Related papers: Information Design of Dynamic Mechanisms
We introduce \emph{informational punishment} to the design of mechanisms that compete with an exogenous status quo mechanism: Players can send garbled public messages with some delay, and others cannot commit to ignoring them. Optimal…
In this thesis we consider the problem of information hiding in the scenarios of interactive systems, statistical disclosure control, and refinement of specifications. We apply quantitative approaches to information flow in the first two…
We develop a tool akin to the revelation principle for dynamic mechanism-selection games in which the designer can only commit to short-term mechanisms. We identify a canonical class of mechanisms rich enough to replicate the outcomes of…
Understanding the evolution of human social systems requires flexible formalisms for the emergence of institutions. Although game theory is normally used to model interactions individually, larger spaces of games can be helpful for modeling…
Two extensive game structures with imperfect information are said to be behaviorally equivalent if they share the same map (up to relabelings) from profiles of structurally reduced strategies to induced terminal paths. We show that this is…
Recent literature highlights the advantages of implementing social rules via dynamic game forms. We characterize when truth-telling remains a dominant strategy in gradual mechanisms implementing strategy-proof social rules, where agents…
We consider the prisoner's dilemma being played repeatedly on a dynamic network, where agents may choose their actions as well as their co-players. This leads to co-evolution of network structure and strategy patterns of the players.…
We describe here a structured system for distributed mechanism design appropriate for both Intranet and Internet applications. In our approach the players dynamically form a network in which they know neither their neighbours nor the size…
Noninterference offers a rigorous end-to-end guarantee for secure propagation of information. However, real-world systems almost always involve security requirements that change during program execution, making noninterference inapplicable.…
This work considers a novel information design problem and studies how the craft of payoff-relevant environmental signals solely can influence the behaviors of intelligent agents. The agents' strategic interactions are captured by a Markov…
We develop a theoretical framework for defining and identifying flows of information in computational systems. Here, a computational system is assumed to be a directed graph, with "clocked" nodes that send transmissions to each other along…
We study mechanism design when a designer repeatedly uses a fixed mechanism to interact with strategic agents who learn from observing their allocations. We introduce a static framework, calibrated mechanism design, requiring mechanisms to…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
There are many familiar situations in which a manager seeks to design a system in which users share a resource, but outcomes depend on the information held and actions taken by users. If communication is possible, the manager can ask users…
A fundamental problem in noncooperative dynamic game theory is the computation of Nash equilibria under different information structures, which specify the information available to each agent during decision-making. Prior work has…
Intention recognition is an important characteristic of intelligent agents. In their interactions with others, they try to read others' intentions and make an image of others to choose their actions accordingly. While the way in which…
We consider a game-theoretic setting to model the interplay between attacker and defender in the context of information flow, and to reason about their optimal strategies. In contrast with standard game theory, in our games the utility of a…
We study information design in games where players choose from a continuum of actions and have continuously differentiable payoffs. We show that an information structure is optimal when the equilibrium it induces can also be implemented in…
Explainable systems expose information about why certain observed effects are happening to the agents interacting with them. We argue that this constitutes a positive flow of information that needs to be specified, verified, and balanced…
In a sequential decision-making problem, the information structure is the description of how events in the system occurring at different points in time affect each other. Classical models of reinforcement learning (e.g., MDPs, POMDPs)…