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Patrick Loiseau

Publications and source records attributed to Patrick Loiseau.

At least 37 records · Page 2Linked to original sources

Asymptotic Degradation of Linear Regression Estimates With Strategic Data Sources

We consider the problem of linear regression from strategic data sources with a public good component, i.e., when data is provided by strategic agents who seek to minimize an individual provision cost for increasing their data's precision while benefiting from the model's overall precision. In contrast to previous works, our model tackles the case where there is uncertainty on the attributes characterizing the agents' data -- a critical aspect of the problem when the number of agents is large. We provide a characterization of the game's equilibrium, which reveals an interesting connection with optimal design. Subsequently, we focus on the asymptotic behavior of the covariance of the linear regression parameters estimated via generalized least squares as the number of data sources becomes large. We provide upper and lower bounds for this covariance matrix and we show that, when the agents' provision costs are superlinear, the model's covariance converges to zero but at a slower rate relative to virtually all learning problems with exogenous data. On the other hand, if the agents' provision costs are linear, this covariance fails to converge. This shows that even the basic property of consistency of generalized least squares estimators is compromised when the data sources are strategic.

cs.GT

Introducing the Expohedron for Efficient Pareto-optimal Fairness-Utility Amortizations in Repeated Rankings

We consider the problem of computing a sequence of rankings that maximizes consumer-side utility while minimizing producer-side individual unfairness of exposure. While prior work has addressed this problem using linear or quadratic programs on bistochastic matrices, such approaches, relying on Birkhoff-von Neumann (BvN) decompositions, are too slow to be implemented at large scale. In this paper we introduce a geometrical object, a polytope that we call expohedron, whose points represent all achievable exposures of items for a Position Based Model (PBM). We exhibit some of its properties and lay out a Carathéodory decomposition algorithm with complexity $O(n^2\log(n))$ able to express any point inside the expohedron as a convex sum of at most $n$ vertices, where $n$ is the number of items to rank. Such a decomposition makes it possible to express any feasible target exposure as a distribution over at most $n$ rankings. Furthermore we show that we can use this polytope to recover the whole Pareto frontier of the multi-objective fairness-utility optimization problem, using a simple geometrical procedure with complexity $O(n^2\log(n))$. Our approach compares favorably to linear or quadratic programming baselines in terms of algorithmic complexity and empirical runtime and is applicable to any merit that is a non-decreasing function of item relevance. Furthermore our solution can be expressed as a distribution over only $n$ permutations, instead of the $(n-1)^2 + 1$ achieved with BvN decompositions. We perform experiments on synthetic and real-world datasets, confirming our theoretical results.

cs.IR

On Fair Selection in the Presence of Implicit and Differential Variance

Discrimination in selection problems such as hiring or college admission is often explained by implicit bias from the decision maker against disadvantaged demographic groups. In this paper, we consider a model where the decision maker receives a noisy estimate of each candidate's quality, whose variance depends on the candidate's group -- we argue that such differential variance is a key feature of many selection problems. We analyze two notable settings: in the first, the noise variances are unknown to the decision maker who simply picks the candidates with the highest estimated quality independently of their group; in the second, the variances are known and the decision maker picks candidates having the highest expected quality given the noisy estimate. We show that both baseline decision makers yield discrimination, although in opposite directions: the first leads to underrepresentation of the low-variance group while the second leads to underrepresentation of the high-variance group. We study the effect on the selection utility of imposing a fairness mechanism that we term the $γ$-rule (it is an extension of the classical four-fifths rule and it also includes demographic parity). In the first setting (with unknown variances), we prove that under mild conditions, imposing the $γ$-rule increases the selection utility -- here there is no trade-off between fairness and utility. In the second setting (with known variances), imposing the $γ$-rule decreases the utility but we prove a bound on the utility loss due to the fairness mechanism.

cs.LG

Scalable Optimal Classifiers for Adversarial Settings under Uncertainty

We consider the problem of finding optimal classifiers in an adversarial setting where the class-1 data is generated by an attacker whose objective is not known to the defender -- an aspect that is key to realistic applications but has so far been overlooked in the literature. To model this situation, we propose a Bayesian game framework where the defender chooses a classifier with no a priori restriction on the set of possible classifiers. The key difficulty in the proposed framework is that the set of possible classifiers is exponential in the set of possible data, which is itself exponential in the number of features used for classification. To counter this, we first show that Bayesian Nash equilibria can be characterized completely via functional threshold classifiers with a small number of parameters. We then show that this low-dimensional characterization enables to develop a training method to compute provably approximately optimal classifiers in a scalable manner; and to develop a learning algorithm for the online setting with low regret (both independent of the dimension of the set of possible data). We illustrate our results through simulations.

cs.GT

Selfish & Opaque Transaction Ordering in the Bitcoin Blockchain: The Case for Chain Neutrality

Most public blockchain protocols, including the popular Bitcoin and Ethereum blockchains, do not formally specify the order in which miners should select transactions from the pool of pending (or uncommitted) transactions for inclusion in the blockchain. Over the years, informal conventions or "norms" for transaction ordering have, however, emerged via the use of shared software by miners, e.g., the GetBlockTemplate (GBT) mining protocol in Bitcoin Core. Today, a widely held view is that Bitcoin miners prioritize transactions based on their offered "transaction fee-per-byte." Bitcoin users are, consequently, encouraged to increase the fees to accelerate the commitment of their transactions, particularly during periods of congestion. In this paper, we audit the Bitcoin blockchain and present statistically significant evidence of mining pools deviating from the norms to accelerate the commitment of transactions for which they have (i) a selfish or vested interest, or (ii) received dark-fee payments via opaque (non-public) side-channels. As blockchains are increasingly being used as a record-keeping substrate for a variety of decentralized (financial technology) systems, our findings call for an urgent discussion on defining neutrality norms that miners must adhere to when ordering transactions in the chains. Finally, we make our data sets and scripts publicly available.

cs.CR

Modeling Coordinated vs. P2P Mining: An Analysis of Inefficiency and Inequality in Proof-of-Work Blockchains

We study efficiency in a proof-of-work blockchain with non-zero latencies, focusing in particular on the (inequality in) individual miners' efficiencies. Prior work attributed differences in miners' efficiencies mostly to attacks, but we pursue a different question: Can inequality in miners' efficiencies be explained by delays, even when all miners are honest? Traditionally, such efficiency-related questions were tackled only at the level of the overall system, and in a peer-to-peer (P2P) setting where miners directly connect to one another. Despite it being common today for miners to pool compute capacities in a mining pool managed by a centralized coordinator, efficiency in such a coordinated setting has barely been studied. In this paper, we propose a simple model of a proof-of-work blockchain with latencies for both the P2P and the coordinated settings. We derive a closed-form expression for the efficiency in the coordinated setting with an arbitrary number of miners and arbitrary latencies, both for the overall system and for each individual miner. We leverage this result to show that inequalities arise from variability in the delays, but that if all miners are equidistant from the coordinator, they have equal efficiency irrespective of their compute capacities. We then prove that, under a natural consistency condition, the overall system efficiency in the P2P setting is higher than that in the coordinated setting. Finally, we perform a simulation-based study to demonstrate that even in the P2P setting delays between miners introduce inequalities, and that there is a more complex interplay between delays and compute capacities.

cs.CR

Colonel Blotto Games with Favoritism: Competitions with Pre-allocations and Asymmetric Effectiveness

We introduce the Colonel Blotto game with favoritism, an extension of the famous Colonel Blotto game where the winner-determination rule is generalized to include pre-allocations and asymmetry of the players' resources effectiveness on each battlefield. Such favoritism is found in many classical applications of the Colonel Blotto game. We focus on the Nash equilibrium. First, we consider the closely related model of all-pay auctions with favoritism and completely characterize its equilibrium. Based on this result, we prove the existence of a set of optimal univariate distributions -- which serve as candidate marginals for an equilibrium -- of the Colonel Blotto game with favoritism and show an explicit construction thereof. In several particular cases, this directly leads to an equilibrium of the Colonel Blotto game with favoritism. In other cases, we use these optimal univariate distributions to derive an approximate equilibrium with well-controlled approximation error. Finally, we propose an algorithm -- based on the notion of winding number in parametric curves -- to efficiently compute an approximation of the proposed optimal univariate distributions with arbitrarily small error.

cs.GT

Approximate Equilibria in Generalized Colonel Blotto and Generalized Lottery Blotto Games

In the Colonel Blotto game, two players with a fixed budget simultaneously allocate their resources across n battlefields to maximize the aggregate value gained from the battlefields where they have the higher allocation. Despite its long-standing history and important applications, the Colonel Blotto game still lacks a complete Nash equilibrium characterization in its most general form where players are asymmetric and battlefields' values are heterogeneous across battlefields and different between the two players---this is called the Generalized Colonel Blotto game. In this work, we propose a simply-constructed class of strategies---the independently uniform strategies---and we prove that they are approximate equilibria of the Generalized Colonel Blotto game; moreover, we characterize the approximation error according to the game's parameters. We also consider an extension called the Generalized Lottery Blotto game, with stochastic winner-determination rules allowing more flexibility in modeling practical contests. We prove that the proposed strategies are also approximate equilibria of the Generalized Lottery Blotto game.

cs.GT

An Approximate Dynamic Programming Approach to Adversarial Online Learning

We describe an approximate dynamic programming (ADP) approach to compute approximations of the optimal strategies and of the minimal losses that can be guaranteed in discounted repeated games with vector-valued losses. Such games prominently arise in the analysis of regret in repeated decision-making in adversarial environments, also known as adversarial online learning. At the core of our approach is a characterization of the lower Pareto frontier of the set of expected losses that a player can guarantee in these games as the unique fixed point of a set-valued dynamic programming operator. When applied to the problem of regret minimization with discounted losses, our approach yields algorithms that achieve markedly improved performance bounds compared to off-the-shelf online learning algorithms like Hedge. These results thus suggest the significant potential of ADP-based approaches in adversarial online learning.

cs.GT

On Fair Selection in the Presence of Implicit Variance

Quota-based fairness mechanisms like the so-called Rooney rule or four-fifths rule are used in selection problems such as hiring or college admission to reduce inequalities based on sensitive demographic attributes. These mechanisms are often viewed as introducing a trade-off between selection fairness and utility. In recent work, however, Kleinberg and Raghavan showed that, in the presence of implicit bias in estimating candidates' quality, the Rooney rule can increase the utility of the selection process. We argue that even in the absence of implicit bias, the estimates of candidates' quality from different groups may differ in another fundamental way, namely, in their variance. We term this phenomenon implicit variance and we ask: can fairness mechanisms be beneficial to the utility of a selection process in the presence of implicit variance (even in the absence of implicit bias)? To answer this question, we propose a simple model in which candidates have a true latent quality that is drawn from a group-independent normal distribution. To make the selection, a decision maker receives an unbiased estimate of the quality of each candidate, with normal noise, but whose variance depends on the candidate's group. We then compare the utility obtained by imposing a fairness mechanism that we term $γ$-rule (it includes demographic parity and the four-fifths rule as special cases), to that of a group-oblivious selection algorithm that picks the candidates with the highest estimated quality independently of their group. Our main result shows that the demographic parity mechanism always increases the selection utility, while any $γ$-rule weakly increases it. We extend our model to a two-stage selection process where the true quality is observed at the second stage. We discuss multiple extensions of our results, in particular to different distributions of the true latent quality.

cs.CY

Linear Regression from Strategic Data Sources

Linear regression is a fundamental building block of statistical data analysis. It amounts to estimating the parameters of a linear model that maps input features to corresponding outputs. In the classical setting where the precision of each data point is fixed, the famous Aitken/Gauss-Markov theorem in statistics states that generalized least squares (GLS) is a so-called "Best Linear Unbiased Estimator" (BLUE). In modern data science, however, one often faces strategic data sources, namely, individuals who incur a cost for providing high-precision data. In this paper, we study a setting in which features are public but individuals choose the precision of the outputs they reveal to an analyst. We assume that the analyst performs linear regression on this dataset, and individuals benefit from the outcome of this estimation. We model this scenario as a game where individuals minimize a cost comprising two components: (a) an (agent-specific) disclosure cost for providing high-precision data; and (b) a (global) estimation cost representing the inaccuracy in the linear model estimate. In this game, the linear model estimate is a public good that benefits all individuals. We establish that this game has a unique non-trivial Nash equilibrium. We study the efficiency of this equilibrium and we prove tight bounds on the price of stability for a large class of disclosure and estimation costs. Finally, we study the estimator accuracy achieved at equilibrium. We show that, in general, Aitken's theorem does not hold under strategic data sources, though it does hold if individuals have identical disclosure costs (up to a multiplicative factor). When individuals have non-identical costs, we derive a bound on the improvement of the equilibrium estimation cost that can be achieved by deviating from GLS, under mild assumptions on the disclosure cost functions.

cs.GT

Path Planning Problems with Side Observations-When Colonels Play Hide-and-Seek

Resource allocation games such as the famous Colonel Blotto (CB) and Hide-and-Seek (HS) games are often used to model a large variety of practical problems, but only in their one-shot versions. Indeed, due to their extremely large strategy space, it remains an open question how one can efficiently learn in these games. In this work, we show that the online CB and HS games can be cast as path planning problems with side-observations (SOPPP): at each stage, a learner chooses a path on a directed acyclic graph and suffers the sum of losses that are adversarially assigned to the corresponding edges; and she then receives semi-bandit feedback with side-observations (i.e., she observes the losses on the chosen edges plus some others). We propose a novel algorithm, EXP3-OE, the first-of-its-kind with guaranteed efficient running time for SOPPP without requiring any auxiliary oracle. We provide an expected-regret bound of EXP3-OE in SOPPP matching the order of the best benchmark in the literature. Moreover, we introduce additional assumptions on the observability model under which we can further improve the regret bounds of EXP3-OE. We illustrate the benefit of using EXP3-OE in SOPPP by applying it to the online CB and HS games.

cs.GT

Path Planning Problems with Side Observations-When Colonels Play Hide-and-Seek

Resource allocation games such as the famous Colonel Blotto (CB) and Hide-and-Seek (HS) games are often used to model a large variety of practical problems, but only in their one-shot versions. Indeed, due to their extremely large strategy space, it remains an open question how one can efficiently learn in these games. In this work, we show that the online CB and HS games can be cast as path planning problems with side-observations (SOPPP): at each stage, a learner chooses a path on a directed acyclic graph and suffers the sum of losses that are adversarially assigned to the corresponding edges; and she then receives semi-bandit feedback with side-observations (i.e., she observes the losses on the chosen edges plus some others). We propose a novel algorithm, EXP3-OE, the first-of-its-kind with guaranteed efficient running time for SOPPP without requiring any auxiliary oracle. We provide an expected-regret bound of EXP3-OE in SOPPP matching the order of the best benchmark in the literature. Moreover, we introduce additional assumptions on the observability model under which we can further improve the regret bounds of EXP3-OE. We illustrate the benefit of using EXP3-OE in SOPPP by applying it to the online CB and HS games.

cs.GT

Nonzero-sum Adversarial Hypothesis Testing Games

We study nonzero-sum hypothesis testing games that arise in the context of adversarial classification, in both the Bayesian as well as the Neyman-Pearson frameworks. We first show that these games admit mixed strategy Nash equilibria, and then we examine some interesting concentration phenomena of these equilibria. Our main results are on the exponential rates of convergence of classification errors at equilibrium, which are analogous to the well-known Chernoff-Stein lemma and Chernoff information that describe the error exponents in the classical binary hypothesis testing problem, but with parameters derived from the adversarial model. The results are validated through numerical experiments.

cs.GT

Combinatorial Bandits for Sequential Learning in Colonel Blotto Games

The Colonel Blotto game is a renowned resource allocation problem with a long-standing literature in game theory (almost 100 years). However, its scope of application is still restricted by the lack of studies on the incomplete-information situations where a learning model is needed. In this work, we propose and study a regret-minimization model where a learner repeatedly plays the Colonel Blotto game against several adversaries. At each stage, the learner distributes her budget of resources on a fixed number of battlefields to maximize the aggregate value of battlefields she wins; each battlefield being won if there is no adversary that has higher allocation. We focus on the bandit feedback setting. We first show that it can be modeled as a path planning problem. It is then possible to use the classical COMBAND algorithm to guarantee a sub-linear regret in terms of time horizon, but this entails two fundamental challenges: (i) the computation is inefficient due to the huge size of the action set, and (ii) the standard exploration distribution leads to a loose guarantee in practice. To address the first, we construct a modified algorithm that can be efficiently implemented by applying a dynamic programming technique called weight pushing; for the second, we propose methods optimizing the exploration distribution to improve the regret bound. Finally, we implement our proposed algorithm and perform numerical experiments that show the regret improvement in practice.

cs.GT

Towards Designing Cost-Optimal Policies to Utilize IaaS Clouds under Online Learning

Many businesses possess a small infrastructure that they can use for their computing tasks, but also often buy extra computing resources from clouds. Cloud vendors such as Amazon EC2 offer two types of purchase options: on-demand and spot instances. As tenants have limited budgets to satisfy their computing needs, it is crucial for them to determine how to purchase different options and utilize them (in addition to possible self-owned instances) in a cost-effective manner while respecting their response-time targets. In this paper, we propose a framework to design policies to allocate self-owned, on-demand and spot instances to arriving jobs. In particular, we propose a near-optimal policy to determine the number of self-owned instance and an optimal policy to determine the number of on-demand instances to buy and the number of spot instances to bid for at each time unit. Our policies rely on a small number of parameters and we use an online learning technique to infer their optimal values. Through numerical simulations, we show the effectiveness of our proposed policies, in particular that they achieve a cost reduction of up to 64.51% when spot and on-demand instances are considered and of up to 43.74% when self-owned instances are considered, compared to previously proposed or intuitive policies.

cs.DC

The Price of Local Fairness in Multistage Selection

The rise of algorithmic decision making led to active researches on how to define and guarantee fairness, mostly focusing on one-shot decision making. In several important applications such as hiring, however, decisions are made in multiple stage with additional information at each stage. In such cases, fairness issues remain poorly understood. In this paper we study fairness in $k$-stage selection problems where additional features are observed at every stage. We first introduce two fairness notions, local (per stage) and global (final stage) fairness, that extend the classical fairness notions to the $k$-stage setting. We propose a simple model based on a probabilistic formulation and show that the locally and globally fair selections that maximize precision can be computed via a linear program. We then define the price of local fairness to measure the loss of precision induced by local constraints; and investigate theoretically and empirically this quantity. In particular, our experiments show that the price of local fairness is generally smaller when the sensitive attribute is observed at the first stage; but globally fair selections are more locally fair when the sensitive attribute is observed at the second stage---hence in both cases it is often possible to have a selection that has a small price of local fairness and is close to locally fair.

stat.ML

Equality of Voice: Towards Fair Representation in Crowdsourced Top-K Recommendations

To help their users to discover important items at a particular time, major websites like Twitter, Yelp, TripAdvisor or NYTimes provide Top-K recommendations (e.g., 10 Trending Topics, Top 5 Hotels in Paris or 10 Most Viewed News Stories), which rely on crowdsourced popularity signals to select the items. However, different sections of a crowd may have different preferences, and there is a large silent majority who do not explicitly express their opinion. Also, the crowd often consists of actors like bots, spammers, or people running orchestrated campaigns. Recommendation algorithms today largely do not consider such nuances, hence are vulnerable to strategic manipulation by small but hyper-active user groups. To fairly aggregate the preferences of all users while recommending top-K items, we borrow ideas from prior research on social choice theory, and identify a voting mechanism called Single Transferable Vote (STV) as having many of the fairness properties we desire in top-K item (s)elections. We develop an innovative mechanism to attribute preferences of silent majority which also make STV completely operational. We show the generalizability of our approach by implementing it on two different real-world datasets. Through extensive experimentation and comparison with state-of-the-art techniques, we show that our proposed approach provides maximum user satisfaction, and cuts down drastically on items disliked by most but hyper-actively promoted by a few users.

cs.SI