EDBT 2026 Demo / reviewers in the wild / expert
Zinovi Rabinovich
dblp:93/4009
· DBLP profile ↗
27ranked-venue papers
4as first author
6since 2021 · last 2025
0000-0002-1796-8013ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 26 · 4 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 18 · 3 first-author · 1 since 2021Databases, data management, data science and information retrieval · 2
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
16 papers |
Algorithmic game theory and mechanism design · 96% Coding theory · 2% Distributed computing theory · 1% | |
| Artificial intelligence
8 papers |
Reinforcement learning · 71% Trustworthy machine learning · 15% Multi-agent systems · 14% |
Topics — the 30 heaviest of 37, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithmic game theory and mechanism design › social choice
computational social choice |
1.8 | 6 | 2021 | Protecting elections by recounting ballots · Artif. Intell. 2021 Protecting Elections by Recounting Ballots · IJCAI 2019 Trembling Hand Equilibria of Plurality Voting · IJCAI 2016 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.9 | 2 | 2021 | RMIX: Learning Risk-Sensitive Policies for Cooperative Reinforcement Learning Agents · NeurIPS 2021 Learning Efficient Multi-agent Communication: An Information Bottleneck Approach · ICML 2020 |
Machine learning › Reinforcement learning › robust reinforcement learning
adversarial reinforcement learning |
0.7 | 1 | 2023 | Poisoning the Well: Can We Simultaneously Attack a Group of Learning Agents? · IJCAI 2023 |
Machine learning › Trustworthy machine learning › adversarial machine learning
training-time poisoning |
0.7 | 1 | 2023 | Poisoning the Well: Can We Simultaneously Attack a Group of Learning Agents? · IJCAI 2023 |
Algorithmic game theory and mechanism design › social choice › strategic voting
iterative voting |
0.7 | 3 | 2015 | Lie on the Fly: Iterative Voting Center with Manipulative Voters · IJCAI 2015 Analysis of Equilibria in Iterative Voting Schemes · AAAI 2015 On the Convergence of Iterative Voting: How Restrictive Should Restricted Dynamics Be? · AAAI 2015 |
Machine learning › Reinforcement learning › safe reinforcement learning › risk-sensitive reinforcement learning
conditional value-at-risk |
0.5 | 1 | 2021 | RMIX: Learning Risk-Sensitive Policies for Cooperative Reinforcement Learning Agents · NeurIPS 2021 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning |
0.5 | 1 | 2021 | RMIX: Learning Risk-Sensitive Policies for Cooperative Reinforcement Learning Agents · NeurIPS 2021 |
Machine learning › Reinforcement learning › safe reinforcement learning
risk-sensitive reinforcement learning |
0.5 | 1 | 2021 | RMIX: Learning Risk-Sensitive Policies for Cooperative Reinforcement Learning Agents · NeurIPS 2021 |
Algorithmic game theory and mechanism design
stackelberg game |
0.5 | 1 | 2021 | Protecting elections by recounting ballots · Artif. Intell. 2021 |
Algorithmic game theory and mechanism design › social choice › computational social choice
voting manipulation |
0.5 | 1 | 2021 | Protecting elections by recounting ballots · Artif. Intell. 2021 |
Machine learning › Reinforcement learning
exploration |
0.4 | 1 | 2020 | I²HRL: Interactive Influence-based Hierarchical Reinforcement Learning · IJCAI 2020 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.4 | 1 | 2020 | I²HRL: Interactive Influence-based Hierarchical Reinforcement Learning · IJCAI 2020 |
Knowledge, reasoning and agents › Multi-agent systems
human-agent interaction |
0.4 | 3 | 2012 | Strategic Advice Provision in Repeated Human-Agent Interactions (Abstract) · AAAI 2012 Strategic Advice Provision in Repeated Human-Agent Interactions · AAAI 2012 Strategic Information Disclosure to People with Multiple Alternatives · AAAI 2011 |
Algorithmic game theory and mechanism design › social choice › computational social choice
election protection |
0.4 | 1 | 2019 | Protecting Elections by Recounting Ballots · IJCAI 2019 |
Knowledge, reasoning and agents › Multi-agent systems › human-agent interaction
advice provision |
0.3 | 2 | 2012 | Strategic Advice Provision in Repeated Human-Agent Interactions (Abstract) · AAAI 2012 Strategic Advice Provision in Repeated Human-Agent Interactions · AAAI 2012 |
Algorithmic game theory and mechanism design
repeated games |
0.3 | 2 | 2012 | Strategic Advice Provision in Repeated Human-Agent Interactions (Abstract) · AAAI 2012 Strategic Advice Provision in Repeated Human-Agent Interactions · AAAI 2012 |
Privacy and data protection
information leakage |
0.2 | 1 | 2015 | Security Games with Information Leakage: Modeling and Computation · IJCAI 2015 |
Algorithmic game theory and mechanism design
equilibrium analysis |
0.2 | 1 | 2015 | Analysis of Equilibria in Iterative Voting Schemes · AAAI 2015 |
Algorithmic game theory and mechanism design › game dynamics
equilibrium convergence |
0.2 | 1 | 2015 | Convergence to Equilibria in Strategic Candidacy · IJCAI 2015 |
Algorithmic game theory and mechanism design › mechanism design › information design
information disclosure |
0.2 | 1 | 2015 | Exploring Information Asymmetry in Two-Stage Security Games · AAAI 2015 |
Algorithmic game theory and mechanism design
security games |
0.2 | 1 | 2015 | Security Games with Information Leakage: Modeling and Computation · IJCAI 2015 |
Algorithmic game theory and mechanism design › security games
stackelberg security games |
0.2 | 1 | 2015 | Exploring Information Asymmetry in Two-Stage Security Games · AAAI 2015 |
Algorithmic game theory and mechanism design › social choice
voting |
0.2 | 1 | 2015 | Analysis of Equilibria in Iterative Voting Schemes · AAAI 2015 |
Algorithmic game theory and mechanism design › social choice › computational social choice
voting rules |
0.2 | 1 | 2015 | On the Convergence of Iterative Voting: How Restrictive Should Restricted Dynamics Be? · AAAI 2015 |
Machine learning › Trustworthy machine learning
robustness |
0.2 | 1 | 2023 | Poisoning the Well: Can We Simultaneously Attack a Group of Learning Agents? · IJCAI 2023 |
Algorithmic game theory and mechanism design › incomplete information
bayesian game |
0.2 | 1 | 2013 | Computing pure Bayesian-Nash equilibria in games with finite actions and continuous types · Artif. Intell. 2013 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
bayes-nash equilibrium |
0.2 | 1 | 2013 | Computing pure Bayesian-Nash equilibria in games with finite actions and continuous types · Artif. Intell. 2013 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.2 | 1 | 2013 | Computing pure Bayesian-Nash equilibria in games with finite actions and continuous types · Artif. Intell. 2013 |
Coding theory › source coding › rate-distortion theory
information bottleneck |
0.1 | 1 | 2020 | Learning Efficient Multi-agent Communication: An Information Bottleneck Approach · ICML 2020 |
Distributed computing theory › mobile agents
anonymous agents |
0.1 | 1 | 2009 | Generalised Fictitious Play for a Continuum of Anonymous Players · IJCAI 2009 |
Methods — techniques the papers use, named apart from their topics
weight-based scheduler · 0.9information bottleneck · 0.9wasserstein distance-based gaussian embedding · 0.7environment poisoning · 0.7social utility function · 0.6hyperbolic discounting · 0.6game theory · 0.6quantile regression · 0.5centralized training decentralized execution · 0.5linear programming · 0.4game-theoretic modeling · 0.4information-theoretic regularization · 0.4agent modeling · 0.4markov decision process · 0.1epsilon-greedy strategy · 0.1machine learning for human behavior modeling · 0.1EMT · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | An Ensemble Method with Plans-Managed Policy for Proximal Policy Optimization
Tianshu Zhao, Yanran Guan, Zinovi Rabinovich |
ICONIP (1) | 3 |
| 2024 | Multi-agent Multi-game Entity Transformer: Towards Generalist Models in MARLabstractBuilding large-scale generalist pre-trained models for many tasks is becoming an emerging and potential direction in reinforcement learning (RL).Research such as Gato and Multi-Game Decision Transformer have displayed outstanding performance and generalization capabilities on many games and domains.However, there exists a research blank about developing highly capable and generalist models in multi-agent RL (MARL), which can substantially accelerate progress toward general AI.To fill this gap, we propose Multi-Agent multi-Game ENtity TrAnsformer (MA-GENTA) from the entity perspective as orthogonal research to previous time-sequential modeling.Specifically, to deal with different state/observation spaces in different games, we analogize games as languages by aligning one single game to one single language, thus training different "tokenizers" and a shared transformer for various games.The feature inputs are split according to different entities and tokenized in the same continuous space.Then, two types of transformer-based models are proposed as permutationinvariant architectures to deal with various numbers of entities and capture the attention of different entities.MAGENTA is trained on Xianhan Zeng, Liang Wang 0015, Zhengjie Liang, Yiming Gao 0007, Feiyu Liu, Siqin Li, Xianliang Wang, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Longtao Zheng, Zinovi Rabinovich, Bo An 0001 |
DAI | 14 |
| 2023 | Poisoning the Well: Can We Simultaneously Attack a Group of Learning Agents?abstractReinforcement Learning's (RL) ubiquity has instigated research on potential threats to its training and deployment. Many works study single-learner training-time attacks that "pre-programme" behavioral triggers into a strategy. However, attacks on collections of learning agents remain largely overlooked. We remedy the situation by developing a constructive training-time attack on a population of learning agents and additionally make the attack agnostic to the population's size. The attack constitutes a sequence of environment (re)parameterizations (poisonings), generated to overcome individual differences between agents and lead the entire population to the same target behavior while minimizing effective environment modulation. Our method is demonstrated on populations of independent learners in "ghost" environments (learners do not interact or perceive each other) as well as environments with mutual awareness, with or without individual learning. From the attack perspective, we pursue an ultra-blackbox setting, i.e., the attacker's training utilizes only across-policy traces of the victim learners for both attack conditioning and evaluation. The resulting uncertainty in population behavior is managed via a novel Wasserstein distance-based Gaussian embedding of behaviors detected within the victim population. To align with prior works on environment poisoning, our experiments are based on a 3D Grid World domain and show: a) feasibility, i.e., despite the uncertainty, the attack forces a population-wide adoption of target behavior; b) efficacy, i.e., the attack is size-agnostic and transferable. Code and Appendices are available at "bit.ly/github-rb-cep". Ridhima Bector, Abhay Aradhya, Hiok Chai Quek, Zinovi Rabinovich |
IJCAI | 5 |
| 2021 | RMIX: Learning Risk-Sensitive Policies for Cooperative Reinforcement Learning AgentsabstractCurrent value-based multi-agent reinforcement learning methods optimize individual Q values to guide individuals' behaviours via centralized training with decentralized execution (CTDE). However, such expected, i.e., risk-neutral, Q value is not sufficient even with CTDE due to the randomness of rewards and the uncertainty in environments, which causes the failure of these methods to train coordinating agents in complex environments. To address these issues, we propose RMIX, a novel cooperative MARL method with the Conditional Value at Risk (CVaR) measure over the learned distributions of individuals' Q values. Specifically, we first learn the return distributions of individuals to analytically calculate CVaR for decentralized execution. Then, to handle the temporal nature of the stochastic outcomes during executions, we propose a dynamic risk level predictor for risk level tuning. Finally, we optimize the CVaR policies with CVaR values used to estimate the target in TD error during centralized training and the CVaR values are used as auxiliary local rewards to update the local distribution via Quantile Regression loss. Empirically, we show that our method outperforms many state-of-the-art methods on various multi-agent risk-sensitive navigation scenarios and challenging StarCraft II cooperative tasks, demonstrating enhanced coordination and revealing improved sample efficiency. Wei Qiu 0001, Xinrun Wang, Runsheng Yu, Bo An 0001, Svetlana Obraztsova, Zinovi Rabinovich |
NeurIPS | 8 |
| 2021 | Reaching consensus under a deadline
Marina Bannikova, Lihi Naamani Dery, Svetlana Obraztsova, Zinovi Rabinovich, Jeffrey S. Rosenschein |
Auton. Agents Multi Agent Syst. | 4 |
| 2021 | Protecting elections by recounting ballotsabstractComplexity of voting manipulation is a prominent topic in computational social choice. In this work, we consider a two-stage voting manipulation scenario. First, a malicious party (an attacker) attempts to manipulate the election outcome in favor of a preferred candidate by changing the vote counts in some of the voting districts. Afterwards, another party (a defender), which cares about the voters' wishes, demands a recount in a subset of the manipulated districts, restoring their vote counts to their original values. We investigate the resulting Stackelberg game for the case where votes are aggregated using two variants of the Plurality rule, and obtain an almost complete picture of the complexity landscape, both from the attacker's and from the defender's perspective. Edith Elkind, Jiarui Gan, Svetlana Obraztsova, Zinovi Rabinovich, Alexandros A. Voudouris |
Artif. Intell. | 4 |
| 2020 | Learning Efficient Multi-agent Communication: An Information Bottleneck ApproachabstractWe consider the problem of the limited-bandwidth communication for multi-agent reinforcement learning, where agents cooperate with the assistance of a communication protocol and a scheduler. The protocol and scheduler jointly determine which agent is communicating what message and to whom. Under the limited bandwidth constraint, a communication protocol is required to generate informative messages. Meanwhile, an unnecessary communication connection should not be established because it occupies limited resources in vain. In this paper, we develop an Informative Multi-Agent Communication (IMAC) method to learn efficient communication protocols as well as scheduling. First, from the perspective of communication theory, we prove that the limited bandwidth constraint requires low-entropy messages throughout the transmission. Then inspired by the information bottleneck principle, we learn a valuable and compact communication protocol and a weight-based scheduler. To demonstrate the efficiency of our method, we conduct extensive experiments in various cooperative and competitive multi-agent tasks with different numbers of agents and different bandwidths. We show that IMAC converges faster and leads to efficient communication among agents under the limited bandwidth as compared to many baseline methods. Runsheng Yu, Wei Qiu 0001, Bo An 0001, Zinovi Rabinovich |
ICML | 6 |
| 2020 | I²HRL: Interactive Influence-based Hierarchical Reinforcement LearningabstractHierarchical reinforcement learning (HRL) is a promising approach to solve tasks with long time horizons and sparse rewards. It is often implemented as a high-level policy assigning subgoals to a low-level policy. However, it suffers the high-level non-stationarity problem since the low-level policy is constantly changing. The non-stationarity also leads to the data efficiency problem: policies need more data at non-stationary states to stabilize training. To address these issues, we propose a novel HRL method: Interactive Influence-based Hierarchical Reinforcement Learning (I^2HRL). First, inspired by agent modeling, we enable the interaction between the low-level and high-level policies to stabilize the high-level policy training. The high-level policy makes decisions conditioned on the received low-level policy representation as well as the state of the environment. Second, we furthermore stabilize the high-level policy via an information-theoretic regularization with minimal dependence on the changing low-level policy. Third, we propose the influence-based exploration to more frequently visit the non-stationary states where more transition data is needed. We experimentally validate the effectiveness of the proposed solution in several tasks in MuJoCo domains by demonstrating that our approach can significantly boost the learning performance and accelerate learning compared with state-of-the-art HRL methods. Runsheng Yu, Bo An 0001, Zinovi Rabinovich |
IJCAI | 4 |
| 2019 | Protecting Elections by Recounting Ballots
Edith Elkind, Jiarui Gan, Svetlana Obraztsova, Zinovi Rabinovich, Alexandros A. Voudouris |
IJCAI | 4 |
| 2017 | Haste makes waste: a case to favour voting botsabstractVoting is a common way to reach a group decision. When possible, voters will attempt to vote strategically, in order to optimize their satisfaction from the outcome. Previous research has modelled how rational voter agents (bots) vote to maximize their personal utility in an iterative voting process that has a deadline (a timeout). However, it remains an open question whether human beings behave rationally when faced with the same settings. The focus of this paper is therefore to examine how the deadline factor affects manipulative behavior in real-world scenarios were humans are required to reach a decision before a deadline. An On-line platform was built to enable voting games by all types of users: agents (bots), humans, and mixed games with both humans and agents. We compare the results of human behavior and bot behavior and conclude that it might be wise to allow bots to make (certain) decisions on our behalf. David Ben Yosef, Lihi Naamani Dery, Svetlana Obraztsova, Zinovi Rabinovich, Marina Bannikova |
WI | 4 |
| 2016 | Trembling Hand Equilibria of Plurality Voting
Svetlana Obraztsova, Zinovi Rabinovich, Edith Elkind, Maria Polukarov, Nicholas R. Jennings |
IJCAI | 2 |
| 2015 | On the Convergence of Iterative Voting: How Restrictive Should Restricted Dynamics Be?abstractWe study convergence properties of iterative voting procedures. Such procedures are defined by a voting rule and a (restricted) iterative process, where at each step one agent can modify his vote towards a better outcome for himself. It is already known that if the iteration dynamics (the manner in which voters are allowed to modify their votes) are unrestricted, then the voting process may not converge. For most common voting rules this may be observed even under the best response dynamics limitation. It is therefore important to investigate whether and which natural restrictions on the dynamics of iterative voting procedures can guarantee convergence. To this end, we provide two general conditions on the dynamics based on iterative myopic improvements, each of which is sufficient for convergence. We then identify several classes of voting rules (including Positional Scoring Rules, Maximin, Copeland and Bucklin), along with their corresponding iterative processes, for which at least one of these conditions hold. Svetlana Obraztsova, Evangelos Markakis 0001, Maria Polukarov, Zinovi Rabinovich, Nicholas R. Jennings |
AAAI | 4 |
| 2015 | Analysis of Equilibria in Iterative Voting SchemesabstractFollowing recent studies of iterative voting and its effects on plurality vote outcomes, we provide characterisations and complexity results for three models of iterative voting under the plurality rule. Our focus is on providing a better understanding regarding the set of equilibria attainable by iterative voting processes. We start with the basic model of plurality voting. We first establish some useful properties of equilibria, reachable by iterative voting, which enable us to show that deciding whether a given profile is an iteratively reachable equilibrium is NP-complete. We then proceed to combine iterative voting with the concept of truth bias, a model where voters prefer to be truthful when they cannot affect the outcome. We fully characterise the set of attainable truth-biased equilibria, and show that it is possible to determine all such equilibria in polynomial time. Finally, we also examine the model of lazy voters, in which a voter may choose to abstain from the election. We establish convergence of the iterative process, albeit not necessarily to a Nash equilibrium. As in the case with truth bias, we also provide a polynomial time algorithm to find all the attainable equilibria. Zinovi Rabinovich, Svetlana Obraztsova, Omer Lev, Evangelos Markakis 0001, Jeffrey S. Rosenschein |
AAAI | 1 |
| 2015 | Exploring Information Asymmetry in Two-Stage Security GamesabstractStackelberg security games have been widely deployed to protect real-word assets. The main solution concept there is the Strong Stackelberg Equilibrium (SSE), which optimizes the defender's random allocation of limited security resources. However, solely deploying the SSE mixed strategy has limitations. In the extreme case, there are security games where the defender is able to defend all the assets ``almost perfectly" at the SSE, but she still sustains significant loss. In this paper, we propose an approach for improving the defender's utility in such scenarios. Perhaps surprisingly, our approach is to strategically reveal to the attacker information about the sampled pure strategy. Specifically, we propose a two-stage security game model, where in the first stage the defender allocates resources and the attacker selects a target to attack, and in the second stage the defender strategically reveals local information about that target, potentially deterring the attacker's attack plan. We then study how the defender can play optimally in both stages. We show, theoretically and experimentally, that the two-stage security game model allows the defender to gain strictly better utility than SSE. Zinovi Rabinovich, Shaddin Dughmi, Milind Tambe |
AAAI | 2 |
| 2015 | Lie on the Fly: Iterative Voting Center with Manipulative Voters
Lihi Naamani Dery, Svetlana Obraztsova, Zinovi Rabinovich, Meir Kalech |
IJCAI | 3 |
| 2015 | Strategic Candidacy Games with Lazy Candidates
Svetlana Obraztsova, Edith Elkind, Maria Polukarov, Zinovi Rabinovich |
IJCAI | 4 |
| 2015 | Convergence to Equilibria in Strategic Candidacy
Maria Polukarov, Svetlana Obraztsova, Zinovi Rabinovich, Alexander Kruglyi, Nicholas R. Jennings |
IJCAI | 3 |
| 2015 | Security Games with Information Leakage: Modeling and Computation
Albert Xin Jiang, Arunesh Sinha, Zinovi Rabinovich, Shaddin Dughmi, Milind Tambe |
IJCAI | 4 |
| 2014 | Faustian Dynamics in Sarkar's Social CycleabstractRecently Bai and Lagunoff [1] have studied the question of Faustian Dynamics (FD) of policy and political power using a formal game theoretic framework. Specifically, they studied the conflict between implementing a (personally) optimal policy and maintaining political power. However, these works assumed that the policy makers come from the same population that empowers them. In contrast, in this paper we study a society that has a political class, hence policy makers are detached from the general population. Specifically, we study a society where members of the political class compete via pre-election propaganda campaigns – a competition form characteristic to modern democracies. We assume that the society is characterised by an inherent cyclical Faustian dynamics, such as the Sarkar Cycle, and concentrate on the strategic behaviour of the political class members. We show that their propaganda over time tends to become extreme (single issue oriented). In addition, the equilibrium behaviour of the political class members precludes them from adopting a persistent agenda. Rather, to optimise their political gain over time, they must lack any permanent agenda or views. Svetlana Obraztsova, Zinovi Rabinovich, Alexandra Madunts |
ECAI | 2 |
| 2014 | Strategic Information Disclosure to People with Multiple AlternativesabstractIn this article, we study automated agents that are designed to encourage humans to take some actions over others by strategically disclosing key pieces of information. To this end, we utilize the framework of persuasion games—a branch of game theory that deals with asymmetric interactions where one player (Sender) possesses more information about the world, but it is only the other player (Receiver) who can take an action. In particular, we use an extended persuasion model, where the Sender’s information is imperfect and the Receiver has more than two alternative actions available. We design a computational algorithm that, from the Sender’s standpoint, calculates the optimal information disclosure rule. The algorithm is parameterized by the Receiver’s decision model (i.e., what choice he will make based on the information disclosed by the Sender) and can be retuned accordingly. We then provide an extensive experimental study of the algorithm’s performance in interactions with human Receivers. First, we consider a fully rational (in the Bayesian sense) Receiver decision model and experimentally show the efficacy of the resulting Sender’s solution in a routing domain. Despite the discrepancy in the Sender’s and the Receiver’s utilities from each of the Receiver’s choices, our Sender agent successfully persuaded human Receivers to select an option more beneficial for the agent. Dropping the Receiver’s rationality assumption, we introduce a machine learning procedure that generates a more realistic human Receiver model. We then show its significant benefit to the Sender solution by repeating our routing experiment. To complete our study, we introduce a second (supply--demand) experimental domain and, by contrasting it with the routing domain, obtain general guidelines for a Sender on how to construct a Receiver model. Amos Azaria, Zinovi Rabinovich, Claudia V. Goldman, Sarit Kraus |
ACM Trans. Intell. Syst. Technol. | 2 |
| 2013 | Computing pure Bayesian-Nash equilibria in games with finite actions and continuous types
Zinovi Rabinovich, Victor Naroditskiy, Enrico H. Gerding, Nicholas R. Jennings |
Artif. Intell. | 1 |
| 2012 | Strategic Advice Provision in Repeated Human-Agent InteractionsabstractThis paper addresses the problem of automated advice provision in settings that involve repeated interactions between people and computer agents. This problem arises in many real world applications such as route selection systems and office assistants. To succeed in such settings agents must reason about how their actions in the present influence people's future actions. This work models such settings as a family of repeated bilateral games of incomplete information called ``choice selection processes'', in which players may share certain goals, but are essentially self-interested. The paper describes several possible models of human behavior that were inspired by behavioral economic theories of people's play in repeated interactions. These models were incorporated into several agent designs to repeatedly generate offers to people playing the game. These agents were evaluated in extensive empirical investigations including hundreds of subjects that interacted with computers in different choice selections processes. The results revealed that an agent that combined a hyperbolic discounting model of human behavior with a social utility function was able to outperform alternative agent designs, including an agent that approximated the optimal strategy using continuous MDPs and an agent using epsilon-greedy strategies to describe people's behavior. We show that this approach was able to generalize to new people as well as choice selection processes that were not used for training. Our results demonstrate that combining computational approaches with behavioral economics models of people in repeated interactions facilitates the design of advice provision strategies for a large class of real-world settings. Amos Azaria, Zinovi Rabinovich, Sarit Kraus, Claudia V. Goldman, Kobi Gal |
AAAI | 2 |
| 2012 | Strategic Advice Provision in Repeated Human-Agent Interactions (Abstract)abstractThis paper addresses the problem of automated advice provision in settings that involve repeated interactions between people and computer agents. This problem arises in many real world applications such as route selection systems and office assistants. To succeed in such settings agents must reason about how their actions in the present influence people's future actions. The paper describes several possible models of human behavior that were inspired by behavioral economic theories of people's play in repeated interactions. These models were incorporated into several agent designs to repeatedly generate offers to people playing the game. These agents were evaluated in extensive empirical investigations including hundreds of subjects that interacted with computers in different choice selections processes. The results revealed that an agent that combined a hyperbolic discounting model of human behavior with a social utility function was able to outperform alternative agent designs. We show that this approach was able to generalize to new people as well as choice selection processes that were not used for training. Our results demonstrate that combining computational approaches with behavioral economics models of people in repeated interactions facilitates the design of advice provision strategies for a large class of real-world settings. Amos Azaria, Zinovi Rabinovich, Sarit Kraus, Claudia V. Goldman, Kobi Gal |
AAAI | 2 |
| 2011 | Strategic Information Disclosure to People with Multiple AlternativesabstractThis paper studies how automated agents can persuade humans to behave in certain ways. The motivation behind such agent's behavior resides in the utility function that the agent's designer wants to maximize and which may be different from the user's utility function. Specifically, in the strategic settings studied, the agent provides correct yet partial information about a state of the world that is unknown to the user but relevant to his decision. Persuasion games were designed to study interactions between automated players where one player sends state information to the other to persuade it to behave in a certain way. We show that this game theory based model is not sufficient to model human-agent interactions, since people tend to deviate from the rational choice. We use machine learning to model such deviation in people from this game theory based model. The agent generates a probabilistic description of the world state that maximizes its benefit and presents it to the users. The proposed model was evaluated in an extensive empirical study involving road selection tasks that differ in length, costs and congestion. Results showed that people's behavior indeed deviated significantly from the behavior predicted by the game theory based model. Moreover, the agent developed in our model performed better than an agent that followed the behavior dictated by the game-theoretical models. Amos Azaria, Zinovi Rabinovich, Sarit Kraus, Claudia V. Goldman |
AAAI | 2 |
| 2009 | Generalised Fictitious Play for a Continuum of Anonymous Players
Zinovi Rabinovich, Enrico H. Gerding, Maria Polukarov, Nicholas R. Jennings |
IJCAI | 1 |
| 2008 | Coordination and Multi-Tasking Using EMT
Zinovi Rabinovich, Nir Pochter, Jeffrey S. Rosenschein |
AAAI | 1 |
| 2006 | Behaviosites: Manipulation of Multiagent System Behavior through Parasitic Infection
Amit Shabtay, Zinovi Rabinovich, Jeffrey S. Rosenschein |
AAAI | 2 |