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We develop and extend a line of recent works on the design of mechanisms for heterogeneous tasks assignment problem in crowdsourcing. The budgeted market we consider consists of multiple task requesters and multiple IoT devices as task executers; where each task requester is endowed with a single distinct task along with the publicly known budget. Also, each IoT device has valuations as the cost for executing the tasks and quality, which are private. Given such scenario, the objective is to select a subset of IoT devices for each task, such that the total payment made is within the allotted quota of the budget while attaining a threshold quality. For the purpose of determining the unknown quality of the IoT devices, we have utilized the concept of peer grading. In this paper, we have carefully crafted a truthful budget feasible mechanism; namely TUBE-TAP for the problem under investigation that also allows us to have the true information about the quality of the IoT devices. The simulations are performed in order to measure the efficacy of our proposed mechanism.
Throughout the past decade, there has been an extensive research on scheduling the hospital resources such as the operation theatre(s) (OTs) and the experts (such as nurses, doctors etc.) inside the hospitals. With the technological growth, mainly advancement in communication media (such as smart phones, video conferencing, smart watches etc.) one may think of taking the expertise by the doctors (distributed around the globe) from outside the in-house hospitals. Earlier this interesting situation of hiring doctors from outside the hospitals has been studied from monetary (with patient having infinite budget) and non-monetary perspectives in strategic setting. In this paper, the more realistic situation is studied in terms of hiring the doctors from outside the hospital when a patient is constrained by budget. Our proposed mechanisms follow the two pass mechanism design framework each consisting of allocation rule and payment rule. Through simulations, we evaluate the performance and validate our proposed mechanisms.
We revisit the well-studied problem of budget-feasible procurement, where a buyer with a strict budget constraint seeks to acquire services from a group of strategic providers (the sellers). During the last decade, several strategyproof budget-feasible procurement auctions have been proposed, aiming to maximize the value of the buyer, while eliciting each sellers true cost for providing their service. These solutions predominantly take the form of randomized sealed-bid auctions: they ask the sellers to report their private costs and then use randomization to determine which subset of services will be procured and how much each of the chosen providers will be paid, ensuring that the total payment does not exceed budget. Our main result in this paper is a novel method for designing budget-feasible auctions, leading to solutions that outperform the previously proposed auctions in multiple ways. First, our solutions take the form of descending clock auctions, and thus satisfy a list of properties, such as obvious strategyproofness, group strategyproofness, transparency, and unconditional winner privacy; this makes these auctions much more likely to be used in practice. Second, in contrast to previous results that heavily depend on randomization, our auctions are deterministic. As a result, we provide an affirmative answer to one of the main open questions in this literature, asking whether a deterministic strategyproof auction can achieve a constant approximation when the buyers valuation function is submodular over the set of services. In addition, we also provide the first deterministic budget-feasible auction that matches the approximation bound of the best-known randomized auction for the class of subadditive valuations. Finally, using our method, we improve the best-known approximation factor for monotone submodular valuations, which has been the focus of most of the prior work.
In the budget-feasible allocation problem, a set of items with varied sizes and values are to be allocated to a group of agents. Each agent has a budget constraint on the total size of items she can receive. The goal is to compute a feasible allocation that is envy-free (EF), in which the agents do not envy each other for the items they receive, nor do they envy a charity, who is endowed with all the unallocated items. Since EF allocations barely exist even without budget constraints, we are interested in the relaxed notion of envy-freeness up to one item (EF1). The computation of both exact and approximate EF1 allocations remains largely open, despite a recent effort by Wu et al. (IJCAI 2021) in showing that any budget-feasible allocation that maximizes the Nash Social Welfare (NSW) is 1/4-approximate EF1. In this paper, we move one step forward by showing that for agents with identical additive valuations, a 1/2-approximate EF1 allocation can be computed in polynomial time. For the uniform-budget and two-agent cases, we propose efficient algorithms for computing an exact EF1 allocation. We also consider the large budget setting, i.e., when the item sizes are infinitesimal compared with the agents budgets, and show that both the NSW maximizing allocation and the allocation our polynomial-time algorithm computes have an approximation close to 1 regarding EF1.
Crowd sensing is a new paradigm which leverages the ubiquity of sensor-equipped mobile devices to collect data. To achieve good quality for crowd sensing, incentive mechanisms are indispensable to attract more participants. Most of existing mechanisms focus on the expected utility prior to sensing, ignoring the risk of low quality solution and privacy leakage. Traditional incentive mechanisms such as the Vickrey-Clarke-Groves (VCG) mechanism and its variants are not applicable here. In this paper, to address these challenges, we propose a behavior based incentive mechanism for crowd sensing applications with budget constraints by applying sequential all-pay auctions in mobile social networks (MSNs), not only to consider the effects of extensive user participation, but also to maximize high quality of the context based sensing content submission for crowd sensing platform under the budget constraints, where users arrive in a sequential order. Through an extensive simulation, results indicate that incentive mechanisms in our proposed framework outperform the best existing solution.
Mining in the blockchain requires high computing power to solve the hash puzzle for example proof-of-work puzzle. It takes high cost to achieve the calculation of this problem in devices of IOT, especially the mobile devices of IOT. It consequently restricts the application of blockchain in mobile environment. However, edge computing can be utilized to solve the problem for insufficient computing power of mobile devices in IOT. Edge servers can recruit many mobile devices to contribute computing power together to mining and share the reward of mining with these recruited mobile devices. In this paper, we propose an incentivizing mechanism based on edge computing for mobile blockchain. We design a two-stage Stackelberg Game to jointly optimize the reward of edge servers and recruited mobile devices. The edge server as the leader sets the expected fee for the recruited mobile devices in Stage I. The mobile device as a follower provides its computing power to mine according to the expected fee in Stage. It proves that this game can obtain a uniqueness Nash Equilibrium solution under the same or different expected fee. In the simulation experiment, we obtain a result curve of the profit for the edge server with the different ratio between the computing power from the edge server and mobile devices. In addition, the proposed scheme has been compared with the MDG scheme for the profit of the edge server. The experimental results show that the profit of the proposed scheme is more than that of the MDG scheme under the same total computing power.