Related papers: Information Design in Cheap Talk
This paper addresses the question of how to best communicate information over time in order to influence an agent's belief and induced actions in a model with a binary state of the world that evolves according to a Markov process, and with…
We study a sender-receiver model in which the receiver can commit to a decision rule before the sender determines the information policy. The decision rule can depend on the information structure chosen by the sender and the realized…
Consider a market where a seller owns an item for sale and a buyer wants to purchase it. Each player has private information, known as their type. It can be costly and difficult for the players to reach an agreement through direct…
We study the voting game where agents' preferences are endogenously decided by the information they receive, and they can collaborate in a group. We show that strategic voting behaviors have a positive impact on leading to the ``correct''…
Information in the form of data, which can be stored and transferred between users, can be viewed as an intangible commodity, which can be traded in exchange for money. Determining the fair price at which a string of data should be traded…
Reinforcement learning (RL) is inspired by the way human infants and animals learn from the environment. The setting is somewhat idealized because, in actual tasks, other agents in the environment have their own goals and behave adaptively…
The problem of peer prediction is to elicit information from agents in settings without any objective ground truth against which to score reports. Peer prediction mechanisms seek to exploit correlations between signals to align incentives…
We study a repeated information design problem faced by an informed sender who tries to influence the behavior of a self-interested receiver. We consider settings where the receiver faces a sequential decision making (SDM) problem. At each…
Language is not only used to transmit neutral information; we often seek to persuade by arguing in favor of a particular view. Persuasion raises a number of challenges for classical accounts of belief updating, as information cannot be…
A designer relies on an experimenter to provide information to a decision maker, but the experimenter has incentives to persuade rather than merely transmit information. Anticipating this motive, the designer can restrict the set of…
We examine information structure design, also called "persuasion" or "signaling", in the presence of a constraint on the amount of communication. We focus on the fundamental setting of bilateral trade, which in its simplest form involves a…
We study a persuasion problem in which a sender designs an information structure to induce a non-Bayesian receiver to take a particular action. The receiver, who is privately informed about his preferences, is a wishful thinker: he is…
A game is introduced to study the effect of privacy in strategic communication between well-informed senders and a receiver. The receiver wants to accurately estimate a random variable. The sender, however, wants to communicate a message…
We present a general framework for evolutionary learning to emergent unbiased state representation without any supervision. Evolutionary frameworks such as self-play converge to bad local optima in case of multi-agent reinforcement learning…
Bayesian persuasion, a central model in information design, studies how a sender, who privately observes a state drawn from a prior distribution, strategically sends a signal to influence a receiver's action. A key assumption is that both…
We study a routing game in an environment with multiple heterogeneous information systems and an uncertain state that affects edge costs of a congested network. Each information system sends a noisy signal about the state to its subscribed…
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…
In this paper, we study the information propagation in an empirical blogging network by game-theoretical approach. The blogging network has small-world property and is scale-free. Individuals in the blogosphere coordinate their decisions…
When discriminating between two pure quantum states, there exists a quantitative tradeoff between the information retrieved by the measurement and the disturbance caused on the unknown state. We derive the optimal tradeoff and provide the…
A discourse planner for (task-oriented) dialogue must be able to make choices about whether relevant, but optional information (for example, the "satellites" in an RST-based planner) should be communicated. We claim that effective text…