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Haifeng Xu

Publications and source records attributed to Haifeng Xu.

At least 55 records · Page 3Linked to original sources

On Sequential Fault-Intolerant Process Planning

We propose and study a planning problem we call Sequential Fault-Intolerant Process Planning (SFIPP). SFIPP captures a reward structure common in many sequential multi-stage decision problems where the planning is deemed successful only if all stages succeed. Such reward structures are different from classic additive reward structures and arise in important applications such as drug/material discovery, security, and quality-critical product design. We design provably tight online algorithms for settings in which we need to pick between different actions with unknown success chances at each stage. We do so both for the foundational case in which the behavior of actions is deterministic, and the case of probabilistic action outcomes, where we effectively balance exploration for learning and exploitation for planning through the usage of multi-armed bandit algorithms. In our empirical evaluations, we demonstrate that the specialized algorithms we develop, which leverage additional information about the structure of the SFIPP instance, outperform our more general algorithm.

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Markovian Pandora's box

In this paper, we study the Markovian Pandora's Box Problem, where decisions are governed by both order constraints and Markovianly correlated rewards, structured within a shared directed acyclic graph. To the best of our knowledge, previous work has not incorporated Markovian dependencies in this setting. This framework is particularly relevant to applications such as data or computation driven algorithm design, where exploration of future models incurs cost. We present optimal fully adaptive strategies where the associated graph forms a forest. Under static transition, we introduce a strategy that achieves a near optimal expected payoff in multi line graphs and a 1/2 approximation in forest-structured graphs. Notably, this algorithm provides a significant speedup over the exact solution, with the improvement becoming more pronounced as the graph size increases. Our findings deepen the understanding of sequential exploration under Markovian correlations in graph-based decision-making.

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An Instrumental Value for Data Production and its Application to Data Pricing

How much value does a dataset or a data production process have to an agent who wishes to use the data to assist decision-making? This is a fundamental question towards understanding the value of data as well as further pricing of data. This paper develops an approach for capturing the instrumental value of data production processes, which takes two key factors into account: (a) the context of the agent's decision-making problem; (b) prior data or information the agent already possesses. We ''micro-found'' our valuation concepts by showing how they connect to classic notions of information design and signals in information economics. When instantiated in the domain of Bayesian linear regression, our value naturally corresponds to information gain. Based on our designed data value, we then study a basic monopoly pricing setting with a buyer looking to purchase from a seller some labeled data of a certain feature direction in order to improve a Bayesian regression model. We show that when the seller has the ability to fully customize any data request, she can extract the first-best revenue (i.e., full surplus) from any population of buyers, i.e., achieving first-degree price discrimination. If the seller can only sell data that are derived from an existing data pool, this limits her ability to customize, and achieving first-best revenue becomes generally impossible. However, we design a mechanism that achieves seller revenue at most $\log (κ)$ less than the first-best revenue, where $κ$ is the condition number associated with the data matrix. A corollary of this result is that the seller can extract the first-best revenue in the multi-armed bandits special case.

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Sample Complexity of Linear Regression Models for Opinion Formation in Networks

Consider public health officials aiming to spread awareness about a new vaccine in a community interconnected by a social network. How can they distribute information with minimal resources, so as to avoid polarization and ensure community-wide convergence of opinion? To tackle such challenges, we initiate the study of sample complexity of opinion convergence in networks. Our framework is built on the recognized opinion formation game, where we regard the opinion of each agent as a data-derived model, unlike previous works that treat opinions as data-independent scalars. The opinion model for every agent is initially learned from its local samples and evolves game-theoretically as all agents communicate with neighbors and revise their models towards an equilibrium. Our focus is on the sample complexity needed to ensure that the opinions converge to an equilibrium such that the final model of every agent has low generalization error. Our paper has two main technical results. First, we present a novel polynomial time optimization framework to quantify the total sample complexity for arbitrary networks, when the underlying learning problem is (generalized) linear regression. Second, we leverage this optimization to study the network gain which measures the improvement of sample complexity when learning over a network compared to that in isolation. Towards this end, we derive network gain bounds for various network classes including cliques, star graphs, and random regular graphs. Additionally, our framework provides a method to study sample distribution within the network, suggesting that it is sufficient to allocate samples inversely to the degree. Empirical results on both synthetic and real-world networks strongly support our theoretical findings.

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IRL for Restless Multi-Armed Bandits with Applications in Maternal and Child Health

Public health practitioners often have the goal of monitoring patients and maximizing patients' time spent in "favorable" or healthy states while being constrained to using limited resources. Restless multi-armed bandits (RMAB) are an effective model to solve this problem as they are helpful to allocate limited resources among many agents under resource constraints, where patients behave differently depending on whether they are intervened on or not. However, RMABs assume the reward function is known. This is unrealistic in many public health settings because patients face unique challenges and it is impossible for a human to know who is most deserving of any intervention at such a large scale. To address this shortcoming, this paper is the first to present the use of inverse reinforcement learning (IRL) to learn desired rewards for RMABs, and we demonstrate improved outcomes in a maternal and child health telehealth program. First we allow public health experts to specify their goals at an aggregate or population level and propose an algorithm to design expert trajectories at scale based on those goals. Second, our algorithm WHIRL uses gradient updates to optimize the objective, allowing for efficient and accurate learning of RMAB rewards. Third, we compare with existing baselines and outperform those in terms of run-time and accuracy. Finally, we evaluate and show the usefulness of WHIRL on thousands on beneficiaries from a real-world maternal and child health setting in India. We publicly release our code here: https://github.com/Gjain234/WHIRL.

cs.LG↗

A Survey on Data Markets

Data is the new oil of the 21st century. The growing trend of trading data for greater welfare has led to the emergence of data markets. A data market is any mechanism whereby the exchange of data products including datasets and data derivatives takes place as a result of data buyers and data sellers being in contact with one another, either directly or through mediating agents. It serves as a coordinating mechanism by which several functions, including the pricing and the distribution of data as the most important ones, interact to make the value of data fully exploited and enhanced. In this article, we present a comprehensive survey of this important and emerging direction from the aspects of data search, data productization, data transaction, data pricing, revenue allocation as well as privacy, security, and trust issues. We also investigate the government policies and industry status of data markets across different countries and different domains. Finally, we identify the unresolved challenges and discuss possible future directions for the development of data markets.

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Unveiling User Satisfaction and Creator Productivity Trade-Offs in Recommendation Platforms

On User-Generated Content (UGC) platforms, recommendation algorithms significantly impact creators' motivation to produce content as they compete for algorithmically allocated user traffic. This phenomenon subtly shapes the volume and diversity of the content pool, which is crucial for the platform's sustainability. In this work, we demonstrate, both theoretically and empirically, that a purely relevance-driven policy with low exploration strength boosts short-term user satisfaction but undermines the long-term richness of the content pool. In contrast, a more aggressive exploration policy may slightly compromise user satisfaction but promote higher content creation volume. Our findings reveal a fundamental trade-off between immediate user satisfaction and overall content production on UGC platforms. Building on this finding, we propose an efficient optimization method to identify the optimal exploration strength, balancing user and creator engagement. Our model can serve as a pre-deployment audit tool for recommendation algorithms on UGC platforms, helping to align their immediate objectives with sustainable, long-term goals.

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Intrinsic Robustness of Prophet Inequality to Strategic Reward Signaling

Prophet inequality concerns a basic optimal stopping problem and states that simple threshold stopping policies -- i.e., accepting the first reward larger than a certain threshold -- can achieve tight $\frac{1}{2}$-approximation to the optimal prophet value. Motivated by its economic applications, this paper studies the robustness of this approximation to natural strategic manipulations in which each random reward is associated with a self-interested player who may selectively reveal his realized reward to the searcher in order to maximize his probability of being selected. We say a threshold policy is $α$(-strategically)-robust if it (a) achieves the $α$-approximation to the prophet value for strategic players; and (b) meanwhile remains a $\frac{1}{2}$-approximation in the standard non-strategic setting. Starting with a characterization of each player's optimal information revealing strategy, we demonstrate the intrinsic robustness of prophet inequalities to strategic reward signaling through the following results: (1) for arbitrary reward distributions, there is a threshold policy that is $\frac{1-\frac{1}{e}}{2}$-robust, and this ratio is tight; (2) for i.i.d. reward distributions, there is a threshold policy that is $\frac{1}{2}$-robust, which is tight for the setting; and (3) for log-concave (but non-identical) reward distributions, the $\frac{1}{2}$-robustness can also be achieved under certain regularity assumptions.

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Escape Sensing Games: Detection-vs-Evasion in Security Applications

Traditional game-theoretic research for security applications primarily focuses on the allocation of external protection resources to defend targets. This work puts forward the study of a new class of games centered around strategically arranging targets to protect them against a constrained adversary, with motivations from varied domains such as peacekeeping resource transit and cybersecurity. Specifically, we introduce Escape Sensing Games (ESGs). In ESGs, a blue player manages the order in which targets pass through a channel, while her opponent tries to capture the targets using a set of sensors that need some time to recharge after each activation. We present a thorough computational study of ESGs. Among others, we show that it is NP-hard to compute best responses and equilibria. Nevertheless, we propose a variety of effective (heuristic) algorithms whose quality we demonstrate in extensive computational experiments.

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Learning from Imperfect Human Feedback: a Tale from Corruption-Robust Dueling

This paper studies Learning from Imperfect Human Feedback (LIHF), addressing the potential irrationality or imperfect perception when learning from comparative human feedback. Building on evidences that human's imperfection decays over time (i.e., humans learn to improve), we cast this problem as a concave-utility continuous-action dueling bandit but under a restricted form of corruption: i.e., the corruption scale is decaying over time as $t^{ρ-1}$ for some "imperfection rate" $ρ\in [0, 1]$. With $T$ as the total number of iterations, we establish a regret lower bound of $ Ω(\max\{\sqrt{T}, T^ρ\}) $ for LIHF, even when $ρ$ is known. For the same setting, we develop the Robustified Stochastic Mirror Descent for Imperfect Dueling (RoSMID) algorithm, which achieves nearly optimal regret $\tilde{\mathcal{O}}(\max\{\sqrt{T}, T^ρ\})$. Core to our analysis is a novel framework for analyzing gradient-based algorithms for dueling bandit under corruption, and we demonstrate its general applicability by showing how this framework can be easily applied to obtain corruption-robust guarantees for other popular gradient-based dueling bandit algorithms. Our theoretical results are validated by extensive experiments.

cs.LG↗

Strategic Linear Contextual Bandits

Motivated by the phenomenon of strategic agents gaming a recommender system to maximize the number of times they are recommended to users, we study a strategic variant of the linear contextual bandit problem, where the arms can strategically misreport privately observed contexts to the learner. We treat the algorithm design problem as one of mechanism design under uncertainty and propose the Optimistic Grim Trigger Mechanism (OptGTM) that incentivizes the agents (i.e., arms) to report their contexts truthfully while simultaneously minimizing regret. We also show that failing to account for the strategic nature of the agents results in linear regret. However, a trade-off between mechanism design and regret minimization appears to be unavoidable. More broadly, this work aims to provide insight into the intersection of online learning and mechanism design.

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Algorithmic Cheap Talk

The literature on strategic communication originated with the influential cheap talk model, which precedes the Bayesian persuasion model by three decades. This model describes an interaction between two agents: sender and receiver. The sender knows some state of the world which the receiver does not know, and tries to influence the receiver's action by communicating a cheap talk message to the receiver. This paper initiates the systematic algorithmic study of cheap talk in a finite environment (i.e., a finite number of states and receiver's possible actions). We first prove that approximating the sender-optimal or the welfare-maximizing cheap talk equilibrium up to a certain additive constant or multiplicative factor is NP-hard. We further prove that deciding whether there exists an equilibrium in which the receiver gets utility higher than the trivial utility he can guarantee is NP-hard. Fortunately, we identify two naturally-restricted cases that admit efficient algorithms for finding a sender-optimal equilibrium - a constant number of states or a receiver having only two actions.

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Information Design in the Principal-Agent Problem

We study a variant of the principal-agent problem in which the principal does not directly observe the agent's effort outcome; rather, she gets a signal about the agent's action according to a variable information structure designed by a regulator. We consider both the case of a risk-neutral and of a risk-averse agent, focusing mainly on a setting with a limited liability assumption. We provide a clean characterization for implementability of actions and utility profiles by any information structure, which turns out to be simple thresholds on the utilities. We further study naturally constrained information structures in which the signal emitted from any action is either the action itself or some actions nearby. We show that the worst implementable welfare deteriorates gracefully as the information structure becomes noisier. Finally, we show that our clean characterization does not generalize to a larger class of signaling constraints. In fact, even deciding whether a certain action is implementable by some constrained information structure from this class is NP-complete in the general setting.

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A Reduction from Multi-Parameter to Single-Parameter Bayesian Contract Design

The main result of this paper is an almost approximation-preserving polynomial-time reduction from the most general multi-parameter Bayesian contract design (BCD) to single-parameter BCD. That is, for any multi-parameter BCD instance $I^M$, we construct a single-parameter instance $I^S$ such that any $β$-approximate contract (resp. menu of contracts) of $I^S$ can in turn be converted to a $(β-ε)$-approximate contract (resp. menu of contracts) of $I^M$. The reduction is in time polynomial in the input size and $\log(\frac{1}ε)$; moreover, when $β= 1$ (i.e., the given single-parameter solution is exactly optimal), the dependence on $\frac{1}ε$ can be removed, leading to a polynomial-time exact reduction. This efficient reduction is somewhat surprising because in the closely related problem of Bayesian mechanism design, a polynomial-time reduction from multi-parameter to single-parameter setting is believed to not exist. Our result demonstrates the intrinsic difficulty of addressing moral hazard in Bayesian contract design, regardless of being single-parameter or multi-parameter. As byproducts, our reduction answers two open questions in recent literature of algorithmic contract design: (a) it implies that optimal contract design in single-parameter BCD is not in APX unless P=NP even when the agent's type distribution is regular, answering the open question of [Alon et al. 2021] in the negative; (b) it implies that the principal's (order-wise) tight utility gap between using a menu of contracts and a single contract is $Θ(n)$ where $n$ is the number of actions, answering the major open question of [Guruganesh et al. 2021] for the single-parameter case.

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Mechanism Design for Large Language Models

We investigate auction mechanisms for AI-generated content, focusing on applications like ad creative generation. In our model, agents' preferences over stochastically generated content are encoded as large language models (LLMs). We propose an auction format that operates on a token-by-token basis, and allows LLM agents to influence content creation through single dimensional bids. We formulate two desirable incentive properties and prove their equivalence to a monotonicity condition on output aggregation. This equivalence enables a second-price rule design, even absent explicit agent valuation functions. Our design is supported by demonstrations on a publicly available LLM.

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Contractual Reinforcement Learning: Pulling Arms with Invisible Hands

The agency problem emerges in today's large scale machine learning tasks, where the learners are unable to direct content creation or enforce data collection. In this work, we propose a theoretical framework for aligning economic interests of different stakeholders in the online learning problems through contract design. The problem, termed \emph{contractual reinforcement learning}, naturally arises from the classic model of Markov decision processes, where a learning principal seeks to optimally influence the agent's action policy for their common interests through a set of payment rules contingent on the realization of next state. For the planning problem, we design an efficient dynamic programming algorithm to determine the optimal contracts against the far-sighted agent. For the learning problem, we introduce a generic design of no-regret learning algorithms to untangle the challenges from robust design of contracts to the balance of exploration and exploitation, reducing the complexity analysis to the construction of efficient search algorithms. For several natural classes of problems, we design tailored search algorithms that provably achieve $\tilde{O}(\sqrt{T})$ regret. We also present an algorithm with $\tilde{O}(T^{2/3})$ for the general problem that improves the existing analysis in online contract design with mild technical assumptions.

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Multi-Sender Persuasion: A Computational Perspective

We consider the multi-sender persuasion problem: multiple players with informational advantage signal to convince a single self-interested actor to take certain actions. This problem generalizes the seminal Bayesian Persuasion framework and is ubiquitous in computational economics, multi-agent learning, and multi-objective machine learning. The core solution concept here is the Nash equilibrium of senders' signaling policies. Theoretically, we prove that finding an equilibrium in general is PPAD-Hard; in fact, even computing a sender's best response is NP-Hard. Given these intrinsic difficulties, we turn to finding local Nash equilibria. We propose a novel differentiable neural network to approximate this game's non-linear and discontinuous utilities. Complementing this with the extra-gradient algorithm, we discover local equilibria that Pareto dominates full-revelation equilibria and those found by existing neural networks. Broadly, our theoretical and empirical contributions are of interest to a large class of economic problems.

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Learning to Persuade on the Fly: Robustness Against Ignorance

Motivated by information sharing in online platforms, we study repeated persuasion between a sender and a stream of receivers where at each time, the sender observes a payoff-relevant state drawn independently and identically from an unknown distribution, and shares state information with the receivers who each choose an action. The sender seeks to persuade the receivers into taking actions aligned with the sender's preference by selectively sharing state information. However, in contrast to the standard models, neither the sender nor the receivers know the distribution, and the sender has to persuade while learning the distribution on the fly. We study the sender's learning problem of making persuasive action recommendations to achieve low regret against the optimal persuasion mechanism with the knowledge of the distribution. To do this, we first propose and motivate a persuasiveness criterion for the unknown distribution setting that centers robustness as a requirement in the face of uncertainty. Our main result is an algorithm that, with high probability, is robustly-persuasive and achieves $O(\sqrt{T\log T})$ regret, where $T$ is the horizon length. Intuitively, at each time our algorithm maintains a set of candidate distributions, and chooses a signaling mechanism that is simultaneously persuasive for all of them. Core to our proof is a tight analysis about the cost of robust persuasion, which may be of independent interest. We further prove that this regret order is optimal (up to logarithmic terms) by showing that no algorithm can achieve regret better than $Ω(\sqrt{T})$.

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