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Dive into the research topics where Siddharth Suri is active.

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Featured researches published by Siddharth Suri.


Proceedings of the National Academy of Sciences of the United States of America | 2010

Inferring social ties from geographic coincidences

David J. Crandall; Lars Backstrom; Dan Cosley; Siddharth Suri; Daniel P. Huttenlocher; Jon M. Kleinberg

We investigate the extent to which social ties between people can be inferred from co-occurrence in time and space: Given that two people have been in approximately the same geographic locale at approximately the same time, on multiple occasions, how likely are they to know each other? Furthermore, how does this likelihood depend on the spatial and temporal proximity of the co-occurrences? Such issues arise in data originating in both online and offline domains as well as settings that capture interfaces between online and offline behavior. Here we develop a framework for quantifying the answers to such questions, and we apply this framework to publicly available data from a social media site, finding that even a very small number of co-occurrences can result in a high empirical likelihood of a social tie. We then present probabilistic models showing how such large probabilities can arise from a natural model of proximity and co-occurrence in the presence of social ties. In addition to providing a method for establishing some of the first quantifiable estimates of these measures, our findings have potential privacy implications, particularly for the ways in which social structures can be inferred from public online records that capture individuals’ physical locations over time.


Proceedings of the National Academy of Sciences of the United States of America | 2012

Cooperation and assortativity with dynamic partner updating.

Jing Wang; Siddharth Suri; Duncan J. Watts

The natural tendency for humans to make and break relationships is thought to facilitate the emergence of cooperation. In particular, allowing conditional cooperators to choose with whom they interact is believed to reinforce the rewards accruing to mutual cooperation while simultaneously excluding defectors. Here we report on a series of human subjects experiments in which groups of 24 participants played an iterated prisoner’s dilemma game where, critically, they were also allowed to propose and delete links to players of their own choosing at some variable rate. Over a wide variety of parameter settings and initial conditions, we found that dynamic partner updating significantly increased the level of cooperation, the average payoffs to players, and the assortativity between cooperators. Even relatively slow update rates were sufficient to produce large effects, while subsequent increases to the update rate had progressively smaller, but still positive, effects. For standard prisoner’s dilemma payoffs, we also found that assortativity resulted predominantly from cooperators avoiding defectors, not by severing ties with defecting partners, and that cooperation correspondingly suffered. Finally, by modifying the payoffs to satisfy two novel conditions, we found that cooperators did punish defectors by severing ties, leading to higher levels of cooperation that persisted for longer.


international world wide web conferences | 2015

Incentivizing High Quality Crowdwork

Chien-Ju Ho; Aleksandrs Slivkins; Siddharth Suri; Jennifer Wortman Vaughan

We study the causal effects of financial incentives on the quality of crowdwork. We focus on performance-based payments (PBPs), bonus payments awarded to workers for producing high quality work. We design and run randomized behavioral experiments on the popular crowdsourcing platform Amazon Mechanical Turk with the goal of understanding when, where, and why PBPs help, identifying properties of the payment, payment structure, and the task itself that make them most effective. We provide examples of tasks for which PBPs do improve quality. For such tasks, the effectiveness of PBPs is not too sensitive to the threshold for quality required to receive the bonus, while the magnitude of the bonus must be large enough to make the reward salient. We also present examples of tasks for which PBPs do not improve quality. Our results suggest that for PBPs to improve quality, the task must be effort-responsive: the task must allow workers to produce higher quality work by exerting more effort. We also give a simple method to determine if a task is effort-responsive a priori. Furthermore, our experiments suggest that all payments on Mechanical Turk are, to some degree, implicitly performance-based in that workers believe their work may be rejected if their performance is sufficiently poor. In the full version of this paper, we propose a new model of worker behavior that extends the standard principal-agent model from economics to include a workers subjective beliefs about his likelihood of being paid, and show that the predictions of this model are in line with our experimental findings. This model may be useful as a foundation for theoretical studies of incentives in crowdsourcing markets.


conference on computer supported cooperative work | 2016

The Crowd is a Collaborative Network

Mary L. Gray; Siddharth Suri; Syed Shoaib Ali; Deepti Kulkarni

The main goal of this paper is to show that crowdworkers collaborate to fulfill technical and social needs left by the platform they work on. That is, crowdworkers are not the independent, autonomous workers they are often assumed to be, but instead work within a social network of other crowdworkers. Crowdworkers collaborate with members of their networks to 1) manage the administrative overhead associated with crowdwork, 2) find lucrative tasks and reputable employers and 3) recreate the social connections and support often associated with brick and mortar-work environments. Our evidence combines ethnography, interviews, survey data and larger scale data analysis from four crowdsourcing platforms, emphasizing the qualitative data from the Amazon Mechanical Turk (MTurk) platform and Microsofts proprietary crowdsourcing platform, the Universal Human Relevance System (UHRS). This paper draws from an ongoing, longitudinal study of Crowdwork that uses a mixed methods approach to understand the cultural meaning, political implications, and ethical demands of crowdsourcing.


Journal of Marketing Research | 2014

The Economic and Cognitive Costs of Annoying Display Advertisements

Daniel G. Goldstein; Siddharth Suri; R. Preston McAfee; Matthew Ekstrand-Abueg; Fernando Diaz

Some online display advertisements are annoying. Although publishers know the payment they receive to run annoying ads, little is known about the cost that such ads incur (e.g., causing website abandonment). Across three empirical studies, the authors address two primary questions: (1) What is the economic cost of annoying ads to publishers? and (2) What is the cognitive impact of annoying ads to users? First, the authors conduct a preliminary study to identify sets of more and less annoying ads. Second, in a field experiment, they calculate the compensating differential, that is, the amount of money a publisher would need to pay users to generate the same number of impressions in the presence of annoying ads as it would generate in their absence. Third, the authors conduct a mouse-tracking study to investigate how annoying ads affect reading processes. They conclude that in plausible scenarios, the practice of running annoying ads can cost more money than it earns.


economics and computation | 2014

The wisdom of smaller, smarter crowds

Daniel G. Goldstein; Randolph P. McAfee; Siddharth Suri

The wisdom of crowds refers to the phenomenon that aggregated predictions from a large group of people can rival or even beat the accuracy of experts. In domains with substantial stochastic elements, such as stock picking, crowd strategies (e.g. indexing) are difficult to beat. However, in domains in which some crowd members have demonstrably more skill than others, smart sub-crowds could possibly outperform the whole. The central question this work addresses is whether such smart subsets of a crowd can be identified a priori in a large-scale prediction contest that has substantial skill and luck components. We study this question with data obtained from fantasy soccer, a game in which millions of people choose professional players from the English Premier League to be on their fantasy soccer teams. The better the professional players do in real life games, the more points fantasy teams earn. Fantasy soccer is ideally suited to this investigation because it comprises millions of individual-level, within-subject predictions, past performance indicators, and the ability to test the effectiveness of arbitrary player-selection strategies. We find that smaller, smarter crowds can be identified in advance and that they beat the wisdom of the larger crowd. We also show that many players would do better by simply imitating the strategy of a player who has done well in the past. Finally, we provide a theoretical model that explains the results we see from our empirical analyses.


PLOS ONE | 2016

An Experimental Study of Team Size and Performance on a Complex Task.

Andrew Mao; Winter A. Mason; Siddharth Suri; Duncan J. Watts

The relationship between team size and productivity is a question of broad relevance across economics, psychology, and management science. For complex tasks, however, where both the potential benefits and costs of coordinated work increase with the number of workers, neither theoretical arguments nor empirical evidence consistently favor larger vs. smaller teams. Experimental findings, meanwhile, have relied on small groups and highly stylized tasks, hence are hard to generalize to realistic settings. Here we narrow the gap between real-world task complexity and experimental control, reporting results from an online experiment in which 47 teams of size ranging from n = 1 to 32 collaborated on a realistic crisis mapping task. We find that individuals in teams exerted lower overall effort than independent workers, in part by allocating their effort to less demanding (and less productive) sub-tasks; however, we also find that individuals in teams collaborated more with increasing team size. Directly comparing these competing effects, we find that the largest teams outperformed an equivalent number of independent workers, suggesting that gains to collaboration dominated losses to effort. Importantly, these teams also performed comparably to a field deployment of crisis mappers, suggesting that experiments of the type described here can help solve practical problems as well as advancing the science of collective intelligence.


international world wide web conferences | 2016

The Communication Network Within the Crowd

Ming Yin; Mary L. Gray; Siddharth Suri; Jennifer Wortman Vaughan

Since its inception, crowdsourcing has been considered a black-box approach to solicit labor from a crowd of workers. Furthermore, the crowd has been viewed as a group of independent workers dispersed all over the world. Recent studies based on in-person interviews have opened up the black box and shown that the crowd is not a collection of independent workers, but instead that workers communicate and collaborate with each other. Put another way, prior work has shown the existence of edges between workers. We build on and extend this discovery by mapping the entire communication network of workers on Amazon Mechanical Turk, a leading crowdsourcing platform. We execute a task in which over 10,000 workers from across the globe self-report their communication links to other workers, thereby mapping the communication network among workers. Our results suggest that while a large percentage of workers indeed appear to be independent, there is a rich network topology over the rest of the population. That is, there is a substantial communication network within the crowd. We further examine how online forum usage relates to network topology, how workers communicate with each other via this network, how workers experience levels relate to their network positions, and how U.S. workers differ from international workers in their network characteristics. We conclude by discussing the implications of our findings for requesters, workers, and platform providers like Amazon.


electronic commerce | 2013

Empirical agent based models of cooperation in public goods games

Michael Wunder; Siddharth Suri; Duncan J. Watts

Agent-based models are a popular way to explore the dynamics of human interactions, but rarely are these models based on empirical observations of actual human behavior. Here we exploit data collected in an experimental setting where over 150 human players played in a series of almost a hundred public goods games. First, we fit a series of deterministic models to the data, finding that a reasonably parsimonious model with just three parameters performs extremely well on the standard test of predicting average contributions. This same model, however, performs extremely poorly when predicting the full distribution of contributions, which is strongly bimodal. In response, we introduce and test a corresponding series of stochastic models, thus identifying a model that both predicts average contribution and also the full distribution. Finally, we deploy this model to explore hypotheses about regions of the parameter space outside of what was experimentally accessible. In particular, we investigate (a) whether a previous conclusion that network topology does not impact contribution levels holds for much larger networks than could be studied in a lab; (b) to what extent observed contributions depend on average network degree and variance in the degree distribution, and (c) the dependency of contributions on degree assortativity as well as the correlation between the generosity of players and the degree of the nodes to which they are assigned.


economics and computation | 2014

Long-run learning in games of cooperation

Winter A. Mason; Siddharth Suri; Duncan J. Watts

Cooperation in repeated games has been widely studied in experimental settings; however, the duration over which players participate in such experiments is typically confined to at most hours, and often to a single game. Given that in real world settings people may have years of experience, it is natural to ask how behavior in cooperative games evolves over the long run. Here we analyze behavioral data from three distinct games involving 571 individual experiments conducted over a two-year interval. First, in the case of a standard linear public goods game we show that as players gain experience, they become less generous both on average and in particular towards the end of each game. Second, we analyze a multiplayer prisoners dilemma where players are also allowed to make and break ties with their neighbors, finding that experienced players show an increase in cooperativeness early on in the game, but exhibit sharper endgame effects. Third, and finally, we analyze a collaborative search game in which players can choose to act selfishly or cooperatively, finding again that experienced players exhibit more cooperative behavior as well as sharper endgame effects. Together these results show consistent evidence of long-run learning, but also highlight directions for future theoretical work that may account for the observed direction and magnitude of the effects.

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