TY - GEN
T1 - A probabilistic framework for automated mechanism design
AU - Tadjouddine, Emmanuel M.
PY - 2010
Y1 - 2010
N2 - This paper presents a probabilistic framework that can be used to automatically generate verifiable mechanisms for multi-agent systems wherein agents need to trust the system. Such settings require designing mechanisms given agents' requirements, which are expressed as constraints and desirable properties such as incentive compatibility. Our framework is based on a game-playing scenario wherein a game is viewed as a set of computer codes and is run using a designer. The designer can be viewed as a probabilistic polytime Turing machine interacting with the game in order to achieve a given objective or simply win it. This results in a sequence of games where the probability for the designer winning the game is bounded from above by the probability of the game setting a Boolean variable to true. By analyzing the game-play as a Markov decision process, we identified cases where the interactions between the designer and the game yield a positive outcome. This methodology can be used to deploy for example agent mediated e-commerce systems.
AB - This paper presents a probabilistic framework that can be used to automatically generate verifiable mechanisms for multi-agent systems wherein agents need to trust the system. Such settings require designing mechanisms given agents' requirements, which are expressed as constraints and desirable properties such as incentive compatibility. Our framework is based on a game-playing scenario wherein a game is viewed as a set of computer codes and is run using a designer. The designer can be viewed as a probabilistic polytime Turing machine interacting with the game in order to achieve a given objective or simply win it. This results in a sequence of games where the probability for the designer winning the game is bounded from above by the probability of the game setting a Boolean variable to true. By analyzing the game-play as a Markov decision process, we identified cases where the interactions between the designer and the game yield a positive outcome. This methodology can be used to deploy for example agent mediated e-commerce systems.
UR - http://www.scopus.com/inward/record.url?scp=77957795790&partnerID=8YFLogxK
U2 - 10.1109/SOLI.2010.5551559
DO - 10.1109/SOLI.2010.5551559
M3 - Conference Proceeding
AN - SCOPUS:77957795790
SN - 9781424471188
T3 - Proceedings of 2010 IEEE International Conference on Service Operations and Logistics, and Informatics, SOLI 2010
SP - 315
EP - 320
BT - Proceedings of 2010 IEEE International Conference on Service Operations and Logistics, and Informatics, SOLI 2010
T2 - 2010 IEEE International Conference on Service Operations and Logistics, and Informatics, SOLI 2010
Y2 - 15 July 2010 through 17 July 2010
ER -