Hangxin Gan

dblp:362/9368 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › mechanism design
contest design
0.812024
Competition among Pairwise Lottery Contests · AAAI 2024
Algorithmic game theory and mechanism design
equilibrium computation
0.812024
Competition among Pairwise Lottery Contests · AAAI 2024
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
subgame perfect equilibrium
0.812024
Competition among Pairwise Lottery Contests · AAAI 2024

Methods — techniques the papers use, named apart from their topics

nash equilibrium computation · 0.8fully polynomial time approximation scheme · 0.8
YearPublicationVenuePosition
2024 Competition among Pairwise Lottery Contests
abstract
We investigate a two-stage competitive model involving multiple contests. In this model, each contest designer chooses two participants from a pool of candidate contestants and determines the biases. Contestants strategically distribute their efforts across various contests within their budget. We first show the existence of a pure strategy Nash equilibrium (PNE) for the contestants, and propose a fully polynomial-time approximation scheme to compute an approximate PNE. In the scenario where designers simultaneously decide the participants and biases, the subgame perfect equilibrium (SPE) may not exist. Nonetheless, when designers' decisions are made in two substages, the existence of SPE is established. In the scenario where designers can hold multiple contests, we show that the SPE always exists under mild conditions and can be computed efficiently.
Xiaotie Deng, Hangxin Gan, Ningyuan Li 0001, Weian Li, Qi Qi 0003
AAAI2