61 research outputs found

    On Neuron Mechanisms Used to Resolve Mental Problems of Identification and Learning in Sensorium

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    The paper considers some possible neuron mechanisms that do not contradict biological data. They are represented in terms of the notion of an elementary sensorium discussed in the previous authors’ works. Such mechanisms resolve problems of two large classes: when identification mechanisms are used and when sensory learning mechanisms are applied along with identification

    On the convergence of iterative voting: how restrictive should restricted dynamics be?

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    We study convergence properties of iterative voting procedures. Such procedures are defined by a voting rule and a (restricted) iterative process, where at each step one agent can modify his vote towards a better outcome for himself. It is already known that if the iteration dynamics (the manner in which voters are allowed to modify their votes) are unrestricted, then the voting process may not converge. For most common voting rules this may be observed even under the best response dynamics limitation. It is therefore important to investigate whether and which natural restrictions on the dynamics of iterative voting procedures can guarantee convergence. To this end, we provide two general conditions on the dynamics based on iterative myopic improvements, each of which is sufficient for convergence. We then identify several classes of voting rules (including Positional Scoring Rules, Maximin, Copeland and Bucklin), along with their corresponding iterative processes, for which at least one of these conditions hold

    Security Games with Information Leakage: Modeling and Computation

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    Most models of Stackelberg security games assume that the attacker only knows the defender's mixed strategy, but is not able to observe (even partially) the instantiated pure strategy. Such partial observation of the deployed pure strategy -- an issue we refer to as information leakage -- is a significant concern in practical applications. While previous research on patrolling games has considered the attacker's real-time surveillance, our settings, therefore models and techniques, are fundamentally different. More specifically, after describing the information leakage model, we start with an LP formulation to compute the defender's optimal strategy in the presence of leakage. Perhaps surprisingly, we show that a key subproblem to solve this LP (more precisely, the defender oracle) is NP-hard even for the simplest of security game models. We then approach the problem from three possible directions: efficient algorithms for restricted cases, approximation algorithms, and heuristic algorithms for sampling that improves upon the status quo. Our experiments confirm the necessity of handling information leakage and the advantage of our algorithms

    Cultivating Desired Behaviour: Policy Teaching Via Environment-Dynamics Tweaks

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    In this paper we study, for the first time explicitly, the implications of endowing an interested party (i.e. a teacher) with the ability to modify the underlying dynamics of the environment, in order to encourage an agent to learn to follow a specific policy. We introduce a cost function which can be used by the teacher to balance the modifications it makes to the underlying environment dynamics, with the learner's performance compared to some ideal, desired, policy. We formulate teacher's problem of determining optimal environment changes as a planning and control problem, and empirically validate the effectiveness of our model

    Protecting elections by recounting ballots

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    Complexity of voting manipulation is a prominent topic in computational social choice. In this work, we consider a two-stage voting manipulation scenario. First, a malicious party (an attacker) attempts to manipulate the election outcome in favor of a preferred candidate by changing the vote counts in some of the voting districts. Afterwards, another party (a defender), which cares about the voters' wishes, demands a recount in a subset of the manipulated districts, restoring their vote counts to their original values. We investigate the resulting Stackelberg game for the case where votes are aggregated using two variants of the Plurality rule, and obtain an almost complete picture of the complexity landscape, both from the attacker's and from the defender's perspective

    Approximating Mixed Nash Equilibria using Smooth Fictitious Play in Simultaneous Auctions

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    We investigate equilibrium strategies for bidding agents that participate in multiple, simultaneous second-price auctions with perfect substitutes. For this setting, previous research has shown that it is a best response for a bidder to participate in as many such auctions as there are available, provided that other bidders only participate in a single auction. In contrast, in this paper we consider equilibrium behaviour where all bidders participate in multiple auctions. For this new setting we consider mixed-strategy Nash equilibria where bidders can bid high in one auction and low in all others. By discretising the bid space, we are able to use smooth fictitious play to compute approximate solutions. Specifically, we find that the results do indeed converge to ϵ\epsilon-Nash mixed equilibria and, therefore, we are able to locate equilibrium strategies in such complex games where no known solutions previously existed

    Imitative Follower Deception in Stackelberg Games

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    Information uncertainty is one of the major challenges facing applications of game theory. In the context of Stackelberg games, various approaches have been proposed to deal with the leader's incomplete knowledge about the follower's payoffs, typically by gathering information from the leader's interaction with the follower. Unfortunately, these approaches rely crucially on the assumption that the follower will not strategically exploit this information asymmetry, i.e., the follower behaves truthfully during the interaction according to their actual payoffs. As we show in this paper, the follower may have strong incentives to deceitfully imitate the behavior of a different follower type and, in doing this, benefit significantly from inducing the leader into choosing a highly suboptimal strategy. This raises a fundamental question: how to design a leader strategy in the presence of a deceitful follower? To answer this question, we put forward a basic model of Stackelberg games with (imitative) follower deception and show that the leader is indeed able to reduce the loss due to follower deception with carefully designed policies. We then provide a systematic study of the problem of computing the optimal leader policy and draw a relatively complete picture of the complexity landscape; essentially matching positive and negative complexity results are provided for natural variants of the model. Our intractability results are in sharp contrast to the situation with no deception, where the leader's optimal strategy can be computed in polynomial time, and thus illustrate the intrinsic difficulty of handling follower deception. Through simulations we also examine the benefit of considering follower deception in randomly generated games

    Stategic Candidacy with Keen Candidates

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    Presented at the Games, Agents and Incentives WorkshopIn strategic candidacy games, both voters and candidates have preferences over the set of candidates, and candidates make strategic decisions about whether to run an electoral campaign or withdraw from the election, in order to manipulate the outcome according to their preferences. In this work, we extend the standard model of strategic candidacy games to scenarios where candidates may find it harmful for their reputation to withdraw from the election and would only do so if their withdrawal changes the election outcome for the better; otherwise, they would be keen to run the campaign. We study the existence and the quality of Nash equilibria in the resulting class of games, both analytically and empirically, and compare them with the Nash equilibria of the standard model. Our results demonstrate that while in the worst case there may be none or multiple, bad quality equilibria, on average, these games have a unique, optimal equilibrium state
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