1,617 research outputs found

    A Short-term Intervention for Long-term Fairness in the Labor Market

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    The persistence of racial inequality in the U.S. labor market against a general backdrop of formal equality of opportunity is a troubling phenomenon that has significant ramifications on the design of hiring policies. In this paper, we show that current group disparate outcomes may be immovable even when hiring decisions are bound by an input-output notion of "individual fairness." Instead, we construct a dynamic reputational model of the labor market that illustrates the reinforcing nature of asymmetric outcomes resulting from groups' divergent accesses to resources and as a result, investment choices. To address these disparities, we adopt a dual labor market composed of a Temporary Labor Market (TLM), in which firms' hiring strategies are constrained to ensure statistical parity of workers granted entry into the pipeline, and a Permanent Labor Market (PLM), in which firms hire top performers as desired. Individual worker reputations produce externalities for their group; the corresponding feedback loop raises the collective reputation of the initially disadvantaged group via a TLM fairness intervention that need not be permanent. We show that such a restriction on hiring practices induces an equilibrium that, under particular market conditions, Pareto-dominates those arising from strategies that statistically discriminate or employ a "group-blind" criterion. The enduring nature of equilibria that are both inequitable and Pareto suboptimal suggests that fairness interventions beyond procedural checks of hiring decisions will be of critical importance in a world where machines play a greater role in the employment process.Comment: 10 page

    Informational Substitutes

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    We propose definitions of substitutes and complements for pieces of information ("signals") in the context of a decision or optimization problem, with game-theoretic and algorithmic applications. In a game-theoretic context, substitutes capture diminishing marginal value of information to a rational decision maker. We use the definitions to address the question of how and when information is aggregated in prediction markets. Substitutes characterize "best-possible" equilibria with immediate information aggregation, while complements characterize "worst-possible", delayed aggregation. Game-theoretic applications also include settings such as crowdsourcing contests and Q\&A forums. In an algorithmic context, where substitutes capture diminishing marginal improvement of information to an optimization problem, substitutes imply efficient approximation algorithms for a very general class of (adaptive) information acquisition problems. In tandem with these broad applications, we examine the structure and design of informational substitutes and complements. They have equivalent, intuitive definitions from disparate perspectives: submodularity, geometry, and information theory. We also consider the design of scoring rules or optimization problems so as to encourage substitutability or complementarity, with positive and negative results. Taken as a whole, the results give some evidence that, in parallel with substitutable items, informational substitutes play a natural conceptual and formal role in game theory and algorithms.Comment: Full version of FOCS 2016 paper. Single-column, 61 pages (48 main text, 13 references and appendix

    Information Elicitation for Decision Making

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    Proper scoring rules, particularly when used as the basis for a prediction market, are powerful tools for eliciting and aggregating beliefs about events such as the likely outcome of an election or sporting event. Such scoring rules incentivize a single agent to reveal her true beliefs about the event. Othman and Sandholm introduced the idea of a decision rule to examine these problems in contexts where the information being elicited is conditional on some decision alternatives. For example, “What is the probability having ten million viewers if we choose to air new television show X? What if we choose Y?” Since only one show can actually air in a slot, only the results under the chosen alternative can ever be observed. Othman and Sandholm developed proper scoring rules (and thus decision markets) for a single, deterministic decision rule: always select the the action with the greatest probability of success. In this work we significantly generalize their results, developing scoring rules for other deterministic decision rules, randomized decision rules, and situations where there may be more than two outcomes (e.g. less than a million viewers, more than one but less than ten, or more than ten million).Engineering and Applied Science
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