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Haifeng Xu

Publications and source records attributed to Haifeng Xu.

At least 73 records · Page 4Linked to original sources

User Welfare Optimization in Recommender Systems with Competing Content Creators

Driven by the new economic opportunities created by the creator economy, an increasing number of content creators rely on and compete for revenue generated from online content recommendation platforms. This burgeoning competition reshapes the dynamics of content distribution and profoundly impacts long-term user welfare on the platform. However, the absence of a comprehensive picture of global user preference distribution often traps the competition, especially the creators, in states that yield sub-optimal user welfare. To encourage creators to best serve a broad user population with relevant content, it becomes the platform's responsibility to leverage its information advantage regarding user preference distribution to accurately signal creators. In this study, we perform system-side user welfare optimization under a competitive game setting among content creators. We propose an algorithmic solution for the platform, which dynamically computes a sequence of weights for each user based on their satisfaction of the recommended content. These weights are then utilized to design mechanisms that adjust the recommendation policy or the post-recommendation rewards, thereby influencing creators' content production strategies. To validate the effectiveness of our proposed method, we report our findings from a series of experiments, including: 1. a proof-of-concept negative example illustrating how creators' strategies converge towards sub-optimal states without platform intervention; 2. offline experiments employing our proposed intervention mechanisms on diverse datasets; and 3. results from a three-week online experiment conducted on a leading short-video recommendation platform.

cs.IR↗

Bayesian Calibrated Click-Through Auction

We study information design in click-through auctions, in which the bidders/advertisers bid for winning an opportunity to show their ads but only pay for realized clicks. The payment may or may not happen, and its probability is called the click-through rate (CTR). This auction format is widely used in the industry of online advertising. Bidders have private values, whereas the seller has private information about each bidder's CTRs. We are interested in the seller's problem of partially revealing CTR information to maximize revenue. Information design in click-through auctions turns out to be intriguingly different from almost all previous studies in this space since any revealed information about CTRs will never affect bidders' bidding behaviors -- they will always bid their true value per click -- but only affect the auction's allocation and payment rule. In some sense, this makes information design effectively a constrained mechanism design problem. Our first result is an FPTAS to compute an approximately optimal mechanism under a constant number of bidders. The design of this algorithm leverages Bayesian bidder values which help to ``smooth'' the seller's revenue function and lead to better tractability. The design of this FPTAS is complex and primarily algorithmic. Our second main result pursues the design of ``simple'' mechanisms that are approximately optimal yet more practical. We primarily focus on the two-bidder situation, which is already notoriously challenging as demonstrated in recent works. When bidders' CTR distribution is symmetric, we develop a simple prior-free signaling scheme, whose construction relies on a parameter termed optimal signal ratio. The constructed scheme provably obtains a good approximation as long as the maximum and minimum of bidders' value density functions do not differ much.

cs.GT↗

Differentially Private Bayesian Persuasion

The tension between persuasion and privacy preservation is common in real-world settings. Online platforms should protect the privacy of web users whose data they collect, even as they seek to disclose information about these data to selling advertising spaces. Similarly, hospitals may share patient data to attract research investments with the obligation to preserve patients' privacy. To deal with these issues, we develop a framework to study Bayesian persuasion under differential privacy constraints, where the sender must design an optimal signaling scheme for persuasion while guaranteeing the privacy of each agent's private information in the database. To understand how privacy constraints affect information disclosure, we explore two perspectives within Bayesian persuasion: one views the mechanism as releasing a posterior about the private data, while the other views it as sending an action recommendation. The posterior-based formulation helps consider privacy-utility tradeoffs, quantifying how the tightness of privacy constraints impacts the sender's optimal utility. For any instance in a common utility function family and a wide range of privacy levels, a significant constant utility gap can be found between any two of the three conditions: $ε$-differential privacy constraint, relaxation $(ε,δ)$-differential privacy constraint, and no privacy constraint. We further geometrically characterize optimal signaling schemes under different types of constraints ($ε$-differential privacy, $(ε,δ)$-differential privacy and Renyi differential privacy), all of which can be seen as finding concave hulls in constrained posterior regions. Meanwhile, by taking the action-based view of persuasion, we provide polynomial-time algorithms for computing optimal differentially private signaling schemes, as long as a mild homogeneous condition is met.

cs.GT↗

Human vs. Generative AI in Content Creation Competition: Symbiosis or Conflict?

The advent of generative AI (GenAI) technology produces transformative impact on the content creation landscape, offering alternative approaches to produce diverse, high-quality content across media, thereby reshaping online ecosystems but also raising concerns about market over-saturation and the potential marginalization of human creativity. Our work introduces a competition model generalized from the Tullock contest to analyze the tension between human creators and GenAI. Our theory and simulations suggest that despite challenges, a stable equilibrium between human and AI-generated content is possible. Our work contributes to understanding the competitive dynamics in the content creation industry, offering insights into the future interplay between human creativity and technological advancements in GenAI.

cs.GT↗

Generalized Principal-Agency: Contracts, Information, Games and Beyond

In the principal-agent problem formulated by Myerson'82, agents have private information (type) and make private decisions (action), both of which are unobservable to the principal. Myerson pointed out an elegant linear programming solution that relies on the revelation principle. This paper extends Myerson's results to a more general setting where the principal's action space can be infinite and subject to additional design constraints. Our generalized principal-agent model unifies several important design problems including contract design, information design, and Bayesian Stackelberg games, and encompasses them as special cases. We first extend the revelation principle to this general model, based on which a polynomial-time algorithm is then derived for computing the optimal mechanism for the principal. This algorithm not only implies new efficient solutions simultaneously for all the aforementioned special cases but also significantly simplifies previously known algorithms designed for special cases. Inspired by the recent interest in the algorithmic design of a single contract and menu of contracts, we study such constrained design problems to our general principal-agent model. In contrast to the above unification, our results here illustrate the other facet of diversity among different principal-agent design problems and demonstrate how their different structures can lead to different complexities: some are tractable whereas others are APX-hard. Finally, we reveal an interesting connection of our model to the problem of information acquisition for decision making and study its algorithmic properties in general.

cs.GT↗

Incentivized Truthful Communication for Federated Bandits

To enhance the efficiency and practicality of federated bandit learning, recent advances have introduced incentives to motivate communication among clients, where a client participates only when the incentive offered by the server outweighs its participation cost. However, existing incentive mechanisms naively assume the clients are truthful: they all report their true cost and thus the higher cost one participating client claims, the more the server has to pay. Therefore, such mechanisms are vulnerable to strategic clients aiming to optimize their own utility by misreporting. To address this issue, we propose an incentive compatible (i.e., truthful) communication protocol, named Truth-FedBan, where the incentive for each participant is independent of its self-reported cost, and reporting the true cost is the only way to achieve the best utility. More importantly, Truth-FedBan still guarantees the sub-linear regret and communication cost without any overheads. In other words, the core conceptual contribution of this paper is, for the first time, demonstrating the possibility of simultaneously achieving incentive compatibility and nearly optimal regret in federated bandit learning. Extensive numerical studies further validate the effectiveness of our proposed solution.

cs.LG↗

Learning in Online Principal-Agent Interactions: The Power of Menus

We study a ubiquitous learning challenge in online principal-agent problems during which the principal learns the agent's private information from the agent's revealed preferences in historical interactions. This paradigm includes important special cases such as pricing and contract design, which have been widely studied in recent literature. However, existing work considers the case where the principal can only choose a single strategy at every round to interact with the agent and then observe the agent's revealed preference through their actions. In this paper, we extend this line of study to allow the principal to offer a menu of strategies to the agent and learn additionally from observing the agent's selection from the menu. We provide a thorough investigation of several online principal-agent problem settings and characterize their sample complexities, accompanied by the corresponding algorithms we have developed. We instantiate this paradigm to several important design problems $-$ including Stackelberg (security) games, contract design, and information design. Finally, we also explore the connection between our findings and existing results about online learning in Stackelberg games, and we offer a solution that can overcome a key hard instance of Peng et al. (2019).

cs.GT↗

Uncoupled Bandit Learning towards Rationalizability: Benchmarks, Barriers, and Algorithms

Under the uncoupled learning setup, the last-iterate convergence guarantee towards Nash equilibrium is shown to be impossible in many games. This work studies the last-iterate convergence guarantee in general games toward rationalizability, a key solution concept in epistemic game theory that relaxes the stringent belief assumptions in both Nash and correlated equilibrium. This learning task naturally generalizes best arm identification problems, due to the intrinsic connections between rationalizable action profiles and the elimination of iteratively dominated actions. Despite a seemingly simple task, our first main result is a surprisingly negative one; that is, a large and natural class of no regret algorithms, including the entire family of Dual Averaging algorithms, provably take exponentially many rounds to reach rationalizability. Moreover, algorithms with the stronger no swap regret also suffer similar exponential inefficiency. To overcome these barriers, we develop a new algorithm that adjusts Exp3 with Diminishing Historical rewards (termed Exp3-DH); Exp3-DH gradually forgets history at carefully tailored rates. We prove that when all agents run Exp3-DH (a.k.a., self-play in multi-agent learning), all iteratively dominated actions can be eliminated within polynomially many rounds. Our experimental results further demonstrate the efficiency of Exp3-DH, and that state-of-the-art bandit algorithms, even those developed specifically for learning in games, fail to reach rationalizability efficiently.

cs.GT↗

Bandits Meet Mechanism Design to Combat Clickbait in Online Recommendation

We study a strategic variant of the multi-armed bandit problem, which we coin the strategic click-bandit. This model is motivated by applications in online recommendation where the choice of recommended items depends on both the click-through rates and the post-click rewards. Like in classical bandits, rewards follow a fixed unknown distribution. However, we assume that the click-rate of each arm is chosen strategically by the arm (e.g., a host on Airbnb) in order to maximize the number of times it gets clicked. The algorithm designer does not know the post-click rewards nor the arms' actions (i.e., strategically chosen click-rates) in advance, and must learn both values over time. To solve this problem, we design an incentive-aware learning algorithm, UCB-S, which achieves two goals simultaneously: (a) incentivizing desirable arm behavior under uncertainty; (b) minimizing regret by learning unknown parameters. We characterize all approximate Nash equilibria among arms under UCB-S and show a $\tilde{\mathcal{O}} (\sqrt{KT})$ regret bound uniformly in every equilibrium. We also show that incentive-unaware algorithms generally fail to achieve low regret in the strategic click-bandit. Finally, we support our theoretical results by simulations of strategic arm behavior which confirm the effectiveness and robustness of our proposed incentive design.

cs.LG↗

Incentivized Communication for Federated Bandits

Most existing works on federated bandits take it for granted that all clients are altruistic about sharing their data with the server for the collective good whenever needed. Despite their compelling theoretical guarantee on performance and communication efficiency, this assumption is overly idealistic and oftentimes violated in practice, especially when the algorithm is operated over self-interested clients, who are reluctant to share data without explicit benefits. Negligence of such self-interested behaviors can significantly affect the learning efficiency and even the practical operability of federated bandit learning. In light of this, we aim to spark new insights into this under-explored research area by formally introducing an incentivized communication problem for federated bandits, where the server shall motivate clients to share data by providing incentives. Without loss of generality, we instantiate this bandit problem with the contextual linear setting and propose the first incentivized communication protocol, namely, Inc-FedUCB, that achieves near-optimal regret with provable communication and incentive cost guarantees. Extensive empirical experiments on both synthetic and real-world datasets further validate the effectiveness of the proposed method across various environments.

cs.LG↗

Follow-ups Also Matter: Improving Contextual Bandits via Post-serving Contexts

Standard contextual bandit problem assumes that all the relevant contexts are observed before the algorithm chooses an arm. This modeling paradigm, while useful, often falls short when dealing with problems in which valuable additional context can be observed after arm selection. For example, content recommendation platforms like Youtube, Instagram, Tiktok also observe valuable follow-up information pertinent to the user's reward after recommendation (e.g., how long the user stayed, what is the user's watch speed, etc.). To improve online learning efficiency in these applications, we study a novel contextual bandit problem with post-serving contexts and design a new algorithm, poLinUCB, that achieves tight regret under standard assumptions. Core to our technical proof is a robustified and generalized version of the well-known Elliptical Potential Lemma (EPL), which can accommodate noise in data. Such robustification is necessary for tackling our problem, and we believe it could also be of general interest. Extensive empirical tests on both synthetic and real-world datasets demonstrate the significant benefit of utilizing post-serving contexts as well as the superior performance of our algorithm over the state-of-the-art approaches.

cs.LG↗

Markov Persuasion Processes with Endogenous Agent Beliefs

We consider a dynamic Bayesian persuasion setting where a single long-lived sender persuades a stream of ``short-lived'' agents (receivers) by sharing information about a payoff-relevant state. The state transitions are Markovian and the sender seeks to maximize the long-run average reward by committing to a (possibly history-dependent) signaling mechanism. While most previous studies of Markov persuasion consider exogenous agent beliefs that are independent of the chain, we study a more natural variant with endogenous agent beliefs that depend on the chain's realized history. A key challenge to analyze such settings is to model the agents' partial knowledge about the history information. We analyze a Markov persuasion process (MPP) under various information models that differ in the amount of information the receivers have about the history of the process. Specifically, we formulate a general partial-information model where each receiver observes the history with an $\ell$ period lag. Our technical contribution start with analyzing two benchmark models, i.e., the full-history information model and the no-history information model. We establish an ordering of the sender's payoff as a function of the informativeness of agent's information model (with no-history as the least informative), and develop efficient algorithms to compute optimal solutions for these two benchmarks. For general $\ell$, we present the technical challenges in finding an optimal signaling mechanism, where even determining the right dependency on the history becomes difficult. To bypass the difficulties, we use a robustness framework to design a "simple" \emph{history-independent} signaling mechanism that approximately achieves optimal payoff when $\ell$ is reasonably large.

cs.GT↗

Rethinking Incentives in Recommender Systems: Are Monotone Rewards Always Beneficial?

The past decade has witnessed the flourishing of a new profession as media content creators, who rely on revenue streams from online content recommendation platforms. The reward mechanism employed by these platforms creates a competitive environment among creators which affect their production choices and, consequently, content distribution and system welfare. It is thus crucial to design the platform's reward mechanism in order to steer the creators' competition towards a desirable welfare outcome in the long run. This work makes two major contributions in this regard: first, we uncover a fundamental limit about a class of widely adopted mechanisms, coined Merit-based Monotone Mechanisms, by showing that they inevitably lead to a constant fraction loss of the optimal welfare. To circumvent this limitation, we introduce Backward Rewarding Mechanisms (BRMs) and show that the competition game resultant from BRMs possesses a potential game structure. BRMs thus naturally induce strategic creators' collective behaviors towards optimizing the potential function, which can be designed to match any given welfare metric. In addition, the BRM class can be parameterized to allow the platform to directly optimize welfare within the feasible mechanism space even when the welfare metric is not explicitly defined.

cs.GT↗

How Bad is Top-$K$ Recommendation under Competing Content Creators?

Content creators compete for exposure on recommendation platforms, and such strategic behavior leads to a dynamic shift over the content distribution. However, how the creators' competition impacts user welfare and how the relevance-driven recommendation influences the dynamics in the long run are still largely unknown. This work provides theoretical insights into these research questions. We model the creators' competition under the assumptions that: 1) the platform employs an innocuous top-$K$ recommendation policy; 2) user decisions follow the Random Utility model; 3) content creators compete for user engagement and, without knowing their utility function in hindsight, apply arbitrary no-regret learning algorithms to update their strategies. We study the user welfare guarantee through the lens of Price of Anarchy and show that the fraction of user welfare loss due to creator competition is always upper bounded by a small constant depending on $K$ and randomness in user decisions; we also prove the tightness of this bound. Our result discloses an intrinsic merit of the myopic approach to the recommendation, i.e., relevance-driven matching performs reasonably well in the long run, as long as users' decisions involve randomness and the platform provides reasonably many alternatives to its users.

cs.GT↗

Auctioning with Strategically Reticent Bidders

We propose and study a novel mechanism design setup where each bidder holds two kinds of private information: (1) type variable, which can be misreported; (2) information variable, which the bidder may want to conceal or partially reveal, but importantly, not to misreport. We refer to bidders with such behaviors as strategically reticent bidders. Among others, one direct motivation of our model is the ad auction in which many ad platforms today elicit from each bidder not only their private value per conversion but also their private information about Internet users (e.g., user activities on the advertiser's websites) in order to improve the platform's estimation of conversion rates. We show that in this new setup, it is still possible to design mechanisms that are both Incentive and Information Compatible (IIC). We develop two different black-box transformations, which convert any mechanism $\mathcal{M}$ for classic bidders to a mechanism $\bar{\mathcal{M}}$ for strategically reticent bidders, based on either outcome of expectation or expectation of outcome, respectively. We identify properties of the original mechanism $\mathcal{M}$ under which the transformation leads to IIC mechanisms $\bar{\mathcal{M}}$. Interestingly, as corollaries of these results, we show that running VCG with bidders' expected values maximizes welfare, whereas the mechanism using expected outcome of Myerson's auction maximizes revenue. Finally, we study how regulation on the auctioneer's usage of information can lead to more robust mechanisms.

cs.GT↗

Incrementality Bidding via Reinforcement Learning under Mixed and Delayed Rewards

Incrementality, which is used to measure the causal effect of showing an ad to a potential customer (e.g. a user in an internet platform) versus not, is a central object for advertisers in online advertising platforms. This paper investigates the problem of how an advertiser can learn to optimize the bidding sequence in an online manner \emph{without} knowing the incrementality parameters in advance. We formulate the offline version of this problem as a specially structured episodic Markov Decision Process (MDP) and then, for its online learning counterpart, propose a novel reinforcement learning (RL) algorithm with regret at most $\widetilde{O}(H^2\sqrt{T})$, which depends on the number of rounds $H$ and number of episodes $T$, but does not depend on the number of actions (i.e., possible bids). A fundamental difference between our learning problem from standard RL problems is that the realized reward feedback from conversion incrementality is \emph{mixed} and \emph{delayed}. To handle this difficulty we propose and analyze a novel pairwise moment-matching algorithm to learn the conversion incrementality, which we believe is of independent of interest.

cs.LG↗

Multi-Player Bandits Robust to Adversarial Collisions

Motivated by cognitive radios, stochastic Multi-Player Multi-Armed Bandits has been extensively studied in recent years. In this setting, each player pulls an arm, and receives a reward corresponding to the arm if there is no collision, namely the arm was selected by one single player. Otherwise, the player receives no reward if collision occurs. In this paper, we consider the presence of malicious players (or attackers) who obstruct the cooperative players (or defenders) from maximizing their rewards, by deliberately colliding with them. We provide the first decentralized and robust algorithm RESYNC for defenders whose performance deteriorates gracefully as $\tilde{O}(C)$ as the number of collisions $C$ from the attackers increases. We show that this algorithm is order-optimal by proving a lower bound which scales as $Ω(C)$. This algorithm is agnostic to the algorithm used by the attackers and agnostic to the number of collisions $C$ faced from attackers.

cs.LG↗

CS-Shapley: Class-wise Shapley Values for Data Valuation in Classification

Data valuation, or the valuation of individual datum contributions, has seen growing interest in machine learning due to its demonstrable efficacy for tasks such as noisy label detection. In particular, due to the desirable axiomatic properties, several Shapley value approximation methods have been proposed. In these methods, the value function is typically defined as the predictive accuracy over the entire development set. However, this limits the ability to differentiate between training instances that are helpful or harmful to their own classes. Intuitively, instances that harm their own classes may be noisy or mislabeled and should receive a lower valuation than helpful instances. In this work, we propose CS-Shapley, a Shapley value with a new value function that discriminates between training instances' in-class and out-of-class contributions. Our theoretical analysis shows the proposed value function is (essentially) the unique function that satisfies two desirable properties for evaluating data values in classification. Further, our experiments on two benchmark evaluation tasks (data removal and noisy label detection) and four classifiers demonstrate the effectiveness of CS-Shapley over existing methods. Lastly, we evaluate the "transferability" of data values estimated from one classifier to others, and our results suggest Shapley-based data valuation is transferable for application across different models.

cs.LG↗