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            We study the group-fair multi-period mobile facility location problems, where agents from different groups are located on a real line and arrive in different periods. Our goal is to locate k mobile facilities at each period to serve the arriving agents in order to minimize the maximum total group-fair cost and the maximum average group-fair cost objectives that measure the costs or distances of groups of agents to their corresponding facilities across all periods. We first consider the problems from the algorithmic perspective for both group-fair cost objectives. We then consider the problems from the mechanism design perspective, where the agents' locations and arrival periods are private. For both objectives, we design deterministic strategyproof mechanisms to elicit the agents' locations and arrival periods truthfully while optimizing the group-fair cost objectives and show that our mechanisms have almost tight bounds on the approximation ratios for certain periods and settings. Finally, we discuss the extensions of our results to the online setting where agent arrival information is only known at each period.more » « lessFree, publicly-accessible full text available June 5, 2026
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            Man-made and natural disruptions such as planned constructions on roads, suspensions of bridges, and blocked roads by trees/mudslides/floods can often create obstacles that separate two connected regions. As a result, the traveling and reachability of agents from their respective regions to other regions can be affected. To minimize the impact of the obstacles and maintain agent accessibility, we initiate the problem of constructing a new pathway (e.g., a detour or new bridge) connecting the regions disconnected by obstacles from the mechanism design perspective. In the problem, each agent in their region has a private location and is required to access the other region. The cost of an agent is the distance from their location to the other region via the pathway. Our goal is to design strategyproof mechanisms that elicit truthful locations from the agents and approximately optimize the social or maximum cost of agents by determining locations in the regions for building a pathway. We provide a characterization of all strategyproof and anonymous mechanisms. For the social and maximum costs, we provide upper and lower bounds on the approximation ratios of strategyproof mechanisms.more » « lessFree, publicly-accessible full text available April 11, 2026
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            We consider a general non-stochastic online pricing bandit setting in a procurement scenario where a buyer with a budget wants to procure items from a fixed set of sellers to maximize the buyer's reward by dynamically offering purchasing prices to the sellers, where the sellers' costs and values at each time period can change arbitrarily and the sellers determine whether to accept the offered prices to sell the items. This setting models online pricing scenarios of procuring resources or services in multi-agent systems. We first consider the offline setting when sellers' costs and values are known in advance and investigate the best fixed-price policy in hindsight. We show that it has a tight approximation guarantee with respect to the offline optimal solutions. In the general online setting, we propose an online pricing policy, Granularity-based Pricing (GAP), which exploits underlying side-information from the feedback graph when the budget is given as the input. We show that GAP achieves an upper bound of O(n{v_{max}}{c_{min}}sqrt{B/c_{min}}ln B) on the alpha-regret where n, v_{max}, c_{min}, and B are the number, the maximum value, the minimum cost of sellers, and the budget, respectively. We then extend it to the unknown budget case by developing a variant of GAP, namely Doubling-GAP, and show its alpha-regret is at most O(n{v_{max}}{c_{min}}sqrt{B/c_{min}}ln2 B). We also provide an alpha-regret lower bound Omega(v_{max}sqrt{Bn/c_{min}}) of any online policy that is tight up to sub-linear terms. We conduct simulation experiments to show that the proposed policy outperforms the baseline algorithms.more » « lessFree, publicly-accessible full text available April 11, 2026
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            We study the k-facility location games with optional preferences on the line. In the games, each strategic agent has a public location preference on the k facility locations and a private optional preference on the preferred/acceptable set of facilities out of the k facilities. Our goal is to design strategyproof mechanisms to elicit agents’ optional preferences and locate k facilities to minimize the social or maximum cost of agents based on their facility preferences and public agent locations. We consider two variants of the facility location games with optional preferences: the Min variant and the Max variant where the agent’s cost is defined as their distance to the closest acceptable facility and the farthest acceptable facility, respectively. For the Min variant, we present two deterministic strategyproof mechanisms to minimize the maximum cost and social cost with k ≥ 3 facilities, achieving approximation ratios of 3 and 2n+1 respectively. We complement the results by establishing lower bounds of 3/2 and n/4 for the approximation ratios achievable by any deterministic strategyproof mechanisms for the maximum cost and social cost, respectively. We then improve our results in a special setting of the Min variant where there are exactly three facilities and present two deterministic strategyproof mechanisms to minimize the maximum cost and social cost. For the Max variant, we present an optimal deterministic strategyproof mechanism for the maximum cost and a k-approximation deterministic strategyproof mechanism for the social cost.more » « lessFree, publicly-accessible full text available April 11, 2026
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            Free, publicly-accessible full text available January 1, 2026
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            Longitudinal human behavior modeling has received increasing attention over the years due to its widespread applications to patient monitoring, dietary and lifestyle recommendations, and just-in-time intervention for at-risk individuals (e.g., prob- lematic drug users and struggling students), to name a few. Using in-the-moment health data collected via ubiquitous devices (e.g., smartphones and smartwatches), this multidisciplinary field focuses on developing predictive models for certain health or well-being outcomes (e.g., depression and stress) in the short future given the time series of individual behaviors (e.g., resting heart rate, sleep quality, and current feelings). Yet, most existing models on these data, which we refer to as ubiquitous health data, do not achieve adequate accuracy. The latest works that yielded promising results have yet to consider realistic aspects of ubiquitous health data (e.g., containing features of different types and high rate of missing values) and the consumption of various resources (e.g., computing power, time, and cost). Given these two shortcomings, it is dubious whether these studies could translate to realistic settings. In this paper, we propose MuHBoost, a multi-label boosting method for addressing these shortcomings, by leveraging advanced methods in large language model (LLM) prompting and multi-label classification (MLC) to jointly predict multiple health or well-being outcomes. Because LLMs can hal- lucinate when tasked with answering multiple questions simultaneously, we also develop two variants of MuHBoost that alleviate this issue and thereby enhance its predictive performance. We conduct extensive experiments to evaluate MuH- Boost and its variants on 13 health and well-being prediction tasks defined from four realistic ubiquitous health datasets. Our results show that our three developed methods outperform all considered baselines across three standard MLC metrics, demonstrating their effectiveness while ensuring resource efficiency.more » « lessFree, publicly-accessible full text available January 22, 2026
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            We study a variation of facility location problems (FLPs) that aims to improve the accessibility of agents to the facility within the context of mechanism design without money. In such a variation, agents have preferences on the ideal locations of the facility on a real line, and the facility’s location is fixed in advance where (re)locating the facility is not possible due to various constraints (e.g., limited space and construction costs). To improve the accessibility of agents to facilities, existing mechanism design literature in FLPs has proposed to structurally modify the real line (e.g., by adding a new interval) or provide shuttle services between two points when structural modifications are not possible. In this paper, we focus on the latter approach and propose to construct an accessibility range to extend the accessibility of the facility. In the range, agents can receive accommodations (e.g., school buses, campus shuttles, or pickup services) to help reach the facility. Therefore, the cost of each agent is the distance from their ideal location to the facility (possibility) through the range. We focus on designing strategyproof mechanisms that elicit true ideal locations from the agents and construct accessibility ranges (intervals) to approximately minimize the social cost or the maximum cost of agents. For both social and maximum costs, we design group strategyproof mechanisms and strong group strategyproof mechanisms with (asymptotically) tight bounds on the approximation ratios.more » « less
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            De_Luca, Vincenzo (Ed.)BackgroundSubstance use induces large economic and societal costs in the U.S. Understanding the change in substance use behaviors of persons who use drugs (PWUDs) over time, therefore, is important in order to inform healthcare providers, policymakers, and other stakeholders toward more efficient allocation of limited resources to at-risk PWUDs. ObjectiveThis study examines the short-term (within a year) behavioral changes in substance use of PWUDs at the population and individual levels. Methods237 PWUDs in the Great Plains of the U.S. were recruited by our team. The sample provides us longitudinal survey data regarding their individual attributes, including drug use behaviors, at two separate time periods spanning 4-12 months. At the population level, we analyze our data quantitatively for 18 illicit drugs; then, at the individual level, we build interpretable machine learning logistic regression and decision tree models for identifying relevant attributes to predict, for a given PWUD, (i) which drug(s) they would likely use and (ii) which drug(s) they would likely increase usage within the next 12 months. All predictive models were evaluated by computing the (averaged) Area under the Receiver Operating Characteristic curve (AUROC) and Area under the Precision-Recall curve (AUPR) on multiple distinct sets of hold-out sample. ResultsAt the population level, the extent of usage change and the number of drugs exhibiting usage changes follow power-law distributions. At the individual level, AUROC’s of the models for the top-4 prevalent drugs (marijuana, methamphetamines, amphetamines, and cocaine) range 0.756-0.829 (+2.88-7.66% improvement with respect to baseline models using only current usage of the respective drugs as input) for (i) and 0.670-0.765 (+4.34-18.0%) for (ii). The corresponding AUPR’s of the said models range 0.729-0.947 (+2.49-13.6%) for (i) and 0.348-0.618 (+26.9-87.6%) for (ii). ConclusionThe observed qualitative changes in short-term substance usage and the trained predictive models for (i) and (ii) can potentially inform human decision-making toward efficient allocation of appropriate resources to PWUDs at highest risk.more » « lessFree, publicly-accessible full text available November 27, 2025
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            In recent decades, the design of budget feasible mechanisms for a wide range of procurement auction settings has received significant attention in the Artificial Intelligence (AI) community. These procurement auction settings have practical applications in various domains such as federated learning, crowdsensing, edge computing, and resource allocation. In a basic procurement auction setting of these domains, a buyer with a limited budget is tasked with procuring items (\eg, goods or services) from strategic sellers, who have private information on the true costs of their items and incentives to misrepresent their items' true costs. The primary goal of budget feasible mechanisms is to elicit the true costs from sellers and determine items to procure from sellers to maximize the buyer valuation function for the items and ensure that the total payment to the sellers is no more than the budget. In this survey, we provide a comprehensive overview of key procurement auction settings and results of budget feasible mechanisms. We provide several promising future research directions.more » « less
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            We present algorithms of two flavors—one rooted in constraint satisfaction problems (CSPs) and the other in learning dynamics—to compute pure-strategy Nash equilibrium (PSNE) in k-dimensional congestion games (k-DCGs) and their variants. The two algorithmic approaches are driven by whether or not a PSNE is guaranteed to exist. We first show that deciding the existence of a PSNE in a k-DCG is NP-complete even when players have binary and unit demand vectors. For general cost functions (potentially non-monotonic), we devise a new CSP-inspired algorithmic framework for PSNE computation, leading to algorithms that run in polynomial time under certain assumptions while offering exponential savings over standard CSP algorithms. We further refine these algorithms for variants of k-DCGs. Our experiments demonstrate the effectiveness of this new CSP framework for hard, non-monotonic k-DCGs. We then provide learning dynamics-based PSNE computation algorithms for linear and exponential cost functions. These algorithms run in polynomial time under certain assumptions. For general cost, we give a learning dynamics algorithm for an (α, β)-approximate PSNE (for certain α and β). Lastly, we also devise polynomial-time algorithms for structured demands and cost functions.more » « less
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