An important class of game-theoretic incentive mechanisms for eliciting effort from a crowd are the peer based mechanisms, in which workers are paid by matching their answers with one another. The other classic mechanism is to have the workers solve some gold standard tasks and pay them according to their accuracy on gold tasks. This mechanism ensures stronger incentive compatibility than the peer based mechanisms but assigning gold tasks to all workers becomes inefficient at large scale. We propose a novel mechanism that assigns gold tasks to only a few workers and exploits transitivity to derive accuracy of the rest of the workers from their peers' accuracy. We show that the resulting mechanism ensures a dominant notion of incentive compatibility and fairness.
Finally, the mechanism of @cite_4 combines ideas from the two categories of work. It arranges the workers in a hierarchy. A constant number of workers in the top level of the hierarchy are evaluated by an oracle. The workers below that level are evaluated by the workers (peers) in one level above them. The mechanism solves the scalability issue of the gold tasks based mechanisms. Though it offers comparatively weaker incentive compatibility (unique Nash equilibrium) as compared to the gold tasks based mechanisms but eliminates all the undesired equilibria that exist in peer based mechanisms. However, it requires that workers are informed of their level in the hierarchy. The mechanism is also ex-ante unfair towards the workers in the sense that workers in the top level of hierarchy are evaluated more correctly than the workers in the lower levels. Similar to @cite_4 , our work is also at the intersection of the two categories of works. However, our mechanism doesn't suffer from the issues (level information requirement and unfairness) that their mechanism has and also guarantees stronger incentive compatibility.
@cite_4
2127508398 1987352480 2222808023 2141663593
We consider a task of scheduling with a common deadline on a single machine. Every player reports to a scheduler the length of his job and the scheduler needs to finish as many jobs as possible by the deadline. For this simple problem, there is a truthful mechanism that achieves maximum welfare in dominant strategies. The new aspect of our work is that in our setting players are uncertain about their own job lengths, and hence are incapable of providing truthful reports (in the strict sense of the word). For a probabilistic model for uncertainty we show that even with relatively little uncertainty, no mechanism can guarantee a constant fraction of the maximum welfare. To remedy this situation, we introduce a new measure of economic efficiency, based on a notion of a fair share of a player, and design mechanisms that are Ω(1)-fair. In addition to its intrinsic appeal, our notion of fairness implies good approximation of maximum welfare in several cases of interest. In our mechanisms the machine is sometimes left idle even though there are jobs that want to use it. We show that this unfavorable aspect is unavoidable, unless one gives up other favorable aspects (e.g., give up Ω(1)-fairness). We also consider a qualitative approach to uncertainty as an alternative to the probabilistic quantitative model. In the qualitative approach we break away from solution concepts such as dominant strategies (they are no longer well defined), and instead suggest an axiomatic approach, which amounts to listing desirable properties for mechanisms. We provide a mechanism that satisfies these properties. In this paper we consider a mechanism design problem in the context of large-scale crowdsourcing markets such as Amazon's Mechanical Turk mturk, ClickWorker clickworker, CrowdFlower crowdflower. In these markets, there is a requester who wants to hire workers to accomplish some tasks. Each worker is assumed to give some utility to the requester on getting hired. Moreover each worker has a minimum cost that he wants to get paid for getting hired. This minimum cost is assumed to be private information of the workers. The question then is -- if the requester has a limited budget, how to design a direct revelation mechanism that picks the right set of workers to hire in order to maximize the requester's utility? We note that although the previous work (Singer (2010) (2011)) has studied this problem, a crucial difference in which we deviate from earlier work is the notion of large-scale markets that we introduce in our model. Without the large market assumption, it is known that no mechanism can achieve a competitive ratio better than 0.414 and 0.5 for deterministic and randomized mechanisms respectively (while the best known deterministic and randomized mechanisms achieve an approximation ratio of 0.292 and 0.33 respectively). In this paper, we design a budget-feasible mechanism for large markets that achieves a competitive ratio of 1 -- 1 e = 0.63. Our mechanism can be seen as a generalization of an alternate way to look at the proportional share mechanism, which is used in all the previous works so far on this problem. Interestingly, we can also show that our mechanism is optimal by showing that no truthful mechanism can achieve a factor better than 1 -- 1 e, thus, fully resolving this setting. Finally we consider the more general case of submodular utility functions and give new and improved mechanisms for the case when the market is large. Many crowdsourcing scenarios are heterogeneous in the sense that, not only the workers’ types (e.g., abilities or costs) are different, but the beliefs (probabilistic knowledge) about their respective types are also different. In this paper, we design an incentive mechanism for such scenarios using an asymmetric all-pay contest (or auction) model. Our design objective is an optimal mechanism, i.e., one that maximizes the crowdsourcing revenue minus cost. To achieve this, we furnish the contest with a prize tuple which is an array of reward functions each for a potential winner. We prove and characterize the unique equilibrium of this contest, and solve the optimal prize tuple. In addition, this study discovers a counter-intuitive property, called strategy autonomy (SA), which means that heterogeneous workers behave independently of one another as if they were in a homogeneous setting. In game-theoretical terms, it says that an asymmetric auction admits a symmetric equilibrium. Not only theoretically interesting, but SA also has important practical implications on mechanism complexity, energy efficiency, crowdsourcing revenue, and system scalability. By scrutinizing seven mechanisms, our extensive performance evaluation demonstrates the superior performance of our mechanism as well as offers insights into the SA property. We consider the problem of makespan minimization on m unrelated machines in the context of algorithmic mechanism design, where the machines are the strategic players. This is a multidimensional scheduling domain, and the only known positive results for makespan minimization in such a domain are O(m)-approximation truthful mechanisms [22, 20]. We study a well-motivated special case of this problem, where the processing time of a job on each machine may either be "low" or "high", and the low and high values are public and job-dependent. This preserves the multidimensionality of the domain, and generalizes the restricted-machines (i.e., pj,∞ ) setting in scheduling. We give a general technique to convert any c-approximation algorithm to a 3c-approximation truthful-in-expectation mechanism. This is one of the few known results that shows how to export approximation algorithms for a multidimensional problem into truthful mechanisms in a black-box fashion. When the low and high values are the same for all jobs, we devise a deterministic 2-approximation truthful mechanism. These are the first truthful mechanisms with non-trivial performance guarantees for a multidimensional scheduling domain. Our constructions are novel in two respects. First, we do not utilize or rely on explicit price definitions to prove truthfulness; instead we design algorithms that satisfy cycle monotonicity. Cycle monotonicity [23] is a necessary and sufficient condition for truthfulness, is a generalization of value monotonicity for multidimensional domains. However, whereas value monotonicity has been used extensively and successfully to design truthful mechanisms in single-dimensional domains, ours is the first work that leverages cycle monotonicity in the multidimensional setting. Second, our randomized mechanisms are obtained by first constructing a fractional truthful mechanism for a fractional relaxation of the problem, and then converting it into a truthful-in-expectation mechanism. This builds upon a technique of [16], and shows the usefulness of fractional mechanisms in truthful mechanism design.