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Swaprava Nath

Publications and source records attributed to Swaprava Nath.

30 records · Page 2Linked to original sources

SPARCAS: A Decentralized, Truthful Multi-Agent Collision-free Path Finding Mechanism

We propose a decentralized collision-avoidance mechanism for a group of independently controlled robots moving on a shared workspace. Existing algorithms achieve multi-robot collision avoidance either (a) in a centralized setting, or (b) in a decentralized setting with collaborative robots. We focus on the setting with competitive robots in a decentralized environment, where robots may strategically reveal their information to get prioritized. We propose the mechanism SPARCAS in this setting that, using principles of mechanism design, ensures truthful revelation of the robots' private information and provides locally efficient movement of the robots. It is free from collisions and deadlocks, and handles a dynamic arrival of robots. In practice, this mechanism scales well for a large number of robots where the optimal collision-avoiding path-finding algorithm (M*) does not scale. Yet, SPARCAS does not compromise the path optimality too much. Our mechanism prioritizes the robots in the order of their `true' higher needs, but for a higher payment. It uses monetary transfers which is small enough compared to the value received by the robots.

cs.RO↗

A Parameterized Perspective on Protecting Elections

We study the parameterized complexity of the optimal defense and optimal attack problems in voting. In both the problems, the input is a set of voter groups (every voter group is a set of votes) and two integers $k_a$ and $k_d$ corresponding to respectively the number of voter groups the attacker can attack and the number of voter groups the defender can defend. A voter group gets removed from the election if it is attacked but not defended. In the optimal defense problem, we want to know if it is possible for the defender to commit to a strategy of defending at most $k_d$ voter groups such that, no matter which $k_a$ voter groups the attacker attacks, the outcome of the election does not change. In the optimal attack problem, we want to know if it is possible for the attacker to commit to a strategy of attacking $k_a$ voter groups such that, no matter which $k_d$ voter groups the defender defends, the outcome of the election is always different from the original (without any attack) one.

cs.MA↗

Testing Preferential Domains Using Sampling

A preferential domain is a collection of sets of preferences which are linear orders over a set of alternatives. These domains have been studied extensively in social choice theory due to both its practical importance and theoretical elegance. Examples of some extensively studied preferential domains include single peaked, single crossing, Euclidean, etc. In this paper, we study the sample complexity of testing whether a given preference profile is close to some specific domain. We consider two notions of closeness: (a) closeness via preferences, and (b) closeness via alternatives. We further explore the effect of assuming that the {\em outlier} preferences/alternatives to be random (instead of arbitrary) on the sample complexity of the testing problem. In most cases, we show that the above testing problem can be solved with high probability for all commonly used domains by observing only a small number of samples (independent of the number of preferences, $n$, and often the number of alternatives, $m$). In the remaining few cases, we prove either impossibility results or $Ω(n)$ lower bound on the sample complexity. We complement our theoretical findings with extensive simulations to figure out the actual constant factors of our asymptotic sample complexity bounds.

cs.GT↗

Quantifying Filter Bubbles: Analyzing Surprise in Elections

This work analyses surprising elections, and attempts to quantify the notion of surprise in elections. A voter is surprised if their estimate of the winner (assumed to be based on a combination of the preferences of their social connections and popular media predictions) is different from the true winner. A voter's social connections are assumed to consist of contacts on social media and geographically proximate people. We propose a simple mathematical model for combining the global information (traditional media) as well as the local information (local neighbourhood) of a voter in the case of a two-candidate election. We show that an unbiased, influential media can nullify the effect of filter bubbles and result in a less surprised populace. Surprisingly, an influential media source biased towards the winners of the election also results in a less surprised populace. Our model shows that elections will be unsurprising for all of the voters with a high probability under certain assumptions on the social connection model in the presence of an influential, unbiased traditional media source. Our experiments with the UK-EU referendum (popularly known as Brexit) dataset support our theoretical predictions. Since surprising elections can lead to significant economic movements, it is a worthwhile endeavour to figure out the causes of surprising elections.

cs.SI↗

Surprise in Elections

Elections involving a very large voter population often lead to outcomes that surprise many. This is particularly important for the elections in which results affect the economy of a sizable population. A better prediction of the true outcome helps reduce the surprise and keeps the voters prepared. This paper starts from the basic observation that individuals in the underlying population build estimates of the distribution of preferences of the whole population based on their local neighborhoods. The outcome of the election leads to a surprise if these local estimates contradict the outcome of the election for some fixed voting rule. To get a quantitative understanding, we propose a simple mathematical model of the setting where the individuals in the population and their connections (through geographical proximity, social networks etc.) are described by a random graph with connection probabilities that are biased based on the preferences of the individuals. Each individual also has some estimate of the bias in their connections. We show that the election outcome leads to a surprise if the discrepancy between the estimated bias and the true bias in the local connections exceeds a certain threshold, and confirm the phenomenon that surprising outcomes are associated only with {\em closely contested elections}. We compare standard voting rules based on their performance on surprise and show that they have different behavior for different parts of the population. It also hints at an impossibility that a single voting rule will be less surprising for {\em all} parts of a population. Finally, we experiment with the UK-EU referendum (a.k.a.\ Brexit) dataset that attest some of our theoretical predictions.

cs.GT↗

Game-Theoretic Modeling of Human Adaptation in Human-Robot Collaboration

In human-robot teams, humans often start with an inaccurate model of the robot capabilities. As they interact with the robot, they infer the robot's capabilities and partially adapt to the robot, i.e., they might change their actions based on the observed outcomes and the robot's actions, without replicating the robot's policy. We present a game-theoretic model of human partial adaptation to the robot, where the human responds to the robot's actions by maximizing a reward function that changes stochastically over time, capturing the evolution of their expectations of the robot's capabilities. The robot can then use this model to decide optimally between taking actions that reveal its capabilities to the human and taking the best action given the information that the human currently has. We prove that under certain observability assumptions, the optimal policy can be computed efficiently. We demonstrate through a human subject experiment that the proposed model significantly improves human-robot team performance, compared to policies that assume complete adaptation of the human to the robot.

cs.RO↗

Game Theoretic Analysis of Production-Management Effort Distribution in Organizational Networks

Organizations consist of individuals connected by their responsibilities, incentives, and reporting structure. These connections are aptly represented by a network, hierarchical or other, which is often used to divide tasks. A primary goal of the organization as a whole is to maximize the net productive output. Individuals in these networks trade off between their productive and managing efforts to perform these tasks and the trade-off is influenced by their positions and share of rewards in the network. Efforts of the agents here are substitutable, e.g., the increase in the productive effort by an individual in effect reduces the same of some other individual in the network, who now puts their efforts into management. The management effort of an agent improves the productivity of certain other agents in the network. In this paper, we carry out a detailed game-theoretic analysis of individual's equilibrium split of efforts into multiple components when connected over a network. We provide a design recipe of the reward sharing scheme that maximizes the net productive output. Our results show that under the strategic behavior of the agents, it may not always be possible to achieve the optimal output using an idea from game theory called the price of anarchy.

cs.GT↗

Efficiency and Budget Balance in General Quasi-linear Domains

We study efficiency and budget balance for designing mechanisms in general quasi-linear domains. Green and Laffont (1979) proved that one cannot generically achieve both. We consider strategyproof budget-balanced mechanisms that are approximately efficient. For deterministic mechanisms, we show that a strategyproof and budget-balanced mechanism must have a sink agent whose valuation function is ignored in selecting an alternative, and she is compensated with the payments made by the other agents. We assume the valuations of the agents come from a bounded open interval. Using this result, we find a tight lower bound on the inefficiencies of strategyproof, budget-balanced mechanisms in this domain. The bound shows that the inefficiency asymptotically disappears when the number of agents is large---a result close in spirit to Green and Laffont (1979, Theorem 9.4). However, our results provide worst-case bounds and the best possible rate of convergence. Next, we consider minimizing any convex combination of inefficiency and budget imbalance. We show that if the valuations are unrestricted, no deterministic mechanism can do asymptotically better than minimizing inefficiency alone. Finally, we investigate randomized mechanisms and provide improved lower bounds on expected inefficiency. We give a tight lower bound for an interesting class of strategyproof, budget-balanced, randomized mechanisms. We also use an optimization-based approach---in the spirit of automated mechanism design---to provide a lower bound on the minimum achievable inefficiency of any randomized mechanism. Experiments with real data from two applications show that the inefficiency for a simple randomized mechanism is 5--100 times smaller than the worst case. This relative difference increases with the number of agents.

cs.GT↗

Dynamic Mechanism Design with Interdependent Valuations

We consider an infinite horizon dynamic mechanism design problem with interdependent valuations. In this setting the type of each agent is assumed to be evolving according to a first order Markov process and is independent of the types of other agents. However, the valuation of an agent can depend on the types of other agents, which makes the problem fall into an interdependent valuation setting. Designing truthful mechanisms in this setting is non-trivial in view of an impossibility result which says that for interdependent valuations, any efficient and ex-post incentive compatible mechanism must be a constant mechanism, even in a static setting. Mezzetti (2004) circumvents this problem by splitting the decisions of allocation and payment into two stages. However, Mezzetti's result is limited to a static setting and moreover in the second stage of that mechanism, agents are weakly indifferent about reporting their valuations truthfully. This paper provides a first attempt at designing a dynamic mechanism which is efficient, `strict' ex-post incentive compatible and ex-post individually rational in a setting with interdependent values and Markovian type evolution.

cs.GT↗

Linear Antenna Array with Suppressed Sidelobe and Sideband Levels using Time Modulation

In this paper, the goal is to achieve an ultra low sidelobe level (SLL) and sideband levels (SBL) of a time modulated linear antenna array. The approach followed here is not to give fixed level of excitation to the elements of an array, but to change it dynamically with time. The excitation levels of the different array elements over time are varied to get the low sidelobe and sideband levels. The mathematics of getting the SLL and SBL furnished in detail and simulation is done using the mathematical results. The excitation pattern over time is optimized using Genetic Algorithm (GA). Since, the amplitudes of the excitations of the elements are varied within a finite limit, results show it gives better sidelobe and sideband suppression compared to previous time modulated arrays with uniform amplitude excitations.

cs.NE↗

Mechanism Design for Time Critical and Cost Critical Task Execution via Crowdsourcing

An exciting application of crowdsourcing is to use social networks in complex task execution. In this paper, we address the problem of a planner who needs to incentivize agents within a network in order to seek their help in executing an {\em atomic task} as well as in recruiting other agents to execute the task. We study this mechanism design problem under two natural resource optimization settings: (1) cost critical tasks, where the planner's goal is to minimize the total cost, and (2) time critical tasks, where the goal is to minimize the total time elapsed before the task is executed. We identify a set of desirable properties that should ideally be satisfied by a crowdsourcing mechanism. In particular, {\em sybil-proofness} and {\em collapse-proofness} are two complementary properties in our desiderata. We prove that no mechanism can satisfy all the desirable properties simultaneously. This leads us naturally to explore approximate versions of the critical properties. We focus our attention on approximate sybil-proofness and our exploration leads to a parametrized family of payment mechanisms which satisfy collapse-proofness. We characterize the approximate versions of the desirable properties in cost critical and time critical domain.

cs.GT↗

Dynamic Mechanism Design for Markets with Strategic Resources

The assignment of tasks to multiple resources becomes an interesting game theoretic problem, when both the task owner and the resources are strategic. In the classical, nonstrategic setting, where the states of the tasks and resources are observable by the controller, this problem is that of finding an optimal policy for a Markov decision process (MDP). When the states are held by strategic agents, the problem of an efficient task allocation extends beyond that of solving an MDP and becomes that of designing a mechanism. Motivated by this fact, we propose a general mechanism which decides on an allocation rule for the tasks and resources and a payment rule to incentivize agents' participation and truthful reports. In contrast to related dynamic strategic control problems studied in recent literature, the problem studied here has interdependent values: the benefit of an allocation to the task owner is not simply a function of the characteristics of the task itself and the allocation, but also of the state of the resources. We introduce a dynamic extension of Mezzetti's two phase mechanism for interdependent valuations. In this changed setting, the proposed dynamic mechanism is efficient, within period ex-post incentive compatible, and within period ex-post individually rational.

cs.GT↗