IIIT Work Summary May 2024

The following is an incomplete summary of work I've done while in the Dual Degree (B.Tech Computer Science, MS by Research in Exact Humanities) course at IIIT-Hyderabad, from 2011 to present. I have focused largely on my MS work for the sake of brevity. My transcript and IMS submissions to date will cover any omissions.

I have not made any publications in outside venues or earned any awards while in my course of study. I was invited to attend a short workshop called CFAR for Machine Learning Researchers conducted by the Center for Applied Rationality in the autumn of 2016 to discuss my work in context of the value complexity problem in AI alignment research.

Most of the utility of my course of study in my present career as a site reliability engineer has come from taking the Operating Systems course, and self-study that resulted from it. I also received valuable, if less tangible, benefits from the portions of my course that were concerned with philosophy, history, and society.

I chose my work in the latter years of my course out of interest in the fields of game theory and logic, with the aim of exploring a point of confluence between computer science and philosophy. Specifically, I was connecting the philosophical idea of heterotopias, first put forward by Foucault, which discusses the dynamic nature of systems that interface heavily with society, with the field of game semantics, which deals in formal representations of strategic action.

I hope to use the skills and knowledge I've built in my research work in my career in the next five years. I see several possibilities for this: notably, using modal and temporal logics to study how to better design and administer large-scale computing systems; and applying of a game-theoretic understanding of semiotics to identify dynamic properties of large codebases.

Coursework

TAships

Projects

Self study courses

Research

Prof. PRK Rao originally suggested to me the research topic of heterotopia, and offered The Heterotopia of Facebook as a starting point. I began by approaching this problem in terms of the semiotics of Facebook - how the system encodes social actions (e.g. the Like button), and how signals like this get exapted for other purposes and undergo semantic drift. I wanted to represent this type of effect formally, and to modify the classical representation of games in game theory to allow for player-driven changes to the game specifications. I was also motivated by Chen & Micali, which discusses motivated mechanism design, and Ausubel…, which shows that the Vickrey auction is vulnerable to cheating by collusion, and expresses the “cheat” as a minor edit to the game specification. This in turn suggests a notion of edit distance across game mechanisms, and from there the possibility of constructing a stability metric in the induced space. Put together, the thesis was: mechanism changes can be strategic behaviour, so there ought to be a way to represent that behaviour as part of the game strategy. Depending on how one operationalizes this project, several of the hard problems in game theory are subproblems to this one:

I came up with several applications and approaches to this problem between 2017 and 2022.

I didn't succeed in writing the formal representation, having run aground on the difficulties of finding a fair, sufficiently general language for rules and edits.