Siddharth Suri

dblp:96/3563 · DBLP profile ↗
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40ranked-venue papers
1as first author
7since 2021 · last 2025
0000-0002-1318-8140ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 15 · 2 since 2021Theory of computation · 15Human-computer interaction and ubiquitous computing · 11 · 4 since 2021Databases, data management, data science and information retrieval · 10 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 1 first-authorSystems, architecture and hardware · 2Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2025 Using Large Language Models to Generate, Validate, and Apply User Intent Taxonomies
abstract
Understanding user intents in information access scenarios can help us provide more relevant and personalized search results and recommendations. However, analyzing user intents is not easy, especially for emerging forms of Web search such as Artificial Intelligence (AI)-driven chat. To understand user intents from retrospective log data, we need a way to label them with meaningful categories that capture their diversity and dynamics. Existing methods rely on manual or Machine-Learned (ML) labeling, which is either expensive or inflexible for large and dynamic datasets. Large Language Models (LLMs) could generate rich and relevant concepts, descriptions, and examples for user intents using log data of user interactions. However, using LLMs to generate a user intent taxonomy and applying it for a given Information Retrieval (IR) application can be problematic for two main reasons: (1) such a taxonomy is not externally validated; and (2) there may be an undesirable feedback loop if an LLM does both these tasks without external validation. To address this, we propose a new methodology with human experts and assessors to verify the quality of the LLM-generated taxonomy. We also present an end-to-end pipeline that uses an LLM with Human-in-the-Loop (HITL) to produce, refine, and apply labels for user intent analysis in log data. We demonstrate its effectiveness by uncovering new insights into user intents from search and chat logs from the Microsoft Bing Web search engine. The novelty in this research stems from the method for generating purpose-driven user intent taxonomies with strong validation. Our approach not only helps remove methodological and practical bottlenecks from intent-focused research, but also provides a new framework for generating, validating, and applying other kinds of taxonomies in a scalable and adaptable way, with reasonable human effort.
Chirag Shah 0001, Ryen W. White, Reid Andersen, Georg Buscher, Scott Counts, Sarkar Snigdha Sarathi Das, Ali Montazeralghaem, Sathish Manivannan, Jennifer Neville, Nagu Rangan, Tara Safavi, Siddharth Suri, Mengting Wan, Leijie Wang, Longqi Yang 0001
ACM Trans. Web12
2024 Interpretable User Satisfaction Estimation for Conversational Systems with Large Language Models
abstract
Ying-Chun Lin, Jennifer Neville, Jack Stokes, Longqi Yang, Tara Safavi, Mengting Wan, Scott Counts, Siddharth Suri, Reid Andersen, Xiaofeng Xu, Deepak Gupta, Sujay Kumar Jauhar, Xia Song, Georg Buscher, Saurabh Tiwary, Brent Hecht, Jaime Teevan. Proceedings of the 62nd Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2024.
Ying-Chun Lin, Jennifer Neville, Jack W. Stokes, Longqi Yang 0001, Tara Safavi, Mengting Wan, Scott Counts, Siddharth Suri, Reid Andersen, Sujay Kumar Jauhar, Georg Buscher, Saurabh Tiwary, Brent J. Hecht, Jaime Teevan
ACL (1)8
2024 TnT-LLM: Text Mining at Scale with Large Language Models
abstract
Transforming unstructured text into structured and meaningful forms, organized by useful category labels, is a fundamental step in text mining for downstream analysis and application. However, most existing methods for producing label taxonomies and building text-based label classifiers still rely heavily on domain expertise and manual curation, making the process expensive and time-consuming. This is particularly challenging when the label space is under-specified and large-scale data annotations are unavailable. In this paper, we address these challenges with Large Language Models (LLMs), whose prompt-based interface facilitates the induction and use of large-scale pseudo labels. We propose TnT-LLM, a two-phase framework that employs LLMs to automate the process of end-to-end label generation and assignment with minimal human effort for any given use-case. In the first phase, we introduce a zero-shot, multi-stage reasoning approach which enables LLMs to produce and refine a label taxonomy iteratively. In the second phase, LLMs are used as data labelers that yield training samples so that lightweight supervised classifiers can be reliably built, deployed, and served at scale. We apply TnT-LLM to the analysis of user intent and conversational domain for Bing Copilot (formerly Bing Chat), an open-domain chat-based search engine. Extensive experiments using both human and automatic evaluation metrics demonstrate that TnT-LLM generates more accurate and relevant label taxonomies when compared against state-of-the-art baselines, and achieves a favorable balance between accuracy and efficiency for classification at scale.
Mengting Wan, Tara Safavi, Sujay Kumar Jauhar, Yujin Kim 0004, Scott Counts, Jennifer Neville, Siddharth Suri, Chirag Shah 0001, Ryen W. White, Longqi Yang 0001, Reid Andersen, Georg Buscher, Dhruv Joshi, Nagu Rangan
KDD7
2024 Format Matters: Comparing the Inclusiveness and Effectiveness of Hybrid and Remote Meetings
abstract
The surge in remote and hybrid work has provided many benefits in terms of flexibility and autonomy, but it also presents challenges when it comes to team collaboration and meetings. Using a mixed-methods field study, we compare hybrid and remote meeting configurations to better understand how to improve the inclusiveness and effectiveness of these different meeting modalities. Our findings indicate that overall, fully-remote meetings are the most inclusive and effective. Fully-remote meetings are perceived as more inclusive of remote attendees despite their lower chat usage compared to hybrid meetings. We also find that people's preferred format varies depending on the purpose or type of meeting and the skill set of the meeting moderator. We provide recommendations for improving meeting inclusion and effectiveness in both hybrid and remote meetings, such as training moderators and integrating chats with the main meeting.
Matin Yarmand, Liana Kreamer, Siddharth Suri, Sonia Jaffe
Proc. ACM Hum. Comput. Interact.3
2022 How Much Do Platform Workers Value Reviews? An Experimental Method
abstract
Previous qualitative work has documented that platform workers place an immense importance on their reputation due to the use of algorithmic management by online labor platforms. We provide a general experimental method, which can be used across platforms and time, for numerically quantifying the intensity with which platform workers experience reputation system-based algorithmic management. Our method works via an experiment where workers choose between a monetary bonus or a positive review. We demonstrate this method by measuring the value that freelancers assigned to positive feedback on Upwork in June 2020. The median freelancer in our sample valued a single positive review at ∼ $49 USD. We also find that less experienced freelancers valued a positive review more highly than those with more experience. Qualitative data collected during the experiment indicates that many freelancers considered issues related to reputation system-based algorithmic management while choosing between the monetary reward and the positive review.
David Holtz, Liane Scult, Siddharth Suri
CHI3
2022 Collaboration, Invisible Work, and The Costs of Macrotask Freelancing
abstract
Online labour platforms promise efficient, low-friction matching of workers with clients at scale and on-demand. Prior studies on Upwork have shown that the combination of specialized knowledge and expertise, high autonomy, and extent of client-worker engagement makes macrotasks a unique category of 'on-demand' work. However, there is a need to unpack the nature of macrotask work from the freelancers' perspective. Based on a qualitative study of 21 freelancers on Upwork, this paper fills this important gap by delineating how freelancers reason about accomplishing macrotasks, their interaction with clients, the key challenges that they face in various stages of the work process, and the strategies they devise to mitigate the costs and overhead. This paper shows that freelancers perceive accomplishing macrotasks as a collaborative achievement with the client. It also demonstrates that the skill-intensive nature of tasks implies that matching freelancer with the task/client is of enormous importance. It describes three programmatic solutions that the platform offers to facilitate the matching process along with their benefits and limitations. It, then, shows how freelancers seek to minimize the costs and work associated with matching and collaboration through repeat hiring along the benefits they result in. Lastly, the paper highlights how the same set of core issues is mirrored for both the freelancer and client sides of the market, which need to be addressed in order to enhance the ease and effectiveness of client-freelancer collaboration.
Srihari H. Muralidhar, Sean Rintel, Siddharth Suri
Proc. ACM Hum. Comput. Interact.3
2021 Quantifying the Invisible Labor in Crowd Work
abstract
Crowdsourcing markets provide workers with a centralized place to find paid work. What may not be obvious at first glance is that, in addition to the work they do for pay, crowd workers also have to shoulder a variety of unpaid invisible labor in these markets, which ultimately reduces workers' hourly wages. Invisible labor includes finding good tasks, messaging requesters, or managing payments. However, we currently know little about how much time crowd workers actually spend on invisible labor or how much it costs them economically. To ensure a fair and equitable future for crowd work, we need to be certain that workers are being paid fairly for all of the work they do. In this paper, we conduct a field study to quantify the invisible labor in crowd work. We build a plugin to record the amount of time that 100 workers on Amazon Mechanical Turk dedicate to invisible labor while completing 40,903 tasks. If we ignore the time workers spent on invisible labor, workers' median hourly wage was $3.76. But, we estimated that crowd workers in our study spent 33% of their time daily on invisible labor, dropping their median hourly wage to $2.83. We found that the invisible labor differentially impacts workers depending on their skill level and workers' demographics. The invisible labor category that took the most time and that was also the most common revolved around workers having to manage their payments. The second most time-consuming invisible labor category involved hyper-vigilance, where workers vigilantly watched over requesters' profiles for newly posted work or vigilantly searched for labor. We hope that through our paper, the invisible labor in crowdsourcing becomes more visible, and our results help to reveal the larger implications of the continuing invisibility of labor in crowdsourcing.
Carlos Toxtli, Siddharth Suri, Saiph Savage
Proc. ACM Hum. Comput. Interact.2
2020 Stuck in the middle with you: The Transaction Costs of Corporate Employees Hiring Freelancers
abstract
Corporations are increasingly empowering employees to hire on-demand workers via freelance platforms. We interviewed full-time employees of a global technology company who hired freelancers as part of their job responsibilities. While there has been prior work describing freelancers' perspectives there has been little research on those that hire them, the "clients", especially in the corporate context. We found that while freelance platforms reduce many administrative burdens, there are number of conditions in which using freelance platforms in a corporate context creates high transaction costs and power asymmetries that make it difficult for clients to negotiate work rights and responsibilities. This leads corporate employee clients to feel "stuck in the middle" between their employer, the platform, and the freelancer. Ultimately, these transactions costs are a potential barrier to wider adoption. If corporations want to leverage the value of the freelance economy then better guardrails, guidelines, and perhaps even creative technology solutions will be needed.
Caitlin Lustig, Sean Rintel, Liane Scult, Siddharth Suri
Proc. ACM Hum. Comput. Interact.4
2019 What You See Is What You Get? The Impact of Representation Criteria on Human Bias in Hiring
abstract
Although systematic biases in decision-making are widely documented, the ways in which they emerge from different sources is less understood. We present a controlled experimental platform to study gender bias in hiring by decoupling the effect of world distribution (the gender breakdown of candidates in a specific profession) from bias in human decision-making. We explore the effectiveness of representation criteria, fixed proportional display of candidates, as an intervention strategy for mitigation of gender bias by conducting experiments measuring human decision-makers’ rankings for who they would recommend as potential hires. Experiments across professions with varying gender proportions show that balancing gender representation in candidate slates can correct biases for some professions where the world distribution is skewed, although doing so has no impact on other professions where human persistent preferences are at play. We show that the gender of the decision-maker, complexity of the decision-making task and over- and under-representation of genders in the candidate slate can all impact the final decision. By decoupling sources of bias, we can better isolate strategies for bias mitigation in human-in-the-loop systems.
Andi Peng, Besmira Nushi, Emre Kiciman, Kori Inkpen, Siddharth Suri, Ece Kamar
HCOMP5
2019 More Than Money: Correlation among Worker Demographics, Motivations, and Participation in Online Labor Market
Wei-Chu Chen, Siddharth Suri, Mary L. Gray
ICWSM2
2018 Running Out of Time: The Impact and Value of Flexibility in On-Demand Crowdwork
abstract
With a seemingly endless stream of tasks, on-demand labor markets appear to offer workers flexibility in when and how much they work. This research argues that platforms afford workers far less flexibility than widely believed. A large part of the "inflexibility" comes from tight deadlines imposed on tasks, leaving workers little control over their work schedules. We experimentally examined the impact of offering workers control of their time in on-demand crowdwork. We found that granting higher "in-task flexibility" dramatically affected the temporal dynamics of worker behavior and produced a larger amount of work with similar quality. In a second experiment, we measured the compensating differential and found that workers would give up significant compensation to control their time, indicating workers attach substantial value to in-task flexibility. Our results suggest that designing tasks which give workers direct control of their time within tasks benefits both buyers and sellers of on-demand crowdwork.
Ming Yin 0001, Siddharth Suri, Mary L. Gray
CHI2
2017 VoxPL: Programming with the Wisdom of the Crowd
abstract
Having a crowd estimate a numeric value is the original inspiration for the notion of "the wisdom of the crowd." Quality control for such estimated values is challenging because prior, consensus-based approaches for quality control in labeling tasks are not applicable in estimation tasks. We present VoxPL, a high-level programming framework that automatically obtains high-quality crowdsourced estimates of values. The VoxPL domain-specific language lets programmers concisely specify complex estimation tasks with a desired level of confidence and budget. VoxPL's runtime system implements a novel quality control algorithm that automatically computes sample sizes and obtains high quality estimates from the crowd at low cost. To evaluate VoxPL, we implement four estimation applications, ranging from facial feature recognition to calorie counting. The resulting programs are concise---under 200 lines of code---and obtain high quality estimates from the crowd quickly and inexpensively.
Daniel W. Barowy, Emery D. Berger, Daniel G. Goldstein, Siddharth Suri
CHI4
2017 Learning in the Repeated Secretary Problem
abstract
In the classical secretary problem, one attempts to find the maximum of an unknown and unlearnable distribution through sequential search. In many real-world searches, however, distributions are not entirely unknown and can be learned through experience. To investigate learning in such a repeated secretary problem we conduct a large-scale behavioral experiment in which people search repeatedly from fixed distributions. In contrast to prior investigations that find no evidence for learning in the classical scenario, in the repeated setting we observe substantial learning resulting in near-optimal stopping behavior. We conduct a Bayesian comparison of multiple behavioral models which shows that participants' behavior is best described by a class of threshold-based models that contains the theoretically optimal strategy. In fact, fitting such a threshold-based model to data reveals players' estimated thresholds to be surprisingly close to the optimal thresholds after only a small number of games.
Daniel G. Goldstein, R. Preston McAfee, Siddharth Suri, James R. Wright
EC3
2016 The Crowd is a Collaborative Network
abstract
The main goal of this paper is to show that crowdworkers collaborate to fulfill technical and social needs left by the platform they work on. That is, crowdworkers are not the independent, autonomous workers they are often assumed to be, but instead work within a social network of other crowdworkers. Crowdworkers collaborate with members of their networks to 1) manage the administrative overhead associated with crowdwork, 2) find lucrative tasks and reputable employers and 3) recreate the social connections and support often associated with brick and mortar-work environments. Our evidence combines ethnography, interviews, survey data and larger scale data analysis from four crowdsourcing platforms, emphasizing the qualitative data from the Amazon Mechanical Turk (MTurk) platform and Microsoft's proprietary crowdsourcing platform, the Universal Human Relevance System (UHRS). This paper draws from an ongoing, longitudinal study of Crowdwork that uses a mixed methods approach to understand the cultural meaning, political implications, and ethical demands of crowdsourcing.
Mary L. Gray, Siddharth Suri, Syed Shoaib Ali, Deepti Kulkarni
CSCW2
2016 The Communication Network Within the Crowd
abstract
Since its inception, crowdsourcing has been considered a black-box approach to solicit labor from a crowd of workers. Furthermore, the "crowd" has been viewed as a group of independent workers dispersed all over the world. Recent studies based on in-person interviews have opened up the black box and shown that the crowd is not a collection of independent workers, but instead that workers communicate and collaborate with each other. Put another way, prior work has shown the existence of edges between workers. We build on and extend this discovery by mapping the entire communication network of workers on Amazon Mechanical Turk, a leading crowdsourcing platform. We execute a task in which over 10,000 workers from across the globe self-report their communication links to other workers, thereby mapping the communication network among workers. Our results suggest that while a large percentage of workers indeed appear to be independent, there is a rich network topology over the rest of the population. That is, there is a substantial communication network within the crowd. We further examine how online forum usage relates to network topology, how workers communicate with each other via this network, how workers' experience levels relate to their network positions, and how U.S. workers differ from international workers in their network characteristics. We conclude by discussing the implications of our findings for requesters, workers, and platform providers like Amazon.
Ming Yin 0001, Mary L. Gray, Siddharth Suri, Jennifer Wortman Vaughan
WWW3
2015 Incentivizing High Quality Crowdwork
abstract
We study the causal effects of financial incentives on the quality of crowdwork. We focus on performance-based payments (PBPs), bonus payments awarded to workers for producing high quality work. We design and run randomized behavioral experiments on the popular crowdsourcing platform Amazon Mechanical Turk with the goal of understanding when, where, and why PBPs help, identifying properties of the payment, payment structure, and the task itself that make them most effective. We provide examples of tasks for which PBPs do improve quality. For such tasks, the effectiveness of PBPs is not too sensitive to the threshold for quality required to receive the bonus, while the magnitude of the bonus must be large enough to make the reward salient. We also present examples of tasks for which PBPs do not improve quality. Our results suggest that for PBPs to improve quality, the task must be effort-responsive: the task must allow workers to produce higher quality work by exerting more effort. We also give a simple method to determine if a task is effort-responsive a priori. Furthermore, our experiments suggest that all payments on Mechanical Turk are, to some degree, implicitly performance-based in that workers believe their work may be rejected if their performance is sufficiently poor. Finally, we propose a new model of worker behavior that extends the standard principal-agent model from economics to include a worker's subjective beliefs about his likelihood of being paid, and show that the predictions of this model are in line with our experimental findings. This model may be useful as a foundation for theoretical studies of incentives in crowdsourcing markets.
Chien-Ju Ho, Aleksandrs Slivkins, Siddharth Suri, Jennifer Wortman Vaughan
WWW3
2014 The wisdom of smaller, smarter crowds
abstract
The "wisdom of crowds" refers to the phenomenon that aggregated predictions from a large group of people can rival or even beat the accuracy of experts. In domains with substantial stochastic elements, such as stock picking, crowd strategies (e.g. indexing) are difficult to beat. However, in domains in which some crowd members have demonstrably more skill than others, smart sub-crowds could possibly outperform the whole. The central question this work addresses is whether such smart subsets of a crowd can be identified a priori in a large-scale prediction contest that has substantial skill and luck components. We study this question with data obtained from fantasy soccer, a game in which millions of people choose professional players from the English Premier League to be on their fantasy soccer teams. The better the professional players do in real life games, the more points fantasy teams earn. Fantasy soccer is ideally suited to this investigation because it comprises millions of individual-level, within-subject predictions, past performance indicators, and the ability to test the effectiveness of arbitrary player-selection strategies. We find that smaller, smarter crowds can be identified in advance and that they beat the wisdom of the larger crowd. We also show that many players would do better by simply imitating the strategy of a player who has done well in the past. Finally, we provide a theoretical model that explains the results we see from our empirical analyses.
Daniel G. Goldstein, R. Preston McAfee, Siddharth Suri
EC3
2014 Long-run learning in games of cooperation
abstract
Cooperation in repeated games has been widely studied in experimental settings; however, the duration over which players participate in such experiments is typically confined to at most hours, and often to a single game. Given that in real world settings people may have years of experience, it is natural to ask how behavior in cooperative games evolves over the long run. Here we analyze behavioral data from three distinct games involving 571 individual experiments conducted over a two-year interval. First, in the case of a standard linear public goods game we show that as players gain experience, they become less generous both on average and in particular towards the end of each game. Second, we analyze a multiplayer prisoner's dilemma where players are also allowed to make and break ties with their neighbors, finding that experienced players show an increase in cooperativeness early on in the game, but exhibit sharper "endgame" effects. Third, and finally, we analyze a collaborative search game in which players can choose to act selfishly or cooperatively, finding again that experienced players exhibit more cooperative behavior as well as sharper endgame effects. Together these results show consistent evidence of long-run learning, but also highlight directions for future theoretical work that may account for the observed direction and magnitude of the effects.
Winter A. Mason, Siddharth Suri, Duncan J. Watts
EC2
2013 Improving the Effectiveness of Time-Based Display Advertising
Daniel G. Goldstein, R. Preston McAfee, Siddharth Suri
IJCAI3
2013 Empirical agent based models of cooperation in public goods games
abstract
Agent-based models are a popular way to explore the dynamics of human interactions, but rarely are these models based on empirical observations of actual human behavior. Here we exploit data collected in an experimental setting where over 150 human players played in a series of almost a hundred public goods games. First, we fit a series of deterministic models to the data, finding that a reasonably parsimonious model with just three parameters performs extremely well on the standard test of predicting average contributions. This same model, however, performs extremely poorly when predicting the full distribution of contributions, which is strongly bimodal. In response, we introduce and test a corresponding series of stochastic models, thus identifying a model that both predicts average contribution and also the full distribution. Finally, we deploy this model to explore hypotheses about regions of the parameter space outside of what was experimentally accessible. In particular, we investigate (a) whether a previous conclusion that network topology does not impact contribution levels holds for much larger networks than could be studied in a lab; (b) to what extent observed contributions depend on average network degree and variance in the degree distribution, and (c) the dependency of contributions on degree assortativity as well as the correlation between the generosity of players and the degree of the nodes to which they are assigned.
Michael Wunder, Siddharth Suri, Duncan J. Watts
EC2
2013 The cost of annoying ads
abstract
Display advertisements vary in the extent to which they annoy users. While publishers know the payment they receive to run annoying ads, little is known about the cost such ads incur due to user abandonment. We conducted a two-experiment investigation to analyze ad features that relate to annoyingness and to put a monetary value on the cost of annoying ads. The first experiment asked users to rate and comment on a large number of ads taken from the Web. This allowed us to establish sets of annoying and innocuous ads for use in the second experiment, in which users were given the opportunity to categorize emails for a per-message wage and quit at any time. Participants were randomly assigned to one of three different pay rates and also randomly assigned to categorize the emails in the presence of no ads, annoying ads, or innocuous ads. Since each email categorization constituted an impression, this design, inspired by Toomim et al., allowed us to determine how much more one must pay a person to generate the same number of impressions in the presence of annoying ads compared to no ads or innocuous ads. We conclude by proposing a theoretical model which relates ad quality to publisher market share, illustrating how our empirical findings could affect the economics of Internet advertising.
Daniel G. Goldstein, R. Preston McAfee, Siddharth Suri
WWW3
2012 Improving the effectiveness of time-based display advertising
abstract
Display advertisements are typically sold by the impression, where one impression is simply one download of an ad. Previous work has shown that the longer an ad is in view, the more likely a user is to remember it and that there are diminishing returns to increased exposure time [Goldstein et al. 2011]. Since a pricing scheme that is at least partially based on time is more exact than one based solely on impressions, time- based advertising may become an industry standard. We answer an open question concerning time-based pricing schemes: how should time slots for advertisements be divided? We provide evidence that ads can be scheduled in a way that leads to greater total recollection, which advertisers value, and increased revenue, which publishers value. We document two main findings. First, we show that displaying two shorter ads results in more total recollection than displaying one longer ad of twice the duration. Second, we show that this effect disappears as the duration of these ads increases. We conclude with a theoretical prediction regarding the circumstances under which the display advertising industry would benefit if it moved to a partially or fully time-based standard.
Daniel G. Goldstein, R. Preston McAfee, Siddharth Suri
EC3
2012 Cooperation and assortativity with endogenous partner selection
abstract
The natural tendency for humans to choose with whom to form new relationships and with whom to end established relationships is thought to facilitate the emergence of cooperation. Helping cooperators to mix assortatively is believed to reinforce the rewards accruing to mutual cooperation while simultaneously excluding defectors. However, the relationship between endogenous partner selection, assortativity, and cooperation has been largely unexplored experimentally. Here we report on a series of human subjects experiments in which groups of 24 participants played a multi-player prisoner's dilemma game where, critically, they were also allowed to propose and delete links to players of their own choosing at some variable rate. Over a wide variety of parameter settings and initial conditions, we found that endogenous partner selection significantly increased the level of cooperation, the average payoffs to players, and the assortativity between cooperators. Even relatively slow update rates were sufficient to produce large effects resulting in cooperation levels over 80%. Subsequent increases to the update rate still had a positive, although smaller, effect. For standard prisoner's dilemma payoffs, we also found that assortativity resulted predominantly from cooperators avoiding defectors, not by severing ties with defecting partners, and that cooperation correspondingly suffered. Finally, by modifying the payoffs to satisfy two novel conditions, we found that cooperators did punish defectors by severing ties, leading to levels of cooperation approaching 100% which persisted for longer.
Jing Wang 0019, Siddharth Suri, Duncan J. Watts
EC2
2012 Dynamics in network interaction games
Martin Hoefer 0001, Siddharth Suri
Distributed Comput.2
2011 How to use Mechanical Turk for Cognitive Science Research
Winter A. Mason, Siddharth Suri
CogSci2
2011 The effects of exposure time on memory of display advertisements
abstract
Display advertising is a multi-billion dollar industry that has traditionally used a pricing scheme based on the number of impressions delivered. The number of impressions of an ad is simply the number of downloads of that ad. One impression, however, does not differentiate between an ad that is in view for five seconds or five minutes. Since advertisers seek brand recognition and recall, we ask whether a time-based accounting of advertising can better align with advertisers' goals. This work aims to model the basic relationship between ad exposure time and the probability that a viewer will remember an advertisement. We investigate this question via two behavioral experiments, conducted using Amazon Mechanical Turk, in which people viewed Web pages accompanied by ads. The amount of time the ads were in view was either determined endogenously (as a function of reading speed) or exogenously (as a function of a timer and random assignment). Our results suggest that for exposure times of up to one minute, there is a strong, causal influence of exposure time on ad recognition and recall, with the marginal effects diminishing at durations beyond this level. Simple models describing memory response as a function of the logarithm of exposure time provide a good fit. In addition, we find that advertisements that are displayed when the Web page loads attain greater marginal increases in recognition per unit time than do ads that come into view second in a sequence. Nonetheless, for both types of ads, exposure time has a substantial effect. A psychologically-informed accounting system based on ad exposure duration, sequence and onset time may more closely align with advertiser goals than the industry standard of impression-based accounting.
Daniel G. Goldstein, R. Preston McAfee, Siddharth Suri
EC3
2011 Filtering: a method for solving graph problems in MapReduce
abstract
The MapReduce framework is currently the de facto standard used throughout both industry and academia for petabyte scale data analysis. As the input to a typical MapReduce computation is large, one of the key requirements of the framework is that the input cannot be stored on a single machine and must be processed in parallel. In this paper we describe a general algorithmic design technique in the MapReduce framework called filtering. The main idea behind filtering is to reduce the size of the input in a distributed fashion so that the resulting, much smaller, problem instance can be solved on a single machine. Using this approach we give new algorithms in the MapReduce framework for a variety of fundamental graph problems for sufficiently dense graphs. Specifically, we present algorithms for minimum spanning trees, maximal matchings, approximate weighted matchings, approximate vertex and edge covers and minimum cuts. In all of these cases, we parameterize our algorithms by the amount of memory available on the machines allowing us to show tradeoffs between the memory available and the number of MapReduce rounds. For each setting we will show that even if the machines are only given substantially sublinear memory, our algorithms run in a constant number of MapReduce rounds. To demonstrate the practical viability of our algorithms we implement the maximal matching algorithm that lies at the core of our analysis and show that it achieves a significant speedup over the sequential version.
Silvio Lattanzi, Benjamin Moseley, Siddharth Suri, Sergei Vassilvitskii
SPAA3
2011 Counting triangles and the curse of the last reducer
abstract
The clustering coefficient of a node in a social network is a fundamental measure that quantifies how tightly-knit the community is around the node. Its computation can be reduced to counting the number of triangles incident on the particular node in the network. In case the graph is too big to fit into memory, this is a non-trivial task, and previous researchers showed how to estimate the clustering coefficient in this scenario. A different avenue of research is to to perform the computation in parallel, spreading it across many machines. In recent years MapReduce has emerged as a de facto programming paradigm for parallel computation on massive data sets. The main focus of this work is to give MapReduce algorithms for counting triangles which we use to compute clustering coefficients. Our contributions are twofold. First, we describe a sequential triangle counting algorithm and show how to adapt it to the MapReduce setting. This algorithm achieves a factor of 10-100 speed up over the naive approach. Second, we present a new algorithm designed specifically for the MapReduce framework. A key feature of this approach is that it allows for a smooth tradeoff between the memory available on each individual machine and the total memory available to the algorithm, while keeping the total work done constant. Moreover, this algorithm can use any triangle counting algorithm as a black box and distribute the computation across many machines. We validate our algorithms on real world datasets comprising of millions of nodes and over a billion edges. Our results show both algorithms effectively deal with skew in the degree distribution and lead to dramatic speed ups over the naive implementation.
Siddharth Suri, Sergei Vassilvitskii
WWW1
2010 Sequential Influence Models in Social Networks
Dan Cosley, Daniel P. Huttenlocher, Jon M. Kleinberg, Xiangyang Lan, Siddharth Suri
ICWSM5
2010 A Model of Computation for MapReduce
abstract
In recent years the MapReduce framework has emerged as one of the most widely used parallel computing platforms for processing data on terabyte and petabyte scales.Used daily at companies such as Yahoo!, Google, Amazon, and Facebook, and adopted more recently by several universities, it allows for easy parallelization of data intensive computations over many machines.One key feature of MapReduce that differentiates it from previous models of parallel computation is that it interleaves sequential and parallel computation.We propose a model of efficient computation using the MapReduce paradigm.Since MapReduce is designed for computations over massive data sets, our model limits the number of machines and the memory per machine to be substantially sublinear in the size of the input.On the other hand, we place very loose restrictions on the computational power of of any individual machineour model allows each machine to perform sequential computations in time polynomial in the size of the original input.We compare MapReduce to the PRAM model of computation.We prove a simulation lemma showing that a large class of PRAM algorithms can be efficiently simulated via MapReduce.The strength of MapReduce, however, lies in the fact that it uses both sequential and parallel computation.We demonstrate how algorithms can take advantage of this fact to compute an MST of a dense graph in only two rounds, as opposed to Ω(log(n)) rounds needed in the standard PRAM model.We show how to evaluate a wide class of functions using the MapReduce framework.We conclude by applying this result to show how to compute some basic algorithmic problems such as undirected s-t connectivity in the MapReduce framework.
Howard J. Karloff, Siddharth Suri, Sergei Vassilvitskii
SODA2
2009 Dynamics in Network Interaction Games
Martin Hoefer 0001, Siddharth Suri
DISC2
2008 Feedback effects between similarity and social influence in online communities
abstract
A fundamental open question in the analysis of social networks is to understand the interplay between similarity and social ties. People are similar to their neighbors in a social network for two distinct reasons: first, they grow to resemble their current friends due to social influence; and second, they tend to form new links to others who are already like them, a process often termed selection by sociologists. While both factors are present in everyday social processes, they are in tension: social influence can push systems toward uniformity of behavior, while selection can lead to fragmentation. As such, it is important to understand the relative effects of these forces, and this has been a challenge due to the difficulty of isolating and quantifying them in real settings.
David Crandall, Dan Cosley, Daniel P. Huttenlocher, Jon M. Kleinberg, Siddharth Suri
KDD5
2008 Strategic network formation with structural holes
abstract
A fundamental principle in social network research is that individuals can benefit from serving as intermediaries between others who are not directly connected. Through such intermediation, they potentially can broker the flow of information and synthesize ideas arising in different parts of the network. These principles form the underpinning for the theory of structural holes, which studies the ways in which individuals, particularly in organizational settings, fill the holes between people or groups that are not otherwise interacting.We apply a game-theoretic approach to this notion, studying the structures that evolve when individuals in a social network have incentives to form links that bridge otherwise disconnected parties. We model payoffs as a trade-off between the benefits of connecting non-neighboring nodes, and the cost, in effort, to maintain links - including settings where the costs are non-uniform to reflect the increased difficulty in spanning different parts of a hierarchical organization.We find, both through theoretical results and computational experiments, that the equilibrium networks in this model have rich combinatorial structure, and capture qualitative observations arising in the study of structural holes. In particular, even in completely symmetric settings, individuals will differentiate themselves in equilibrium, occupying different social strata and receiving correspondingly different payoffs.
Jon M. Kleinberg, Siddharth Suri, Éva Tardos, Tom Wexler
EC2
2008 Graph Distances in the Data-Stream Model
abstract
We explore problems related to computing graph distances in the data-stream model. The goal is to design algorithms that can process the edges of a graph in an arbitrary order given only a limited amount of working memory. We are motivated by both the practical challenge of processing massive graphs such as the web graph and the desire for a better theoretical understanding of the data-stream model. In particular, we are interested in the trade-offs between model parameters such as per-data-item processing time, total space, and the number of passes that may be taken over the stream. These trade-offs are more apparent when considering graph problems than they were in previous streaming work that solved problems of a statistical nature. Our results include the following: (1) Spanner construction: There exists a single-pass, $\tilde{O}(tn^{1+1/t})$-space, $\tilde{O}(t^2n^{1/t})$-time-per-edge algorithm that constructs a $(2t+1)$-spanner. For $t=\Omega(\log n/{\log\log n})$, the algorithm satisfies the semistreaming space restriction of $O(n\operatorname{polylog}n)$ and has per-edge processing time $O(\operatorname{polylog}n)$. This resolves an open question from [J. Feigenbaum et al., Theoret. Comput. Sci., 348 (2005), pp. 207–216]. (2) Breadth-first-search (BFS) trees: For any even constant k, we show that any algorithm that computes the first k layers of a BFS tree from a prescribed node with probability at least $2/3$ requires either greater than $k/2$ passes or $\tilde{\Omega}(n^{1+1/k})$ space. Since constructing BFS trees is an important subroutine in many traditional graph algorithms, this demonstrates the need for new algorithmic techniques when processing graphs in the data-stream model. (3) Graph-distance lower bounds: Any t-approximation of the distance between two nodes requires $\Omega(n^{1+1/t})$ space. We also prove lower bounds for determining the length of the shortest cycle and other graph properties. (4) Techniques for decreasing per-edge processing: We discuss two general techniques for speeding up the per-edge computation time of streaming algorithms while increasing the space by only a small factor.
Joan Feigenbaum, Sampath Kannan, Andrew McGregor 0001, Siddharth Suri, Jian Zhang 0004
SIAM J. Comput.4
2007 A network formation game for bipartite exchange economies
Eyal Even-Dar, Michael Kearns, Siddharth Suri
SODA3
2006 Networks preserving evolutionary equilibria and the power of randomization
abstract
We study a natural extension of classical evolutionary game theory to a setting in which pairwise interactions are restricted to the edges of an undirected graph or network. We generalize the definition of an evolutionary stable strategy (ESS), and show a pair of complementary results that exhibit the power of randomization in our setting: subject to degree or edge density conditions, the classical ESS of any game are preserved when the graph is chosen randomly and the mutation set is chosen adversarially, or when the graph is chosen adversarially and the mutation set is chosen randomly. We examine natural strengthenings of our generalized ESS definition, and show that similarly strong resultsnare not possible for them.
Michael Kearns, Siddharth Suri
EC2
2005 Graph distances in the streaming model: the value of space
Joan Feigenbaum, Sampath Kannan, Andrew McGregor 0001, Siddharth Suri, Jian Zhang 0004
SODA4
2005 On graph problems in a semi-streaming model
Joan Feigenbaum, Sampath Kannan, Andrew McGregor 0001, Siddharth Suri, Jian Zhang 0004
Theor. Comput. Sci.4
2004 On Graph Problems in a Semi-streaming Model
Joan Feigenbaum, Sampath Kannan, Andrew McGregor 0001, Siddharth Suri, Jian Zhang 0004
ICALP4
2004 Economic Properties of Social Networks
abstract
We examine the marriage of recent probabilistic generative models for social networks with classical frameworks from mathematical eco- nomics. We are particularly interested in how the statistical structure of such networks influences global economic quantities such as price vari- ation. Our findings are a mixture of formal analysis, simulation, and experiments on an international trade data set from the United Nations.
Sham M. Kakade, Michael Kearns, Luis E. Ortiz, Robin Pemantle, Siddharth Suri
NIPS5