1,703 research outputs found

    Algorithmic Bayesian Persuasion

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    Persuasion, defined as the act of exploiting an informational advantage in order to effect the decisions of others, is ubiquitous. Indeed, persuasive communication has been estimated to account for almost a third of all economic activity in the US. This paper examines persuasion through a computational lens, focusing on what is perhaps the most basic and fundamental model in this space: the celebrated Bayesian persuasion model of Kamenica and Gentzkow. Here there are two players, a sender and a receiver. The receiver must take one of a number of actions with a-priori unknown payoff, and the sender has access to additional information regarding the payoffs. The sender can commit to revealing a noisy signal regarding the realization of the payoffs of various actions, and would like to do so as to maximize her own payoff assuming a perfectly rational receiver. We examine the sender's optimization task in three of the most natural input models for this problem, and essentially pin down its computational complexity in each. When the payoff distributions of the different actions are i.i.d. and given explicitly, we exhibit a polynomial-time (exact) algorithm, and a "simple" (11/e)(1-1/e)-approximation algorithm. Our optimal scheme for the i.i.d. setting involves an analogy to auction theory, and makes use of Border's characterization of the space of reduced-forms for single-item auctions. When action payoffs are independent but non-identical with marginal distributions given explicitly, we show that it is #P-hard to compute the optimal expected sender utility. Finally, we consider a general (possibly correlated) joint distribution of action payoffs presented by a black box sampling oracle, and exhibit a fully polynomial-time approximation scheme (FPTAS) with a bi-criteria guarantee. We show that this result is the best possible in the black-box model for information-theoretic reasons

    Bayesian Persuasion for Algorithmic Recourse

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    When subjected to automated decision-making, decision subjects may strategically modify their observable features in ways they believe will maximize their chances of receiving a favorable decision. In many practical situations, the underlying assessment rule is deliberately kept secret to avoid gaming and maintain competitive advantage. The resulting opacity forces the decision subjects to rely on incomplete information when making strategic feature modifications. We capture such settings as a game of Bayesian persuasion, in which the decision maker offers a form of recourse to the decision subject by providing them with an action recommendation (or signal) to incentivize them to modify their features in desirable ways. We show that when using persuasion, the decision maker and decision subject are never worse off in expectation, while the decision maker can be significantly better off. While the decision maker's problem of finding the optimal Bayesian incentive-compatible (BIC) signaling policy takes the form of optimization over infinitely-many variables, we show that this optimization can be cast as a linear program over finitely-many regions of the space of possible assessment rules. While this reformulation simplifies the problem dramatically, solving the linear program requires reasoning about exponentially-many variables, even in relatively simple cases. Motivated by this observation, we provide a polynomial-time approximation scheme that recovers a near-optimal signaling policy. Finally, our numerical simulations on semi-synthetic data empirically demonstrate the benefits of using persuasion in the algorithmic recourse setting.Comment: In the thirty-sixth Conference on Neural Information Processing Systems (NeurIPS 2022

    Algorithmic Aspects of Private Bayesian Persuasion

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    We consider a multi-receivers Bayesian persuasion model where an informed sender tries to persuade a group of receivers to take a certain action. The state of nature is known to the sender, but it is unknown to the receivers. The sender is allowed to commit to a signaling policy where she sends a private signal to every receiver. This work studies the computation aspects of finding a signaling policy that maximizes the sender\u27s revenue. We show that if the sender\u27s utility is a submodular function of the set of receivers that take the desired action, then we can efficiently find a signaling policy whose revenue is at least (1-1/e) times the optimal. We also prove that approximating the sender\u27s optimal revenue by a factor better than (1-1/e) is NP-hard and, hence, the developed approximation guarantee is essentially tight. When the sender\u27s utility is a function of the number of receivers that take the desired action (i.e., the utility function is anonymous), we show that an optimal signaling policy can be computed in polynomial time. Our results are based on an interesting connection between the Bayesian persuasion problem and the evaluation of the concave closure of a set function

    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

    Access to Population-Level Signaling as a Source of Inequality

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    We identify and explore differential access to population-level signaling (also known as information design) as a source of unequal access to opportunity. A population-level signaler has potentially noisy observations of a binary type for each member of a population and, based on this, produces a signal about each member. A decision-maker infers types from signals and accepts those individuals whose type is high in expectation. We assume the signaler of the disadvantaged population reveals her observations to the decision-maker, whereas the signaler of the advantaged population forms signals strategically. We study the expected utility of the populations as measured by the fraction of accepted members, as well as the false positive rates (FPR) and false negative rates (FNR). We first show the intuitive results that for a fixed environment, the advantaged population has higher expected utility, higher FPR, and lower FNR, than the disadvantaged one (despite having identical population quality), and that more accurate observations improve the expected utility of the advantaged population while harming that of the disadvantaged one. We next explore the introduction of a publicly-observable signal, such as a test score, as a potential intervention. Our main finding is that this natural intervention, intended to reduce the inequality between the populations' utilities, may actually exacerbate it in settings where observations and test scores are noisy

    Troubles with Bayesianism: An introduction to the psychological immune system

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    A Bayesian mind is, at its core, a rational mind. Bayesianism is thus well-suited to predict and explain mental processes that best exemplify our ability to be rational. However, evidence from belief acquisition and change appears to show that we do not acquire and update information in a Bayesian way. Instead, the principles of belief acquisition and updating seem grounded in maintaining a psychological immune system rather than in approximating a Bayesian processor

    Mixture Selection, Mechanism Design, and Signaling

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    We pose and study a fundamental algorithmic problem which we term mixture selection, arising as a building block in a number of game-theoretic applications: Given a function gg from the nn-dimensional hypercube to the bounded interval [1,1][-1,1], and an n×mn \times m matrix AA with bounded entries, maximize g(Ax)g(Ax) over xx in the mm-dimensional simplex. This problem arises naturally when one seeks to design a lottery over items for sale in an auction, or craft the posterior beliefs for agents in a Bayesian game through the provision of information (a.k.a. signaling). We present an approximation algorithm for this problem when gg simultaneously satisfies two smoothness properties: Lipschitz continuity with respect to the LL^\infty norm, and noise stability. The latter notion, which we define and cater to our setting, controls the degree to which low-probability errors in the inputs of gg can impact its output. When gg is both O(1)O(1)-Lipschitz continuous and O(1)O(1)-stable, we obtain an (additive) PTAS for mixture selection. We also show that neither assumption suffices by itself for an additive PTAS, and both assumptions together do not suffice for an additive FPTAS. We apply our algorithm to different game-theoretic applications from mechanism design and optimal signaling. We make progress on a number of open problems suggested in prior work by easily reducing them to mixture selection: we resolve an important special case of the small-menu lottery design problem posed by Dughmi, Han, and Nisan; we resolve the problem of revenue-maximizing signaling in Bayesian second-price auctions posed by Emek et al. and Miltersen and Sheffet; we design a quasipolynomial-time approximation scheme for the optimal signaling problem in normal form games suggested by Dughmi; and we design an approximation algorithm for the optimal signaling problem in the voting model of Alonso and C\^{a}mara
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