Related papers: Information Design for a Non-atomic Service Schedu…
We investigate a coordination model for a two-stage collective decision-making problem within the framework of global games. The agents observe noisy signals of a shared random variable, referred to as the fundamental, which determines the…
The active-time scheduling problem considers the problem of scheduling preemptible jobs with windows (release times and deadlines) on a parallel machine that can schedule up to $g$ jobs during each timestep. The goal in the active-time…
Suppose customers need to choose when to arrive to a congested queue with some desired service at the end, provided by a single server that operates only during a certain time interval. We study a model where the customers incur not only…
Mechanism design is addressed in the context of fair allocations of indivisible goods with monetary compensation. Motivated by a real-world social choice problem, mechanisms with verification are considered in a setting where (i) agents'…
Polling systems have been widely studied, however most of these studies focus on polling systems with renewal processes for arrivals and random variables for service times. There is a need driven by practical applications to study polling…
We present a novel algorithm for game-theoretic trajectory planning, tailored for settings in which agents can only observe one another in specific regions of the state space. Such problems arise naturally in the context of multi-robot…
This paper considers a communication system where a source sends time-sensitive information to its destination. We assume that both arrival and service processes of the messages are memoryless and the source has a single server with no…
Flow scheduling tends to be one of the oldest and most stubborn problems in networking. It becomes more crucial in the next generation network, due to fast changing link states and tremendous cost to explore the global structure. In such…
An atomic routing game is a multiplayer game on a directed graph. Each player in the game chooses a path -- a sequence of links that connect its origin node to its destination node -- with the lowest cost, where the cost of each link is a…
A multiclass queueing system is considered, with heterogeneous service stations, each consisting of many servers with identical capabilities. An optimal control problem is formulated, where the control corresponds to scheduling and routing,…
In this paper, we consider a dynamic equilibrium transportation problem. There is a fixed number of cars moving from origin to destination areas. Preferences for arrival times are expressed as a cost of arriving before or after the…
We consider the problem of dynamic information design with one sender and one receiver where the sender observers a private state of the system and takes an action to send a signal based on its observation to a receiver. Based on this…
A central push in operations models over the last decade has been the incorporation of models of customer choice. Real world implementations of many of these models face the formidable stumbling block of simply identifying the `right' model…
Zero-sum asymmetric games model decision making scenarios involving two competing players who have different information about the game being played. A particular case is that of nested information, where one (informed) player has superior…
How should an agent decide when and how to plan? A dominant approach builds agents as reactive policies with adaptive computation (e.g., chain-of-thought), trained end-to-end expecting planning to emerge implicitly. Without control over the…
This paper provides a classification of real scheduling problems. Various ways have been examined and described on the problem. Scheduling problem faces a tremendous challenges and difficulties in order to meet the preferences of the…
We study the problem of executing an application represented by a precedence task graph on a parallel machine composed of standard computing cores and accelerators. Contrary to most existing approaches, we distinguish the allocation and the…
In this work, we investigate a steering problem in a mediator-augmented two-player normal-form game, where the mediator aims to guide players toward a specific action profile through information and incentive design. We first characterize…
A general model for zero-sum stochastic games with asymmetric information is considered. In this model, each player's information at each time can be divided into a common information part and a private information part. Under certain…
We consider linear-quadratic Gaussian (LQG) games in which players have quadratic payoffs that depend on the players' actions and an unknown payoff-relevant state, and signals on the state that follow a Gaussian distribution conditional on…