Abstract-Wireless access networks are often characterized by the interaction of different end users, communication technologies, and network operators. This paper analyzes the dynamics among these "actors" by focusing on the processes of wireless network selection, where end users may choose among multiple available access networks to get connectivity, and resource allocation, where network operators may set their radio resources to provide connectivity. The interaction among end users is modeled as a noncooperative congestion game, where players (end users) selfishly select the access network that minimizes their perceived selection cost. A method based on mathematical programming is proposed to find Nash equilibria and characterize their optimality under three cost functions, which are representative of different technological scenarios. System level simulations are then used to evaluate the actual throughput and fairness of the equilibrium points. The interaction among end users and network operators is then assessed through a two-stage multileader/multifollower game, where network operators (leaders) play in the first stage by properly setting the radio resources to maximize their users, and end users (followers) play in the second stage the aforementioned network selection game. The existence of exact and approximated subgame perfect Nash equilibria of the two-stage game is thoroughly assessed and numerical results are provided on the "quality" of such equilibria.
Sponsored search auctions constitute one of the most successful applications of microeconomic mechanisms. In mechanism design, auctions are usually designed to incentivize advertisers to bid their truthful valuations and, at the same time, to assure both the advertisers and the auctioneer a non-negative utility. Nonetheless, in sponsored search auctions, the click-through-rates (CTRs) of the advertisers are often unknown to the auctioneer and thus standard incentive compatible mechanisms cannot be directly applied and must be paired with an effective learning algorithm for the estimation of the CTRs. This introduces the critical problem of designing a learning mechanism able to estimate the CTRs as the same time as implementing a truthful mechanism with a revenue loss as small as possible compared to an optimal mechanism designed with the true CTRs. Previous works showed that in single-slot auctions the problem can be solved using a suitable exploration-exploitation mechanism able to achieve a per-step regret of order O(T −1/3 ) (where T is the number of times the auction is repeated). In this paper we extend these results to the general case of contextual multi-slot auctions with position-and ad-dependent externalities. In particular, we prove novel upper-bounds on the revenue loss w.r.t. to a VCG auction and we report numerical simulations investigating their accuracy in predicting the dependency of the regret on the number of rounds T , the number of slots K, and the number of advertisements n.
Using autonomous mobile robots to patrol environments for detecting intruders is a topic of increasing relevance for its possible applications. A large part of strategies for mobile patrolling robots proposed so far adopt some kind of random movements. Although these strategies are unpredictable for an intruder, they are not always efficient in getting the patroller a large expected utility. In this paper we propose an approach that considers a model of the adversary in a game theoretic framework to find optimally-efficient patrolling strategies. We show that our approach extends those proposed in literature and we experimentally analyze some of its features.
Abstract-The development of ambient intelligence (AmI) applications that effectively adapt to the needs of the users and environments requires, among other things, the presence of planning mechanisms for goal-oriented behavior. Planning is intended as the ability of an AmI system to build a course of actions that, when carried out by the devices in the environment, achieve a given goal. The problem of planning in AmI has not yet been adequately explored in literature. In this paper, we propose a planning system for AmI applications, based on the hierarchical task network (HTN) approach and called distributed hierarchical task network (D-HTN), able to find courses of actions to address given goals. The plans produced by D-HTN are flexibly tailored to exploit the capabilities of the devices currently available in the environment in the best way. We discuss both the architecture and the implementation of D-HTN. Moreover, we present some of the experimental results that validated the proposed planner in a realistic application scenario in which an AmI system monitors and answers the needs of a diabetic patient.
Multi-Armed Bandit (MAB) techniques have been successfully applied to many classes of sequential decision problems in the past decades. However, non-stationary settings -- very common in real-world applications -- received little attention so far, and theoretical guarantees on the regret are known only for some frequentist algorithms. In this paper, we propose an algorithm, namely Sliding-Window Thompson Sampling (SW-TS), for nonstationary stochastic MAB settings. Our algorithm is based on Thompson Sampling and exploits a sliding-window approach to tackle, in a unified fashion, two different forms of non-stationarity studied separately so far: abruptly changing and smoothly changing. In the former, the reward distributions are constant during sequences of rounds, and their change may be arbitrary and happen at unknown rounds, while, in the latter, the reward distributions smoothly evolve over rounds according to unknown dynamics. Under mild assumptions, we provide regret upper bounds on the dynamic pseudo-regret of SW-TS for the abruptly changing environment, for the smoothly changing one, and for the setting in which both the non-stationarity forms are present. Furthermore, we empirically show that SW-TS dramatically outperforms state-of-the-art algorithms even when the forms of non-stationarity are taken separately, as previously studied in the literature.
We study an information-structure design problem (a.k.a. a persuasion problem) with a single sender and multiple receivers with actions of a priori unknown types, independently drawn from action-specific marginal probability distributions. As in the standard Bayesian persuasion model, the sender has access to additional information regarding the action types, which she can exploit when committing to a (noisy) signaling scheme through which she sends a private signal to each receiver. The novelty of our model is in considering the much more expressive case in which the receivers interact in a sequential game with imperfect information, with utilities depending on the game outcome and the realized action types. After formalizing the notions of ex ante and ex interim persuasiveness (which differ by the time at which the receivers commit to following the sender's signaling scheme), we investigate the continuous optimization problem of computing a signaling scheme which maximizes the sender's expected revenue. We show that computing an optimal ex ante persuasive signaling scheme is NP-hard when there are three or more receivers. Instead, in contrast with previous hardness results for ex interim persuasion, we show that, for games with two receivers, an optimal ex ante persuasive signaling scheme can be computed in polynomial time thanks to the novel algorithm we propose, based on the ellipsoid method.
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