60 research outputs found

    Short-term Demand Forecasting for Online Car-hailing Services using Recurrent Neural Networks

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    Short-term traffic flow prediction is one of the crucial issues in intelligent transportation system, which is an important part of smart cities. Accurate predictions can enable both the drivers and the passengers to make better decisions about their travel route, departure time and travel origin selection, which can be helpful in traffic management. Multiple models and algorithms based on time series prediction and machine learning were applied to this issue and achieved acceptable results. Recently, the availability of sufficient data and computational power, motivates us to improve the prediction accuracy via deep-learning approaches. Recurrent neural networks have become one of the most popular methods for time series forecasting, however, due to the variety of these networks, the question that which type is the most appropriate one for this task remains unsolved. In this paper, we use three kinds of recurrent neural networks including simple RNN units, GRU and LSTM neural network to predict short-term traffic flow. The dataset from TAP30 Corporation is used for building the models and comparing RNNs with several well-known models, such as DEMA, LASSO and XGBoost. The results show that all three types of RNNs outperform the others, however, more simple RNNs such as simple recurrent units and GRU perform work better than LSTM in terms of accuracy and training time.Comment: arXiv admin note: text overlap with arXiv:1706.06279, arXiv:1804.04176 by other author

    Price of Competition and Dueling Games

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    We study competition in a general framework introduced by Immorlica et al. and answer their main open question. Immorlica et al. considered classic optimization problems in terms of competition and introduced a general class of games called dueling games. They model this competition as a zero-sum game, where two players are competing for a user's satisfaction. In their main and most natural game, the ranking duel, a user requests a webpage by submitting a query and players output an ordering over all possible webpages based on the submitted query. The user tends to choose the ordering which displays her requested webpage in a higher rank. The goal of both players is to maximize the probability that her ordering beats that of her opponent and gets the user's attention. Immorlica et al. show this game directs both players to provide suboptimal search results. However, they leave the following as their main open question: "does competition between algorithms improve or degrade expected performance?" In this paper, we resolve this question for the ranking duel and a more general class of dueling games. More precisely, we study the quality of orderings in a competition between two players. This game is a zero-sum game, and thus any Nash equilibrium of the game can be described by minimax strategies. Let the value of the user for an ordering be a function of the position of her requested item in the corresponding ordering, and the social welfare for an ordering be the expected value of the corresponding ordering for the user. We propose the price of competition which is the ratio of the social welfare for the worst minimax strategy to the social welfare obtained by a social planner. We use this criterion for analyzing the quality of orderings in the ranking duel. We prove the quality of minimax results is surprisingly close to that of the optimum solution

    The Price of Anarchy in Cooperative Network Creation Games

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    In general, the games are played on a host graph, where each node is a selfish independent agent (player) and each edge has a fixed link creation cost \alpha. Together the agents create a network (a subgraph of the host graph) while selfishly minimizing the link creation costs plus the sum of the distances to all other players (usage cost). In this paper, we pursue two important facets of the network creation game. First, we study extensively a natural version of the game, called the cooperative model, where nodes can collaborate and share the cost of creating any edge in the host graph. We prove the first nontrivial bounds in this model, establishing that the price of anarchy is polylogarithmic in n for all values of α in complete host graphs. This bound is the first result of this type for any version of the network creation game; most previous general upper bounds are polynomial in n. Interestingly, we also show that equilibrium graphs have polylogarithmic diameter for the most natural range of \alpha (at most n polylg n). Second, we study the impact of the natural assumption that the host graph is a general graph, not necessarily complete. This model is a simple example of nonuniform creation costs among the edges (effectively allowing weights of \alpha and \infty). We prove the first assemblage of upper and lower bounds for this context, stablishing nontrivial tight bounds for many ranges of \alpha, for both the unilateral and cooperative versions of network creation. In particular, we establish polynomial lower bounds for both versions and many ranges of \alpha, even for this simple nonuniform cost model, which sharply contrasts the conjectured constant bounds for these games in complete (uniform) graphs

    Predicting passenger origin-destination in online taxi-hailing systems

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    Because of transportation planning, traffic management, and dispatch optimization importance, passenger origin-destination prediction has become one of the most important requirements for intelligent transportation systems management. In this paper, we propose a model to predict the next specified time window travels' origin and destination. To extract meaningful travel flows, we use K-means clustering in four-dimensional space with maximum cluster size limitation for origin and destination zones. Because of the large number of clusters, we use non-negative matrix factorization to decrease the number of travel clusters. Also, we use a stacked recurrent neural network model to predict travel count in each cluster. Comparing our results with other existing models shows that our proposed model has 5-7% lower mean absolute percentage error (MAPE) for 1-hour time windows, and 14% lower MAPE for 30-minute time windows.Comment: 25 pages, 20 figure

    How to Influence People with Partial Incentives

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    We study the power of fractional allocations of resources to maximize influence in a network. This work extends in a natural way the well-studied model by Kempe, Kleinberg, and Tardos (2003), where a designer selects a (small) seed set of nodes in a social network to influence directly, this influence cascades when other nodes reach certain thresholds of neighbor influence, and the goal is to maximize the final number of influenced nodes. Despite extensive study from both practical and theoretical viewpoints, this model limits the designer to a binary choice for each node, with no way to apply intermediate levels of influence. This model captures some settings precisely, e.g. exposure to an idea or pathogen, but it fails to capture very relevant concerns in others, for example, a manufacturer promoting a new product by distributing five "20% off" coupons instead of giving away one free product. While fractional versions of problems tend to be easier to solve than integral versions, for influence maximization, we show that the two versions have essentially the same computational complexity. On the other hand, the two versions can have vastly different solutions: the added flexibility of fractional allocation can lead to significantly improved influence. Our main theoretical contribution is to show how to adapt the major positive results from the integral case to the fractional case. Specifically, Mossel and Roch (2006) used the submodularity of influence to obtain their integral results; we introduce a new notion of continuous submodularity, and use this to obtain matching fractional results. We conclude that we can achieve the same greedy (1−1/e−ϵ)(1-1/e-\epsilon)-approximation for the fractional case as the integral case. In practice, we find that the fractional model performs substantially better than the integral model, according to simulations on real-world social network data
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