Computer Science and the SocioEconomic Sciences Fred Roberts, Rutgers University 1 CS and SS •Many recent applications in CS involve issues/problems of long interest to social scientists: preference, utility conflict and cooperation allocation incentives consensus social choice measurement •Methods developed in SS beginning to be used in CS 2 CS and SS •CS applications place great strain on SS methods Sheer size of problems addressed Computational power of agents an issue Limitations on information possessed by players Sequential nature of repeated applications •Thus: Need for new generation of SS methods •Also: These new methods will provide powerful tools to social scientists 3 CS and SS: Outline 1.CS and Consensus/Social Choice 2. CS and Game Theory 3. Algorithmic Decision Theory 4 CS and SS: Outline CS and Consensus/Social Choice 2. CS and Game Theory 3. Algorithmic Decision Theory 5 CS and Consensus/Social Choice • Relevant social science problems: voting, group decision making • Goal: based on everyone’s opinions, reach a “consensus” • Typical opinions: “first choice” ranking of all alternatives scores classifications • Long history of research on such problems. 6 CS and Consensus/Social Choice Background: Arrow’s Impossibility Theorem: There is no “consensus method” that satisfies certain reasonable axioms about how societies should reach decisions. Input: rankings of alternatives. Output: consensus ranking. Kenneth Arrow Nobel prize winner 7 CS and Consensus/Social Choice There are widely studied and widely used consensus methods. One well-known consensus method: “Kemeny-Snell medians”: Given set of rankings, find ranking minimizing sum of distances to other rankings. John Kemeny, pioneer in time sharing in CS Kemeny-Snell medians are having surprising new applications in CS. 8 CS and Consensus/Social Choice Kemeny-Snell distance between rankings: twice the number of pairs of candidates i and j for which i is ranked above j in one ranking and below j in the other + the number of pairs that are ranked in one ranking and tied in another. Kemeny-Snell median: Given rankings a1, a2, …, ap, find a ranking x so that d(a1,x) + d(a2,x) + … + d(ap,x) is minimized. Sometimes just called Kemeny median. 9 CS and Consensus/Social Choice a1 Fish Chicken Beef a2 Fish Chicken Beef a3 Chicken Fish Beef Median = a1. If x = a1: d(a1,x) + d(a2,x) + d(a3,x) = 0 + 0 + 2 is minimized. If x = a3, the sum is 4. For any other x, the sum is at least 1 + 1 + 1 = 3. 10 CS and Consensus/Social Choice a1 Fish Chicken Beef a2 Chicken Beef Fish a3 Beef Fish Chicken Three medians = a1, a2, a3. This is the “voter’s paradox” situation. 11 CS and Consensus/Social Choice a1 Fish Chicken Beef a2 Chicken Beef Fish a3 Beef Fish Chicken Note that sometimes we wish to minimize d(a1,x)2 + d(a2,x)2 + … + d(ap,x)2 A ranking x that minimizes this is called a Kemeny-Snell mean. In this example, there is one mean: the ranking declaring all three alternatives tied. 12 CS and Consensus/Social Choice a1 Fish Chicken Beef a2 Chicken Beef Fish a3 Beef Fish Chicken If x is the ranking declaring Fish, Chicken and Beef tied, then d(a1,x)2 + d(a2,x)2 + … + d(ap,x)2 = 32 + 32 + 32 = 27. Not hard to show this is minimum. 13 CS and Consensus/Social Choice Theorem (Bartholdi, Tovey, and Trick, 1989; Wakabayashi, 1986): Computing the Kemeny median of a set of rankings is an NP-complete problem. 14 Meta-search and Collaborative Filtering Meta-search • A consensus problem • Combine page rankings from several search engines • Dwork, Kumar, Naor, Sivakumar (2000): Kemeny-Snell medians good in spam resistance in meta-search (spam by a page if it causes meta-search to rank it too highly) • Approximation methods make this 15 computationally tractable Meta-search and Collaborative Filtering Collaborative Filtering • Recommending books or movies • Combine book or movie ratings • Produce ordered list of books or movies to recommend • Freund, Iyer, Schapire, Singer (2003): “Boosting” algorithm for combining rankings. • Related topic: Recommender Systems 16 Meta-search and Collaborative Filtering A major difference from SS applications: • In SS applications, number of voters is large, number of candidates is small. • In CS applications, number of voters (search engines) is small, number of candidates (pages) is large. • This makes for major new complications and research challenges. 17 Large Databases and Inference • Real data often in form of sequences • GenBank has over 7 million sequences comprising 8.6 billion bases. • The search for similarity or patterns has extended from pairs of sequences to finding patterns that appear in common in a large number of sequences or throughout the database: “consensus sequences”. • Emerging field of “Bioconsensus”: applies SS consensus methods to biological databases. 18 Large Databases and Inference Why look for such patterns? Similarities between sequences or parts of sequences lead to the discovery of shared phenomena. For example, it was discovered that the sequence for platelet derived factor, which causes growth in the body, is 87% identical to the sequence for v-sis, a cancer-causing gene. This led to the discovery that v-sis works by stimulating growth. 19 Large Databases and Inference Example Bacterial Promoter Sequences studied by Waterman (1989): RRNABP1: TNAA: UVRBP2: SFC: ACTCCCTATAATGCGCCA GAGTGTAATAATGTAGCC TTATCCAGTATAATTTGT AAGCGGTGTTATAATGCC Notice that if we are looking for patterns of length 4, each sequence has the pattern TAAT. 20 Large Databases and Inference Example Bacterial Promoter Sequences studied by Waterman (1989): RRNABP1: TNAA: UVRBP2: SFC: ACTCCCTATAATGCGCCA GAGTGTAATAATGTAGCC TTATCCAGTATAATTTGT AAGCGGTGTTATAATGCC Notice that if we are looking for patterns of length 4, each sequence has the pattern TAAT. 21 Large Databases and Inference Example However, suppose that we add another sequence: M1 RNA: AACCCTCTATACTGCGCG The pattern TAAT does not appear here. However, it almost appears, since the pattern TACT appears, and this has only one mismatch from the pattern TAAT. 22 Large Databases and Inference Example However, suppose that we add another sequence: M1 RNA: AACCCTCTATACTGCGCG The pattern TAAT does not appear here. However, it almost appears, since the pattern TACT appears, and this has only one mismatch from the pattern TAAT. So, in some sense, the pattern TAAT is a good consensus pattern. 23 Large Databases and Inference Example We make this precise using best mismatch distance. Consider two sequences a and b with b longer than a. Then d(a,b) is the smallest number of mismatches in all possible alignments of a as a consecutive subsequence of b. 24 Large Databases and Inference Example a = 0011, b = 111010 Possible Alignments: 111010 111010 111010 0011 0011 0011 The best-mismatch distance is 2, which is achieved in the third alignment. 25 Large Databases and Inference Example Now given a database of sequences a1, a2, …, an. Look for a pattern of length k. One standard method (Smith-Waterman): look for a consensus sequence b that minimizes i[k-d(b,ai)]/d(b,ai), where d is best mismatch distance. In fact, this turns out to be equivalent to calculating medians like Kemeny-Snell medians. Algorithms for computing consensus sequences 26 are important in modern molecular biology. Large Databases and Inference Preferential Queries • Look for flight from New York to Beijing • Have preferences for airline itinerary type of ticket • Try to combine responses from multiple travelrelated websites • Sequential decision making: Next query or information access depends on prior responses. 27 Consensus Computing, Image Processing • Old SS problem: Dynamic modeling of how individuals change opinions over time, eventually reaching consensus. • Often use dynamic models on graphs • Related to neural nets. • CS applications: distributed computing. • Values of processors in a network are updated until all have same value. 28 Consensus Computing, Image Processing • • • • CS application: Noise removal in digital images Does a pixel level represent noise? Compare neighboring pixels. If values beyond threshold, replace pixel value with mean or median of values of neighbors. • Related application in distributed computing. • Values of faulty processors are replaced by those of neighboring non-faulty ones. • Berman and Garay (1993) use “parliamentary procedure” called cloture 29 Computational Intractability of Consensus Functions • Bartholdi, Tovey and Trick: There are voting schemes where it can be computationally intractable to determine who won an election. • Computational intractability can be a good thing in an election: Designing voting systems where it is computationally intractable to “manipulate” the outcome of an election by “insincere voting”: Adding voters Declaring voters ineligible Adding candidates Declaring candidates ineligible 30 Electronic Voting • Issues: Correctness Anonymity Availability Security Privacy 31 Electronic Voting Security Risks in Electronic Voting • Threat of “denial of service attacks” • Threat of penetration attacks involving a delivery mechanism to transport a malicious payload to target host (thru Trojan horse or remote control program) • Private and correct counting of votes • Cryptographic challenges to keep votes private • Relevance of work on secure multiparty computation 32 Electronic Voting Other CS Challenges: • Resistance to “vote buying” • Development of user-friendly interfaces • Vulnerabilities of communication path between the voting client (where you vote) and the server (where votes are counted) • Reliability issues: random hardware and software failures 33 Software & Hardware Measurement • Theory of measurement developed by mathematical social scientists • Measurement theory studies ways to combine scores obtained on different criteria. • A statement involving scales of measurement is considered meaningful if its truth or falsity is unchanged under acceptable transformations of all scales involved. • Example: It is meaningful to say that I weigh more than my daughter. • That is because if it is true in kilograms, then it is also true in pounds, in grams, etc. 34 Software & Hardware Measurement • Measurement theory has studied what statements you can make after averaging scores. • Think of averaging as a consensus method. • One general principle: To say that the average score of one set of tests is greater than the average score of another set of tests is not meaningful (it is meaningless) under certain conditions. • This is often the case if the averaging procedure is to take the arithmetic mean: If s(xi) is score of xi, i = 1, 2, …, n, then arithmetic mean is is(xi)/n. • Long literature on what averaging methods lead to meaningful conclusions. 35 Software & Hardware Measurement A widely used method in hardware measurement: Score a computer system on different benchmarks. Normalize score relative to performance of one base system Average normalized scores Pick system with highest average. Fleming and Wallace (1986): Outcome can depend on choice of base system. Meaningless in sense of measurement theory Leads to theory of merging normalized scores 36 Software & Hardware Measurement Hardware Measurement P R R O C M E S S O Z R E 417 BENCHMARK F G H 83 66 39,449 I 772 244 70 153 33,527 368 134 70 135 66,000 369 37 Data from Heath, Comput. Archit. News (1984) Software & Hardware Measurement Normalize Relative to Processor R P R R O C M E S S O Z R E 417 1.00 BENCHMARK F G H I 83 66 39,449 772 1.00 1.00 1.00 1.00 244 .59 70 .84 153 2.32 33,527 .85 368 .48 134 .32 70 .85 135 2.05 66,000 1.67 369 .45 38 Software & Hardware Measurement Take Arithmetic Mean of Normalized Scores P R R O C M E S S O Z R E 417 1.00 Arithmetic BENCHMARK Mean F G H I 83 66 39,449 772 1.00 1.00 1.00 1.00 1.00 244 .59 70 .84 153 2.32 33,527 .85 368 .48 1.01 134 .32 70 .85 135 2.05 66,000 1.67 369 .45 1.07 39 Software & Hardware Measurement Take Arithmetic Mean of Normalized Scores P R R O C M E S S O Z R E 417 1.00 Arithmetic BENCHMARK Mean F G H I 83 66 39,449 772 1.00 1.00 1.00 1.00 1.00 244 .59 70 .84 153 2.32 33,527 .85 368 .48 1.01 134 .32 70 .85 135 2.05 66,000 1.67 369 .45 1.07 Conclude that machine Z is best 40 Software & Hardware Measurement Now Normalize Relative to Processor M P R R O C M E S S O Z R E 417 1.71 BENCHMARK F G H I 83 66 39,449 772 1.19 .43 1.18 2.10 244 1.00 70 1.00 153 1.00 33,527 368 1.00 1.00 134 .55 70 1.00 135 .88 66,000 369 1.97 1.00 41 Software & Hardware Measurement Take Arithmetic Mean of Normalized Scores P R R O C M E S S O Z R E 417 1.71 Arithmetic BENCHMARK Mean F G H I 83 66 39,449 772 1.32 1.19 .43 1.18 2.10 244 1.00 70 1.00 153 1.00 33,527 368 1.00 1.00 1.00 134 .55 70 1.00 135 .88 66,000 369 1.97 1.00 1.08 42 Software & Hardware Measurement Take Arithmetic Mean of Normalized Scores P R R O C M E S S O Z R E 417 1.71 Arithmetic BENCHMARK Mean F G H I 83 66 39,449 772 1.32 1.19 .43 1.18 2.10 244 1.00 70 1.00 153 1.00 33,527 368 1.00 1.00 1.00 134 .55 70 1.00 135 .88 66,000 369 1.97 1.00 1.08 43 Conclude that machine R is best Software and Hardware Measurement • So, the conclusion that a given machine is best by taking arithmetic mean of normalized scores is meaningless in this case. • Above example from Fleming and Wallace (1986), data from Heath (1984) • Sometimes, geometric mean is helpful. • Geometric mean is n is(xi) 44 Software & Hardware Measurement Normalize Relative to Processor R P R R O C M E S S O Z R E 417 1.00 Geometric BENCHMARK Mean F G H I 83 66 39,449 772 1.00 1.00 1.00 1.00 1.00 244 .59 70 .84 153 2.32 33,527 .85 368 .48 .86 134 .32 70 .85 135 2.05 66,000 1.67 369 .45 .84 Conclude that machine R is best 45 Software & Hardware Measurement Now Normalize Relative to Processor M P R R O C M E S S O Z R E 417 1.71 Geometric BENCHMARK Mean F G H I 83 66 39,449 772 1.17 1.19 .43 1.18 2.10 244 1.00 70 1.00 153 1.00 33,527 368 1.00 1.00 1.00 134 .55 70 1.00 135 .88 66,000 369 1.97 1.00 .99 Still conclude that machine R is best 46 Software and Hardware Measurement • In this situation, it is easy to show that the conclusion that a given machine has highest geometric mean normalized score is a meaningful conclusion. • Even meaningful: A given machine has geometric mean normalized score 20% higher than another machine. • Fleming and Wallace give general conditions under which comparing geometric means of normalized scores is meaningful. • Research area: what averaging procedures make sense in what situations? Large literature. • Note: There are situations where comparing arithmetic means is meaningful but comparing geometric means is 47 not. Software and Hardware Measurement • Message from measurement theory to computer science: Do not perform arithmetic operations on data without paying attention to whether the conclusions you get are meaningful. 48 CS and SS: Outline 1.CS and Consensus/Social Choice 2. CS and Game Theory 3. Algorithmic Decision Theory 49 CS and Game Theory • Game theory a long history in economics; also in operations research, mathematics • Recently, computer scientists discovering relevance to their problems • Increasingly complex games arise in practical applications: auctions, Internet • Need new game-theoretic methods for CS problems. • Need new CS methods to solve modern game theory problems. 50 CS and Game Theory: Algorithmic Issues Nash Equilibrium • Each player chooses a strategy • If no player can benefit by changing his strategy while others leave theirs unchanged, we are in Nash equilibrium. • In 1951, Nash showed every game John Nash has a Nash equilibrium. Nobel prize winner • How hard is this to compute? 51 Example: Nash Equilibrium • 2-player game • Strategy = number between 0 and 3 • Both players win lower amount. • Player with higher amount pays $2 to player with lower amount 0 Player 2 strategy 2 1 3 0,0 2,-2 2,-2 2,-2 Player 1 1 strategy -2,2 1,1 3,-1 3,-1 2 -2,2 -1,3 2,2 4,0 3 -2,2 -1,3 0,4 3,3 0 Source: Wikipedia 52 Example: Nash Equilibrium • 0-0 is unique Nash equilibrium • Any other strategy: one player can lower his to below other’s and improve. 0 Player 2 strategy 2 1 3 0,0 2,-2 2,-2 2,-2 Player 1 1 strategy -2,2 1,1 3,-1 3,-1 2 -2,2 -1,3 2,2 4,0 3 -2,2 -1,3 0,4 3,3 0 Source: Wikipedia 53 Example: Nash Equilibrium • 0-0 is unique Nash equilibrium • Any other strategy: one player can lower his to Player 1 below other’s strategy and improve. • E.g.: From 2-2, player 1 lowers his number to 1 0 Player 2 strategy 2 1 3 0 0,0 2,-2 2,-2 2,-2 1 -2,2 1,1 3,-1 3,-1 2 -2,2 -1,3 2,2 4,0 3 -2,2 -1,3 0,4 3,3 Source: Wikipedia 54 Example: Nash Equilibrium • 0-0 is unique Nash equilibrium • Any other strategy: one player can lower his to Player 1 below other’s strategy and improve. • E.g.: From 2-2, player 1 lowers his number to 1 0 Player 2 strategy 2 1 3 0 0,0 2,-2 2,-2 2,-2 1 -2,2 1,1 3,-1 3,-1 2 -2,2 -1,3 2,2 4,0 3 -2,2 -1,3 0,4 3,3 Source: Wikipedia 55 Example: Nash Equilibrium • 0-0 is unique Nash equilibrium • Any other strategy: one player can lower his to Player 1 below other’s strategy and improve. • E.g.: From 2-2, player 1 lowers his number to 1 (or player 2 lowers his to 1) 0 Player 2 strategy 2 1 3 0 0,0 2,-2 2,-2 2,-2 1 -2,2 1,1 3,-1 3,-1 2 -2,2 -1,3 2,2 4,0 3 -2,2 -1,3 0,4 3,3 Source: Wikipedia 56 CS and Game Theory: Algorithmic Issues Nash Equilibrium • 2-player games: can use linear programming methods. • Recent powerful result (Daskalakis, Goldberg, Papadimitriou 2005): for 4-player games, problem is PPAD-complete. • (PPAD: class of search problems where solution is known to exist by graph-theoretic arguments.) • PPAD-complete means: If exists polynomial algorithm, then exists one for Brouwer fixed 57 points, which seems unlikely. CS and Game Theory: Algorithmic Issues Other Algorithmic Challenges • Repeated games. • Issues of sequential decision making • Issues of learning to play • Other “solution concepts” in multi-player games: “power indices” (Shapley, Banzhaf, Coleman) Need calculate them for huge games Mostly computationally intractable Arise in many applications in CS, e.g., multicasting 58 Computational Issues in Auction Design • Auctions increasingly used in business and government. • Information technology allows complex auctions with huge number of bidders. • Auctions are unusually complicated games. 59 Computational Issues in Auction Design Bidding functions maximizing expected profit can be exceedingly difficult to compute. Determining the winner of an auction can be extremely hard. (Rothkopf, Pekec, Harstad 1998) 60 Computational Issues in Auction Design Combinatorial Auctions • Multiple goods auctioned off. • Submit bids for combinations of goods. • This leads to NP-complete allocation problems. • Might not even be able to feasibly express all possible preferences for all subsets of goods. • Rothkopf, Pekec, Harstad (1998): determining winner is computationally tractable for many economically interesting kinds of 61 combinations. Computational Issues in Auction Design Some other Issues: • Internet auctions: Unsuccessful bidders learn from previous auctions. • Issues of learning in repeated plays of a game. • Related to software agents acting on behalf of humans in electronic marketplaces based on auctions. • Cryptographic methods needed to preserve privacy of participants. 62 Allocating/Sharing Costs & Revenues • Game-theoretic solutions have long been used to allocate costs to different users in shared projects. Allocating runway fees in airports Allocating highway fees to trucks of different sizes Universities sharing library facilities Fair allocation of telephone calling charges among users sharing complex phone systems (Cornell’s experiment) 63 Allocating/Sharing Costs & Revenues Shapley Value • Shapley value assigns a payoff to each player in a multi-player game. • Consider a game in which some coalitions of players win and some lose, with no subset of a losing coalition winning. • Consider a coalition forming at random, one player at a time. • A player i is pivotal if addition of i throws coalition from losing to winning. • Shapley value of i = probability i is pivotal if an order of players is chosen at random. • In such games with winners/losers, called Shapley-Shubik power index. Lloyd Shapley 64 Allocating/Sharing Costs & Revenues Shapley Value Example: Board of Directors of Company Shareholder 1 holds 3 shares. Shareholders 2, 3, 4, 5, 6, 7 hold 1 share each. A majority of shares are needed to make a decision. Coalition {1,4,6} is winning. Coalition {2,3,4,5,6} is winning. Shareholder 1 is pivotal if he is 3rd, 4th, or 5th. So shareholder 1’s Shapley value is 3/7. Sum of Shapley values is 1 (since they are probabilities) Thus, each other shareholder has Shapley value 65 (4/7)/6 = 2/21 Allocating/Sharing Costs & Revenues Shapley Value Allocating Runway Fees at Airports Larger planes require longer runways. Divide runways into meter-long segments. Each month, we know how many landings a plane has made. Given a runway of length y meters, consider a game in which the players are landings and a coalition “wins” if the runway is not long enough for planes in the coalition. 66 Allocating/Sharing Costs & Revenues Shapley Value Allocating Runway Fees at Airports A landing is pivotal if it is the first landing added that makes a coalition require a longer runway. The Shapley value gives the cost of the yth meter of runway to a given landing. We then add up these costs over all runway lengths a plane requires and all landings it makes. 67 Allocating/Sharing Costs & Revenues Multicasting • Applications in multicasting. • Unicast routing: Each packet sent from a source is delivered to a single receiver. • Sending it to multiple sites: Send multiple copies and waste bandwidth. • In multicast routing: Use a directed tree connecting source to all receivers. • At branch points, a packet is duplicated as necessary. 68 Multicasting 69 Allocating/Sharing Costs & Revenues Multicasting • Multicast routing: Use a directed tree connecting source to all receivers. • At branch points, a packet is duplicated as necessary. • Bandwidth is not directly attributable to a single receiver. • How to distribute costs among receivers? • One idea: Use Shapley value. 70 Allocating/Sharing Costs & Revenues • Feigenbaum, Papadimitriou, Shenker (2001): no feasible implementation for Shapley value in multicasting. • Note: Shapley value is uniquely characterized by four simple axioms. • Sometimes we state axioms as general principles we want a solution concept to have. • Jain and Vazirani (1998): polynomial time computable cost-sharing algorithm Satisfying some important axioms Calculating cost of optimum multicast tree within factor of two of optimal. 71 Bounded Rationality • Traditional game theory assumption: Strategic agents are fully rational; can completely reason about consequences of their actions. • But: Consider bounded computational power. 72 Bounded Rationality Some issues: • Looking at bounded rationality as bounded recall in repeated games. • Modeling bounded rationality when strategies are limited to those implementable on finite state automata • What are optimal strategies in large, complex games arising in CS applications for players with bounded computational power? • E.g.: How do players with limited computational power determine minimal bid increases in an auction to transform losing bids into winning ones? 73 Streaming Data in Game Theory Streaming Data Analysis: • When you only have one shot at the data as it streams by • Widely used to detect trends and sound alarms in applications in telecommunications and finance • AT&T uses this to detect fraudulent use of credit cards or impending billing defaults • Other relevant work: methods for detecting fraudulent behavior in financial systems 74 Streaming Data in Game Theory Streaming Data Analysis: • “One pass” mechanism of interest in game theory-based allocation schemes in multicasting Herzog, Shenker, Estrin (1997) • Arises in on-line auctions. Need to develop bidding strategies if only one pass is allowed 75 CS and SS: Outline 1.CS and Consensus/Social Choice 2. CS and Game Theory 3. Algorithmic Decision Theory 76 Algorithmic Decision Theory • Decision makers in many fields (engineering, medicine, economics, …) have: Remarkable new technologies to use Huge amounts of information to help them Ability to share information at unprecedented speeds and quantities 77 Algorithmic Decision Theory • These tools bring daunting new problems: Massive amounts of data are often incomplete, unreliable, or distributed Interoperating/distributed decision makers and decision making devices need coordination Many sources of data need to be fused into a good decision. • There are few highly efficient algorithms to support decisions. 78 Sequential Decision Making • Making some decisions before all data is in. • Sequential decision problems arise in: Communication networks Testing connectivity, paging cellular customers, sequencing tasks Manufacturing Testing machines, fault diagnosis, routing customer service calls 79 Sequential Decision Making • Sequential decision problems arise in: Artificial Intelligence Optimal derivation strategies in knowledge bases, best-value satisficing search, coding decision tables Medicine Diagnosing patients, sequencing treatments 80 Sequential Decision Making Online Text Filtering Algorithms • We seek to identify “interesting” documents from a stream of documents • Widely studied problem in machine learning 81 Sequential Decision Making Online Text Filtering Algorithms: A Model • As a document arrives, need to decide whether or not to present it to an oracle • If document presented to oracle and is interesting, get r reward units. • If presented and not interesting, get penalty of c units. • What is a strategy for maximizing expected payoff? • See Fradkin and Littman (2005) for recent work 82 using sequential decision making methods Inspection Problems • Inspection problem: in what order to do tests to inspect containers for drugs, bombs, etc.? • Do we inspect? What test do we do next? How do outcomes of earlier tests affect this decision? • Simplest case: Entities being inspected need to be classified as ok (0) or suspicious (1). • Binary decision tree model for testing. • Follow left branch if ok, right branch if suspicious. • Find cost-minimizing binary decision tree. 83 Inspection Problems Follow left branch if ok, right branch if suspicious. 84 Sequential Decision Making Problem Some More Details: •Containers have attributes, each in a number of states •Sample attributes: Levels of certain kinds of chemicals or biological materials Whether or not there are items of a certain kind in the cargo list Whether cargo was picked up in a certain port 85 Sequential Decision Making Problem •Simplest Case: Attributes are in state 0 or 1 •State 1 means have attribute and that is suspicious. •Then: Container is a binary string like 011001 •So: Classification is a decision function F that assigns each binary string to a category 0 or 1: A Boolean function. 011001 F(011001) If attributes 2, 3, and 6 are present and others are not, assign container to category F(011001). 86 Binary Decision Tree Approach •Reach category 1 from the root by: a0 L to a1 R a2 R 1 or a0 R a2 R1 •Container classified in category 1 iff it has a1 and a2 and not a0 or a0 and a2 and possibly a1. •Corresponding Boolean function F(111) = F(101) = F(011) = 1, F(abc) = 0 otherwise. 87 Binary Decision Tree Approach •This binary decision tree corresponds to the same Boolean function F(111) = F(101) = F(011) = 1, F(abc) = 0 otherwise. However, it has one less observation node ai. So, it is more efficient if all observations are equally costly and equally likely. 88 Binary Decision Tree Approach •Realistic problem much more difficult: Test result errors Tests cost different amounts of money and take different amounts of time There are queues to wait for testing One can adjust the thresholds of detectors. There are penalties for false negatives and false positives. •Challenging problems for computer science Gamma ray detector 89 Inspection Problems • Problem of finding optimal binary decision tree has many other uses: AI: rule-based systems Circuit complexity Reliability analysis Theory of programming/databases • In general, problem is NP-complete 90 Inspection Problems • Some cases of decision functions where the problem is tractable: k-out-of-n systems Certain series-parallel systems Read-once systems “regular systems” Horn systems • Recent results in case of inspection problems at ports: Stroud and Saeger (2004), Anand, et al. (2006). 91 Computational Approaches to Information Management in Decision Making Representation and Elicitation • Successful decision making requires efficient elicitation of information and efficient representation of the information elicited. • Old problems in the social sciences. • Computational aspects becoming a focal point because of need to deal with massive and complex information. 92 Computational Approaches to Information Management in Decision Making Representation and Elicitation • Example I: Social scientists study preferences: “I prefer beef to fish” • Extracting and representing preferences is key in decision making applications. 93 Computational Approaches to Information Management in Decision Making Representation and Elicitation • “Brute force” approach: For every pair of alternatives, ask which is preferred to the other. • Often computationally infeasible. 94 Computational Approaches to Information Management in Decision Making Representation and Elicitation • In many applications (repeated games, collaborative filtering), important to elicit preferences automatically. • CP-nets introduced as tool to represent preferences succinctly and provide ways to make inferences about preferences (Boutilier, Brafman, Doomshlak, Hoos, Poole 2004). 95 Computational Approaches to Information Management in Decision Making Representation and Elicitation • Example II: combinatorial auctions. • Decision maker needs to elicit preferences from all agents for all plausible combinations of items in the auction. • Similar problem arises in optimal bundling of goods and services. • Elicitation requires exponentially many queries in general. 96 Computational Approaches to Information Management in Decision Making Representation and Elicitation • Challenge: Recognize situations in which efficient elicitation and representation is possible. • One result: Fishburn, Pekec, Reeds (2002) • Even more complicated: When objects in auction have complex structure. • Problem arises in: Legal reasoning, sequential decision making, automatic decision devices, collaborative filtering. 97 Concluding Comment • In recent years, interplay between CS and biology has transformed major parts of Bio into an information science. • Led to major scientific breakthroughs in biology such as sequencing of human genome. • Led to significant new developments in CS, such as database search. • The interplay between CS and SS not nearly as far along. • Moreover: problems are spread over many disciplines. 98 Concluding Comment • However, CS-SS interplay has already developed a unique momentum of its own. • One can expect many more exciting outcomes as partnerships between computer scientists and social scientists expand and mature. 99 100