3,021 research outputs found
An Incentive Compatible Multi-Armed-Bandit Crowdsourcing Mechanism with Quality Assurance
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
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
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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