allocate an agent to a chan- nel for the remaining duration of the agent's time in the system if a channel is available, and the remaining duration is not greater than dmax. Payoff function: The reward at a time step is the summed value obtained from all agents for which an allocation is made in this time step. This is the total value such an agent will receive before it departs. Transition probabilities: The change in resource schedule, and in the agent vector that relates to agents currently present, is deterministic. The random new additions to the agent vector at each step are unaffected by the actions and also independent of time. Mechanisms. In the exact online VCG mechanism we compute an optimal policy, and optimal MDP values, offline using finite-horizon value iteration [7]. In the sparse- sampling( ) approach, we define a sampling tree depth L (perhaps v or duration 100 value: mdp value: mdp 80 rev: mdp rev: mdp value: fixed 80 value: fixed rev: fixed rev: fixed 60 60 % % 40 40 20 20 2 4 6 8 10 12 03 4 5 6 7 8 9 10 Number of agents Number of channels 98 1. 0 600 value: pruning vs. #agents time: pruning vs. #agents (no pruning) 96 value: no pruning 0. 8 500 time: no pruning vs. #channels 400 94 0. 6 300 92 0. 4 Run time (s) % of Exact Value % of Exact Time 200 90 0. 2 time: pruning 100 time: no pruning 88 0 0 2 4 6 8 10 2 4 6 8 10 12 Sampling Width Number of Agents Figure 1: (A) Value and Revenue vs. Number of Agents. (B) Value and Revenue vs. Number of Channels. (C) Effect of Sampling Width. (D) Pruning speed-up. small: A = 2, C = 2, D = {1, 2, 3}, V = {1, 2, 3} and L = 4, to allow a compari- son with the compute time for an optimal policy. The sparse-sampling method is already running in less than 1% of the time for optimal value-iteration (right-hand axis), with an accuracy as high as 96% of the optimal. Pruning provides an incremental speed-up, and actually improves accuracy, presumably by making better use of each sample. Figure 1 (D) shows that pruning is extremely useful computationally (in comparison with plain sparse- sampling), for the default model parameters and as the number of agents is increased from 2 to 12. Pruning is effective, removing around 50% of agents (summed across all states in the lookahead tree) at 5 agents. Acknowledgments. David Parkes was funded by NSF grant IIS-0238147. Satinder Singh was funded by NSF grant CCF 0432027 and by a grant from DARPA's IPTO program.

NeurIPS Conference 2003 Conference Paper

An MDP-Based Approach to Online Mechanism Design

  • David Parkes
  • Satinder Singh

Online mechanism design (MD) considers the problem of provid- ing incentives to implement desired system-wide outcomes in sys- tems with self-interested agents that arrive and depart dynami- cally. Agents can choose to misrepresent their arrival and depar- ture times, in addition to information about their value for di(cid: 11)erent outcomes. We consider the problem of maximizing the total long- term value of the system despite the self-interest of agents. The online MD problem induces a Markov Decision Process (MDP), which when solved can be used to implement optimal policies in a truth-revealing Bayesian-Nash equilibrium.

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