Notice: The reproducibility variables underlying each score are classified using an automated LLM-based pipeline, validated against a manually labeled dataset. LLM-based classification introduces uncertainty and potential bias; scores should be interpreted as estimates. Full accuracy metrics and methodology are described in [1].

Tradeoffs between Incentive Mechanisms in Boolean Games

Authors: Vadim Levit, Zohar Komarovsky, Tal Grinshpoun, Amnon Meisels

IJCAI 2015 | Venue PDF | LLM Run Details

Reproducibility Variable Result LLM Response
Research Type Experimental An extensive empirical evaluation addresses these two questions and uses social-network-based Boolean games which initially do not have a PNE, but for which there is at least one taxation scheme that can secure its existence. An effective distributed search algorithm for Asymmetric Distributed Constraint Optimization Problems (ADCOP) [Grinshpoun et al., 2013] is used for finding the appropriate side payments. An empirical evaluation demonstrates the properties of the two mechanisms on the family of social-network-based Boolean games.
Researcher Affiliation Academia Vadim Levit, Zohar Komarovsky Ben-Gurion University of the Negev Be er-Sheva, Israel EMAIL Tal Grinshpoun Ariel University Ariel, Israel EMAIL Amnon Meisels Ben-Gurion University of the Negev Be er-Sheva, Israel EMAIL
Pseudocode No The paper describes procedures and algorithms in prose (e.g., Section 5.3), but does not include any formally structured pseudocode or algorithm blocks.
Open Source Code No The paper does not provide any statements about releasing source code, nor does it include links to a code repository for the methodology described.
Open Datasets No First, an Erd os-R enyi [1959] random network was generated. Next, the Boolean game was constructed according to the rules described in Section 5.1, where the cost of assigning was chosen from the range [100, 200) and the cost of assigning from the range [0, 100). The problems were randomly generated for each experiment, indicating they are not based on an existing public dataset with concrete access information.
Dataset Splits No The paper mentions that problems were randomly generated but does not provide specific details about training, validation, or test splits (e.g., percentages, sample counts, or cross-validation setup).
Hardware Specification No The paper does not provide any specific details about the hardware used for running the experiments, such as CPU/GPU models, memory, or cloud computing specifications.
Software Dependencies No The paper mentions the use of the "k-ary Sync ABB-1ph algorithm [Levit et al., 2013b]" but does not provide specific version numbers for any software, libraries, or dependencies used in the experiments.
Experiment Setup Yes First, an Erd os-R enyi [1959] random network was generated. Next, the Boolean game was constructed according to the rules described in Section 5.1, where the cost of assigning was chosen from the range [100, 200) and the cost of assigning from the range [0, 100).