20,113 research outputs found

    Protocol design contests

    Get PDF
    In fields like data mining and natural language processing, design contests have been successfully used to advance the state of the art. Such contests offer an opportunity to bring the excitement and challenges of protocol design---one of the core intellectual elements of research and practice in networked systems---to a broader group of potential contributors, whose ideas may prove important. Moreover, it may lead to an increase in the number of students, especially undergraduates or those learning via online courses, interested in pursuing a career in the field. We describe the creation of the infrastructure and our experience with a protocol design contest conducted in MIT's graduate Computer Networks class. This contest involved the design and evaluation of a congestion-control protocol for paths traversing cellular wireless networks. One key to the success of a design contest is an unambiguous, measurable objective to compare protocols. In practice, protocol design is the art of trading off conflicting goals with each other, but in this contest, we specified that the goal was to maximize \log(\mbox{throughput}/\mbox{delay}). This goal is a good match for applications such as video streaming or videoconferencing that care about high throughput and low interactive delays. Some students produced protocols whose performance was better than published protocols tackling similar goals. Furthermore, the convex hull of the set of all student protocols traced out a tradeoff curve in the throughput-delay space, providing useful insights into the entire space of possible protocols. We found that student protocols diverged in performance between the training and testing traces, indicating that some students had overtrained ("overfitted") their protocols to the training trace. Our conclusion is that, if designed properly, such contests could benefit networking research by making new proposals more easily reproducible and amenable to such "gamification," improve networked systems, and provide an avenue for outreach

    Group Size and Matching Protocol in Contests

    Get PDF
    We investigate the effects of group size and matching protocol in Tullock contest experiments. In a 2x2 factorial design we implement partner and random stranger matching protocols in contests between two and between three players. Group size does not affect overall absolute bid levels, but the rate of overbidding is lower in two-player groups across matching protocols. Matching protocol does not affect bidding behavior for three-player groups, but a partner matching reduces both the level and dispersion of bids in two-player groups. These results show the joint effect of group size and matching protocol, and suggest that identifiability in repeated play facilitates tacit collusion

    An Experimental Investigation of Colonel Blotto Games

    Get PDF
    "This article examines behavior in the two-player, constant-sum Colonel Blotto game with asymmetric resources in which players maximize the expected number of battlefields won. The experimental results support all major theoretical predictions. In the auction treatment, where winning a battlefield is deterministic, disadvantaged players use a 'guerilla warfare' strategy which stochastically allocates zero resources to a subset of battlefields. Advantaged players employ a 'stochastic complete coverage' strategy, allocating random, but positive, resource levels across the battlefields. In the lottery treatment, where winning a battlefield is probabilistic, both players divide their resources equally across all battlefields." (author's abstract)"Dieser Artikel untersucht das Verhalten von Individuen in einem 'constant-sum Colonel Blotto'-Spiel zwischen zwei Spielern, bei dem die Spieler mit unterschiedlichen Ressourcen ausgestattet sind und die erwartete Anzahl gewonnener Schlachtfelder maximieren. Die experimentellen Ergebnisse bestätigen alle wichtigen theoretischen Vorhersagen. Im Durchgang, in dem wie in einer Auktion der Sieg in einem Schlachtfeld deterministisch ist, wenden die Spieler, die sich im Nachteil befinden, eine 'Guerillataktik' an, und verteilen ihre Ressourcen stochastisch auf eine Teilmenge der Schlachtfelder. Spieler mit einem Vorteil verwenden eine Strategie der 'stochastischen vollständigen Abdeckung', indem sie zufällig eine positive Ressourcenmenge auf allen Schlachtfeldern positionieren. Im Durchgang, in dem sich der Gewinn eines Schlachtfeldes probabilistisch wie in einer Lotterie bestimmt, teilen beide Spieler ihre Ressourcen gleichmäßig auf alle Schlachtfelder auf." (Autorenreferat

    Endowment Effects in Contests

    Get PDF
    We design an experiment to test if the manner in which subjects receive the endowment has any bearing on the amount of overbidding in contests. We find that overbidding is significantly higher when subjects are given a large per-experiment endowment rather than when the endowment is given per-period. Risk-aversion and non-monetary utility of winning play important roles in explaining our findings.rent-seeking, contest, experiments, overbidding, endowment

    Property rights and loss aversion in contests

    Get PDF
    We analyze the effects of property rights and the resulting loss aversion on contest outcomes. We study three situations: in “gain” two players start with no prize and make sunk bids to win a prize; in “loss” both the players start with prizes and whoever loses the contest loses their prize; and in “mixed” only one player starts with a prize that stays with him if he wins, but is transferred to the rival otherwise. Since the differences among the treatments arise only from framing, the expected utility and the standard loss aversion models predict no difference in bids across treatments. We introduce a loss aversion model in which the property rights are made salient, and as a result the reference point varies across treatments. This model predicts average bids in descending order in the loss, the mixed, and the gain treatment; and higher bids by the player with property rights in the mixed treatment. The results from a laboratory experiment broadly support these predictions. There is no significant difference in bids in the loss (gain) treatment and bids by property rights holder (nonholder) in the mixed treatment. A model incorporating both loss aversion and social preferences explains this result

    Iterated dominance and iterated best response in experimental "p-beauty contests"

    Get PDF
    Picture a thin country 1000 miles long, running north and south, like Chile. Several natural attractions are located at the northern tip of the country. Suppose each of n resort developers plans to locate a resort somewhere on the country's coast (and all spots are equally attractive). After all the resort locations are chosen, an airport will be built to serve tourists, at the average of all the locations including the natural attractions. Suppose most tourists visit all the resorts equally often, except for lazy tourists who visit only the resort closest to the airport; so the developer who locates closest to the airport gets a fixed bonus of extra visitors. Where should the developer locate to be nearest to the airport? The surprising game-theoretic answer is that all the developers should locate exactly where the natural attractions are. This answer requires at least one natural attraction at the northern tip, but does not depend on the fraction of lazy tourists or the number of developers (as long as there is more than one)

    An Experimental Investigation of Colonel Blotto Games

    Get PDF
    This article examines behavior in the two-player, constant-sum Colonel Blotto game with asymmetric resources in which players maximize the expected number of battlefields won. The experimental results support all major theoretical predictions. In the auction treatment, where winning a battlefield is deterministic, disadvantaged players use a “guerilla warfare” strategy which stochastically allocates zero resources to a subset of battlefields. Advantaged players employ a “stochastic complete coverage” strategy, allocating random, but positive, resource levels across the battlefields. In the lottery treatment, where winning a battlefield is probabilistic, both players divide their resources equally across all battlefields.Colonel Blotto, conflict resolution, contest theory, multi-dimensional resource allocation, rent-seeking, experiments

    An experimental investigation of Colonel Blotto games

    Get PDF
    This article examines behavior in the two-player, constant-sum Colonel Blotto game with asymmetric resources in which players maximize the expected number of battlefields won. The experimental results support all major theoretical predictions. In the auction treatment, where winning a battlefield is deterministic, disadvantaged players use a “guerilla warfare” strategy which stochastically allocates zero resources to a subset of battlefields. Advantaged players employ a “stochastic complete coverage” strategy, allocating random, but positive, resource levels across the battlefields. In the lottery treatment, where winning a battlefield is probabilistic, both players divide their resources equally across all battlefields. -- Dieser Artikel untersucht das Verhalten von Individuen in einem „constant-sum Colonel Blotto“-Spiel zwischen zwei Spielern, bei dem die Spieler mit unterschiedlichen Ressourcen ausgestattet sind und die erwartete Anzahl gewonnener Schlachtfelder maximieren. Die experimentellen Ergebnisse bestätigen alle wichtigen theoretischen Vorhersagen. Im Durchgang, in dem wie in einer Auktion der Sieg in einem Schlachtfeld deterministisch ist, wenden die Spieler, die sich im Nachteil befinden, eine „Guerillataktik“ an, und verteilen ihre Ressourcen stochastisch auf eine Teilmenge der Schlachtfelder. Spieler mit einem Vorteil verwenden eine Strategie der „stochastischen vollständigen Abdeckung“, indem sie zufällig eine positive Ressourcenmenge auf allen Schlachtfeldern positionieren. Im Durchgang, in dem sich der Gewinn eines Schlachtfeldes probabilistisch wie in einer Lotterie bestimmt, teilen beide Spieler ihre Ressourcen gleichmäßig auf alle Schlachtfelder auf.Colonel Blotto,conflict resolution,contest theory,multi-dimensional,resource allocation,rent-seeking,experiments
    • …
    corecore