Related papers: Mechanism Design with Informational Punishment
We propose a mechanism design framework that incorporates both soft information, which can be freely manipulated, and semi-hard information, which entails a cost for falsification. The framework captures various contexts such as school…
This paper concerns sequential hypothesis testing in competitive multi-agent systems where agents exchange potentially manipulated information. Specifically, a two-agent scenario is studied where each agent aims to correctly infer the true…
Real-world user requests to LLM agents are often underspecified. Agents must interact to acquire missing information and make correct downstream decisions. However, current multi-turn GRPO-based methods often rely on trajectory-level reward…
This paper studies a game in which an informed sender with state-independent preferences uses verifiable messages to convince a receiver to choose an action from a finite set. We characterize the equilibrium outcomes of the game and compare…
To induce transport, detailed balance must be broken. A common mechanism is to bias the dynamics with a thermodynamic fuel, such as chemical energy. An intriguing, alternative strategy is for a Maxwell demon to effect the bias using…
We develop a versatile methodology for multidimensional mechanism design that incorporates side information about agents to generate high welfare and high revenue simultaneously. Side information sources include advice from domain experts,…
Strategic information design is a framework where a sender designs information strategically to steer its receiver's decision towards a desired choice. Traditionally, such frameworks have always assumed that the sender and the receiver…
In the last years we have witnessed the appearance of a variety of strategies to design optimal location privacy-preserving mechanisms, in terms of maximizing the adversary's expected error with respect to the users' whereabouts. In this…
We study a dynamic information design problem in a finite-horizon setting consisting of two strategic and long-term optimizing agents, namely a principal (he) and a detector (she). The principal observes the evolution of a Markov chain that…
We consider a repeated game where a player self-reports her usage of a service and is charged a payment accordingly by a center. The center observes a partial signal, representing part of the player's true consumption, which is generated…
When learning to play an imperfect information game, it is often easier to first start with the basic mechanics of the game rules. For example, one can play several example rounds with private cards revealed to all players to better…
Reinforcement learning(RL) algorithms face the challenge of limited data efficiency, particularly when dealing with high-dimensional state spaces and large-scale problems. Most of RL methods often rely solely on state transition information…
Online content platforms are concerned about the freshness of their content updates to their end customers, and increasingly more platforms now invite and pay the crowd to sample real-time information (e.g., traffic observations and sensor…
A robot's dynamics -- especially the degree and location of compliance -- can significantly affect performance and control complexity. Passive dynamics can be designed with good regions of attraction or limit cycles for a specific task, but…
We consider a routing game among non-atomic agents where link latency functions are conditional on an uncertain state of the network. The agents have the same prior belief about the state, but only a fixed fraction receive private route…
We study counterfactual prediction under assignment bias and propose a mathematically grounded, information-theoretic approach that removes treatment-covariate dependence without adversarial training. Starting from a bound that links the…
Mechanisms such as auctions and pricing schemes are utilized to design strategic (noncooperative) games for networked systems. Although the participating players are selfish, these mechanisms ensure that the game outcome is optimal with…
Priority-based allocation of individuals to positions are pervasive, and elimination of justified envy is often, an absolute requirement. This leaves serial dictatorship (SD) as the only rule that avoids justified envy under standard direct…
Model selection based on classical information criteria, such as BIC, is generally computationally demanding, but its properties are well studied. On the other hand, model selection based on parameter shrinkage by $\ell_1$-type penalties is…
Model-based reinforcement learning (RL) algorithms designed for handling complex visual observations typically learn some sort of latent state representation, either explicitly or implicitly. Standard methods of this sort do not distinguish…