Related papers: Single-out fake posts: participation game and its …
Cheating in online games poses significant threats to the gaming industry, yet most prior research has concentrated on Massively Multiplayer Online Role-Playing Games (MMORPGs). Competitive genres-such as Multiplayer Online Battle Arena…
Global games form a subclass of games with incomplete information where a set of agents decide actions against a regime with an underlying fundamental $\theta$ representing its power. Each agent has access to an independent noisy…
Mean Field Games (MFGs) provide a powerful framework for modeling the collective behavior of large populations of interacting agents. In this paper, we address the problem of Imitation Learning (IL) in MFGs subject to common noise, where…
Coordinated inauthentic behavior is used as a tool on social media to shape public opinion by elevating or suppressing topics using systematic engagements -- e.g. through *likes* or similar reactions. In an honest world, reactions may be…
We consider a crowdsourcing model in which $n$ workers are asked to rate the quality of $n$ items previously generated by other workers. An unknown set of $\alpha n$ workers generate reliable ratings, while the remaining workers may behave…
The topic of fake news has drawn attention both from the public and the academic communities. Such misinformation has the potential of affecting public opinion, providing an opportunity for malicious parties to manipulate the outcomes of…
Social media platforms enable the rapid dissemination and consumption of information. However, users instantly consume such content regardless of the reliability of the shared data. Consequently, the latter crowdsourcing model is exposed to…
This paper presents a potential game approach for distributed cooperative selection of informative sensors, when the goal is to maximize the mutual information between the measurement variables and the quantities of interest. It is proved…
We consider the general problem of resource sharing in societal networks, consisting of interconnected communication, transportation, energy and other networks important to the functioning of society. Participants in such network need to…
In multi-agent autonomous systems, deception is a fundamental concept which characterizes the exploitation of unbalanced information to mislead victims into choosing oblivious actions. This effectively alters the system's long term…
This paper studies two important signal processing aspects of equilibrium behavior in non-cooperative games arising in social networks, namely, reinforcement learning and detection of equilibrium play. The first part of the paper presents a…
Deception plays a critical role in many interactions in communication and network security. Game-theoretic models called "cheap talk signaling games" capture the dynamic and information asymmetric nature of deceptive interactions. But…
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…
The tragedy of the commons illustrates a fundamental social dilemma where individual rational actions lead to collectively undesired outcomes, threatening the sustainability of shared resources. Strategies to escape this dilemma, however,…
Consensus formation in a social network is modeled by a dynamic game of a prescribed duration played by members of the network. Each member independently minimizes a cost function that represents his/her motive. An integral cost function…
In recent years, the reliability of information on the Internet has emerged as a crucial issue of modern society. Social network sites (SNSs) have revolutionized the way in which information is spread by allowing users to freely share…
When can cooperation arise from self-interested decisions in public goods games? And how can we help agents to act cooperatively? We examine these classical questions in a pivotal participation game, a variant of public good games, where…
Deception is a technique to mislead human or computer systems by manipulating beliefs and information. For the applications of cyber deception, non-cooperative games become a natural choice of models to capture the adversarial interactions…
We consider schemes for obtaining truthful reports on a common but hidden signal from large groups of rational, self-interested agents. One example are online feedback mechanisms, where users provide observations about the quality of a…
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…