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Swapnil Dhamal

Publications and source records attributed to Swapnil Dhamal.

At least 19 recordsLinked to original sources

Meritocratic Fairness via $K$-Shapley Values in Budgeted Combinatorial Bandits with Full-Bandit Feedback

We study meritocratic fairness in budgeted combinatorial multi-armed bandits with full-bandit feedback, where a learner selects at most $K$ arms per time step and observes only the noisy aggregate reward of the selected set. To define merit under budgeted coalition constraints, we introduce the $K$-Shapley value, an adaptation of the classical Shapley value that measures marginal contributions using only coalitions of size at most $K$. We show that the $K$-Shapley value is the unique solution concept satisfying symmetry, linearity, null player, and $K$-efficiency axioms. We then establish an $\Omega(T^{2/3})$ lower bound on fairness regret for monotone submodular valuation functions. We show that an explore-then-commit algorithm MURaS (Meritocratic Uniform Random Sampling) achieves $\tilde O(T^{2/3})$ fairness regret by exploring all arms uniformly in exploration phase. To improve empirical regret, we propose IW-KSVFair, a meritocratic full-bandit algorithm that learns a selection policy whose arm marginals are proportional to the unknown $K$-Shapley values. To correct the bias induced by adaptive sampling, IW-KSVFair uses importance-weighted estimation and mixes the adaptive set distribution with a uniform distribution to keep importance weights bounded. We prove that IW-KSVFair achieves $\tilde O(T^{2/3})$ fairness regret, matching the lower bound up to logarithmic factors. Experiments on synthetic and real-world datasets show that IW-KSVFair achieves low cumulative fairness regret and closely aligns empirical selection frequencies with $K$-Shapley value-based merit.

cs.LG

The Multi-Stage Assignment Problem: A Fairness Perspective

This paper explores the problem of fair assignment on Multi-Stage graphs. A multi-stage graph consists of nodes partitioned into $K$ disjoint sets (stages) structured as a sequence of weighted bipartite graphs formed across adjacent stages. The goal is to assign node-disjoint paths to $n$ agents starting from the first stage and ending in the last stage. We show that an efficient assignment that minimizes the overall sum of costs of all the agents' paths may be highly unfair and lead to significant cost disparities (envy) among the agents. We further show that finding an envy-minimizing assignment on a multi-stage graph is NP-hard. We propose the C-Balance algorithm, which guarantees envy that is bounded by $2M$ in the case of two agents, where $M$ is the maximum edge weight. We demonstrate the algorithm's tightness by presenting an instance where the envy is $2M$. We further show that the cost of fairness ($CoF$), defined as the ratio of the cost of the assignment given by the fair algorithm to that of the minimum cost assignment, is bounded by $2$ for C-Balance. We then extend this approach to $n$ agents by proposing the DC-Balance algorithm that makes iterative calls to C-Balance. We show the convergence of DC-Balance, resulting in envy that is arbitrarily close to $2M$. We derive $CoF$ bounds for DC-Balance and provide insights about its dependency on the instance-specific parameters and the desired degree of envy. We experimentally show that our algorithm runs several orders of magnitude faster than a suitably formulated ILP.

cs.MA

Simultaneously Achieving Group Exposure Fairness and Within-Group Meritocracy in Stochastic Bandits

Existing approaches to fairness in stochastic multi-armed bandits (MAB) primarily focus on exposure guarantee to individual arms. When arms are naturally grouped by certain attribute(s), we propose Bi-Level Fairness, which considers two levels of fairness. At the first level, Bi-Level Fairness guarantees a certain minimum exposure to each group. To address the unbalanced allocation of pulls to individual arms within a group, we consider meritocratic fairness at the second level, which ensures that each arm is pulled according to its merit within the group. Our work shows that we can adapt a UCB-based algorithm to achieve a Bi-Level Fairness by providing (i) anytime Group Exposure Fairness guarantees and (ii) ensuring individual-level Meritocratic Fairness within each group. We first show that one can decompose regret bounds into two components: (a) regret due to anytime group exposure fairness and (b) regret due to meritocratic fairness within each group. Our proposed algorithm BF-UCB balances these two regrets optimally to achieve the upper bound of $O(\sqrt{T})$ on regret; $T$ being the stopping time. With the help of simulated experiments, we further show that BF-UCB achieves sub-linear regret; provides better group and individual exposure guarantees compared to existing algorithms; and does not result in a significant drop in reward with respect to UCB algorithm, which does not impose any fairness constraint.

cs.LG

Individual Fairness in Feature-Based Pricing for Monopoly Markets

We study fairness in the context of feature-based price discrimination in monopoly markets. We propose a new notion of individual fairness, namely, α-fairness, which guarantees that individuals with similar features face similar prices. First, we study discrete valuation space and give an analytical solution for optimal fair feature-based pricing. We show that the cost of fair pricing is defined as the ratio of expected revenue in an optimal feature-based pricing to the expected revenue in an optimal fair feature-based pricing (CoF) can be arbitrarily large in general. When the revenue function is continuous and concave with respect to the prices, we show that one can achieve CoF strictly less than 2, irrespective of the model parameters. Finally, we provide an algorithm to compute fair feature-based pricing strategy that achieves this CoF.

cs.GT

Ballooning Multi-Armed Bandits

In this paper, we introduce Ballooning Multi-Armed Bandits (BL-MAB), a novel extension of the classical stochastic MAB model. In the BL-MAB model, the set of available arms grows (or balloons) over time. In contrast to the classical MAB setting where the regret is computed with respect to the best arm overall, the regret in a BL-MAB setting is computed with respect to the best available arm at each time. We first observe that the existing stochastic MAB algorithms result in linear regret for the BL-MAB model. We prove that, if the best arm is equally likely to arrive at any time instant, a sub-linear regret cannot be achieved. Next, we show that if the best arm is more likely to arrive in the early rounds, one can achieve sub-linear regret. Our proposed algorithm determines (1) the fraction of the time horizon for which the newly arriving arms should be explored and (2) the sequence of arm pulls in the exploitation phase from among the explored arms. Making reasonable assumptions on the arrival distribution of the best arm in terms of the thinness of the distribution's tail, we prove that the proposed algorithm achieves sub-linear instance-independent regret. We further quantify explicit dependence of regret on the arrival distribution parameters. We reinforce our theoretical findings with extensive simulation results. We conclude by showing that our algorithm would achieve sub-linear regret even if (a) the distributional parameters are not exactly known, but are obtained using a reasonable learning mechanism or (b) the best arm is not more likely to arrive early, but a large fraction of arms is likely to arrive relatively early.

cs.LG

A Stochastic Game Framework for Analyzing Computational Investment Strategies in Distributed Computing

We study a stochastic game framework with dynamic set of players, for modeling and analyzing their computational investment strategies in distributed computing. Players obtain a certain reward for solving the problem or for providing their computational resources, while incur a certain cost based on the invested time and computational power. We first study a scenario where the reward is offered for solving the problem, such as in blockchain mining. We show that, in Markov perfect equilibrium, players with cost parameters exceeding a certain threshold, do not invest; while those with cost parameters less than this threshold, invest maximal power. Here, players need not know the system state. We then consider a scenario where the reward is offered for contributing to the computational power of a common central entity, such as in volunteer computing. Here, in Markov perfect equilibrium, only players with cost parameters in a relatively low range in a given state, invest. For the case where players are homogeneous, they invest proportionally to the 'reward to cost' ratio. For both the scenarios, we study the effects of players' arrival and departure rates on their utilities using simulations and provide additional insights.

cs.GT

A Two Phase Investment Game for Competitive Opinion Dynamics in Social Networks

We propose a setting for two-phase opinion dynamics in social networks, where a node's final opinion in the first phase acts as its initial biased opinion in the second phase. In this setting, we study the problem of two camps aiming to maximize adoption of their respective opinions, by strategically investing on nodes in the two phases. A node's initial opinion in the second phase naturally plays a key role in determining the final opinion of that node, and hence also of other nodes in the network due to its influence on them. More importantly, this bias also determines the effectiveness of a camp's investment on that node in the second phase. To formalize this two-phase investment setting, we propose an extension of Friedkin-Johnsen model, and hence formulate the utility functions of the camps. There is a tradeoff while splitting the budget between the two phases. A lower investment in the first phase results in worse initial biases for the second phase, while a higher investment spares a lower available budget for the second phase. We first analyze the non-competitive case where only one camp invests, for which we present a polynomial time algorithm for determining an optimal way to split the camp's budget between the two phases. We then analyze the case of competing camps, where we show the existence of Nash equilibrium and that it can be computed in polynomial time under reasonable assumptions. We conclude our study with simulations on real-world network datasets, in order to quantify the effects of the initial biases and the weightage attributed by nodes to their initial biases, as well as that of a camp deviating from its equilibrium strategy. Our main conclusion is that, if nodes attribute high weightage to their initial biases, it is advantageous to have a high investment in the first phase, so as to effectively influence the biases to be harnessed in the second phase.

cs.SI

Optimal Investment Strategies for Competing Camps in a Social Network: A Broad Framework

We study the problem of optimally investing in nodes of a social network in a competitive setting, wherein two camps aim to drive the average opinion of the population in their own favor. Using a well-established model of opinion dynamics, we formulate the problem as a zero-sum game with its players being the two camps. We derive optimal investment strategies for both camps, and show that a random investment strategy is optimal when the underlying network follows a popular class of weight distributions. We study a broad framework, where we consider various well-motivated settings of the problem, namely, when the influence of a camp on a node is a concave function of its investment on that node, when a camp aims at maximizing competitor's investment or deviation from its desired investment, and when one of the camps has uncertain information about the values of the model parameters. We also study a Stackelberg variant of this game under common coupled constraints on the combined investments by the camps and derive their equilibrium strategies, and hence quantify the first-mover advantage. For a quantitative and illustrative study, we conduct simulations on real-world datasets and provide results and insights.

cs.SI

Optimal Multiphase Investment Strategies for Influencing Opinions in a Social Network

We study the problem of optimally investing in nodes of a social network in a competitive setting, where two camps aim to maximize adoption of their opinions by the population. In particular, we consider the possibility of campaigning in multiple phases, where the final opinion of a node in a phase acts as its initial biased opinion for the following phase. Using an extension of the popular DeGroot-Friedkin model, we formulate the utility functions of the camps, and show that they involve what can be interpreted as multiphase Katz centrality. Focusing on two phases, we analytically derive Nash equilibrium investment strategies, and the extent of loss that a camp would incur if it acted myopically. Our simulation study affirms that nodes attributing higher weightage to initial biases necessitate higher investment in the first phase, so as to influence these biases for the terminal phase. We then study the setting in which a camp's influence on a node depends on its initial bias. For single camp, we present a polynomial time algorithm for determining an optimal way to split the budget between the two phases. For competing camps, we show the existence of Nash equilibria under reasonable assumptions, and that they can be computed in polynomial time.

cs.SI

An Integrated Framework for Competitive Multi-channel Marketing of Multi-featured Products

For any company, multiple channels are available for reaching a population in order to market its products. Some of the most well-known channels are (a) mass media advertisement, (b) recommendations using social advertisement, and (c) viral marketing using social networks. The company would want to maximize its reach while also accounting for simultaneous marketing of competing products, where the product marketings may not be independent. In this direction, we propose and analyze a multi-featured generalization of the classical linear threshold model. We hence develop a framework for integrating the considered marketing channels into the social network, and an approach for allocating budget among these channels.

cs.SI

Effectiveness of Diffusing Information through a Social Network in Multiple Phases

We study the effectiveness of using multiple phases for maximizing the extent of information diffusion through a social network, and present insights while considering various aspects. In particular, we focus on the independent cascade model with the possibility of adaptively selecting seed nodes in multiple phases based on the observed diffusion in preceding phases, and conduct a detailed simulation study on real-world network datasets and various values of seeding budgets. We first present a negative result that more phases do not guarantee a better spread, however the adaptability advantage of more phases generally leads to a better spread in practice, as observed on real-world datasets. We study how diffusing in multiple phases affects the mean and standard deviation of the distribution representing the extent of diffusion. We then study how the number of phases impacts the effectiveness of multiphase diffusion, how the diffusion progresses phase-by-phase, and what is an optimal way to split the total seeding budget across phases. Our experiments suggest a significant gain when we move from single phase to two phases, and an appreciable gain when we further move to three phases, but the marginal gain thereafter is usually not very significant. Our main conclusion is that, given the number of phases, an optimal way to split the budget across phases is such that the number of nodes influenced in each phase is almost the same.

cs.SI

Modeling Spread of Preferences in Social Networks for Sampling-based Preference Aggregation

Given a large population, it is an intensive task to gather individual preferences over a set of alternatives and arrive at an aggregate or collective preference of the population. We show that social network underlying the population can be harnessed to accomplish this task effectively, by sampling preferences of a small subset of representative nodes. We first develop a Facebook app to create a dataset consisting of preferences of nodes and the underlying social network, using which, we develop models that capture how preferences are distributed among nodes in a typical social network. We hence propose an appropriate objective function for the problem of selecting best representative nodes. We devise two algorithms, namely, Greedy-min which provides a performance guarantee for a wide class of popular voting rules, and Greedy-sum which exhibits excellent performance in practice. We compare the performance of these proposed algorithms against random-polling and popular centrality measures, and provide a detailed analysis of the obtained results. Our analysis suggests that selecting representatives using social network information is advantageous for aggregating preferences related to personal topics (e.g., lifestyle), while random polling with a reasonable sample size is good enough for aggregating preferences related to social topics (e.g., government policies).

cs.SI

Formation of Stable Strategic Networks with Desired Topologies

Many real-world networks such as social networks consist of strategic agents. The topology of these networks often plays a crucial role in determining the ease and speed with which certain information driven tasks can be accomplished. Consequently, growing a stable network having a certain desired topology is of interest. Motivated by this, we study the following important problem: given a certain desired topology, under what conditions would best response link alteration strategies adopted by strategic agents, uniquely lead to formation of a stable network having the given topology. This problem is the inverse of the classical network formation problem where we are concerned with determining stable topologies, given the conditions on the network parameters. We study this interesting inverse problem by proposing (1) a recursive model of network formation and (2) a utility model that captures key determinants of network formation. Building upon these models, we explore relevant topologies such as star graph, complete graph, bipartite Turan graph, and multiple stars with interconnected centers. We derive a set of sufficient conditions under which these topologies uniquely emerge, study their social welfare properties, and investigate the effects of deviating from the derived conditions.

cs.SI

New Models and Methods for Formation and Analysis of Social Networks

This doctoral work focuses on three main problems related to social networks: (1) Orchestrating Network Formation: We consider the problem of orchestrating formation of a social network having a certain given topology that may be desirable for the intended usecases. Assuming the social network nodes to be strategic in forming relationships, we derive conditions under which a given topology can be uniquely obtained. We also study the efficiency and robustness of the derived conditions. (2) Multi-phase Influence Maximization: We propose that information diffusion be carried out in multiple phases rather than in a single instalment. With the objective of achieving better diffusion, we discover optimal ways of splitting the available budget among the phases, determining the time delay between consecutive phases, and also finding the individuals to be targeted for initiating the diffusion process. (3) Scalable Preference Aggregation: It is extremely useful to determine a small number of representatives of a social network such that the individual preferences of these nodes, when aggregated, reflect the aggregate preference of the entire network. Using real-world data collected from Facebook with human subjects, we discover a model that faithfully captures the spread of preferences in a social network. We hence propose fast and reliable ways of computing a truly representative aggregate preference of the entire network. In particular, we develop models and methods for solving the above problems, which primarily deal with formation and analysis of social networks.

cs.SI

Information Diffusion in Social Networks in Two Phases

The problem of maximizing information diffusion, given a certain budget expressed in terms of the number of seed nodes, is an important topic in social networks research. Existing literature focuses on single phase diffusion where all seed nodes are selected at the beginning of diffusion and all the selected nodes are activated simultaneously. This paper undertakes a detailed investigation of the effect of selecting and activating seed nodes in multiple phases. Specifically, we study diffusion in two phases assuming the well-studied independent cascade model. First, we formulate an objective function for two-phase diffusion, investigate its properties, and propose efficient algorithms for finding seed nodes in the two phases. Next, we study two associated problems: (1) budget splitting which seeks to optimally split the total budget between the two phases and (2) scheduling which seeks to determine an optimal delay after which to commence the second phase. Our main conclusions include: (a) under strict temporal constraints, use single phase diffusion, (b) under moderate temporal constraints, use two-phase diffusion with a short delay while allocating most of the budget to the first phase, and (c) when there are no temporal constraints, use two-phase diffusion with a long delay while allocating roughly one-third of the budget to the first phase.

cs.SI

Cooperative Game Theoretic Solution Concepts for top-$k$ Problems

The problem of finding the $k$ most critical nodes, referred to as the $top\text{-}k$ problem, is a very important one in several contexts such as information diffusion and preference aggregation in social networks, clustering of data points, etc. It has been observed in the literature that the value allotted to a node by most of the popular cooperative game theoretic solution concepts, acts as a good measure of appropriateness of that node (or a data point) to be included in the $top\text{-}k$ set, by itself. However, in general, nodes having the highest $k$ values are not the desirable $top\text{-}k$ nodes, because the appropriateness of a node to be a part of the $top\text{-}k$ set depends on other nodes in the set. As this is not explicitly captured by cooperative game theoretic solution concepts, it is necessary to post-process the obtained values in order to output the suitable $top\text{-}k$ nodes. In this paper, we propose several such post-processing methods and give reasoning behind each of them, and also propose a standalone algorithm that combines cooperative game theoretic solution concepts with the popular greedy hill-climbing algorithm.

cs.SI

A Multi-phase Approach for Improving Information Diffusion in Social Networks

For maximizing influence spread in a social network, given a certain budget on the number of seed nodes, we investigate the effects of selecting and activating the seed nodes in multiple phases. In particular, we formulate an appropriate objective function for two-phase influence maximization under the independent cascade model, investigate its properties, and propose algorithms for determining the seed nodes in the two phases. We also study the problem of determining an optimal budget-split and delay between the two phases.

cs.SI

Sufficient Conditions for Formation of a Network Topology by Self-interested Agents

Networks such as organizational network of a global company play an important role in a variety of knowledge management and information diffusion tasks. The nodes in these networks correspond to individuals who are self-interested. The topology of these networks often plays a crucial role in deciding the ease and speed with which certain tasks can be accomplished using these networks. Consequently, growing a stable network having a certain topology is of interest. Motivated by this, we study the following important problem: given a certain desired network topology, under what conditions would best response (link addition/deletion) strategies played by self-interested agents lead to formation of a pairwise stable network with only that topology. We study this interesting reverse engineering problem by proposing a natural model of recursive network formation. In this model, nodes enter the network sequentially and the utility of a node captures principal determinants of network formation, namely (1) benefits from immediate neighbors, (2) costs of maintaining links with immediate neighbors, (3) benefits from indirect neighbors, (4) bridging benefits, and (5) network entry fee. Based on this model, we analyze relevant network topologies such as star graph, complete graph, bipartite Turan graph, and multiple stars with interconnected centers, and derive a set of sufficient conditions under which these topologies emerge as pairwise stable networks. We also study the social welfare properties of the above topologies.

cs.GT