Friday, December 04, 2009
MIT + Social Media + Red Balloons
Wednesday, November 04, 2009
Bomb detection
ATSC’s promotional material claims that its device can find guns, ammunition, drugs, truffles, human bodies and even contraband ivory at distances up to a kilometer, underground, through walls, underwater or even from airplanes three miles high. The device works on “electrostatic magnetic ion attraction,” ATSC says.
To detect materials, the operator puts an array of plastic-coated cardboard cards with bar codes into a holder connected to the wand by a cable. “It would be laughable,” Colonel Bidlack said, “except someone down the street from you is counting on this to keep bombs off the streets.”
Proponents of the wand often argue that errors stem from the human operator, who they say must be rested, with a steady pulse and body temperature, before using the device.
Then the operator must walk in place a few moments to “charge” the device, since it has no battery or other power source, and walk with the wand at right angles to the body. If there are explosives or drugs to the operator’s left, the wand is supposed to swivel to the operator’s left and point at them.
If, as often happens, no explosives or weapons are found, the police may blame a false positive on other things found in the car, like perfume, air fresheners or gold fillings in the driver’s teeth.
Most distressingly, apparently for the price of one of these devices, it would be possible to buy as many as 6 bomb-sniffing dogs, which actually do work (but take more time).
Wednesday, September 16, 2009
China
Sunday, August 23, 2009
God, morality, and general sum games.
Thursday, August 13, 2009
New CS/game theory blog
This blog will probably cover a wider range of topics such as poker and gambling theory, computer science, and game theory.
Saturday, August 08, 2009
Maybe we're all the same
Sunday, July 05, 2009
Asynchronous Games
- All but a negligible fraction (smaller than any inverse polynomial) of games actually do admit equilibria in pure stationary strategies.
- If a game admits equilibria in pure stationary strategies, there is a PTAS to compute epsilon-approximate equilibria in pure stationary strategies.
- In any game, there is an FPTAS to compute epsilon-approximate equilibria in (non-stationary) pure strategies, even for n > 2 players.
Thursday, January 15, 2009
Oh, Pittsburgh
On behalf of the Steelers Nation, I've decided to remove the word 'Ravens' from my name just like the Steelers will remove them from the AFC Championship.
Wednesday, December 03, 2008
CS theory in 60 minutes for highschool students
Friday, November 28, 2008
Incentives, computation, and privacy
Friday, November 21, 2008
Computer science in the news
There’s a sort of unsettling, alien quality to their computers’ results. When the teams examine the ways that singular value decomposition is slotting movies into categories, sometimes it makes sense to them — as when the computer highlights what appears to be some essence of nerdiness in a bunch of sci-fi movies. But many categorizations are now so obscure that they cannot see the reasoning behind them. Possibly the algorithms are finding connections so deep and subconscious that customers themselves wouldn’t even recognize them. At one point, Chabbert showed me a list of movies that his algorithm had discovered share some ineffable similarity; it includes a historical movie, “Joan of Arc,” a wrestling video, “W.W.E.: SummerSlam 2004,” the comedy “It Had to Be You” and a version of Charles Dickens’s “Bleak House.” For the life of me, I can’t figure out what possible connection they have, but Chabbert assures me that this singular value decomposition scored 4 percent higher than Cinematch — so it must be doing something right.
Saturday, November 08, 2008
Auctions with Unknown Supply
Saturday, September 13, 2008
Grim Trigger
“If my remains are not cremated and my ashes are not scattered or spread on the ground, I give to Planned Parenthood of Maryland $50,000"or about 1/3 of his estate.
Sunday, May 04, 2008
Presidential politics
In other news, my Price of Malice paper was rejected from EC. Well, no worries. I'm not about to put my lot in with computer scientists.Clinton used her appearance on ABC's "This Week" to raise questions about Obama's ability to connect with working-class Americans while dismissing economists who have said her plan to suspend gas taxes over the summer would do little good.
"I'm not going to put my lot in with economists," the New York senator said when asked to name a credible economist who supported her proposal.
"We've got to get out of this mind-set where somehow elite opinion is always on the side of doing things that really disadvantage the vast majority of Americans," said Clinton, a former first lady who would be the first woman president.
Sunday, February 10, 2008
Malice, Anarchy, and Regret
There are some interesting things going on in the world of privacy, but that is a topic for another post. Since the terminology used by the algorithmic game theory community is much more colorful, I'll write a little about something I have been thinking about recently: The price of malice!
Recall that the price of anarchy is a measure of the degradation of social welfare in the face of selfish behavior. Specifically, it is the worst case ratio of the optimal social welfare to the social welfare in a Nash equilibrium. One of the problems with this measure is that it is really quite brittle -- it assumes that everyone is perfectly self interested and rational. But in actual games (say, computer networks), although many people are selfish and wish to minimize their own delay, others exhibit different behaviors. Some are oblivious to network traffic, and so may seem to be irrational. Some are explicitly malicious, and seek to increase the delay of others (see denial of service attacks). Enter the price of malice: an attempt to define a quantity that measures the effect on social welfare of these malicious players. So how should we define it?
Well, its been studied in several papers, and they define it differently! Moscibroda, Schmid, and Wattenhofer define a price of malice that is parameterized by the number of malicious players, k. PoM(k) is the ratio of the cost in a game with k malicious players, and n-k rational (selfish) players, to the worst case social cost with n rational (selfish) players. Babaioff, Kleinberg, and Papadimitriou give a different, unparameterized definition (also, of course, called the price of malice!) Their price of malice is essentially the first derivative of PoM(k), evaluated at k=0: That is, it is the worst case marginal cost of converting an epsilon fraction of the players from selfish to malicious.
But what does it mean to have a game with rational and malicious players? Both papers define an equilibrium model by assigning the malicious players a utility function equal to the negation of the social welfare function. This is natural when we are talking about Nash Equilibrium, but leads to perhaps an awkward definition of a malicious player: because the malicious players are myopically seeking to minimize social welfare, sometimes malicious players can fall into equilibria with rational players that actually improve social welfare (as compared to equilibria with rational players alone)! Both papers observe this phenomenon, and Babaioff, Kleinberg, and Papadimitriou call it "the windfall of malice". This is a pretty cool and counterintuitive phenomenon, but somehow it doesn't seem like a satisfying definition of malicious play -- after all, if a truly malicious adversary was helping you by acting adversarialy, he could (if nothing else) act `rationally' and avoid giving you this boost. What we really want is an adversary who we allow to behave arbitrarily -- we want to take the worst case over all possible adversaries, who might engage in sophisticated counterspeculation.
So, to add to the clutter, in a recent paper, I have given yet another definition of the price of malice. I use the framework from the recent paper on the price of total anarchy to define the price of malice (an analogue of Moscibroda et al.'s definition), and the differential price of malice (an analogue of Babaioff et al.'s definition) with weaker assumptions. First, imagine that players are playing in a repeated game, rather than a one-shot game. This allows us to weaken the assumption that players are playing according to a one-shot Nash equilibrium and consider each player individually, assuming only that each rational player experiences no "regret". That is, no player "regrets" not playing some fixed action -- each player is doing at least as well as she would have been had she retroactively changed her play history to repeatedly play any fixed action. Note that by the definition of a Nash equilibrium, if all players were repeatedly playing according to a Nash, all players would be experiencing no regret (and so this is a weaker assumption than that players play according to a Nash equilibrium). This weakened assumption has two benefits. First, it makes the predicted behavior computationally plausable: while finding a Nash equilibrium is PPAD complete in general games, there are efficient algorithms players can use to unilaterally guarantee that they have regret quickly tending to 0. But that isn't the main point here: It also allows us to define rational play on a player by player basis, rather than defining rational play over an entire population (by saying that they all play according to a Nash equilibrium). This allows us to analyze games in which only a fraction of the players are `rational', and the rest are behaving arbitrarily. So we can now study the price of malice -- in which k players are Byzantine -- players about whom we make no assumptions, and who may engage in sophisticated malicious play. Now that we are taking the worst case over all possible adversaries, we can no longer observe a windfall of malice. This should be what we want -- after all, we want to bound the cost of malicious players who may be smart enough not to help us out.
Of course, depending on the situation, our adversaries might be myopic, and so the equilibria models of the price of malice also are interesting quantities to study. Fortunately, the no-regret definitions are backwards compatable: since they make strictly weaker assumptions, upper bounds on the price of malice and differential price of malice in the no-regret model also serve as upper bounds on Moscibroda et al.'s and Babaioff et al.'s price of malice (respectively).
Tuesday, November 27, 2007
Useful Privacy
By clarifying what we want to achieve by 'useful' data release, we make previous lower bounds on data release seem less scary. Results by Dinur and Nissim and Dwork et al. make release of static databases seem inconsistent with the goals of privacy, because they show it is possible to reconstruct almost the entire original database with a small number of almost-correct "subset sum" queries. But once we clarify what we mean by 'usefulness', its clear that we might still hope to statically release databases that are still 'useful' for a class of queries that does not include subset-sum queries, while still preserving privacy.
Well, maybe. In the paper, we consider the class of halfspace queries (a generalization to higher dimensions of queries of the type "what fraction of Americans are taller than 6'2''?"). We can show that its impossible to release a database useful for halfspace queries while preserving even differential-privacy. However, if we are willing to relax our definition of usefulness (With high probability, for every query q, |q(D') - q'(D)| < epsilon, for some query q' that is "close to" q), we can release a database "useful" for halfspace queries that preserves the stronger notion of distributional privacy.
So what is the take home message? Useful and private data release is still possible (despite strong impossibility results!) if we are willing to relax our definitions. We cannot hope to be simultaniously useful for all queries, but perhaps we can still be "useful" to many.
Sunday, November 11, 2007
That new facebook box
Millions of people in this country -- particularly young people -- already have surrendered anonymity to social networking sites such as MySpace and Facebook, and to Internet commerce. These sites reveal to the public, government and corporations what was once closely guarded information, like personal statistics and credit card numbers.
After I put up my cell-phone number on my facebook profile, filling in the extra fields about my credit card number and where I hide my spare key seemed only natural. But I may take them down after reading this article.
Sunday, November 04, 2007
Smoothed Analysis of the Price of Anarchy
Typically we skirt this issue by defining the "price of anarchy" to be the ratio of the value of the worst equilibrium to the value of the optimal solution -- a pessimistic bound. Will we really end up in the worst Nash equilibrium?
A related problem comes up in the design of algorithms. How should we measure the running time of an algorithm? The worst case running time? Some notion of average case? Average case running time is misleading because our notion of 'average' probably won't coincide with the data's. But worst case running time can also be misleading if all worst-case inputs are somehow contrived and 'brittle' to small changes. Smoothed analysis is a compromise -- the smoothed complexity of an algorithm is measured by taking a worst case input, but then measuring the running time of the algorithm with respect to small perturbations of that worst-case input. The idea is, if the bad inputs are extremely brittle to perturbation, we are unlikely to actually encounter bad inputs.
So maybe we can do a smoothed analysis of the price of anarchy. In a recent paper, Christine Chung, Katrina Ligett, Kirk Pruhs, and I propose studying the stochastically stable states of a game -- the states that computationally simple agents, who make mistakes (noise) in their play with some small probability each turn. In general, the solution concept that this leads to can be completely different from the Nash equilibria of the game, but in potential games, it turns out that the stochastically stable states are a subset of the Nash equilibria. What does this mean? The stochastically stable states in these games are the Nash equilibria that are resilient to these occasional mistakes in play, and the price of anarchy taken over the worst case stochastically stable states ("the price of stochastic anarchy") can be viewed as a smoothed analysis of the price of anarchy -- The worst we are likely to encounter in a noisy, imperfect world.
Here's an example: Suppose Aaron and Bob have programs that they want to run on a computer, and there are two computers, X and Y. Aaron's program costs epsilon to run on X, and 1 to run on Y. Bob's program costs epsilon to run on Y, and 1 to run on X. Both players can choose what machine that they will run their programs on, and will pay the sum of the costs on the machine they picked. For example, if both Aaron and Bob pick machine X, they will both pay 1 + epsilon.
The optimal solution is obvious: Aaron plays on X, Bob plays on Y, and both pay epsilon. This is also a Nash equilibrium -- no player can unilaterally improve his payoff by switching machines (Bob could switch machines, but that would increase his cost from epsilon to 1 + epsilon).
If instead Aaron plays on Y and Bob plays on X, both players now pay 1, and this is again a Nash equilibrium, although a much worse one -- either player could switch machines, but because of congestion, would increase their cost from 1 to 1+epsilon.
So the price of anarchy of this game is 1/epsilon, which can be arbitrarily large. But is the bad equilibrium really realistic? If Aaron is playing on Y every turn, and Bob is playing on X, if Aaron makes a mistake one turn (and plays on X), then Bob can take advantage of this and increase his payoff by moving to X. The optimal equilibrium on the other hand is resilient to mistakes like this -- both players are already paying the smallest cost that they could ever pay in this game. It turns out that although the price of anarchy in the 2 player "load balancing" game that I just described is unbounded, but the price of stochastic anarchy is just 2. So the price of anarchy gave us an unrealistic measure of how bad things could get, because of the existence of bad, but brittle equilibria.
In our paper, we consider the general case of the n player m machine load balancing game, and prove that the price of stochastic anarchy is bounded. What other games could benefit from a 'smoothed' analysis of the price of anarchy?
UPDATE: Our paper is now available here.
Friday, October 19, 2007
What is Privacy?
Cynthia Dwork began with an interesting toy example: Suppose you want to keep your 'height' private, and there exists a database of heights. It seems innocuous enough to release the average height of Norwegian women. But suppose your worst enemy already knows that you are two inches taller than the average Norwegian woman -- then the release of average heights has 'violated your privacy'.
But has it really? In this case, the 'violation of your privacy' could have occurred whether or not your height was included in the database or not. This suggests an elegant definition of differential privacy that Cynthia and others have been working with: If the database statistics released would not differ whether or not you were in the database, your privacy has not been violated. Formally, we want that for any two neighboring databases D and D' (differing in only one element), for any statistic Q(D) that might be released, and for any value of that statistic, x:
Pr[Q(D') = x](1- epsilon) < Pr[Q(D) = x] < Pr[Q(D') = x](1+ epsilon)
where probability is taken only over internal randomness of the information-release mechanism (no assumptions about the distribution of the database elements are made). What this definition implies, is that if you are considering whether or not to include your information in the database, you shouldn't fear that your decision will help compromise your privacy -- anything that someone could learn from the database with your information in it, they could also learn without your information.
What is that epsilon parameter anyhow? In crypto, you would generally take epsilon to be something like 1/2^n -- something so tiny that the two distributions were basically identical. But you can't achieve that here if you want the database to be at all useful. Since we can transition between any two databases through a path of n neighboring databases (just swap out one at a time elements from your original database for elements of your target database), query probabilities differ by at most n*epsilon between any two databases, and if we want to be able to meaningfully distinguish any two databases, we need epsilon to be something like 1/n.
So this seems like a pretty good definition -- it cleanly gets to the heart of the matter, and it is parametrized to allow you to cleanly trade off between privacy and usefulness (and makes explicit that there must necessarily be such a trade off...)
Monday, September 24, 2007
Are the Reals real?
- The Naturals. These consist of non-negative integers (negative integers are unnatural). We can define the naturals inductively. 0 is a natural number, and for every natural number x, (x+1) is also natural.
- The Rationals. These consist of numbers that can be written "as fractions" (Postulating the existence of any other sort of number would be irrational). We can define the rationals: for every two integers x and y, x/y is in the set of rationals.
- The Reals. These consist of numbers that can be written as (infinite) decimal expansions (Any other kind of number must be imaginary). We can define the reals as the limits of sequences of binary expansions (i.e. 3, 3.1, 3.14, 3.141, 3.1415,...). In this view, real numbers are actually functions from the naturals to the rationals: A real number f corresponds to the sequence whose i'th term is f(i).
In each case, we can perhaps ascribe the disparaging labels of these class of numbers to the closed-mindedness of the namers. After all, there have been times in history when negative numbers were considered unnatural, and the square root of 2 was actually thought of as not rational. But have we gone too far? Are real numbers really real?
Real numbers pose a problem for people with a computational world view -- those that believe that in principle physical phenomena can be simulated. If quantities in the universe such as position, mass, velocity, temperature, etc. are represented by (continuous) real values, then they can't be perfectly simulated.
The first and most obvious problem we encounter is representation size -- most reals can't be finitely represented. So in any simulation with finite memory, even barring any other problems, we're just not going to have the space to keep track of even a single value.
A second and more insidious problem is even worse -- most real numbers aren't computable. That is, there is no finitely representable procedure for calculating most real numbers, even if we were to avoid the first problem by granting our simulation infinite memory, and even if we were to allow your procedure an infinite amount of time. This is because, no matter what representation you choose for writing down your finite procedure (Turing Machines are popular), the set of such procedures is only countably infinite, whereas there are uncountably many reals.
A third (related) problem is that most anything we would want to do with our real values would be undecidable. Even the problem of comparing two reals is undecidable -- consider the process of comparing the real x_T to pi, where x_T is defined to be the real with the i'th digit of pi in its i'th decimal place for all i less than T_h, where T_h is the step at which Turing machine T halts, and with the i'th digit of e in its i'th decimal place for all i greater than or equal to T_h.
So is anything in our universe actually represented by "variables" defined over the reals? Believing this seems to entail believing that the universe is inherently non-computational, regularly resolves undecidable problems and maintains information to infinite precision.
P.S. Many people object to the axiom of choice, because although it is consistent with (and independent of) other mathematical axioms, it allows for things that go counter to our intuition. For example, the Banach-Tarski Paradox: One may partition a solid 3-dimensional sphere into finitely many non-overlapping pieces, and then with only rotations and translations can reassemble the pieces into two identical copies of the original ball. But maybe it isn't the axiom of choice that challenges our intuition ("we can choose an element from any nonempty set"), which after all, seems reasonable -- maybe it is the existence of the reals and other uncountably infinite sets. It is really only these sets that require the axiom of choice -- we can choose elements from countably infinite sets without resorting to the axiom (We can define a choice function by first putting the elements of our countable set in one to one correspondence with the integers. Then we may choose the smallest element in each nonempty set.)
Can we really choose an element from an uncountable set? It seems less reasonable. Consider the reals - an uncountable set. Remove from this set all reals that can be named (or defined) - a countable set. Now choose an element!