604 research outputs found

    Truthful Multi-unit Procurements with Budgets

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    We study procurement games where each seller supplies multiple units of his item, with a cost per unit known only to him. The buyer can purchase any number of units from each seller, values different combinations of the items differently, and has a budget for his total payment. For a special class of procurement games, the {\em bounded knapsack} problem, we show that no universally truthful budget-feasible mechanism can approximate the optimal value of the buyer within lnn\ln n, where nn is the total number of units of all items available. We then construct a polynomial-time mechanism that gives a 4(1+lnn)4(1+\ln n)-approximation for procurement games with {\em concave additive valuations}, which include bounded knapsack as a special case. Our mechanism is thus optimal up to a constant factor. Moreover, for the bounded knapsack problem, given the well-known FPTAS, our results imply there is a provable gap between the optimization domain and the mechanism design domain. Finally, for procurement games with {\em sub-additive valuations}, we construct a universally truthful budget-feasible mechanism that gives an O(log2nloglogn)O(\frac{\log^2 n}{\log \log n})-approximation in polynomial time with a demand oracle.Comment: To appear at WINE 201

    Core-competitive Auctions

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    One of the major drawbacks of the celebrated VCG auction is its low (or zero) revenue even when the agents have high value for the goods and a {\em competitive} outcome could have generated a significant revenue. A competitive outcome is one for which it is impossible for the seller and a subset of buyers to `block' the auction by defecting and negotiating an outcome with higher payoffs for themselves. This corresponds to the well-known concept of {\em core} in cooperative game theory. In particular, VCG revenue is known to be not competitive when the goods being sold have complementarities. A bottleneck here is an impossibility result showing that there is no auction that simultaneously achieves competitive prices (a core outcome) and incentive-compatibility. In this paper we try to overcome the above impossibility result by asking the following natural question: is it possible to design an incentive-compatible auction whose revenue is comparable (even if less) to a competitive outcome? Towards this, we define a notion of {\em core-competitive} auctions. We say that an incentive-compatible auction is α\alpha-core-competitive if its revenue is at least 1/α1/\alpha fraction of the minimum revenue of a core-outcome. We study the Text-and-Image setting. In this setting, there is an ad slot which can be filled with either a single image ad or kk text ads. We design an O(lnlnk)O(\ln \ln k) core-competitive randomized auction and an O(ln(k))O(\sqrt{\ln(k)}) competitive deterministic auction for the Text-and-Image setting. We also show that both factors are tight

    Mechanism Design without Money via Stable Matching

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    Mechanism design without money has a rich history in social choice literature. Due to the strong impossibility theorem by Gibbard and Satterthwaite, exploring domains in which there exist dominant strategy mechanisms is one of the central questions in the field. We propose a general framework, called the generalized packing problem (\gpp), to study the mechanism design questions without payment. The \gpp\ possesses a rich structure and comprises a number of well-studied models as special cases, including, e.g., matroid, matching, knapsack, independent set, and the generalized assignment problem. We adopt the agenda of approximate mechanism design where the objective is to design a truthful (or strategyproof) mechanism without money that can be implemented in polynomial time and yields a good approximation to the socially optimal solution. We study several special cases of \gpp, and give constant approximation mechanisms for matroid, matching, knapsack, and the generalized assignment problem. Our result for generalized assignment problem solves an open problem proposed in \cite{DG10}. Our main technical contribution is in exploitation of the approaches from stable matching, which is a fundamental solution concept in the context of matching marketplaces, in application to mechanism design. Stable matching, while conceptually simple, provides a set of powerful tools to manage and analyze self-interested behaviors of participating agents. Our mechanism uses a stable matching algorithm as a critical component and adopts other approaches like random sampling and online mechanisms. Our work also enriches the stable matching theory with a new knapsack constrained matching model

    Heart Rate Variability: A possible machine learning biomarker for mechanical circulatory device complications and heart recovery

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    Cardiovascular disease continues to be the number one cause of death in the United States, with heart failure patients expected to increase to \u3e8 million by 2030. Mechanical circulatory support (MCS) devices are now better able to manage acute and chronic heart failure refractory to medical therapy, both as bridge to transplant or as bridge to destination. Despite significant advances in MCS device design and surgical implantation technique, it remains difficult to predict response to device therapy. Heart rate variability (HRV), measuring the variation in time interval between adjacent heartbeats, is an objective device diagnostic regularly recorded by various MCS devices that has been shown to have significant prognostic value for both sudden cardiac death as well as all-cause mortality in congestive heart failure (CHF) patients. Limited studies have examined HRV indices as promising risk factors and predictors of complication and recovery from left ventricular assist device therapy in end-stage CHF patients. If paired with new advances in machine learning utilization in medicine, HRV represents a potential dynamic biomarker for monitoring and predicting patient status as more patients enter the mechanotrope era of MCS devices for destination therapy

    Price Competition in Online Combinatorial Markets

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    We consider a single buyer with a combinatorial preference that would like to purchase related products and services from different vendors, where each vendor supplies exactly one product. We study the general case where subsets of products can be substitutes as well as complementary and analyze the game that is induced on the vendors, where a vendor's strategy is the price that he asks for his product. This model generalizes both Bertrand competition (where vendors are perfect substitutes) and Nash bargaining (where they are perfect complements), and captures a wide variety of scenarios that can appear in complex crowd sourcing or in automatic pricing of related products. We study the equilibria of such games and show that a pure efficient equilibrium always exists. In the case of submodular buyer preferences we fully characterize the set of pure Nash equilibria, essentially showing uniqueness. For the even more restricted "substitutes" buyer preferences we also prove uniqueness over {\em mixed} equilibria. Finally we begin the exploration of natural generalizations of our setting such as when services have costs, when there are multiple buyers or uncertainty about the the buyer's valuation, and when a single vendor supplies multiple products.Comment: accept to WWW'14 (23rd International World Wide Web Conference

    Frugal Reinforcement-based Active Learning

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    Most of the existing learning models, particularly deep neural networks, are reliant on large datasets whose hand-labeling is expensive and time demanding. A current trend is to make the learning of these models frugal and less dependent on large collections of labeled data. Among the existing solutions, deep active learning is currently witnessing a major interest and its purpose is to train deep networks using as few labeled samples as possible. However, the success of active learning is highly dependent on how critical are these samples when training models. In this paper, we devise a novel active learning approach for label-efficient training. The proposed method is iterative and aims at minimizing a constrained objective function that mixes diversity, representativity and uncertainty criteria. The proposed approach is probabilistic and unifies all these criteria in a single objective function whose solution models the probability of relevance of samples (i.e., how critical) when learning a decision function. We also introduce a novel weighting mechanism based on reinforcement learning, which adaptively balances these criteria at each training iteration, using a particular stateless Q-learning model. Extensive experiments conducted on staple image classification data, including Object-DOTA, show the effectiveness of our proposed model w.r.t. several baselines including random, uncertainty and flat as well as other work.Comment: arXiv admin note: text overlap with arXiv:2203.1156

    Development of Speech Command Control Based TinyML System for Post-Stroke Dysarthria Therapy Device

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    Post-stroke dysarthria (PSD) is a widespread outcome of a stroke. To help in the objective evaluation of dysarthria, the development of pathological voice recognition and technology has a lot of attention. Soft robotics therapy devices have been received as an alternative rehabilitation and hand grasp assistance for improving activity daily living (ADL). Despite the significant progress in this field, most soft robotic therapy devices use a complex, bulky, lack of pathological voice recognition model, large computational power, and stationary controller. This study aims to develop a portable wirelessly multi-controller with a simulated dysarthric vowel speech in Bahasa Indonesia and non-dysarthric micro speech recognition, using tiny machine learning (TinyMl) system for hardware efficiency. The speech interface using INMP441, compute with a lightweight Deep Convolutional Neural network (DCNN) design and embedded into ESP-32. Feature model using Short Time Fourier Transform (STFT) and fed into CNN. This method has proven useful in micro-speech recognition with low computational power in both speech scenarios with a level of accuracy above 90%. Realtime inference performance on ESP-32 using hand prosthetics, with 3-level household noise intensity respectively 24db,42db, and 62db, and has respectively resulted from 95%, 85%, and 50% Accuracy. Wireless connectivity success rate with both controllers is around 0.2 - 0.5 ms
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