3,021 research outputs found

    An Incentive Compatible Multi-Armed-Bandit Crowdsourcing Mechanism with Quality Assurance

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    Consider a requester who wishes to crowdsource a series of identical binary labeling tasks to a pool of workers so as to achieve an assured accuracy for each task, in a cost optimal way. The workers are heterogeneous with unknown but fixed qualities and their costs are private. The problem is to select for each task an optimal subset of workers so that the outcome obtained from the selected workers guarantees a target accuracy level. The problem is a challenging one even in a non strategic setting since the accuracy of aggregated label depends on unknown qualities. We develop a novel multi-armed bandit (MAB) mechanism for solving this problem. First, we propose a framework, Assured Accuracy Bandit (AAB), which leads to an MAB algorithm, Constrained Confidence Bound for a Non Strategic setting (CCB-NS). We derive an upper bound on the number of time steps the algorithm chooses a sub-optimal set that depends on the target accuracy level and true qualities. A more challenging situation arises when the requester not only has to learn the qualities of the workers but also elicit their true costs. We modify the CCB-NS algorithm to obtain an adaptive exploration separated algorithm which we call { \em Constrained Confidence Bound for a Strategic setting (CCB-S)}. CCB-S algorithm produces an ex-post monotone allocation rule and thus can be transformed into an ex-post incentive compatible and ex-post individually rational mechanism that learns the qualities of the workers and guarantees a given target accuracy level in a cost optimal way. We provide a lower bound on the number of times any algorithm should select a sub-optimal set and we see that the lower bound matches our upper bound upto a constant factor. We provide insights on the practical implementation of this framework through an illustrative example and we show the efficacy of our algorithms through simulations

    Complete Subdivision Algorithms, II: Isotopic Meshing of Singular Algebraic Curves

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    Given a real valued function f(X,Y), a box region B_0 in R^2 and a positive epsilon, we want to compute an epsilon-isotopic polygonal approximation to the restriction of the curve S=f^{-1}(0)={p in R^2: f(p)=0} to B_0. We focus on subdivision algorithms because of their adaptive complexity and ease of implementation. Plantinga and Vegter gave a numerical subdivision algorithm that is exact when the curve S is bounded and non-singular. They used a computational model that relied only on function evaluation and interval arithmetic. We generalize their algorithm to any bounded (but possibly non-simply connected) region that does not contain singularities of S. With this generalization as a subroutine, we provide a method to detect isolated algebraic singularities and their branching degree. This appears to be the first complete purely numerical method to compute isotopic approximations of algebraic curves with isolated singularities

    A distributed adaptive steplength stochastic approximation method for monotone stochastic Nash Games

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    We consider a distributed stochastic approximation (SA) scheme for computing an equilibrium of a stochastic Nash game. Standard SA schemes employ diminishing steplength sequences that are square summable but not summable. Such requirements provide a little or no guidance for how to leverage Lipschitzian and monotonicity properties of the problem and naive choices generally do not preform uniformly well on a breadth of problems. While a centralized adaptive stepsize SA scheme is proposed in [1] for the optimization framework, such a scheme provides no freedom for the agents in choosing their own stepsizes. Thus, a direct application of centralized stepsize schemes is impractical in solving Nash games. Furthermore, extensions to game-theoretic regimes where players may independently choose steplength sequences are limited to recent work by Koshal et al. [2]. Motivated by these shortcomings, we present a distributed algorithm in which each player updates his steplength based on the previous steplength and some problem parameters. The steplength rules are derived from minimizing an upper bound of the errors associated with players' decisions. It is shown that these rules generate sequences that converge almost surely to an equilibrium of the stochastic Nash game. Importantly, variants of this rule are suggested where players independently select steplength sequences while abiding by an overall coordination requirement. Preliminary numerical results are seen to be promising.Comment: 8 pages, Proceedings of the American Control Conference, Washington, 201
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