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Modern decision making tools are based on statistical analysis of abundant data, which is often collected by querying multiple individuals. We consider data collection through crowdsourcing, where independent and self-interested agents,…
We consider a distributed multi-user system where individual entities possess observations or perceptions of one another, while the truth is only known to themselves, and they might have an interest in withholding or distorting the truth.…
We study a class of finite-action disclosure games in which the sender's preferences are state-independent and the receiver's optimal action depends only on the expected state. While receiver-preferred equilibria in these games involve full…
Residential Demand Response has emerged as a viable tool to alleviate supply and demand imbalances of electricity, particularly during times when the electric grid is strained due a shortage of supply. Demand Response providers bid…
Desensitization addresses safe optimal planning under parametric uncertainties by providing sensitivity function-based risk estimates. This paper expands upon the existing work on desensitization in optimal control to address safe planning…
We investigate the mechanism design problem faced by a principal who hires \emph{multiple} agents to gather and report costly information. Then, the principal exploits the information to make an informed decision. We model this problem as a…
Decent social fairness is highly desired both for socio-economic activities and individuals, as it is one of the cornerstones of our social welfare and sustainability. How to effectively promote the level of fairness thus becomes a…
In collaborative learning with streaming data, nodes (e.g., organizations) jointly and continuously learn a machine learning (ML) model by sharing the latest model updates computed from their latest streaming data. For the more resourceful…
This paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, including examples like Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games,…
Consider a game where Alice generates an integer and Bob wins if he can factor that integer. Traditional game theory tells us that Bob will always win this game even though in practice Alice will win given our usual assumptions about the…
We study a multi-agent decision problem in population games, where agents select from multiple available strategies and continually revise their selections based on the payoffs associated with these strategies. Unlike conventional…
We address the problem of mechanism design for two-stage repeated stochastic games -- a novel setting using which many emerging problems in next-generation electricity markets can be readily modeled. Repeated playing affords the players a…
Crowd-sourcing models, which leverage the collective opinions/signals of users on online social networks (OSNs), are well-accepted for fake post detection; however, motivating the users to provide the crowd signals is challenging, even more…
We consider eager-push epidemic dissemination in a complete graph. Time is divided into synchronous stages. In each stage, a source disseminates $\nu$ events. Each event is sent by the source, and forwarded by each node upon its first…
Distributed aggregative optimization methods are gaining increased traction due to their ability to address cooperative control and optimization problems, where the objective function of each agent depends not only on its own decision…
Demand response is widely employed by today's data centers to reduce energy consumption in response to the increasing of electricity cost. To incentivize users of data centers participate in the demand response programs, i.e., breaking the…
We consider the impact of incomplete information on incentives for node cooperation in parallel relay networks with one source node, one destination node, and multiple relay nodes. All nodes are selfish and strategic, interested in…
This paper considers a network of agents, where each agent is assumed to take actions optimally with respect to a predefined payoff function involving the latest actions of the agent's neighbors. Neighborhood relationships stem from payoff…
We study linear-quadratic games of incomplete information with Gaussian uncertainty, where each player's payoff depends on a privately observed type and a common state. The designer observes the state, elicits types, and sells action…
This paper studies how the possibility of strategic misreporting shapes endogenous communication networks. Agents observe noisy private signals about a common state, form costly communication links, exchange private messages with their…