相关论文: Knowledge vs. Experience: Asymptotic Limits of Imp…
We study how queue-state information disclosures affect impatient tenants in multi-tenant edge systems. We propose an information-bulletin strategy in which each queue periodically broadcasts two Markov models. One is a model of…
Emerging trends in communication systems, such as network softwarization, functional disaggregation, and multi-access edge computing (MEC), are reshaping both the infrastructural landscape and the application ecosystem. These…
We study a two-player, zero-sum, dynamic game with incomplete information where one of the players is more informed than his opponent. We analyze the limit value as the players play more and more frequently. The more informed player…
We develop a model of social learning from overabundant information: Short-lived agents sequentially choose from a large set of (flexibly correlated) information sources for prediction of an unknown state. Signal realizations are public. We…
Safety evaluation for advanced AI systems assumes that behavior observed under evaluation predicts behavior in deployment. This assumption weakens for agents with situational awareness, which may exploit regime leakage, cues distinguishing…
We study the statistical properties of trainable agents moving in discrete space. After introducing the mathematical framework, we first analyze the dynamics of two completely random walkers, mutually competing in a chaser-target…
We study the problem of content delivery in two-user interference channels with altering topology, random available cache at the receivers, and delayed channel knowledge at the transmitter. We establish a new set of outer-bounds on the…
We study a two-player, zero-sum, stochastic game with incomplete information on one side in which the players are allowed to play more and more frequently. The informed player observes the realization of a Markov chain on which the payoffs…
In reinforcement learning, it is common to let an agent interact for a fixed amount of time with its environment before resetting it and repeating the process in a series of episodes. The task that the agent has to learn can either be to…
In asymptotic regimes, both in time and space (network size), the derivation of network capacity results is grossly simplified by brushing aside queueing behavior in non-Jackson networks. This simplifying double-limit model, however, lends…
When deployed in the world, a learning agent such as a recommender system or a chatbot often repeatedly interacts with another learning agent (such as a user) over time. In many such two-agent systems, each agent learns separately and the…
Shannon's information entropy measures of the uncertainty of an event's outcome. If learning about a system reflects a decrease in uncertainty, then a plausible intuition is that learning should be accompanied by a decrease in the entropy…
Understanding how delayed information impacts queueing systems is an important area of research. However, much of the current literature neglects one important feature of many queueing systems, namely non-stationary arrivals. Non-stationary…
We add the assumption that players know their opponents' payoff functions and rationality to a model of non-equilibrium learning in signaling games. Agents are born into player roles and play against random opponents every period.…
We obtain asymptotic bounds for the tail distribution of steady-state waiting time in a two server queue where each server processes incoming jobs at a rate equal to the rate of their arrivals (that is, the half-loaded regime). The job…
Reinforcement learning agents have been mostly developed and evaluated under the assumption that they will operate in a fully autonomous manner -- they will take all actions. In this work, our goal is to develop algorithms that, by learning…
This paper studies information asymmetry in an unobservable single-server queueing system. While system managers have knowledge of the true arrival rate, customers may lack this information and instead form arbitrary beliefs. We propose a…
We consider a single server system with infinite waiting room in a random environment. The service system and the environment interact in both directions. Whenever the environment enters a prespecified subset of its state space the service…
Stringent demands for timely information delivery, driven by the widespread adoption of real-time applications and the Internet of Things, have established the age of information (AoI) as a critical metric for quantifying data freshness.…
When learning in strategic environments, a key question is whether agents can overcome uncertainty about their preferences to achieve outcomes they could have achieved absent any uncertainty. Can they do this solely through interactions…