60 research outputs found
Short-term Demand Forecasting for Online Car-hailing Services using Recurrent Neural Networks
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
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
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
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
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
-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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