Search arXivSearch

arXiv · 1705.04387

Theseus: Incentivizing Truth Discovery in Mobile Crowd Sensing Systems

Abstract

The recent proliferation of human-carried mobile devices has given rise to mobile crowd sensing (MCS) systems that outsource sensory data collection to the public crowd. In order to identify truthful values from (crowd) workers' noisy or even conflicting sensory data, truth discovery algorithms, which jointly estimate workers' data quality and the underlying truths through quality-aware data aggregation, have drawn significant attention. However, the power of these algorithms could not be fully unleashed in MCS systems, unless workers' strategic reduction of their sensing effort is properly tackled. To address this issue, in this paper, we propose a payment mechanism, named Theseus, that deals with workers' such strategic behavior, and incentivizes high-effort sensing from workers. We ensure that, at the Bayesian Nash Equilibrium of the non-cooperative game induced by Theseus, all participating workers will spend their maximum possible effort on sensing, which improves their data quality. As a result, the aggregated results calculated subsequently by truth discovery algorithms based on workers' data will be highly accurate. Additionally, Theseus bears other desirable properties, including individual rationality and budget feasibility. We validate the desirable properties of Theseus through theoretical analysis, as well as extensive simulations.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Haiming Jin, Lu Su, Klara Nahrstedt. 2017-05-11. Theseus: Incentivizing Truth Discovery in Mobile Crowd Sensing Systems. https://arxiv.org/abs/1705.04387

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Learning in Structured Stackelberg Games

We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as security games and AI safety, we show how this additional structure can help the leader learn a utility-maximizing policy in both the online and distributional settings. In the online setting, we first prove that standard learning-theoretic measures of complexity do not characterize the difficulty of the leader's learning task. Notably, we find that there exists a learning-theoretic measure of complexity, analogous to the Littlestone dimension in online classification, that tightly characterizes the leader's instance-optimal regret. We term this the Stackelberg-Littlestone dimension, and leverage it to provide a provably optimal online learning algorithm. In the distributional setting, we provide analogous results by showing that two new dimensions control the sample complexity upper- and lower-bound.

cs.GT

Equilibrium and Infeasibility: A new solution concept for games

Addressing infeasibility in non-cooperative games has become an important topic, as many problems across different applications face this issue. In this paper, we propose a new solution concept for generalized games with possibly infeasible individual constraints. A solution is defined as the limit of a sequence of generalized Nash equilibria induced by games with penalty terms relaxing the individual constraints. Existence is established for a broad range of games and we provide conditions allowing to characterize a $ψ$-penalized solution as a strategy profile maximizing every player's utility over all her penalty minimizing strategies. A variation of Divide-the-Dollar serves as an illustrative example. We further establish the compatibility with the GNE and the solution to the Nash bargaining.

cs.GT

Subgame-Perfect Nash Equilibria of Plurality Voting with Abstention: a PSPACE-Completeness Result for Restricted Ballots

We consider sequential Plurality elections in which each voter may abstain or vote for a single candidate. Each voter assigns utilities to all candidates; for each voter, this induces a (weak) order over the candidates. Ties are resolved uniformly at random, and voting has a small positive cost, so that a voter prefers to abstain when their vote cannot change the election outcome. We consider a variant of this model where, for each voter, we additionally specify a prefix of her ranking, so that she is only allowed to vote for a candidate from that prefix (or abstain). We prove that for this variant of the model, deciding whether a designated candidate is among the election winners in a subgame-perfect equilibrium of the associated extensive-form game is PSPACE-complete. This partially resolves an open problem from the work of Desmedt and Elkind [2010].

cs.GT