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Philip N. Brown

Publications and source records attributed to Philip N. Brown.

36 records · Page 2Linked to original sources

On Partial Adoption of Vehicle-to-Vehicle Communication: When Should Cars Warn Each Other of Hazards?

The emerging technology of Vehicle-to-Vehicle (V2V) communication over vehicular ad hoc networks promises to improve road safety by allowing vehicles to autonomously warn each other of road hazards. However, research on other transportation information systems has shown that informing only a subset of drivers of road conditions may have a perverse effect of increasing congestion. In the context of a simple (yet novel) model of V2V hazard information sharing, we ask whether partial adoption of this technology can similarly lead to undesirable outcomes. In our model, drivers individually choose how recklessly to behave as a function of information received from other V2V-enabled cars, and the resulting aggregate behavior influences the likelihood of accidents (and thus the information propagated by the vehicular network). We fully characterize the game-theoretic equilibria of this model. Our model indicates that for a wide range of our parameter space, V2V information sharing surprisingly increases the equilibrium frequency of accidents relative to no V2V information sharing, and that it may increase equilibrium social cost as well.

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Information Design for Vehicle-to-Vehicle Communication

The emerging technology of Vehicle-to-Vehicle (V2V) communication over vehicular ad hoc networks promises to improve road safety by allowing vehicles to autonomously warn each other of road hazards. However, research on other transportation information systems has shown that informing only a subset of drivers of road conditions may have a perverse effect of increasing congestion. In the context of a simple (yet novel) model of V2V hazard information sharing, we ask whether partial adoption of this technology can similarly lead to undesirable outcomes. In our model, drivers individually choose how recklessly to behave as a function of information received from other V2V-enabled cars, and the resulting aggregate behavior influences the likelihood of accidents (and thus the information propagated by the vehicular network). We fully characterize the game-theoretic equilibria of this model using our new equilibrium concept. Our model indicates that for a wide range of the parameter space, V2V information sharing surprisingly increases the equilibrium frequency of accidents relative to no V2V information sharing, and that it may increase equilibrium social cost as well.

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Providing slowdown information to improve selfish routing

Recent research in the social sciences has identified situations in which small changes in the way that information is provided to consumers can have large aggregate effects on behavior. This has been promoted in popular media in areas of public health and wellness, but its application to other areas has not been broadly studied. This paper presents a simple model which expresses the effect of providing commuters with carefully-curated information regarding aggregate traffic "slowdowns" on the various roads in a transportation network. Much of the work on providing information to commuters focuses specifically on travel-time information. However, the model in the present paper allows a system planner to provide slowdown information as well; that is, commuters are additionally told how much slower each route is as compared to its uncongested state. We show that providing this additional information can improve equilibrium routing efficiency when compared to the case when commuters are only given information about travel time, but that these improvements in congestion are not universal. That is, transportation networks exist on which any provision of slowdown information can harm equilibrium congestion. In addition, this paper illuminates a deep connection between the effects of commuter slowdown-sensitivity and the study of marginal-cost pricing and altruism in congestion games.

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Robust Stochastic Stability in Dynamic and Reactive Environments

The theory of learning in games has extensively studied situations where agents respond dynamically to each other by optimizing a fixed utility function. However, in many settings of interest, agent utility functions themselves vary as a result of past agent choices. The ongoing COVID-19 pandemic provides an example: a highly prevalent virus may incentivize individuals to wear masks, but extensive adoption of mask-wearing reduces virus prevalence which in turn reduces individual incentives for mask-wearing. This paper develops a general framework using probabilistic coupling methods that can be used to derive the stochastically stable states of log-linear learning in certain games which feature such game-environment feedback. As a case study, we apply this framework to a simple dynamic game-theoretic model of social precautions in an epidemic and give conditions under which maximally cautious social behavior in this model is stochastically stable.

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A Highway Toll Lane Framework that Unites Autonomous Vehicles and High-occupancy Vehicles

We consider the scenario where human-driven/autonomous vehicles with low/high occupancy are sharing a segment of highway and autonomous vehicles are capable of increasing the traffic throughput by preserving a shorter headway than human-driven vehicles. We propose a toll lane framework where a lane on the highway is reserved freely for autonomous vehicles with high occupancy, which have the greatest capability to increase social mobility, and the other three classes of vehicles can choose to use the toll lane with a toll or use the other regular lanes freely. All vehicles are assumed to be only interested in minimizing their own travel costs. We explore the resulting lane choice equilibria under the framework and establish desirable properties of the equilibria, which implicitly compare high-occupancy vehicles with autonomous vehicles in terms of their capabilities to increase social mobility. We further use numerical examples in the optimal toll design, the occupancy threshold design, and the policy design problems to clarify the various potential applications of this toll lane framework that unites high-occupancy vehicles and autonomous vehicles. To our best knowledge, this is the first work that systematically studies a toll lane framework that unites autonomous vehicles and high-occupancy vehicles on the roads.

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Employing Altruistic Vehicles at On-ramps to Improve the Social Traffic Conditions

Highway on-ramps are regarded as typical bottlenecks in transportation networks. In previous work, mainline vehicles' selfish lane choice behavior at on-ramps is studied and regarded as one cause leading to on-ramp inefficiency. When on-ramp vehicles plan to merge into the mainline of the highway, mainline vehicles choose to either stay steadfast on the current lane or bypass the merging area by switching to a neighboring lane farther from the on-ramp. Selfish vehicles make the decisions to minimize their own travel delay, which compromises the efficiency of the whole on-ramp. Results in previous work have shown that, if we can encourage a proper portion of mainline vehicles to bypass rather than to stay steadfast, the social traffic conditions can be improved. In this work, we consider employing a proportion of altruistic vehicles among the selfish mainline vehicles to improve the efficiency of the on-ramps. The altruistic vehicles are individual optimizers, making decisions whether to stay steadfast or bypass to minimize their own altruistic cost, which is a weighted sum of the travel delay and their negative impact on other vehicles. We first consider the ideal case that altruistic costs can be perfectly measured by altruistic vehicles. We give the conditions for the proportion of altruistic vehicles and the weight configuration of the altruistic costs, under which the social delay can be decreased or reach the optimal. Subsequently, we consider the impact of uncertainty in the measurement of altruistic costs and we give the optimal weight configuration for altruistic vehicles which minimizes the worst-case social delay under such uncertainty.

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Individual Altruism Cannot Overcome Congestion Effects in a Global Pandemic Game

A key challenge in responding to public health crises such as COVID-19 is the difficulty of predicting the results of feedback interconnections between the disease and society. As a step towards understanding these interconnections, we pose a simple game-theoretic model of a global pandemic in which individuals can choose where to live, and we investigate the global behavior that may emerge as a result of individuals reacting locally to the competing costs of isolation and infection. We study the game-theoretic equilibria that emerge from this setup when the population is composed of either selfish or altruistic individuals. First, we demonstrate that as is typical in these types of games, selfish equilibria are in general not optimal, but that all stable selfish equilibria are within a constant factor of optimal. Second, there exist infinitely-many stable altruistic equilibria; all but finitely-many of these are worse than the worst selfish equilibrium, and the social cost of altruistic equilibria is unbounded. Our work is in sharp contrast to recent work in network congestion games in which all altruistic equilibria are socially optimal. This suggests that a population without central coordination may react very poorly to a pandemic, and that individual altruism could even exacerbate the problem.

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The Effectiveness of Subsidies and Tolls in Congestion Games

Are rewards or penalties more effective in influencing user behavior? This work compares the effectiveness of subsidies and tolls in incentivizing user behavior in congestion games. The predominantly studied method of influencing user behavior in network routing problems is to institute taxes which alter users' observed costs in a manner that causes their self-interested choices to more closely align with a system-level objective. Another conceivable method to accomplish the same goal is to subsidize the users' actions that are preferable from a system-level perspective. We show that, when users behave similarly and predictably, subsidies offer superior performance guarantees to tolls under similar budgetary constraints; however, in the presence of unknown player heterogeneity, subsidies fail to offer the same robustness as tolls.

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The Impact of Complex and Informed Adversarial Behavior in Graphical Coordination Games

How does system-level information impact the ability of an adversary to degrade performance in a networked control system? How does the complexity of an adversary's strategy affect its ability to degrade performance? This paper focuses on these questions in the context of graphical coordination games where an adversary can influence a given fraction of the agents in the system, and the agents follow log-linear learning, a well-known distributed learning algorithm. Focusing on a class of homogeneous ring graphs of various connectivity, we begin by demonstrating that minimally connected ring graphs are the most susceptible to adversarial influence. We then proceed to characterize how both (i) the sophistication of the attack strategies (static vs dynamic) and (ii) the informational awareness about the network structure can be leveraged by an adversary to degrade system performance. Focusing on the set of adversarial policies that induce stochastically stable states, our findings demonstrate that the relative importance between sophistication and information changes depending on the the influencing power of the adversary. In particular, sophistication far outweighs informational awareness with regards to degrading system-level damage when the adversary's influence power is relatively weak. However, the opposite is true when an adversary's influence power is more substantial.

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The Cost of Denied Observation in Multiagent Submodular Optimization

A popular formalism for multiagent control applies tools from game theory, casting a multiagent decision problem as a cooperation-style game in which individual agents make local choices to optimize their own local utility functions in response to the observable choices made by other agents. When the system-level objective is submodular maximization, it is known that if every agent can observe the action choice of all other agents, then all Nash equilibria of a large class of resulting games are within a factor of $2$ of optimal; that is, the price of anarchy is $1/2$. However, little is known if agents cannot observe the action choices of other relevant agents. To study this, we extend the standard game-theoretic model to one in which a subset of agents either become \emph{blind} (unable to observe others' choices) or \emph{isolated} (blind, and also invisible to other agents), and we prove exact expressions for the price of anarchy as a function of the number of compromised agents. When $k$ agents are compromised (in any combination of blind or isolated), we show that the price of anarchy for a large class of utility functions is exactly $1/(2+k)$. We then show that if agents use marginal-cost utility functions and at least $1$ of the compromised agents is blind (rather than isolated), the price of anarchy improves to $1/(1+k)$. We also provide simulation results demonstrating the effects of these observation denials in a dynamic setting.

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Partial Altruism is Worse than Complete Selfishness in Nonatomic Congestion Games

We seek to understand the fundamental mathematics governing infrastructure-scale interactions between humans and machines, particularly when the machines' intended purpose is to influence and optimize the behavior of the humans. To that end, this paper investigates the worst-case congestion that can arise in nonatomic network congestion games when a fraction of the traffic is completely altruistic (e.g., benevolent self-driving cars) and the remainder is completely selfish (e.g., human commuters). We study the worst-case harm of altruism in such scenarios in terms of the perversity index, or the worst-case equilibrium congestion cost resulting from the presence of altruistic traffic, relative to the congestion cost which would result if all traffic were selfish. We derive a tight bound on the perversity index for the class of series-parallel network congestion games with convex latency functions, and show three facts: First, the harm of altruism is maximized when exactly half of the traffic is altruistic, but it gracefully vanishes when the fraction of altruistic traffic approaches either 0 or 1. Second, we show that the harm of altruism is linearly increasing in a natural measure of the "steepness" of network latency functions. Finally, we show that for any nontrivial fraction of altruistic traffic, the harm of altruism exceeds the price of anarchy associated with all-selfish traffic: in a sense, partial altruism is worse than complete selfishness.

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Exploiting an Adversary's Intentions in Graphical Coordination Games

How does information regarding an adversary's intentions affect optimal system design? This paper addresses this question in the context of graphical coordination games where an adversary can indirectly influence the behavior of agents by modifying their payoffs. We study a situation in which a system operator must select a graph topology in anticipation of the action of an unknown adversary. The designer can limit her worst-case losses by playing a security strategy, effectively planning for an adversary which intends maximum harm. However, fine-grained information regarding the adversary's intention may help the system operator to fine-tune the defenses and obtain better system performance. In a simple model of adversarial behavior, this paper asks how much a system operator can gain by fine-tuning a defense for known adversarial intent. We find that if the adversary is weak, a security strategy is approximately optimal for any adversary type; however, for moderately-strong adversaries, security strategies are far from optimal.

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Can Taxes Improve Congestion on All Networks?

We ask if it is possible to positively influence social behavior with no risk of unintentionally incentivizing pathological behavior. In network routing problems, if network traffic is composed of many individual agents, it is known that self-interested behavior among the agents can lead to suboptimal network congestion. We study situations in which a system planner charges monetary tolls for the use of network links in an effort to incentivize efficient routing choices by the users, but in which the users' sensitivity to tolls is heterogeneous and unknown. We seek locally-computed tolls that are guaranteed not to incentivize worse network routing than in the un-influenced case. Our main result is to show that if networks are sufficiently complex and populations sufficiently diverse, perverse incentives cannot be systematically avoided: any taxation mechanism that improves outcomes on one network must necessarily degrade them on another. Nonetheless, for the simple class of parallel networks, non-perverse taxes do exist; we fully characterize all such taxation mechanisms, showing that they are a generalized version of traditional marginal-cost tolls.

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Carrots or Sticks? The Effectiveness of Subsidies and Tolls in Congestion Games

Are rewards or penalties more effective in influencing user behavior? This work compares the effectiveness of subsidies and tolls in incentivizing users in congestion games. The predominantly studied method of influencing user behavior in network routing problems is to institute taxes which alter users' observed costs in a manner that causes their self-interested choices to more closely align with a system-level objective. Another feasible method to accomplish the same goal is to subsidize the users' actions that are preferable from a system-level perspective. We show that, when users behave similarly and predictably, subsidies offer comparable performance guarantees to tolls while requiring smaller monetary transactions with users; however, in the presence of unknown player heterogeneity, subsidies fail to offer the same performance as tolls. We further investigate these relationships in affine congestion games, deriving explicit performance bounds under optimal tolls and subsidies with and without user heterogeneity; we show that the differences in performance can be significant.

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Utilizing Information Optimally to Influence Distributed Network Routing

How can a system designer exploit system-level knowledge to derive incentives to optimally influence social behavior? The literature on network routing contains many results studying the application of monetary tolls to influence behavior and improve the efficiency of self-interested network traffic routing. These results typically fall into two categories: (1) optimal tolls which incentivize socially-optimal behavior for a known realization of the network and population, or (2) robust tolls which provably reduce congestion given uncertainty regarding networks and user types, but may fail to optimize routing in general. This paper advances the study of robust influencing, mechanisms asking how a system designer can optimally exploit additional information regarding the network structure and user price sensitivities to design pricing mechanisms which influence behavior. We design optimal scaled marginal-cost pricing mechanisms for a class of parallel-network routing games and derive the tight performance guarantees when the network structure and/or the average user price-sensitivity is known. Our results demonstrate that from the standpoint of the system operator, in general it is more important to know the structure of the network than it is to know distributional information regarding the user population.

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Designing for Emergent Security in Heterogeneous Human-Machine Teams

This work seeks to design decisionmaking rules for autonomous agents to jointly influence and optimize the behavior of teamed human decisionmakers in the presence of an adversary. We study a situation in which computational jobs are scheduled on servers by a collection of autonomous machines in concert with self-interested human decisionmakers, and the human and machine schedulers must react to an adversary's attack on one of the servers. We show a simple machine scheduling policy such that if all schedulers have permission to schedule jobs on all servers, increasing the penetration of machine schedulers always increases the level of security in the system, even when the machine schedulers have no explicit coordination or communication amongst themselves. However, we show a companion result in which simple constraints on server availability can nullify the machine schedulers' ability to effectively influence human schedulers; here, even if machine schedulers control an overwhelming majority of jobs, are socially-aware, and fully coordinated amongst themselves, they are incapable of influencing human decisionmakers to mitigate the harm of an attack.

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Security Against Impersonation Attacks in Distributed Systems

In a multi-agent system, transitioning from a centralized to a distributed decision-making strategy can introduce vulnerability to adversarial manipulation. We study the potential for adversarial manipulation in a class of graphical coordination games where the adversary can pose as a friendly agent in the game, thereby influencing the decision-making rules of a subset of agents. The adversary's influence can cascade throughout the system, indirectly influencing other agents' behavior and significantly impacting the emergent collective behavior. The main results in this paper focus on characterizing conditions under which the adversary's local influence can dramatically impact the emergent global behavior, e.g., destabilize efficient Nash equilibria.

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Are Multiagent Systems Resilient to Communication Failures?

A challenge in multiagent control systems is to ensure that they are appropriately resilient to communication failures between the various agents. In many common game-theoretic formulations of these types of systems, it is implicitly assumed that all agents have access to as much information about other agents' actions as needed. This paper endeavors to augment these game-theoretic methods with policies that would allow agents to react on-the-fly to losses of this information. Unfortunately, we show that even if a single agent loses communication with one other weakly-coupled agent, this can cause arbitrarily-bad system states to emerge as various solution concepts of an associated game, regardless of how the agent accounts for the communication failure and regardless of how weakly coupled the agents are. Nonetheless, we show that the harm that communication failures can cause is limited by the structure of the problem; when agents' action spaces are richer, problems are more susceptible to these types of pathologies. Finally, we undertake an initial study into how a system designer might prevent these pathologies, and explore a few limited settings in which communication failures cannot cause harm.

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