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Ludwig Dierks

Publications and source records attributed to Ludwig Dierks.

6 recordsLinked to original sources

Scalable Mechanism Design for Multi-Agent Path Finding

Multi-Agent Path Finding (MAPF) involves determining paths for multiple agents to travel simultaneously and collision-free through a shared area toward given goal locations. This problem is computationally complex, especially when dealing with large numbers of agents, as is common in realistic applications like autonomous vehicle coordination. Finding an optimal solution is often computationally infeasible, making the use of approximate, suboptimal algorithms essential. Adding to the complexity, agents might act in a self-interested and strategic way, possibly misrepresenting their goals to the MAPF algorithm if it benefits them. Although the field of mechanism design offers tools to align incentives, using these tools without careful consideration can fail when only having access to approximately optimal outcomes. In this work, we introduce the problem of scalable mechanism design for MAPF and propose three strategyproof mechanisms, two of which even use approximate MAPF algorithms. We test our mechanisms on realistic MAPF domains with problem sizes ranging from dozens to hundreds of agents. We find that they improve welfare beyond a simple baseline.

cs.AI

Market Design for Drone Traffic Management

The rapid development of drone technology is leading to more and more use cases being proposed. In response, regulators are drawing up drone traffic management frameworks. However, to design solutions that are efficient, fair, simple, non-manipulable, and scalable, we need market design and AI expertise. To this end, we introduce the drone traffic management problem as a new research challenge to the market design and AI communities. We present five design desiderata that we have derived from our interviews with stakeholders from the regulatory side as well as from public and private enterprises. Finally, we provide an overview of the solution space to point out possible directions for future research.

cs.GT

Search and Matching for Adoption from Foster Care

To find families for the more than 70,000 children in need of adoptive placements, most United States child welfare agencies have employed a family-driven search approach in which prospective families respond to announcements made by the agency. However, some agencies have switched to a caseworker-driven search approach in which the caseworker directly contacts families recommended for a child. We introduce a novel search-and-matching model that captures the key features of the adoption process and compare family-driven with caseworker-driven search in a game-theoretical framework. Under either approach, the equilibria are generated by threshold strategies and form a lattice structure. Our main theoretical finding then shows that no family-driven equilibrium can Pareto dominate any caseworker-driven outcome, whereas it is possible that each caseworker-driven equilibrium Pareto dominates every equilibrium attainable under family-driven search. We also find that, within our model, when families are sufficiently impatient, caseworker-driven search is better for all children. We numerically illustrate that most agents are better off under caseworker-driven search across a wide range of parameter values. Finally, we present an empirical study of an agency that switched to caseworker-driven search, finding a three-year adoption probability that outperformed a statewide benchmark by 44.9%, along with a statistically significant 54% higher adoption hazard rate.

cs.GT

On the cluster admission problem for cloud computing

Cloud computing providers face the problem of matching heterogeneous customer workloads to resources that will serve them. This is particularly challenging if customers, who are already running a job on a cluster, scale their resource usage up and down over time. The provider therefore has to continuously decide whether she can add additional workloads to a given cluster or if doing so would impact existing workloads' ability to scale. Currently, this is often done using simple threshold policies to reserve large parts of each cluster, which leads to low efficiency (i.e., low average utilization of the cluster). We propose more sophisticated policies for controlling admission to a cluster and demonstrate that they significantly increase cluster utilization. We first introduce the cluster admission problem and formalize it as a constrained Partially Observable Markov Decision Process (POMDP). As it is infeasible to solve the POMDP optimally, we then systematically design admission policies that estimate moments of each workload's distribution of future resource usage. Via extensive simulations grounded in a trace from Microsoft Azure, we show that our admission policies lead to a substantial improvement over the simple threshold policy. We then show that substantial further gains are possible if high-quality information is available about arriving workloads. Based on this, we propose an information elicitation approach to incentivize users to provide this information and simulate its effects.

cs.DC

Revenue Maximization for Consumer Software: Subscription or Perpetual License?

We study the revenue maximization problem of a publisher selling consumer software. We assume that the publisher sells either traditional perpetual licenses, subscription licenses, or both. For our analysis, we employ a game-theoretic model, which enables us to derive the users' equilibrium strategies and the publisher's optimal pricing strategy. Via extensive numerical evaluations, we then demonstrate the sizable impact different pricing strategies have on the publisher's revenue, and we provide comparative statics for the most important settings parameters. Although in practice, many publishers still only sell perceptual licenses, we find that offering a subscription license in addition to a perpetual license typically (but not always) leads to significantly higher revenue than only selling either type of license on its own.

cs.GT

The Competitive Effects of Variance-based Pricing

In many markets, like electricity or cloud computing markets, providers incur large costs for keeping sufficient capacity in reserve to accommodate demand fluctuations of a mostly fixed user base. These costs are significantly affected by the unpredictability of the users' demand. Nevertheless, standard mechanisms charge fixed per-unit prices that do not depend on the variability of the users' demand. In this paper, we study a variance-based pricing rule in a two-provider market setting and perform a game-theoretic analysis of the resulting competitive effects. We show that an innovative provider who employs variance-based pricing can choose a pricing strategy that guarantees himself a higher profit than using fixed per-unit prices for any individually rational response of a provider playing a fixed pricing strategy. We characterize all equilibria for the setting where both providers employ variance-based pricing strategies. We find that, while in equilibrium, the profits of the providers may increase or decrease depending on their cost functions, social welfare always weakly increases.

cs.GT