Consider an algorithm performing a computation on a huge random object. Is it necessary to generate the entire object up front, or is it possible to provide query access to the object and sample it incrementally "on-the-fly"? Such an implementation should emulate the object by answering queries in a manner consistent with a random instance sampled from the true distribution. Our first set of results focus on undirected graphs with independent edge probabilities, under certain assumptions. Then, we use this to obtain the first efficient implementations for the Erdos-Renyi model and the Stochastic Block model. As in previous local-access implementations for random graphs, we support Vertex-Pair and Next-Neighbor queries. We also introduce a new Random-Neighbor query. Next, we show how to implement random Catalan objects, specifically focusing on Dyck paths (always positive random walks on the integer line). Here, we support Height queries to find the position of the walk, and First-Return queries to find the time when the walk returns to a specified height. This in turn can be used to implement Next-Neighbor queries on random rooted/binary trees, and Matching-Bracket queries on random well bracketed expressions. Finally, we define a new model that: (1) allows multiple independent simultaneous instantiations of the same implementation to be consistent with each other without communication (2) allows us to generate a richer class of random objects that do not have a succinct description. Specifically, we study uniformly random valid q-colorings of an input graph G with max degree Δ. The distribution over valid colorings is specified via a "huge" underlying graph G, that is far too large to be read in sub-linear time. Instead, we access G through local neighborhood probes. We are able to answer queries to the color of any vertex in sub-linear time for q>9Δ. 
                        more » 
                        « less   
                    
                            
                            Fraud Detection for Random Walks
                        
                    
    
            Traditional fraud detection is often based on finding statistical anomalies in data sets and transaction histories. A sophisticated fraudster, aware of the exact kinds of tests being deployed, might be difficult or impossible to catch. We are interested in paradigms for fraud detection that are provably robust against any adversary, no matter how sophisticated. In other words, the detection strategy should rely on signals in the data that are inherent in the goals the adversary is trying to achieve. Specifically, we consider a fraud detection game centered on a random walk on a graph. We assume this random walk is implemented by having a player at each vertex, who can be honest or not. In particular, when the random walk reaches a vertex owned by an honest player, it proceeds to a uniformly random neighbor at the next timestep. However, when the random walk reaches a dishonest player, it instead proceeds to an arbitrary neighbor chosen by an omniscient Adversary. The game is played between the Adversary and a Referee who sees the trajectory of the random walk. At any point during the random walk, if the Referee determines that a {specific} vertex is controlled by a dishonest player, the Referee accuses that player, and therefore wins the game. The Referee is allowed to make the occasional incorrect accusation, but must follow a policy that makes such mistakes with small probability of error. The goal of the adversary is to make the cover time large, ideally infinite, i.e., the walk should never reach at least one vertex. We consider the following basic question: how much can the omniscient Adversary delay the cover time without getting caught? Our main result is a tight upper bound on this delay factor. We also discuss possible applications of our results to settings such as Rotor Walks, Leader Election, and Sybil Defense. 
        more » 
        « less   
        
    
                            - Award ID(s):
- 2221980
- PAR ID:
- 10522114
- Editor(s):
- Guruswami, Venkatesan
- Publisher / Repository:
- Schloss Dagstuhl – Leibniz-Zentrum für Informatik
- Date Published:
- Volume:
- 287
- ISSN:
- 1868-8969
- ISBN:
- 978-3-95977-309-6
- Page Range / eLocation ID:
- 287-287
- Subject(s) / Keyword(s):
- Fraud detection random processes Markov chains Theory of computation → Random walks and Markov chains Mathematics of computing → Probability and statistics Security and privacy → Intrusion detection systems
- Format(s):
- Medium: X Size: 22 pages; 810263 bytes Other: application/pdf
- Size(s):
- 22 pages 810263 bytes
- Right(s):
- Creative Commons Attribution 4.0 International license; info:eu-repo/semantics/openAccess
- Sponsoring Org:
- National Science Foundation
More Like this
- 
            
- 
            This paper studies algorithmic decision-making under human's strategic behavior, where a decision maker uses an algorithm to make decisions about human agents, and the latter with information about the algorithm may exert effort strategically and improve to receive favorable decisions. Unlike prior works that assume agents benefit from their efforts immediately, we consider realistic scenarios where the impacts of these efforts are persistent and agents benefit from efforts by making improvements gradually. We first develop a dynamic model to characterize persistent improvements and based on this construct a Stackelberg game to model the interplay between agents and the decision-maker. We analytically characterize the equilibrium strategies and identify conditions under which agents have incentives to improve. With the dynamics, we then study how the decision-maker can design an optimal policy to incentivize the largest improvements inside the agent population. We also extend the model to settings where 1) agents may be dishonest and game the algorithm into making favorable but erroneous decisions; 2) honest efforts are forgettable and not sufficient to guarantee persistent improvements. With the extended models, we further examine conditions under which agents prefer honest efforts over dishonest behavior and the impacts of forgettable efforts.more » « less
- 
            We study the problem of online learning in a two-player decentralized cooperative Stackelberg game. In each round, the leader first takes an action, followed by the follower who takes their action after observing the leader’s move. The goal of the leader is to learn to minimize the cumulative regret based on the history of interactions. Differing from the traditional formulation of repeated Stackelberg games, we assume the follower is omniscient, with full knowledge of the true reward, and that they always best-respond to the leader’s actions. We analyze the sample complexity of regret minimization in this repeated Stackelberg game. We show that depending on the reward structure, the existence of the omniscient follower may change the sample complexity drastically, from constant to exponential, even for linear cooperative Stackelberg games.more » « less
- 
            Böhme, Rainer; Kiffer, Lucianna (Ed.)Cryptographic Self-Selection is a common primitive underlying leader-selection for Proof-of-Stake blockchain protocols. The concept was first popularized in Algorand [Jing Chen and Silvio Micali, 2019], who also observed that the protocol might be manipulable. [Matheus V. X. Ferreira et al., 2022] provide a concrete manipulation that is strictly profitable for a staker of any size (and also prove upper bounds on the gains from manipulation). Separately, [Maryam Bahrani and S. Matthew Weinberg, 2024; Aviv Yaish et al., 2023] initiate the study of undetectable profitable manipulations of consensus protocols with a focus on the seminal Selfish Mining strategy [Eyal and Sirer, 2014] for Bitcoin’s Proof-of-Work longest-chain protocol. They design a Selfish Mining variant that, for sufficiently large miners, is strictly profitable yet also indistinguishable to an onlooker from routine latency (that is, a sufficiently large profit-maximizing miner could use their strategy to strictly profit over being honest in a way that still appears to the rest of the network as though everyone is honest but experiencing mildly higher latency. This avoids any risk of negatively impacting the value of the underlying cryptocurrency due to attack detection). We investigate the detectability of profitable manipulations of the canonical cryptographic self-selection leader selection protocol introduced in [Jing Chen and Silvio Micali, 2019] and studied in [Matheus V. X. Ferreira et al., 2022], and establish that for any player with α < (3-√5)/2 ≈ 0.38 fraction of the total stake, every strictly profitable manipulation is statistically detectable. Specifically, we consider an onlooker who sees only the random seed of each round (and does not need to see any other broadcasts by any other players). We show that the distribution of the sequence of random seeds when any player is profitably manipulating the protocol is inconsistent with any distribution that could arise by honest stakers being offline or timing out (for a natural stylized model of honest timeouts).more » « less
- 
            Consider a set of n players. We suppose that each game involves two players, that there is some unknown player who wins each game it plays with a probability greater than 1/2, and that our objective is to determine this best player. Under the requirement that the policy employed guarantees a correct choice with a probability of at least some specified value, we look for a policy that has a relatively small expected number of games played before decision. We consider this problem both under the assumption that the best player wins each game with a probability of at least some specified value >1/2, and under a Bayesian assumption that the probability that player i wins a game against player j is its value divided by the sum of the values, where the values are the unknown values of n independent and identically distributed exponential random variables. In the former case, we propose a policy where chosen pairs play a match that ends when one of them has had a specified number of wins more than the other; in the latter case, we propose a Thompson sampling type rule.more » « less
 An official website of the United States government
An official website of the United States government 
				
			 
					 
					
 
                                    