Demo Data from SIGIR 2026 / reviewers in the wild / expert
Dov Monderer
dblp:76/4163
· DBLP profile ↗
18ranked-venue papers
12as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 15 · 9 first-authorTheory of computation · 6 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
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
10 papers |
Algorithmic game theory and mechanism design · 88% Algorithms and data structures · 7% Computational complexity · 5% | |
| Artificial intelligence
1 paper |
Reinforcement learning · 100% |
Topics — the 17 heaviest of 20, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithmic game theory and mechanism design › solution concepts in games
equilibrium concepts |
0.2 | 2 | 2009 | Strong mediated equilibrium · Artif. Intell. 2009 Strong Mediated Equilibrium · AAAI 2006 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
mediated equilibrium |
0.2 | 2 | 2009 | Strong mediated equilibrium · Artif. Intell. 2009 Strong Mediated Equilibrium · AAAI 2006 |
Algorithmic game theory and mechanism design
mechanism design |
0.1 | 2 | 2008 | Monotonicity and implementability: extended abstract · EC 2008 k-Implementation · EC 2003 |
Algorithmic game theory and mechanism design › congestion games
selfish routing |
0.1 | 1 | 2009 | Two-terminal routing games with unknown active players · Artif. Intell. 2009 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
equilibrium learning |
0.1 | 1 | 2007 | Learning equilibrium as a generalization of learning to optimize · Artif. Intell. 2007 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.1 | 1 | 2007 | Learning equilibrium as a generalization of learning to optimize · Artif. Intell. 2007 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.1 | 1 | 2007 | Learning equilibrium as a generalization of learning to optimize · Artif. Intell. 2007 |
Computational complexity › learning theory
exact learning |
0.1 | 1 | 2007 | Learning Equilibrium in Resource Selection Games · AAAI 2007 |
Algorithmic game theory and mechanism design
imperfect information games |
0.1 | 1 | 2007 | Mediators in position auctions · EC 2007 |
Algorithmic game theory and mechanism design
learning in games |
0.1 | 1 | 2007 | Learning equilibrium as a generalization of learning to optimize · Artif. Intell. 2007 |
Algorithmic game theory and mechanism design › mechanism design › implementation theory
mediator design |
0.1 | 1 | 2007 | Mediators in position auctions · EC 2007 |
Algorithmic game theory and mechanism design › mechanism design › auction design › ad auction
position auction |
0.1 | 1 | 2007 | Mediators in position auctions · EC 2007 |
Algorithmic game theory and mechanism design › congestion games
resource selection games |
0.1 | 1 | 2007 | Learning Equilibrium in Resource Selection Games · AAAI 2007 |
Algorithmic game theory and mechanism design › mechanism design › truthful mechanism
VCG mechanism |
0.1 | 2 | 2007 | k-Implementation · EC 2003 Mediators in position auctions · EC 2007 |
Algorithmic game theory and mechanism design › mechanism design
auction design |
0.0 | 1 | 2000 | Optimal auctions revisited · Artif. Intell. 2000 |
Algorithmic game theory and mechanism design › mechanism design › auction design
revenue-maximizing auction |
0.0 | 1 | 2000 | Optimal auctions revisited · Artif. Intell. 2000 |
Algorithmic game theory and mechanism design
incomplete information |
0.0 | 1 | 2003 | k-Implementation · EC 2003 |
Methods — techniques the papers use, named apart from their topics
game theory · 0.1convex analysis · 0.1mechanism design · 0.1dominated strategy elimination · 0.0correlation device · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | Monotonicity in Mechanism Design
Dov Monderer |
SAGT | 1 |
| 2009 | Two-terminal routing games with unknown active players
Itai Ashlagi, Dov Monderer, Moshe Tennenholtz |
Artif. Intell. | 2 |
| 2009 | Strong mediated equilibrium
Dov Monderer, Moshe Tennenholtz |
Artif. Intell. | 1 |
| 2008 | Monotonicity and implementability: extended abstractabstractConsider a model with finite number of goods, and with buyers with private values and quasi-linear utility functions. A domain of valuation functions for a buyer is a monotonicity domain if every finite-valued monotone randomized allocation rule defined on it is implementable, in the sense that there exists a randomized truth-telling direct mechanism that implements this allocation rule. We prove that a domain of valuations of dimension at least 2 is a monotonicity domain if and only if its closure is convex. Dov Monderer |
EC | 1 |
| 2008 | On the Value of CorrelationabstractCorrelated equilibrium generalizes Nash equilibrium to allow correlation devices. Correlated equilibrium captures the idea that in many systems there exists a trusted administrator who can recommend behavior to a set of agents, but can not enforce such behavior. This makes this solution concept most appropriate to the study of multi-agent systems in AI. Aumann showed an example of a game, and of a correlated equilibrium in this game in which the agents' welfare (expected sum of players' utilities) is greater than their welfare in all mixed-strategy equilibria. Following the idea initiated by the price of anarchy literature this suggests the study of two major measures for the value of correlation in a game with nonnegative payoffs: 1. The ratio between the maximal welfare obtained in a correlated equilibrium to the maximal welfare obtained in a mixed-strategy equilibrium. We refer to this ratio as the mediation value. 2. The ratio between the maximal welfare to the maximal welfare obtained in a correlated equilibrium. We refer to this ratio as the enforcement value. In this work we initiate the study of the mediation and enforcement values, providing several general results on the value of correlation as captured by these concepts. We also present a set of results for the more specialized case of congestion games, a class of games that received a lot of attention in the recent literature. Itai Ashlagi, Dov Monderer, Moshe Tennenholtz |
J. Artif. Intell. Res. | 2 |
| 2007 | Learning Equilibrium in Resource Selection Games
Itai Ashlagi, Dov Monderer, Moshe Tennenholtz |
AAAI | 2 |
| 2007 | Multipotential Games
Dov Monderer |
IJCAI | 1 |
| 2007 | Mediators in position auctionsabstractA mediator is a reliable entity, which can play on behalf of agents in a given game. A mediator however can not enforce the use of its services, and each agent is free to participate in the game directly. In this paper we introduce a study of mediators for games with incomplete information, and apply it to the context of position auctions, a central topic in electronic commerce. VCG position auctions, which are currently not used in practice, possess somenice theoretical properties, such as the optimization of social surplus and having dominant strategies. These properties may not be satisfied by current position auctions and their variants. We therefore concentrate on the search for mediators that will allow to transform current position auctions into VCG position auctions. We require that accepting the mediator services, and reporting honestly to the mediator, will form an ex post equilibrium, which satisfiesthe following rationality condition: an agent's payoff can not be negative regardless of the actions taken by the agents who did not choose the mediator's services, or by the agents who report false types to the mediator. We prove the existence of such desired mediators for the next-price (Google-like) position auctions, as well as for a richer class of position auctions, including k-price position auctions, k>1. For k=1, the self-price position auction, we show that the existence of such mediator depends on the tie breaking rule used in the auction. Itai Ashlagi, Dov Monderer, Moshe Tennenholtz |
EC | 2 |
| 2007 | Learning equilibrium as a generalization of learning to optimize
Dov Monderer, Moshe Tennenholtz |
Artif. Intell. | 1 |
| 2006 | Strong Mediated Equilibrium
Dov Monderer, Moshe Tennenholtz |
AAAI | 1 |
| 2006 | Robust Learning Equilibrium
Itai Ashlagi, Moshe Tennenholtz, Dov Monderer |
UAI | 3 |
| 2005 | On the Value of Correlation
Itai Ashlagi, Dov Monderer, Moshe Tennenholtz |
UAI | 2 |
| 2004 | K-ImplementationabstractThis paper discusses an interested party who wishes to influence the behavior of agents in a game (multi-agent interaction), which is not under his control. The interested party cannot design a new game, cannot enforce agents' behavior, cannot enforce payments by the agents, and cannot prohibit strategies available to the agents. However, he can influence the outcome of the game by committing to non-negative monetary transfers for the different strategy profiles that may be selected by the agents. The interested party assumes that agents are rational in the commonly agreed sense that they do not use dominated strategies. Hence, a certain subset of outcomes is implemented in a given game if by adding non-negative payments, rational players will necessarily produce an outcome in this subset. Obviously, by making sufficiently big payments one can implement any desirable outcome. The question is what is the cost of implementation? In this paper we introduce the notion of k-implementation of a desired set of strategy profiles, where k stands for the amount of payment that need to be actually made in order to implement desirable outcomes. A major point in k-implementation is that monetary offers need not necessarily materialize when following desired behaviors. We define and study k-implementation in the contexts of games with complete and incomplete information. In the latter case we mainly focus on the VCG games. Our setting is later extended to deal with mixed strategies using correlation devices. Together, the paper introduces and studies the implementation of desirable outcomes by a reliable party who cannot modify game rules (i.e. provide protocols), complementing previous work in mechanism design, while making it more applicable to many realistic CS settings. Dov Monderer, Moshe Tennenholtz |
J. Artif. Intell. Res. | 1 |
| 2003 | k-ImplementationabstractThis paper discusses an interested party who wishes to influence the behavior of agents in a game, which is not under his control. The interested party cannot design a new game, cannot enforce agents' behavior, cannot enforce payments by the agents, and cannot prohibit strategies available to the agents. However, he can influence the outcome of the game by committing to non-negative monetary transfers for the different strategy profiles that may be selected by the agents. The interested party assumes that agents are rational in the commonly agreed sense that they do not use dominated strategies. Hence, a certain subset of outcomes is implemented in a given game if by adding non-negative payments, rational players will necessarily produce an outcome in this subset. Obviously, by making sufficiently big payments one can implement any desirable outcome. The question is what is the cost of implementation? In this paper we introduce the notion of k-implementation of a desired set of strategy profiles, where k stands for the amount of payment that need to be actually made in order to implement desirable outcomes. A major point in k-implementation is that monetary offers need not necessarily materialize when following desired behaviors. We define and study k-implementation in the contexts of games with complete and incomplete information. In the later case we mainly focus on the VCG games. Our setting is later extended to deal with mixed strategies using correlation devices. Together, the paper introduces and studies the implementation of desirable outcomes by a reliable party who can not modify game rules (i.e. provide protocols), complementing previous work in mechanism design, while making it more applicable to many realistic CS settings. Dov Monderer, Moshe Tennenholtz |
EC | 1 |
| 2003 | Economic efficiency versus complexity communicationabstractNo abstract available. Dov Monderer |
TARK | 1 |
| 2000 | Optimal auctions revisited
Dov Monderer, Moshe Tennenholtz |
Artif. Intell. | 1 |
| 1998 | Distributed Games
Dov Monderer, Moshe Tennenholtz |
TARK | 1 |
| 1997 | Dynamic Non-Bayesian Decision MakingabstractThe model of a non-Bayesian agent who faces a repeated game with incomplete information against Nature is an appropriate tool for modeling general agent-environment interactions. In such a model the environment state (controlled by Nature) may change arbitrarily, and the feedback/reward function is initially unknown. The agent is not Bayesian, that is he does not form a prior probability neither on the state selection strategy of Nature, nor on his reward function. A policy for the agent is a function which assigns an action to every history of observations and actions. Two basic feedback structures are considered. In one of them -- the perfect monitoring case -- the agent is able to observe the previous environment state as part of his feedback, while in the other -- the imperfect monitoring case -- all that is available to the agent is the reward obtained. Both of these settings refer to partially observable processes, where the current environment state is unknown. Our main result refers to the competitive ratio criterion in the perfect monitoring case. We prove the existence of an efficient stochastic policy that ensures that the competitive ratio is obtained at almost all stages with an arbitrarily high probability, where efficiency is measured in terms of rate of convergence. It is further shown that such an optimal policy does not exist in the imperfect monitoring case. Moreover, it is proved that in the perfect monitoring case there does not exist a deterministic policy that satisfies our long run optimality criterion. In addition, we discuss the maxmin criterion and prove that a deterministic efficient optimal strategy does exist in the imperfect monitoring case under this criterion. Finally we show that our approach to long-run optimality can be viewed as qualitative, which distinguishes it from previous work in this area. Dov Monderer, Moshe Tennenholtz |
J. Artif. Intell. Res. | 1 |