Source author record

MohammadHossein Bateni

MohammadHossein Bateni appears in the imported research catalog. Authorship, coauthor and topic links are available while profile ownership is still unclaimed.

ResearcherUnclaimed source record

Catalog footprint

What is connected

8works
6topics
4close collaborators

Actions

Connect this record

Log in to claim

Research graph

See the researcher in context

Open full explorer

Inspect adjacent papers, topics, institutions and collaborators without losing the researcher page.

Building this map preview

BZPEER is loading the nearby papers, people, topics and institutions for this page.

Published work

8 published item(s)

preprint2026arXiv

Networked Information Aggregation for Binary Classification

We study networked binary classification on a directed acyclic graph (DAG) where each agent observes only a subset of the feature columns of a shared dataset. Agents act sequentially along the DAG: each receives prediction columns from its parents (if any), augments its local features with these columns, fits a logistic predictor by minimizing binary cross-entropy (BCE), and forwards its prediction column to its outgoing neighbors. We ask whether this sequential distributed training procedure achieves information aggregation, meaning that some agent attains small excess loss compared to the best logistic predictor trained with access to all feature columns. This question was studied for linear regression under squared loss by Kearns, Roth, and Ryu (SODA 2026). Extending their guarantees to classification is nontrivial because their analysis relies on quadratic structure that does not directly transfer to BCE with a logistic link. We analyze the resulting sequential logit-passing protocol and prove: (i) an excess loss upper bound of $O(M/\sqrt{D})$ on depth-$D$ paths under the condition that every $M$ contiguous subsequence of $M$ agents collectively observe all features, and (ii) a close lower bound showing instances with excess loss of at least $Ω(k/D)$ where $k$ is the dimension of the feature space. Together, these results identify network depth as a fundamental bottleneck for information aggregation in networked logistic regression.

preprint2015arXiv

Distributed Balanced Partitioning via Linear Embedding

Balanced partitioning is often a crucial first step in solving large-scale graph optimization problems, e.g., in some cases, a big graph can be chopped into pieces that fit on one machine to be processed independently before stitching the results together. In other cases, links between different parts may show up in the running time and/or network communications cost. We study a distributed balanced partitioning problem where the goal is to partition the vertices of a given graph into k pieces so as to minimize the total cut size. Our algorithm is composed of a few steps that are easily implementable in distributed computation frameworks. The algorithm first embeds nodes of the graph onto a line, and then processes nodes in a distributed manner guided by the linear embedding order. We examine various ways to find the first embedding, e.g., via a hierarchical clustering or Hilbert curves. Then we apply four different techniques including local swaps, minimum cuts on the boundaries of partitions, as well as contraction and dynamic programming. As our empirical study, we compare the above techniques with each other, and also to previous work in distributed graph algorithms, e.g., a label propagation method, FENNEL and Spinner. We report our results both on a private map graph and several public social networks, and show that our results beat previous distributed algorithms: e.g., compared to the label propagation algorithm, we report an improvement of 15-25% in the cut value. We also observe that our algorithms allow for scalable distributed implementation for any number of partitions. Finally, we apply our techniques for the Google Maps Driving Directions to minimize the number of multi-shard queries with the goal of saving in CPU usage. During live experiments, we observe an ~40% drop in the number of multi-shard queries when comparing our method with a standard geography-based method.

preprint2015arXiv

Revenue Maximization for Selling Multiple Correlated Items

We study the problem of selling $n$ items to a single buyer with an additive valuation function. We consider the valuation of the items to be correlated, i.e., desirabilities of the buyer for the items are not drawn independently. Ideally, the goal is to design a mechanism to maximize the revenue. However, it has been shown that a revenue optimal mechanism might be very complicated and as a result inapplicable to real-world auctions. Therefore, our focus is on designing a simple mechanism that achieves a constant fraction of the optimal revenue. Babaioff et al. propose a simple mechanism that achieves a constant fraction of the optimal revenue for independent setting with a single additive buyer. However, they leave the following problem as an open question: "Is there a simple, approximately optimal mechanism for a single additive buyer whose value for $n$ items is sampled from a common base-value distribution?" Babaioff et al. show a constant approximation factor of the optimal revenue can be achieved by either selling the items separately or as a whole bundle in the independent setting. We show a similar result for the correlated setting when the desirabilities of the buyer are drawn from a common base-value distribution. It is worth mentioning that the core decomposition lemma which is mainly the heart of the proofs for efficiency of the mechanisms does not hold for correlated settings. Therefore we propose a modified version of this lemma which is applicable to the correlated settings as well. Although we apply this technique to show the proposed mechanism can guarantee a constant fraction of the optimal revenue in a very weak correlation, this method alone can not directly show the efficiency of the mechanism in stronger correlations.

preprint2014arXiv

Multiplicative Bidding in Online Advertising

In this paper, we initiate the study of the multiplicative bidding language adopted by major Internet search companies. In multiplicative bidding, the effective bid on a particular search auction is the product of a base bid and bid adjustments that are dependent on features of the search (for example, the geographic location of the user, or the platform on which the search is conducted). We consider the task faced by the advertiser when setting these bid adjustments, and establish a foundational optimization problem that captures the core difficulty of bidding under this language. We give matching algorithmic and approximation hardness results for this problem; these results are against an information-theoretic bound, and thus have implications on the power of the multiplicative bidding language itself. Inspired by empirical studies of search engine price data, we then codify the relevant restrictions of the problem, and give further algorithmic and hardness results. Our main technical contribution is an $O(\log n)$-approximation for the case of multiplicative prices and monotone values. We also provide empirical validations of our problem restrictions, and test our algorithms on real data against natural benchmarks. Our experiments show that they perform favorably compared with the baseline.

preprint2014arXiv

Network Cournot Competition

Cournot competition is a fundamental economic model that represents firms competing in a single market of a homogeneous good. Each firm tries to maximize its utility---a function of the production cost as well as market price of the product---by deciding on the amount of production. In today's dynamic and diverse economy, many firms often compete in more than one market simultaneously, i.e., each market might be shared among a subset of these firms. In this situation, a bipartite graph models the access restriction where firms are on one side, markets are on the other side, and edges demonstrate whether a firm has access to a market or not. We call this game \emph{Network Cournot Competition} (NCC). In this paper, we propose algorithms for finding pure Nash equilibria of NCC games in different situations. First, we carefully design a potential function for NCC, when the price functions for markets are linear functions of the production in that market. However, for nonlinear price functions, this approach is not feasible. We model the problem as a nonlinear complementarity problem in this case, and design a polynomial-time algorithm that finds an equilibrium of the game for strongly convex cost functions and strongly monotone revenue functions. We also explore the class of price functions that ensures strong monotonicity of the revenue function, and show it consists of a broad class of functions. Moreover, we discuss the uniqueness of equilibria in both of these cases which means our algorithms find the unique equilibria of the games. Last but not least, when the cost of production in one market is independent from the cost of production in other markets for all firms, the problem can be separated into several independent classical \emph{Cournot Oligopoly} problems. We give the first combinatorial algorithm for this widely studied problem.

preprint2013arXiv

Improved Approximation Algorithms for (Budgeted) Node-weighted Steiner Problems

Moss and Rabani[12] study constrained node-weighted Steiner tree problems with two independent weight values associated with each node, namely, cost and prize (or penalty). They give an O(log n)-approximation algorithm for the prize-collecting node-weighted Steiner tree problem (PCST). They use the algorithm for PCST to obtain a bicriteria (2, O(log n))-approximation algorithm for the Budgeted node-weighted Steiner tree problem. Their solution may cost up to twice the budget, but collects a factor Omega(1/log n) of the optimal prize. We improve these results from at least two aspects. Our first main result is a primal-dual O(log h)-approximation algorithm for a more general problem, prize-collecting node-weighted Steiner forest, where we have (h) demands each requesting the connectivity of a pair of vertices. Our algorithm can be seen as a greedy algorithm which reduces the number of demands by choosing a structure with minimum cost-to-reduction ratio. This natural style of argument (also used by Klein and Ravi[10] and Guha et al.[8]) leads to a much simpler algorithm than that of Moss and Rabani[12] for PCST. Our second main contribution is for the Budgeted node-weighted Steiner tree problem, which is also an improvement to [12] and [8]. In the unrooted case, we improve upon an O(log^2(n))-approximation of [8], and present an O(log n)-approximation algorithm without any budget violation. For the rooted case, where a specified vertex has to appear in the solution tree, we improve the bicriteria result of [12] to a bicriteria approximation ratio of (1+eps, O(log n)/(eps^2)) for any positive (possibly subconstant) (eps). That is, for any permissible budget violation (1+eps), we present an algorithm achieving a tradeoff in the guarantee for prize. Indeed, we show that this is almost tight for the natural linear-programming relaxation used by us as well as in [12].

preprint2010arXiv

Prize-collecting Network Design on Planar Graphs

In this paper, we reduce Prize-Collecting Steiner TSP (PCTSP), Prize-Collecting Stroll (PCS), Prize-Collecting Steiner Tree (PCST), Prize-Collecting Steiner Forest (PCSF) and more generally Submodular Prize-Collecting Steiner Forest (SPCSF) on planar graphs (and more generally bounded-genus graphs) to the same problems on graphs of bounded treewidth. More precisely, we show any $α$-approximation algorithm for these problems on graphs of bounded treewidth gives an $(α+ ε)$-approximation algorithm for these problems on planar graphs (and more generally bounded-genus graphs), for any constant $ε> 0$. Since PCS, PCTSP, and PCST can be solved exactly on graphs of bounded treewidth using dynamic programming, we obtain PTASs for these problems on planar graphs and bounded-genus graphs. In contrast, we show PCSF is APX-hard to approximate on series-parallel graphs, which are planar graphs of treewidth at most 2. This result is interesting on its own because it gives the first provable hardness separation between prize-collecting and non-prize-collecting (regular) versions of the problems: regular Steiner Forest is known to be polynomially solvable on series-parallel graphs and admits a PTAS on graphs of bounded treewidth. An analogous hardness result can be shown for Euclidian PCSF. This ends the common belief that prize-collecting variants should not add any new hardness to the problems.

preprint2010arXiv

The cooperative game theory foundations of network bargaining games

We study bargaining games between suppliers and manufacturers in a network context. Agents wish to enter into contracts in order to generate surplus which then must be divided among the participants. Potential contracts and their surplus are represented by weighted edges in our bipartite network. Each agent in the market is additionally limited by a capacity representing the number of contracts which he or she may undertake. When all agents are limited to just one contract each, prior research applied natural generalizations of the Nash bargaining solution to the networked setting, defined the new solution concepts of stable and balanced, and characterized the resulting bargaining outcomes. We simplify and generalize these results to a setting in which participants in only one side of the market are limited to one contract each. The heart of our results uses a linear-programming formulation to establish a novel connection between well-studied cooperative game theory concepts (such as core and prekernel) and the solution concepts of stable and balanced defined for the bargaining games. This immediately implies one can take advantage of the results and algorithms in cooperative game theory to reproduce results such as those of Azar et al. [1] and Kleinberg and Tardos [29] and also generalize them to our setting. The cooperative-game-theoretic connection also inspires us to refine our solution space using standard solution concepts from that literature such as nucleolus and lexicographic kernel. The nucleolus is particularly attractive as it is unique, always exists, and is supported by experimental data in the network bargaining literature. Guided by algorithms from cooperative game theory, we show how to compute the nucleolus by pruning and iteratively solving a natural linear-programming formulation.