The present disclosure relates generally to machine learning models and neural networks, and more specifically, to graph-based resource allocation using machine learning models and neural networks.
Artificial intelligence, implemented with neural networks and deep learning models, has demonstrated great promise as a technique for automatically analyzing real-world information with human-like accuracy. Fairness has emerged as a fundamental challenge in machine learning methods. As such, there is a need for improved machine learning methods for analyzing real-world problems for improved fairness.
In the figures, elements having the same designations have the same or similar functions.
Artificial intelligence, implemented with neural networks and deep learning models, has demonstrated great promise as a technique for automatically analyzing real-world information with human-like accuracy. In general, such neural network and deep learning models receive input information, and make predictions based on the same. Whereas other approaches to analyzing real-world information may involve hard-coded processes, statistical analysis, and/or the like, neural networks learn to make predictions gradually, by a process of trial and error, using a machine learning process. A given neural network model may be trained using a large number of training examples, proceeding iteratively until the neural network model begins to consistently make similar inferences from the training examples that a human might make. Neural network models have been shown to outperform and/or have the potential to outperform other computing techniques in a number of applications.
Fairness has emerged as a fundamental challenge in machine learning methods using neural networks. Typically, individual and group-level fairness criteria are studied in the absence of highly structured environments that are represented as graphs (e.g., graphs that are used to model a structured environment including transportation infrastructure, transit routes, and resources like schools, libraries, and hospitals) in machine learning. In many machine learning applications, unfairness arises from the structure of the environment. For example, in urban infrastructure networks, the location of high-quality schools, libraries, and parks means that different groups by race, ethnicity, or socioeconomic class have varying access to these resources. Without accounting for this structural information, we observe only the secondary outcomes from this environment, for example disparate school performance, or health. Typically, fairness has only defined group-fairness criteria at a population level on protected attributes, such as race and gender. Such a class of problems are usually combinatorially NP-hard.
As detailed below, an improved method for modifying this structured environment (e.g., of urban infrastructure networks) using graph in neural networks is described. The method is also referred to as solving a Graph Augmentation for Equitable Access (GAEA) Problem. The method defines a graph that corresponds to the structured environment and minimizes the inequity between groups, with sparse edits to a given graph, under a given budget. In some examples, the budget may include a graph edge budget for modification of one or more graph edges corresponding to one or more transit routes between facility locations in the environment, and wherein the facility locations correspond to graph nodes in the graph model. In some examples, the budget may include a graph node budget for modification of one or more graph nodes. In some examples, the budget may limit the edit to graph nodes by not including a graph node budget.
The graph edit budget corresponds to the modification constraints to the structured environment. Specifically, how the graph introduces bias, e.g., for routing and resource allocation, is measured. Further, such bias is mitigated from arising from individuals within an arbitrarily structured graph environment.
Systems and methods for graph-based resource allocation using a neural network and reinforcement learning are described. In some embodiments, a model (e.g., neural network) implements a reinforcement learning approach using a Markov Reward Process. In some examples, the approach includes editing only graph edges without editing graph nodes, to achieve equitable utility across disparate groups, constrained by the cardinality of edits (e.g., with only edge edits). This approach mitigates the impact of bias arising from the structure of the environment on the outcomes of these social groups. The model produces interpretable, localized graph edits and outperforms deterministic baselines. The systems and methods have efficacy and sample efficiency under varied settings. In some examples, the systems and methods can also be adapted to optimal facility placement problems in a network, e.g., by editing graph nodes corresponding to the facility locations.
According to some embodiments, the systems and methods for graph-based resource allocation using a neural network and reinforcement learning may be implemented in one or more computing devices.
Memory 120 may be used to store software executed by computing device 100 and/or one or more data structures used during operation of computing device 100. Memory 120 may include one or more types of machine readable media. Some common forms of machine readable media may include floppy disk, flexible disk, hard disk, magnetic tape, any other magnetic medium, CD-ROM, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, RAM, PROM, EPROM, FLASH-EPROM, any other memory chip or cartridge, and/or any other medium from which a processor or computer is adapted to read.
Processor 110 and/or memory 120 may be arranged in any suitable physical arrangement. In some embodiments, processor 110 and/or memory 120 may be implemented on a same board, in a same package (e.g., system-in-package), on a same chip (e.g., system-on-chip), and/or the like. In some embodiments, processor 110 and/or memory 120 may include distributed, virtualized, and/or containerized computing resources. Consistent with such embodiments, processor 110 and/or memory 120 may be located in one or more data centers and/or cloud computing facilities.
As shown, memory 120 includes a graph editing module 130 that may be used, in some examples, for constrained equitable graph editing using reinforcement learning. In some examples, includes a graph editing module 130 may be implemented using hardware, software, and/or a combination of hardware and software. In some examples, memory 120 may include non-transitory, tangible, machine readable media that includes executable code that when run by one or more processors (e.g., processor 110) may cause the one or more processors to perform the methods described in further detail herein.
As shown, computing device 100 receives input 150, which is provided to includes a graph editing module 130. This input 150 may comprise data for one or more graphs, associated functions (e.g., for travel), budget, time, etc. Graph editing module 130 may generate output 160, which may comprise one or more graphs that have been modified or edited for mitigating disparities (e.g., associated with race, gender, etc.). According to some embodiments, graph editing module 130 may implement and/or emulate one or more neural network systems and models, and corresponding methods, for constrained equitable graph editing using reinforcement learning.
Referring to
Referring to the example of
In an example, a trivial solution is to edit the weights for connections for the second group 304 (e.g., connections 318 and 320) equal to weights for connections for the first group 302 (e.g., connections 314 and 316). However, such a solution does not work in examples with a limited edit budget, where the edit budget corresponds to modifications in the environment. For example, a limited edit budget is to change only one transportation path, which corresponds changing only one edge in the graph.
Referring to
In various embodiments, different graph edits may be used to improve the graph, and thereby improving the environment for resource allocation based on the application. For example, as shown in the example of
Referring to
At block 404, a graph model (also referred to as a graph or a graph structure) including nodes and edges for the neural network is generated using the received data, such that the graph model for the neural network represents the environment including its structures and resources. In an embodiment, let a graph be represented as =(V, E, WG) with vertex-set V={v1, . . . , vn} of cardinality |V|=n, and edge-set E={ei,j} of cardinality |E|=m. Assume edges are weighted and directed. For notational convenience, Wg represents a non-negative, weighted representation of edges, W={wg(i,j)≠0⇔ei,j=1|wg(i,j)∈W, ei,j∈E} and WG={Wg|g∈G}, here G is a set groups and each have its own weight matrix Wg. Let reward nodes be a sub-set of nodes R={r⊆V}.
At block 406, a group utility function of the graph model where the group utility is associated with resource allocation to a particular group is determined. In some embodiments, a particle p is referred to as an instance of starting node positions sampled from distribution μ0(g). Set of all movements (also referred to as walks) by a particle pg of group g∈G, can take in a sequence of T nodes (with repetition), is defined by (pg, Wg, T). A utility function evaluating all walks by particle p may be provided as follows:
where (⋅)∈V. A utility function of the entire group g may be measured in walks in expectation as follows:
In some embodiments, d(pg; r) be the shortest path for particle pg along edges E of G to reach a reward node in R. A utility function for each group may be defined as:
The utility function is parameterized by the edge set E. A utility function of the entire group g may be defined as:
U
g=p
The method 400 may proceed to block 408, where constraints for modification of the environment is received, and a graph edit budget B is determined based on the corresponding modification constraints of the environment. For example, modifications (add, remove, change location) of resources (including e.g., schools, libraries, hospitals, etc.) may correspond to node edit budget in the graph model. For further example, modifications to transit routes (e.g., expansion or addition of roads or bus routes) may correspond to edge edit budget in the graph model. In some embodiments, the graph edit budget B provides that only a particular number of edge edits are allowed, and no node edits are allowed. In some embodiments, the graph edit budget B provides that no edge edits are allowed, and only a particular number of node edits are allowed. In some embodiments, the graph edit budget B provides that both a number of edge edits and a number of node edits are allowed.
In various embodiments, a graph edit function may be defined under budget B:
e(G,B)→G′, where (G−G′)<B (1)
under Hamming distance (⋅).
The method 400 may proceed to block 410, where a fairness representation based on a fairness requirement between the first and second groups is determined. In an example, such a fairness representation (e.g., to minimize inequity) may include minimizing the differences between the individual group utility function and an average of all group utility functions (e.g., minimizing Σg∈GUg−
Ū
G=Σc∈GUg/|G|.
In another example, such a fairness representation may include minimizing a difference between the first group utility function and the second group utility function (e.g., minimizing a difference between Ug1 and Ug2).
The method 400 may proceed to block 412, where a utility function for the graph model (also referred to as a total utility function) is determined. In an example, the total utility function is determined based on the individual group utility functions, e.g., by combining the first and second group utility functions. In some embodiments, the graph-based resource allocation problem may be defined as follows, which includes a graph G, budget B, time T, and a utility function E. In various embodiments, the graph-based resource allocation problem maximizes the utility function E with the constraints, and as such, the utility function E may also be referred to as a utility maximization function E.
The method 400 may proceed to block 414, where reinforcement learning is performed on the neural network to generate an improved graph model using the utility function, the fairness representation, and the budget. Graph edits are performed to the original graph model to generate the improved graph model, where the graph edits are with the graph edit budget.
The method 400 may proceed to block 416, where the improved graph model is evaluated based on utility and equality. In some embodiments, the utility is measured based on total expected reward per population/group, and the equity is measured based on the difference in expected reward between classes. In some embodiments, the expected reward per group is estimated by repeated Monte Carlo sampling of weighted walks through the graph. First, sample the starting node of an individual with respect to their initial distribution, then estimate their expected reward over weighted walks from the starting node. Repeatedly sampling individuals yields an expected utility for the graph with respect to each class of individual. In some embodiments, the Gini Index (or Gini Coefficient) is used to measure of inequality. For example, it measures the cumulative proportion of a population vs. the cumulative share of value (e.g. reward) for the population. At equality, the cumulative proportion of the population is equal to the cumulative reward. The measure is typically the deviation from this x=y line, with 1 being total inequality, and 0 total equality.
The method 400 may proceed to block 418, where modifications to the environment are generated based on the graph edits. For example, transit routes modifications are generated based on corresponding edge edits of the graph edits. For further example, facility modifications are generated based on corresponding node edges of the graph edits.
In various embodiments, the GAEA problem may be solved with various solutions, including for example, a greedy baseline solution, an optimization problem solution, and reinforcement learning solution using MRP. Some of these solutions are described in detail below.
In some embodiments, a greedy heuristic solution (also referred to as a greedy baseline solution) may be used for solving the GAEA problem. Specifically, for a given graph =(V, E, WG), at each reward node r E R, breath-first-search (BFS) may be performed for a depth of T to obtain an acyclic graph r=(Vr, Er, Wr)|Vr∈V, Er∈E that has all nodes Vi E V that are reachable from the reward nodes. Reward nodes is a subset of nodes R⊆V. Edges ei,j∈E are so chosen, such that the cycles to a nodes are broken by selecting edges that are part of the shorted path from the node to the reward node and discarding the rest. The weights of the Wr of these edges are to be cardinality of paths that passes from the reward node to any other node ei,j∉R. The corresponding transition matrix is given by
P
T
*=D
g
−1
W
g
where diagonal matrix
for the ∀g∈G group transition matrix, we have the transition matrix Pg. Here PT* represent the optimal transition matrix for the given graph topology and reward {E, V, R} that are reachable within time steps T. While Pg represented the biased transition probabilities for the group g∈G. We compute:
P
g
Δ
=P
T
*−P
g
The PgΔ is the deviation away from the optimal transition matrix PT* by group g. Hence in some embodiments, a solution is to pick top B (budget) edges that has highest PgΔ across all groups g∈G. The group that has the lowest utility would have the highest deviation and hence will be well represented in the set. We then edit the weights that corresponds to these edges to maximum capacity Wmax.
W
g,e
←W
max|(g,e)∈{ε(Pg,i)|i≤k|Pg,1Δ≥Pg,2Δ . . . ≥Pg,|S|
In some embodiments, the closeness centrality of the reward nodes is maximized by editing the transition matrix. The corresponding solution is referred to as Myopic Maximization of Equitable Closeness Centrality (MMECC). It is myopic since it chooses only the shortest path from a node to a reward node. There might exist longer paths which are still reachable that may improve the close centrality of the reward nodes.
Referring to
E
u
:=E
u∪{max,vmax)}.
The graph augmentation step is repeated until the budget B is exhausted.
In some embodiments, the GAEA problem is solved as an optimization problem (also referred to as optimization problem solution). Specifically, let Ug be the expected utility of a group. Then the Pareto-optimization of the utilities of all groups can be framed as:
The constraints above are non-differential. Specifically, the number of edges to edit may not be solved directly as an optimization problem.
Referring to
Specifically, in some embodiments, under the MRP learning, the graph is noted as =(V, E, WG), and the dynamic process of reaching the reward nodes by particle of different group, g∈G are defined as finite horizon Markov Reward Process (MRP). The MRP includes finite set of states, S, a set Markovian state transition probability, {Pg|∀g∈G}, a reward function, R(s), s∈S and a horizon defined by the maximum time step Tin a random walk. Here states S corresponds to nodes V, in G, Pg=D−1Wg. Unlike Markov Decision Process (MDP), MRP does not have a policy. Unlike most MDP which are optimized for policy, here MRP that does not have a policy is used to design the dynamic of the system.
The state value function of the MRP for a particle, p spawned at state s0 in group g is given by:
where γ∈[0,1], is the discount factor. The use of discount factor, persuades the learning system to choose shorter path reachable under the horizon, T. The expected value function for the group, g is given by:
We parameterize transition probability as
P
g
=D
−1
W
g
where
W
g
=W
g
0
+A⊙W
g
′⊙E
9, (3)
where Wg0∈R|S|×|S| here is the original weight matrix, Wg′∈R|S|×|S| is the learnt increment of the weight matrix. A is unweighted adjacency matrix of . Eg∈{0.1}|S|×|S| represent the discreet choice of edges that are edited. To make Eg differentiable, continuous relaxation may be performed (e.g., with reparameterization trick using Gumbel sigmoid), defined by
where, gi=−log(−log(U)) is the Gumbel noise.
In various embodiments, over the period of training, the temperature τ is annealed. As τ→0, Eg becomes discrete. As such, we gradually attenuate ι←τ*ν at every epoch. It is noted that the function ϕ(.) in the above equation takes a null vector, which effectively learns only the bias, hence making the choice of edits independent of the input state. The problem objective is framed in MRP as:
In an example, the unconstrained augmented Lagrangian for the above objective is defined as:
This objective effectively learns the dynamics of the MRP. In some embodiments, in order to prevent noisy gradient, the main objective, one of the constraint at every mini-batch, and/or a combination of both is trained. In some embodiments, a training schedule is devised, where the objective J is optimized without constraint as it saturates. The equity constraint is then introduced, followed by the edit budget constraint. Finally, as the losses saturate, we force discretizing the edge selection by gradually annealing the temperature τ of the gumble sigmoid.
In some embodiments, the GAEA problem is used to solve the problem of facility placement. In a graph G, an alternative to augmenting edges Eu in a graph G is to make resources equitably accessible to particles pg of different groups g in G by selecting optimal placement of reward nodes without changing the edges. This may be referred to as a facility location/placement problem. In case of facility placement, the objective is find the optimal location of reward nodes(R) for a set objective, i.e. equation (2), can be rewritten as:
Specifically, the dynamics P of the MRP are fixed and the objective is parameterized by the reward vector R∈{0,1}|S|. The MRP of equation (3) is now Wg=Wg0 and R∈{0,1}|S|, which is modeled as:
In those embodiments, the MRP is trained to optimize for the objective:
Theorem 1. GAEA problem is in class of non-approximal NP-hard that cannot be approximated within a factor of
Proof Consider a subproblem of GAEA: maximization of expected utility of a single group and hence no constraints on equity. Let us assume there is only one reward node r E V and the graph is uniformly weighted and
∃Wgc=Ø|Wgc∈{wg(i,j)∈Wg|ε(wg(i,j))=1 and wg(i,j)=0}.
there exist zero weight edges when they are in allowed topology of edges E. Now the problem reduces to adding a set of edges, Wga={(i,j)∈Wgc}, to improve reachability of nodes v∈(Wgc), (Wgc)⊂V to r within T steps. Now let us further reduce the problem to just adding edges that are directly incident on the reward node r i.e. Wga={e(v,r)∈Wgc}, the optimization problem reduces to
GAEA problem now reduces to the Maximum Closeness Improvement Problem which is proven to be non-approximal NP-hard through Maximum Set Coverage problem, which cannot be approximated within a factor of
unless P=NP.
In some embodiments, a virtual absorption node ra is added to the graph , such that all reward r∈R transitions over to ra with unit probability. The state distribution at time step t is given by
s
t
=P
g
t
s
0
At optimality, in a connected graph, the objective is to have all nodes reach a reward node under timestep T and by virtue of this, reach absorption node ra under T+1 timesteps, which results in a steady-state distribution.
The convergence speed of s0 to ra is given by the asymptotic convergence factor:
and associated convergence time
Furthermore, facility location is proven to be sub-modular, hence for unit cost case there exists greedy solution that is
from optimal. There is also a tighter problem-dependent bound that is
from the optimal.
The systems and methods for GAEA that uses a neural network based on MRP based reinforcement learning for graph-based resource-allocation described above (e.g., using methods 400 and 600) are evaluated on several synthetic graphs, including generative random graph models which yield instances of graphs with a set of desired properties. These synthetic graphs are used to evaluate the GAEA graph editing method with respect to the parameters of the graph model. Four example graph models are used, including the Erdös-Rényi (ER), Preferential Attachment Cluster Graph (PA), Chung-Lu power-law graph (CL), and the Stochastic Block Model (SBM).
Erdös-Rényi Random Graph (ER): The Erdös-Rényi random graph is parameterized by p, the uniform probability of an edge between two nodes. The expected node degree is therefore p|N|, where |N| is the number of nodes in G. This ER graph is used to measure the effectiveness of GAEA with varying graph densities. As the density increases, it becomes more difficult to affect the reward of nodes through uncoordinated edge changes.
Preferential Attachment Cluster Graph (PA): The Preferential Attachment Cluster Graph graph model is an extension of the Barabási-Albert graph model. This model is parameterized by m added edges per new node, and the probability p of adding an edge to close a triangle between three nodes. The BA model iteratively adds nodes to a graph by connecting each new node with m edges, proportional to the degree of existing nodes. This yields a power law degree distribution with probability of nodes with degree k: P(k)˜k−3. The cluster graph PA model generalizes to the base BA model at p=0.
The PA graph is used to evaluate the method's performance on graphs with varying clustering. This is similar to the ER setting, where higher clustering makes it more difficult to traverse farther in the graph, except under the same edge density.
Chung-Lu Power Law Graph (CL) The Chung-Lugraph model yields a graph with expected degree distribution of an input degree sequence d. We sample a power-law degree distribution, yielding a model pa-rameterized by γ for P(k)˜k−γ. This is the likelihood of sampling a node of degree k. In this model, γ=0 yields a random-degree graph and increasing γ yields more skewed distribution (i.e. fewer high-degree nodes and more low-degree nodes).
The CL graph model is used to measure the method's performance with respect to node centrality. As γ increases, routing is more likely through high-degree nodes (e.g. their centrality increases). In some examples, rewards are placed at high-degree nodes (Section). It is anticipated that expected rewards increases with γ on uniform edge weights.
Stochastic Block Model (SBM) The SBM samples edges within and between M clusters. The model is parameterized by an [M×M] edge probability matrix. Typically, itra-block edges have a higher probability: mi,i>mi,j, where j≠i.
The SBM model is used to measure the performance at routing between clusters. In an example, setting, we instantiate two equal sized clusters with respective intra- and inter-cluster probability: [0.1, 0.01]. We sample particles starting within each cluster.
This experiment measures the method's ability to direct particles into a sparsely connected area of the graph. This may be relevant in social or information graphs where rewards are only available in certain communities and our method proposes interventions to
Edge and Particle definitions For each of the above graph models we create a graph edge-set, which we then sample two or more edge-weight sets and sets of diffusion particles. For simplicity we'll cover sampling two, for red and black diffusion particles.
For all the synthetic experiments, for black diffusion particles we define edge weights proportional to node degree:
w
i,j
b=deg(i)·deg(j) (5)
For red particles, we define edge weights inversely proportional to degree nodes:
For each diffusion step, a particle at node i transitions to a neighboring node by sampling from the normalized distribution weight of edge incident to i.
The above weighting means that black particles will probabilistically favor diffusion through high-degree nodes, while red particles favor diffusion through low-degree nodes.
We use random initial placement of particles within the graph. The difference in edge diffusion dynamics thus constitute bias within the environment.
For each of the above synthetic graph models, two different problems are tested by varying the definition of reward nodes on the graph.
For the high-degree problem, we sample k=3 nodes proportional to their degree:
For the low-degree problem, we sample k=3 nodes in-versely proportional to their degree:
It shows that in some embodiments, in power-law graphs such as PA and CL, black particles which favor high-degree nodes are advantaged and should have a higher expected reward. Black particles may be advantaged in the low-degree placement, because routing necessarily occurs through high-degree nodes for graphs with highly skewed degree distributions. Overall, the low-degree problem instance may be relatively harder for graph editing methods.
In various embodiments, evaluation may be performed by comparing the graph outputs produced by reinforcement learning method (e.g., using methods 400 and 500) against the baseline (e.g., using method 500) and the input graph, for equity and utility.
In an example, to define utility, the expected reward per group is defined by repeated Monte Carlo sampling of weighted walks through the graph. First, we sample the starting node of an individual with respect to their initial distribution, then estimate their expected reward over weighted walks from the starting node. Repeatedly sampling individuals yields an expected utility for the graph with respect to each class of individual. We measure the total expected reward per population (utility), and the difference in expected reward between classes (equity).
Furthermore, while in some embodiments, the reinforcement learning model only optimizes on the expectation, it performs surprisingly well at minimizing the Gini Index.
Average Reward In an example, three graphs including the initial graph before editing, and the outputs of a baseline (e.g., GECI baseline), and the reinforcement learning using MRP. 5000 weighted walks are simulated according to the initial distributions of each particle type. Average reward is aggregated across these particle types.
Gini Index In an example, the Gini Index is used as a measure of inequality. It measures the cumulative proportion of a population vs. the cumulative share of value (e.g. reward) for the population. At equality, the cumulative fraction of the population is equal to the cumulative reward. The measure is the deviation from this x=y line, with 1 being total inequality, and 0 total equality.
The synthetic results with varying budget based on the different methods and graphs show that for the four example graph models described above, over almost all budgets, the MRP-based reinforcement learning method outperforms the baseline. Furthermore, in the low budget scenario, the MRP-based reinforcement learning method outperforms on Gini Index. For utility, the MRP-based reinforcement learning method outperforms the baseline as much as 0.5 under the same budget. In particular, PA, and ER graphs are improved the most.
Referring to
As shown in
School location and quality evaluation data are collected from the Chicago Public School (CPS) data portal. The 2018-2019 School Quality Rating Policy assessment are used, and elementary or high schools with an assessment of “Level 1+,” corresponding to “exceptional performance” of schools over the 90th percentile are used. In an example, only non-charter, “network” schools which represent typical public schools are selected. Geolocation provided by CPS are used to create nodes within the graph. These nodes are attached to the graph using 2-nearest neighbor search to the transportation nodes. Finally, tract-level demographic data from the 2010 census are collected.
In some examples, three classes of particle are sampled onto the network, rep-resenting White, Black, and Hispanic individuals by their respective empirical distribution over census tracts. Then random sampling of nodes within that tract is used assign the particle's initial position. In an example, initial edge weights are set for all groups, with weights inversely proportional to edge distance.
Table 1 below shows the result for a budget of 400 edges in the Chicago transportation network. The baseline is surprisingly ineffective at increasing reward. The GAEA model using MRP-based reinforcement learning (referred to as Model in Table 1) successfully optimizes for both utility and equity (indicated by the Gini index) and achieves a very high performance on both metrics. Note that both the baseline and the GAEA model using MRP-based reinforcement learning make the same number of edits on the graph. This result suggests that the base-line performs poorly on graphs with a high diameter such as infrastructure graphs.
Similarly, in some examples, the baseline may perform poorly on ER, which has relatively dense routing. In contrast, our model learns the full reward function over the topology and can discover edits at the edge of its horizon.
In some embodiments, the GAEA model using MRP-based reinforcement learning is applied to reducing inequity in social networks. Social networks within universities and organizations may enable certain groups to more easily access people with valuable information or influence. In an example, the Facebook100 dataset is used, which contains friendship networks at 100 US universities at some time in 2005. The node attributes of this network include: dorm, gender, graduation year, and academic major. Analyzing Facebook networks of universities yield sets of new social connections that would increase equitable access to certain attributed nodes across gender groups.
In an example, popular seniors are defined as the reward nodes and the objective is for freshmen of both genders to have equitable access to these influential nodes. In the example, specific gender information is masked by the term white and black particles. The results are demonstrated using 3 of the 100 universities in the dataset. As shown in
Table 3 below shows the intra-group Gini index. With sufficient hyperparameter tuning, the MRP-based reinforcement learning model consistently outperforms the greedy GECI baseline on intra-group Gini index and minimizing overall shortest path of the freshman from the influence node across groups.
As such, GAEA model using MRP-based reinforcement learning is described. The model entails editing of graph edges, to achieve equitable utility across disparate groups. It is applied to achieve of equitable access in graphs, and in particular applications, equitable access for resources including for example, infrastructure networks and education. The method is evaluated on extensive synthetic experiments on different synthetic graph models and many total experimental settings.
Some examples of computing devices, such as computing device 100 may include non-transitory, tangible, machine readable media that include executable code that when run by one or more processors (e.g., processor 110) may cause the one or more processors to perform the processes of methods 400, 500, and 600. Some common forms of machine readable media that may include the processes of methods 400, 500, and 600 are, for example, floppy disk, flexible disk, hard disk, magnetic tape, any other magnetic medium, CD-ROM, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, RAM, PROM, EPROM, FLASH-EPROM, any other memory chip or cartridge, and/or any other medium from which a processor or computer is adapted to read.
This description and the accompanying drawings that illustrate inventive aspects, embodiments, implementations, or applications should not be taken as limiting. Various mechanical, compositional, structural, electrical, and operational changes may be made without departing from the spirit and scope of this description and the claims. In some instances, well-known circuits, structures, or techniques have not been shown or described in detail in order not to obscure the embodiments of this disclosure. Like numbers in two or more figures represent the same or similar elements.
In this description, specific details are set forth describing some embodiments consistent with the present disclosure. Numerous specific details are set forth in order to provide a thorough understanding of the embodiments. It will be apparent, however, to one skilled in the art that some embodiments may be practiced without some or all of these specific details. The specific embodiments disclosed herein are meant to be illustrative but not limiting. One skilled in the art may realize other elements that, although not specifically described here, are within the scope and the spirit of this disclosure. In addition, to avoid unnecessary repetition, one or more features shown and described in association with one embodiment may be incorporated into other embodiments unless specifically described otherwise or if the one or more features would make an embodiment non-functional.
Although illustrative embodiments have been shown and described, a wide range of modification, change and substitution is contemplated in the foregoing disclosure and in some instances, some features of the embodiments may be employed without a corresponding use of other features. One of ordinary skill in the art would recognize many variations, alternatives, and modifications. Thus, the scope of the invention should be limited only by the following claims, and it is appropriate that the claims be construed broadly and in a manner consistent with the scope of the embodiments disclosed herein.
This application claims priority to U.S. Provisional Patent Application No. 62/976,950 filed Feb. 14, 2020, which is incorporated by reference herein in its entirety.
Number | Date | Country | |
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62976950 | Feb 2020 | US |