2,034 research outputs found

    Smooth Inequalities and Equilibrium Inefficiency in Scheduling Games

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    We study coordination mechanisms for Scheduling Games (with unrelated machines). In these games, each job represents a player, who needs to choose a machine for its execution, and intends to complete earliest possible. Our goal is to design scheduling policies that always admit a pure Nash equilibrium and guarantee a small price of anarchy for the l_k-norm social cost --- the objective balances overall quality of service and fairness. We consider policies with different amount of knowledge about jobs: non-clairvoyant, strongly-local and local. The analysis relies on the smooth argument together with adequate inequalities, called smooth inequalities. With this unified framework, we are able to prove the following results. First, we study the inefficiency in l_k-norm social costs of a strongly-local policy SPT and a non-clairvoyant policy EQUI. We show that the price of anarchy of policy SPT is O(k). We also prove a lower bound of Omega(k/log k) for all deterministic, non-preemptive, strongly-local and non-waiting policies (non-waiting policies produce schedules without idle times). These results ensure that SPT is close to optimal with respect to the class of l_k-norm social costs. Moreover, we prove that the non-clairvoyant policy EQUI has price of anarchy O(2^k). Second, we consider the makespan (l_infty-norm) social cost by making connection within the l_k-norm functions. We revisit some local policies and provide simpler, unified proofs from the framework's point of view. With the highlight of the approach, we derive a local policy Balance. This policy guarantees a price of anarchy of O(log m), which makes it the currently best known policy among the anonymous local policies that always admit a pure Nash equilibrium.Comment: 25 pages, 1 figur

    Designing cost-sharing methods for Bayesian games

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    We study the design of cost-sharing protocols for two fundamental resource allocation problems, the Set Cover and the Steiner Tree Problem, under environments of incomplete information (Bayesian model). Our objective is to design protocols where the worst-case Bayesian Nash equilibria, have low cost, i.e. the Bayesian Price of Anarchy (PoA) is minimized. Although budget balance is a very natural requirement, it puts considerable restrictions on the design space, resulting in high PoA. We propose an alternative, relaxed requirement called budget balance in the equilibrium (BBiE).We show an interesting connection between algorithms for Oblivious Stochastic optimization problems and cost-sharing design with low PoA. We exploit this connection for both problems and we enforce approximate solutions of the stochastic problem, as Bayesian Nash equilibria, with the same guarantees on the PoA. More interestingly, we show how to obtain the same bounds on the PoA, by using anonymous posted prices which are desirable because they are easy to implement and, as we show, induce dominant strategies for the players

    Resource Buying Games

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    In resource buying games a set of players jointly buys a subset of a finite resource set E (e.g., machines, edges, or nodes in a digraph). The cost of a resource e depends on the number (or load) of players using e, and has to be paid completely by the players before it becomes available. Each player i needs at least one set of a predefined family S_i in 2^E to be available. Thus, resource buying games can be seen as a variant of congestion games in which the load-dependent costs of the resources can be shared arbitrarily among the players. A strategy of player i in resource buying games is a tuple consisting of one of i's desired configurations S_i together with a payment vector p_i in R^E_+ indicating how much i is willing to contribute towards the purchase of the chosen resources. In this paper, we study the existence and computational complexity of pure Nash equilibria (PNE, for short) of resource buying games. In contrast to classical congestion games for which equilibria are guaranteed to exist, the existence of equilibria in resource buying games strongly depends on the underlying structure of the S_i's and the behavior of the cost functions. We show that for marginally non-increasing cost functions, matroids are exactly the right structure to consider, and that resource buying games with marginally non-decreasing cost functions always admit a PNE

    Efficiency analysis of load balancing games with and without activation costs

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    In this paper, we study two models of resource allocation games: the classical load-balancing game and its new variant involving resource activation costs. The resources we consider are identical and the social costs of the games are utilitarian, which are the average of all individual players' costs. Using the social costs we assess the quality of pure Nash equilibria in terms of the price of anarchy (PoA) and the price of stability (PoS). For each game problem, we identify suitable problem parameters and provide a parametric bound on the PoA and the PoS. In the case of the load-balancing game, the parametric bounds we provide are sharp and asymptotically tight

    Designing Cost-Sharing Methods for Bayesian Games

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    We study the design of cost-sharing protocols for two fundamental resource allocation problems, the Set Cover and the Steiner Tree Problem, under environments of incomplete information (Bayesian model). Our objective is to design protocols where the worst-case Bayesian Nash equilibria have low cost, i.e. the Bayesian Price of Anarchy (PoA) is minimized. Although budget balance is a very natural requirement, it puts considerable restrictions on the design space, resulting in high PoA. We propose an alternative, relaxed requirement called budget balance in the equilibrium (BBiE). We show an interesting connection between algorithms for Oblivious Stochastic optimization problems and cost-sharing design with low PoA. We exploit this connection for both problems and we enforce approximate solutions of the stochastic problem, as Bayesian Nash equilibria, with the same guarantees on the PoA. More interestingly, we show how to obtain the same bounds on the PoA, by using anonymous posted prices which are desirable because they are easy to implement and, as we show, induce dominant strategies for the players

    Mean-Field-Type Games in Engineering

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    A mean-field-type game is a game in which the instantaneous payoffs and/or the state dynamics functions involve not only the state and the action profile but also the joint distributions of state-action pairs. This article presents some engineering applications of mean-field-type games including road traffic networks, multi-level building evacuation, millimeter wave wireless communications, distributed power networks, virus spread over networks, virtual machine resource management in cloud networks, synchronization of oscillators, energy-efficient buildings, online meeting and mobile crowdsensing.Comment: 84 pages, 24 figures, 183 references. to appear in AIMS 201
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