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Joseph Y. Halpern

Publications and source records attributed to Joseph Y. Halpern.

At least 145 records · Page 8Linked to original sources

A Game-Theoretic Analysis of Updating Sets of Probabilities

We consider how an agent should update her uncertainty when it is represented by a set $¶$ of probability distributions and the agent observes that a random variable $X$ takes on value $x$, given that the agent makes decisions using the minimax criterion, perhaps the best-studied and most commonly-used criterion in the literature. We adopt a game-theoretic framework, where the agent plays against a bookie, who chooses some distribution from $¶$. We consider two reasonable games that differ in what the bookie knows when he makes his choice. Anomalies that have been observed before, like time inconsistency, can be understood as arising important because different games are being played, against bookies with different information. We characterize the important special cases in which the optimal decision rules according to the minimax criterion amount to either conditioning or simply ignoring the information. Finally, we consider the relationship between conditioning and calibration when uncertainty is described by sets of probabilities.

cs.AI↗

A Knowledge-Based Analysis of Global Function Computation

Consider a distributed system N in which each agent has an input value and each communication link has a weight. Given a global function, that is, a function f whose value depends on the whole network, the goal is for every agent to eventually compute the value f(N). We call this problem global function computation. Various solutions for instances of this problem, such as Boolean function computation, leader election, (minimum) spanning tree construction, and network determination, have been proposed, each under particular assumptions about what processors know about the system and how this knowledge can be acquired. We give a necessary and sufficient condition for the problem to be solvable that generalizes a number of well-known results. We then provide a knowledge-based (kb) program (like those of Fagin, Halpern, Moses, and Vardi) that solves global function computation whenever possible. Finally, we improve the message overhead inherent in our initial kb program by giving a counterfactual belief-based program that also solves the global function computation whenever possible, but where agents send messages only when they believe it is necessary to do so. The latter program is shown to be implemented by a number of well-known algorithms for solving leader election.

cs.DC↗

Generalized Solution Concepts in Games with Possibly Unaware Players

Most work in game theory assumes that players are perfect reasoners and have common knowledge of all significant aspects of the game. In earlier work, we proposed a framework for representing and analyzing games with possibly unaware players, and suggested a generalization of Nash equilibrium appropriate for games with unaware players that we called generalized Nash equilibrium. Here, we use this framework to analyze other solution concepts that have been considered in the game-theory literature, with a focus on sequential equilibrium. We also provide some insight into the notion of generalized Nash equilibrium by proving that it is closely related to the notion of rationalizability when we restrict the analysis to games in normal form and no unawareness is involved.

cs.GT↗

Efficiency and Nash Equilibria in a Scrip System for P2P Networks

A model of providing service in a P2P network is analyzed. It is shown that by adding a scrip system, a mechanism that admits a reasonable Nash equilibrium that reduces free riding can be obtained. The effect of varying the total amount of money (scrip) in the system on efficiency (i.e., social welfare) is analyzed, and it is shown that by maintaining the appropriate ratio between the total amount of money and the number of agents, efficiency is maximized. The work has implications for many online systems, not only P2P networks but also a wide variety of online forums for which scrip systems are popular, but formal analyses have been lacking.

cs.GT↗

Optimizing Scrip Systems: Efficiency, Crashes, Hoarders, and Altruists

We discuss the design of efficient scrip systems and develop tools for empirically analyzing them. For those interested in the empirical study of scrip systems, we demonstrate how characteristics of agents in a system can be inferred from the equilibrium distribution of money. From the perspective of a system designer, we examine the effect of the money supply on social welfare and show that social welfare is maximized by increasing the money supply up to the point that the system experiences a ``monetary crash,'' where money is sufficiently devalued that no agent is willing to perform a service. We also examine the implications of the presence of altruists and hoarders on the performance of the system. While a small number of altruists may improve social welfare, too many can also cause the system to experience a monetary crash, which may be bad for social welfare. Hoarders generally decrease social welfare but, surprisingly, they also promote system stability by helping prevent monetary crashes. In addition, we provide new technical tools for analyzing and computing equilibria by showing that our model exhibits strategic complementarities, which implies that there exist equilibria in pure strategies that can be computed efficiently.

cs.GT↗

Worst-Case Background Knowledge for Privacy-Preserving Data Publishing

Recent work has shown the necessity of considering an attacker's background knowledge when reasoning about privacy in data publishing. However, in practice, the data publisher does not know what background knowledge the attacker possesses. Thus, it is important to consider the worst-case. In this paper, we initiate a formal study of worst-case background knowledge. We propose a language that can express any background knowledge about the data. We provide a polynomial time algorithm to measure the amount of disclosure of sensitive information in the worst case, given that the attacker has at most a specified number of pieces of information in this language. We also provide a method to efficiently sanitize the data so that the amount of disclosure in the worst case is less than a specified threshold.

cs.DB↗

Characterizing and Reasoning about Probabilistic and Non-Probabilistic Expectation

Expectation is a central notion in probability theory. The notion of expectation also makes sense for other notions of uncertainty. We introduce a propositional logic for reasoning about expectation, where the semantics depends on the underlying representation of uncertainty. We give sound and complete axiomatizations for the logic in the case that the underlying representation is (a) probability, (b) sets of probability measures, (c) belief functions, and (d) possibility measures. We show that this logic is more expressive than the corresponding logic for reasoning about likelihood in the case of sets of probability measures, but equi-expressive in the case of probability, belief, and possibility. Finally, we show that satisfiability for these logics is NP-complete, no harder than satisfiability for propositional logic.

cs.AI↗

Extensive Games with Possibly Unaware Players

Standard game theory assumes that the structure of the game is common knowledge among players. We relax this assumption by considering extensive games where agents may be unaware of the complete structure of the game. In particular, they may not be aware of moves that they and other agents can make. We show how such games can be represented; the key idea is to describe the game from the point of view of every agent at every node of the game tree. We provide a generalization of Nash equilibrium and show that every game with awareness has a generalized Nash equilibrium. Finally, we extend these results to games with awareness of unawareness, where a player i may be aware that a player j can make moves that i is not aware of, and to subjective games, where payers may have no common knowledge regarding the actual game and their beliefs are incompatible with a common prior.

cs.GT↗

Computer Science and Game Theory: A Brief Survey

There has been a remarkable increase in work at the interface of computer science and game theory in the past decade. In this article I survey some of the main themes of work in the area, with a focus on the work in computer science. Given the length constraints, I make no attempt at being comprehensive, especially since other surveys are also available, and a comprehensive survey book will appear shortly.

cs.GT↗

Dealing With Logical Omniscience: Expressiveness and Pragmatics

We examine four approaches for dealing with the logical omniscience problem and their potential applicability: the syntactic approach, awareness, algorithmic knowledge, and impossible possible worlds. Although in some settings these approaches are equi-expressive and can capture all epistemic states, in other settings of interest (especially with probability in the picture), we show that they are not equi-expressive. We then consider the pragmatics of dealing with logical omniscience-- how to choose an approach and construct an appropriate model.

cs.LO↗

Characterizing Solution Concepts in Games Using Knowledge-Based Programs

We show how solution concepts in games such as Nash equilibrium, correlated equilibrium, rationalizability, and sequential equilibrium can be given a uniform definition in terms of \emph{knowledge-based programs}. Intuitively, all solution concepts are implementations of two knowledge-based programs, one appropriate for games represented in normal form, the other for games represented in extensive form. These knowledge-based programs can be viewed as embodying rationality. The representation works even if (a) information sets do not capture an agent's knowledge, (b) uncertainty is not represented by probability, or (c) the underlying game is not common knowledge.

cs.GT↗

Rational Secret Sharing and Multiparty Computation: Extended Abstract

We consider the problems of secret sharing and multiparty computation, assuming that agents prefer to get the secret (resp., function value) to not getting it, and secondarily, prefer that as few as possible of the other agents get it. We show that, under these assumptions, neither secret sharing nor multiparty function computation is possible using a mechanism that has a fixed running time. However, we show that both are possible using randomized mechanisms with constant expected running time.

cs.GT↗

A Logic for Reasoning about Evidence

We introduce a logic for reasoning about evidence that essentially views evidence as a function from prior beliefs (before making an observation) to posterior beliefs (after making the observation). We provide a sound and complete axiomatization for the logic, and consider the complexity of the decision problem. Although the reasoning in the logic is mainly propositional, we allow variables representing numbers and quantification over them. This expressive power seems necessary to capture important properties of evidence.

cs.AI↗

Evidence with Uncertain Likelihoods

An agent often has a number of hypotheses, and must choose among them based on observations, or outcomes of experiments. Each of these observations can be viewed as providing evidence for or against various hypotheses. All the attempts to formalize this intuition up to now have assumed that associated with each hypothesis h there is a likelihood function μ_h, which is a probability measure that intuitively describes how likely each observation is, conditional on h being the correct hypothesis. We consider an extension of this framework where there is uncertainty as to which of a number of likelihood functions is appropriate, and discuss how one formal approach to defining evidence, which views evidence as a function from priors to posteriors, can be generalized to accommodate this uncertainty.

cs.AI↗

Expressing Security Properties Using Selective Interleaving Functions

McLean's notion of Selective Interleaving Functions (SIFs) is perhaps the best-known attempt to construct a framework for expressing various security properties. We examine the expressive power of SIFs carefully. We show that SIFs cannot capture nondeducibility on strategies (NOS). We also prove that the set of security properties expressed with SIFs is not closed under conjunction, from which it follows that separability is strictly stronger than double generalized noninterference. However, we show that if we generalize the notion of SIF in a natural way, then NOS is expressible, and the set of security properties expressible by generalized SIFs is closed under conjunction.

cs.CR↗

Using First-Order Logic to Reason about Policies

A policy describes the conditions under which an action is permitted or forbidden. We show that a fragment of (multi-sorted) first-order logic can be used to represent and reason about policies. Because we use first-order logic, policies have a clear syntax and semantics. We show that further restricting the fragment results in a language that is still quite expressive yet is also tractable. More precisely, questions about entailment, such as `May Alice access the file?', can be answered in time that is a low-order polynomial (indeed, almost linear in some cases), as can questions about the consistency of policy sets.

cs.LO↗

Characterizing the NP-PSPACE Gap in the Satisfiability Problem for Modal Logic

There has been a great of work on characterizing the complexity of the satisfiability and validity problem for modal logics. In particular, Ladner showed that the validity problem for all logics between K, T, and S4 is {\sl PSPACE}-complete, while for S5 it is {\sl NP}-complete. We show that, in a precise sense, it is \emph{negative introspection}, the axiom $\neg K p \rimp K \neg K p$, that causes the gap. In a precise sense, if we require this axiom, then the satisfiability problem is {\sl NP}-complete; without it, it is {\sl PSPACE}-complete.

cs.LO↗