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Daniel Schoepflin

Publications and source records attributed to Daniel Schoepflin.

13 recordsLinked to original sources

Algorithmic Collusion at Test Time: A Meta-game Design and Evaluation

The threat of algorithmic collusion, and whether it merits regulatory intervention, remains debated, as existing evaluations of its emergence often rely on long learning horizons, assumptions about counterparty rationality in adopting collusive strategies, and symmetry in hyperparameters and economic settings among players. To study collusion risk, we introduce a meta-game design for analyzing algorithmic behavior under test-time constraints. We model agents as possessing pretrained policies with distinct strategic characteristics (e.g., competitive, naively cooperative, or robustly collusive), and formulate the problem as selecting a meta-strategy that combines a pretrained, initial policy with an in-game adaptation rule. We seek to examine whether collusion can emerge under rational choices and how agents co-adapt toward cooperation or competition. To this end, we sample normal-form empirical games over meta-strategy profiles, compute relevant game statistics (e.g., payoffs against individuals and regret against an equilibrium mixture of opponents), and construct empirical best-response graphs to uncover strategic relationships. We evaluate reinforcement-learning, UCB, and LLM-based strategies in repeated pricing games under symmetric and asymmetric cost settings, and present findings on the feasibility of algorithmic collusion and the effectiveness of pricing strategies in practical ``test-time'' environments. The source code is available at: https://github.com/chailab-rutgers/CollusionMetagame.

cs.MA

Strategyproof Tournament Rules for Teams with a Constant Degree of Selfishness

We revisit the well-studied problem of designing fair and manipulation-resistant tournament rules. In this problem, we seek a mechanism that (probabilistically) identifies the winner of a tournament after observing round-robin play among $n$ teams in a league. Such a mechanism should satisfy the natural properties of monotonicity and Condorcet consistency. Moreover, from the league's perspective, the winner-determination tournament rule should be strategyproof, meaning that no team can do better by losing a game on purpose. Past work considered settings in which each team is fully selfish, caring only about its own probability of winning, and settings in which each team is fully selfless, caring only about the total winning probability of itself and the team to which it deliberately loses. More recently, researchers considered a mixture of these two settings with a parameter $\lambda$. Intermediate selfishness $\lambda$ means that a team will not lose on purpose unless its pair gains at least $\lambda s$ winning probability, where $s$ is the individual team's sacrifice from its own winning probability. All of the dozens of previously known tournament rules require $\lambda = \Omega(n)$ to be strategyproof, and it has been an open problem to find such a rule with the smallest $\lambda$. In this work, we make significant progress by designing a tournament rule that is strategyproof with $\lambda = 11$. Along the way, we propose a new notion of multiplicative pairwise non-manipulability that ensures that two teams cannot manipulate the outcome of a game to increase the sum of their winning probabilities by more than a multiplicative factor $\delta$ and provide a rule which is multiplicatively pairwise non-manipulable for $\delta = 3.5$.

cs.GT

Multi-Parameter Mechanisms for Consumer Surplus Maximization

We consider the problem of designing auctions which maximize consumer surplus (i.e., the social welfare minus the payments charged to the buyers). In the consumer surplus maximization problem, a seller with a set of goods faces a set of strategic buyers with private values, each of whom aims to maximize their own individual utility. The seller, in contrast, aims to allocate the goods in a way which maximizes the total buyer utility. The seller must then elicit the values of the buyers in order to decide what goods to award each buyer. The canonical approach in mechanism design to ensure truthful reporting of the private information is to find appropriate prices to charge each buyer in order to align their objective with the objective of the seller. Indeed, there are many celebrated results to this end when the seller's objective is welfare maximization [Clarke, 1971, Groves, 1973, Vickrey, 1961] or revenue maximization [Myerson, 1981]. However, in the case of consumer surplus maximization the picture is less clear -- using high payments to ensure the highest value bidders are served necessarily decreases their surplus utility, but using low payments may lead the seller into serving lower value bidders. Our main result in this paper is a framework for designing mechanisms which maximize consumer surplus. We instantiate our framework in a variety of canonical multi-parameter auction settings (i.e., unit-demand bidders with heterogeneous items, multi-unit auctions, and auctions with divisible goods) and use it to design auctions achieving consumer surplus with optimal approximation guarantees against the total social welfare. Along the way, we answer an open question posed by Hartline and Roughgarden [2008] for the two bidders single item setting.

cs.GT

On the Power of Randomization for Obviously Strategy-Proof Mechanisms

We investigate the problem of designing randomized obviously strategy-proof (OSP) mechanisms in several canonical auction settings. Obvious strategy-proofness, introduced by Li [American Economic Review, 2017], strengthens the well-known concept of dominant-strategy incentive compatibility (DSIC). Loosely speaking, it ensures that even agents who struggle with contingent reasoning can identify that their dominant strategy is optimal. Thus, one would hope to design OSP mechanisms with good approximation guarantees. Unfortunately, Ron [SODA,2024] has shown that deterministic OSP mechanisms fail to achieve an approximation better than $\min\{m,n\}$ where $m$ is the number of items and $n$ is the number of bidders, even for the simple settings of additive and unit-demand bidders. We circumvent these impossibilities by showing that randomized mechanisms that are obviously strategy-proof in the universal sense obtain a constant factor approximation for these classes. We show that this phenomenon occurs also for the setting of a multi-unit auction with single-minded bidders. Thus, our results provide a more positive outlook on the design of OSP mechanisms and exhibit a stark separation between the power of randomized and deterministic OSP mechanisms. To complement the picture, we provide impossibilities for randomized OSP mechanisms in each setting. While the deterministic VCG mechanism is well known to output an optimal allocation in dominant strategies, we show that even randomized OSP mechanisms cannot obtain more than $87.5\%$ of the optimal welfare. This further demonstrates that OSP mechanisms are significantly weaker than dominant-strategy mechanisms.

cs.GT

Clock Auctions Augmented with Unreliable Advice

We provide the first analysis of (deferred acceptance) clock auctions in the learning-augmented framework. These auctions satisfy a unique list of appealing properties, including obvious strategyproofness, transparency, and unconditional winner privacy, making them particularly well-suited for real-world applications. However, early work that evaluated their performance from a worst-case analysis perspective concluded that no deterministic clock auction with $n$ bidders can achieve a $O(\log^{1-ε} n)$ approximation of the optimal social welfare for any $ε>0$, even in very simple settings. This overly pessimistic impossibility result heavily depends on the assumption that the designer has no information regarding the bidders' values. Leveraging the learning-augmented framework, we instead consider a designer equipped with some (machine-learned) advice regarding the optimal solution; this advice can provide useful guidance if accurate, but it may be unreliable. Our main results are learning-augmented clock auctions that use this advice to achieve much stronger guarantees whenever the advice is accurate (consistency), while maintaining worst-case guarantees even if this advice is arbitrarily inaccurate (robustness). Our first clock auction achieves the best of both worlds: $(1+ε)$-consistency for any $ε>0$ and $O(\log{n})$ robustness; we also extend this auction to achieve error tolerance. We then consider a much stronger notion of consistency, which we refer to as consistency$^\infty$, and provide auctions that achieves a near-optimal trade-off between consistency$^\infty$ and robustness. Finally, using our impossibility results regarding this trade-off, we prove lower bounds on the ``cost of smoothness,'' i.e., on the achievable robustness if we also require that the performance of the auction degrades smoothly as a function of the prediction error.

cs.GT

Industrial Segment Anything -- a Case Study in Aircraft Manufacturing, Intralogistics, Maintenance, Repair, and Overhaul

Deploying deep learning-based applications in specialized domains like the aircraft production industry typically suffers from the training data availability problem. Only a few datasets represent non-everyday objects, situations, and tasks. Recent advantages in research around Vision Foundation Models (VFM) opened a new area of tasks and models with high generalization capabilities in non-semantic and semantic predictions. As recently demonstrated by the Segment Anything Project, exploiting VFM's zero-shot capabilities is a promising direction in tackling the boundaries spanned by data, context, and sensor variety. Although, investigating its application within specific domains is subject to ongoing research. This paper contributes here by surveying applications of the SAM in aircraft production-specific use cases. We include manufacturing, intralogistics, as well as maintenance, repair, and overhaul processes, also representing a variety of other neighboring industrial domains. Besides presenting the various use cases, we further discuss the injection of domain knowledge.

cs.CV

Bayesian and Randomized Clock Auctions

In a single-parameter mechanism design problem, a provider is looking to sell a service to a group of potential buyers. Each buyer $i$ has a private value $v_i$ for receiving the service and a feasibility constraint restricts which sets of buyers can be served simultaneously. Recent work in economics introduced clock auctions as a superior class of auctions for this problem, due to their transparency, simplicity, and strong incentive guarantees. Subsequent work focused on evaluating the social welfare approximation guarantees of these auctions, leading to strong impossibility results: in the absence of prior information regarding the buyers' values, no deterministic clock auction can achieve a bounded approximation, even for simple feasibility constraints with only two maximal feasible sets. We show that these negative results can be circumvented by using prior information or by leveraging randomization. We provide clock auctions that give a $O(\log\log k)$ approximation for general downward-closed feasibility constraints with $k$ maximal feasible sets for three different information models, ranging from full access to the value distributions to complete absence of information. The more information the seller has, the simpler these auctions are. Under full access, we use a particularly simple deterministic clock auction, called a single-price clock auction, which is only slightly more complex than posted price mechanisms. In this auction, each buyer is offered a single price and a feasible set is selected among those who accept their offers. In the other extreme, where no prior information is available, this approximation guarantee is obtained using a complex randomized clock auction. In addition to our main results, we propose a parameterization that interpolates between single-price clock auctions and general clock auctions, paving the way for an exciting line of future research.

cs.GT

Beyond Cake Cutting: Allocating Homogeneous Divisible Goods

The problem of fair division known as "cake cutting" has been the focus of multiple papers spanning several decades. The most prominent problem in this line of work has been to bound the query complexity of computing an envy-free outcome in the Robertson-Webb query model. However, the root of this problem's complexity is somewhat artificial: the agents' values are assumed to be additive across different pieces of the "cake" but infinitely complicated within each piece. This is unrealistic in most of the motivating examples, where the cake represents a finite collection of homogeneous goods. We address this issue by introducing a fair division model that more accurately captures these applications: the value that an agent gains from a given good depends only on the amount of the good they receive, yet it can be an arbitrary function of this amount, allowing the agents to express preferences that go beyond standard cake cutting. In this model, we study the query complexity of computing allocations that are not just envy-free, but also approximately Pareto optimal among all envy-free allocations. Using a novel flow-based approach, we show that we can encode the ex-post feasibility of randomized allocations via a polynomial number of constraints, which reduces our problem to solving a linear program.

cs.GT

Deterministic Budget-Feasible Clock Auctions

We revisit the well-studied problem of budget-feasible procurement, where a buyer with a strict budget constraint seeks to acquire services from a group of strategic providers (the sellers). During the last decade, several strategyproof budget-feasible procurement auctions have been proposed, aiming to maximize the value of the buyer, while eliciting each seller's true cost for providing their service. These solutions predominantly take the form of randomized sealed-bid auctions: they ask the sellers to report their private costs and then use randomization to determine which subset of services will be procured and how much each of the chosen providers will be paid, ensuring that the total payment does not exceed budget. Our main result in this paper is a novel method for designing budget-feasible auctions, leading to solutions that outperform the previously proposed auctions in multiple ways. First, our solutions take the form of descending clock auctions, and thus satisfy a list of properties, such as obvious strategyproofness, group strategyproofness, transparency, and unconditional winner privacy; this makes these auctions much more likely to be used in practice. Second, in contrast to previous results that heavily depend on randomization, our auctions are deterministic. As a result, we provide an affirmative answer to one of the main open questions in this literature, asking whether a deterministic strategyproof auction can achieve a constant approximation when the buyer's valuation function is submodular over the set of services. In addition, we also provide the first deterministic budget-feasible auction that matches the approximation bound of the best-known randomized auction for the class of subadditive valuations. Finally, using our method, we improve the best-known approximation factor for monotone submodular valuations, which has been the focus of most of the prior work.

cs.GT

Prior-Free Clock Auctions for Bidders with Interdependent Values

We study the problem of selling a good to a group of bidders with interdependent values in a prior-free setting. Each bidder has a signal that can take one of $k$ different values, and her value for the good is a weakly increasing function of all the bidders' signals. The bidders are partitioned into $\ell$ expertise-groups, based on how their signal can impact the values for the good, and we prove upper and lower bounds regarding the approximability of social welfare and revenue for a variety of settings, parameterized by $k$ and $\ell$. Our lower bounds apply to all ex-post incentive compatible mechanisms and our upper bounds are all within a small constant of the lower bounds. Our main results take the appealing form of ascending clock auctions and provide strong incentives by admitting the desired outcomes as obvious ex-post equilibria.

cs.GT

PROPm Allocations of Indivisible Goods to Multiple Agents

We study the classic problem of fairly allocating a set of indivisible goods among a group of agents, and focus on the notion of approximate proportionality known as PROPm. Prior work showed that there exists an allocation that satisfies this notion of fairness for instances involving up to five agents, but fell short of proving that this is true in general. We extend this result to show that a PROPm allocation is guaranteed to exist for all instances, independent of the number of agents or goods. Our proof is constructive, providing an algorithm that computes such an allocation and, unlike prior work, the running time of this algorithm is polynomial in both the number of agents and the number of goods.

cs.GT

Achieving Proportionality up to the Maximin Item with Indivisible Goods

We study the problem of fairly allocating indivisible goods and focus on the classic fairness notion of proportionality. The indivisibility of the goods is long known to pose highly non-trivial obstacles to achieving fairness, and a very vibrant line of research has aimed to circumvent them using appropriate notions of approximate fairness. Recent work has established that even approximate versions of proportionality (PROPx) may be impossible to achieve even for small instances, while the best known achievable approximations (PROP1) are much weaker. We introduce the notion of proportionality up to the maximin item (PROPm) and show how to reach an allocation satisfying this notion for any instance involving up to five agents with additive valuations. PROPm provides a well-motivated middle-ground between PROP1 and PROPx, while also capturing some elements of the well-studied maximin share (MMS) benchmark: another relaxation of proportionality that has attracted a lot of attention.

cs.GT

Deep learning for brake squeal: vibration detection, characterization and prediction

Despite significant advances in modeling of friction-induced vibrations and brake squeal, the majority of industrial research and design is still conducted experimentally, since many aspects of squeal and its mechanisms involved remain unknown. We report here for the first time on novel strategies for handling data-intensive vibration testings to gain better insights into friction brake system vibrations and noise generation mechanisms. Machine learning-based methods to detect and characterize vibrations, to understand sensitivities and to predict brake squeal are applied with the aim to illustrate how interdisciplinary approaches can leverage the potential of data science techniques for classical mechanical engineering challenges. In the first part, a deep learning brake squeal detector is developed to identify several classes of typical friction noise recordings. The detection method is rooted in recent computer vision techniques for object detection based on convolutional neural networks. It allows to overcome limitations of classical approaches that solely rely on instantaneous spectral properties of the recorded noise. Results indicate superior detection and characterization quality when compared to a state-of-the-art brake squeal detector. In the second part, a recurrent neural network is employed to learn the parametric patterns that determine the dynamic stability of an operating brake system. Given a set of multivariate loading conditions, the RNN learns to predict the noise generation of the structure. The validated RNN represents a virtual twin model for the squeal behavior of a specific brake system. It is found that this model can predict the occurrence and the onset of brake squeal with high accuracy and that it can identify the complicated patterns and temporal dependencies in the loading conditions that drive the dynamical structure into regimes of instability.

eess.SP