9,073 research outputs found
A characterization of 2-player mechanisms for scheduling
We study the mechanism design problem of scheduling unrelated machines and we
completely characterize the decisive truthful mechanisms for two players when
the domain contains both positive and negative values. We show that the class
of truthful mechanisms is very limited: A decisive truthful mechanism
partitions the tasks into groups so that the tasks in each group are allocated
independently of the other groups. Tasks in a group of size at least two are
allocated by an affine minimizer and tasks in singleton groups by a
task-independent mechanism. This characterization is about all truthful
mechanisms, including those with unbounded approximation ratio.
A direct consequence of this approach is that the approximation ratio of
mechanisms for two players is 2, even for two tasks. In fact, it follows that
for two players, VCG is the unique algorithm with optimal approximation 2.
This characterization provides some support that any decisive truthful
mechanism (for 3 or more players) partitions the tasks into groups some of
which are allocated by affine minimizers, while the rest are allocated by a
threshold mechanism (in which a task is allocated to a player when it is below
a threshold value which depends only on the values of the other players). We
also show here that the class of threshold mechanisms is identical to the class
of additive mechanisms.Comment: 20 pages, 4 figures, ESA'0
Welfare Maximization and Truthfulness in Mechanism Design with Ordinal Preferences
We study mechanism design problems in the {\em ordinal setting} wherein the
preferences of agents are described by orderings over outcomes, as opposed to
specific numerical values associated with them. This setting is relevant when
agents can compare outcomes, but aren't able to evaluate precise utilities for
them. Such a situation arises in diverse contexts including voting and matching
markets.
Our paper addresses two issues that arise in ordinal mechanism design. To
design social welfare maximizing mechanisms, one needs to be able to
quantitatively measure the welfare of an outcome which is not clear in the
ordinal setting. Second, since the impossibility results of Gibbard and
Satterthwaite~\cite{Gibbard73,Satterthwaite75} force one to move to randomized
mechanisms, one needs a more nuanced notion of truthfulness.
We propose {\em rank approximation} as a metric for measuring the quality of
an outcome, which allows us to evaluate mechanisms based on worst-case
performance, and {\em lex-truthfulness} as a notion of truthfulness for
randomized ordinal mechanisms. Lex-truthfulness is stronger than notions
studied in the literature, and yet flexible enough to admit a rich class of
mechanisms {\em circumventing classical impossibility results}. We demonstrate
the usefulness of the above notions by devising lex-truthful mechanisms
achieving good rank-approximation factors, both in the general ordinal setting,
as well as structured settings such as {\em (one-sided) matching markets}, and
its generalizations, {\em matroid} and {\em scheduling} markets.Comment: Some typos correcte
Interdependent Scheduling Games
We propose a model of interdependent scheduling games in which each player
controls a set of services that they schedule independently. A player is free
to schedule his own services at any time; however, each of these services only
begins to accrue reward for the player when all predecessor services, which may
or may not be controlled by the same player, have been activated. This model,
where players have interdependent services, is motivated by the problems faced
in planning and coordinating large-scale infrastructures, e.g., restoring
electricity and gas to residents after a natural disaster or providing medical
care in a crisis when different agencies are responsible for the delivery of
staff, equipment, and medicine. We undertake a game-theoretic analysis of this
setting and in particular consider the issues of welfare maximization,
computing best responses, Nash dynamics, and existence and computation of Nash
equilibria.Comment: Accepted to IJCAI 201
Designing Network Protocols for Good Equilibria
Designing and deploying a network protocol determines the rules by which end users interact with each other and with the network. We consider the problem of designing a protocol to optimize the equilibrium behavior of a network with selfish users. We consider network cost-sharing games, where the set of Nash equilibria depends fundamentally on the choice of an edge cost-sharing protocol. Previous research focused on the Shapley protocol, in which the cost of each edge is shared equally among its users. We systematically study the design of optimal cost-sharing protocols for undirected and directed graphs, single-sink and multicommodity networks, and different measures of the inefficiency of equilibria. Our primary technical tool is a precise characterization of the cost-sharing protocols that induce only network games with pure-strategy Nash equilibria. We use this characterization to prove, among other results, that the Shapley protocol is optimal in directed graphs and that simple priority protocols are essentially optimal in undirected graphs
Anticipatory Buffer Control and Quality Selection for Wireless Video Streaming
Video streaming is in high demand by mobile users, as recent studies
indicate. In cellular networks, however, the unreliable wireless channel leads
to two major problems. Poor channel states degrade video quality and interrupt
the playback when a user cannot sufficiently fill its local playout buffer:
buffer underruns occur. In contrast to that, good channel conditions cause
common greedy buffering schemes to pile up very long buffers. Such
over-buffering wastes expensive wireless channel capacity.
To keep buffering in balance, we employ a novel approach. Assuming that we
can predict data rates, we plan the quality and download time of the video
segments ahead. This anticipatory scheduling avoids buffer underruns by
downloading a large number of segments before a channel outage occurs, without
wasting wireless capacity by excessive buffering. We formalize this approach as
an optimization problem and derive practical heuristics for segmented video
streaming protocols (e.g., HLS or MPEG DASH). Simulation results and testbed
measurements show that our solution essentially eliminates playback
interruptions without significantly decreasing video quality
Designing Networks with Good Equilibria under Uncertainty
We consider the problem of designing network cost-sharing protocols with good
equilibria under uncertainty. The underlying game is a multicast game in a
rooted undirected graph with nonnegative edge costs. A set of k terminal
vertices or players need to establish connectivity with the root. The social
optimum is the Minimum Steiner Tree. We are interested in situations where the
designer has incomplete information about the input. We propose two different
models, the adversarial and the stochastic. In both models, the designer has
prior knowledge of the underlying metric but the requested subset of the
players is not known and is activated either in an adversarial manner
(adversarial model) or is drawn from a known probability distribution
(stochastic model).
In the adversarial model, the designer's goal is to choose a single,
universal protocol that has low Price of Anarchy (PoA) for all possible
requested subsets of players. The main question we address is: to what extent
can prior knowledge of the underlying metric help in the design? We first
demonstrate that there exist graphs (outerplanar) where knowledge of the
underlying metric can dramatically improve the performance of good network
design. Then, in our main technical result, we show that there exist graph
metrics, for which knowing the underlying metric does not help and any
universal protocol has PoA of , which is tight. We attack this
problem by developing new techniques that employ powerful tools from extremal
combinatorics, and more specifically Ramsey Theory in high dimensional
hypercubes.
Then we switch to the stochastic model, where each player is independently
activated. We show that there exists a randomized ordered protocol that
achieves constant PoA. By using standard derandomization techniques, we produce
a deterministic ordered protocol with constant PoA.Comment: This version has additional results about stochastic inpu
Average-case Approximation Ratio of Scheduling without Payments
Apart from the principles and methodologies inherited from Economics and Game
Theory, the studies in Algorithmic Mechanism Design typically employ the
worst-case analysis and approximation schemes of Theoretical Computer Science.
For instance, the approximation ratio, which is the canonical measure of
evaluating how well an incentive-compatible mechanism approximately optimizes
the objective, is defined in the worst-case sense. It compares the performance
of the optimal mechanism against the performance of a truthful mechanism, for
all possible inputs.
In this paper, we take the average-case analysis approach, and tackle one of
the primary motivating problems in Algorithmic Mechanism Design -- the
scheduling problem [Nisan and Ronen 1999]. One version of this problem which
includes a verification component is studied by [Koutsoupias 2014]. It was
shown that the problem has a tight approximation ratio bound of (n+1)/2 for the
single-task setting, where n is the number of machines. We show, however, when
the costs of the machines to executing the task follow any independent and
identical distribution, the average-case approximation ratio of the mechanism
given in [Koutsoupias 2014] is upper bounded by a constant. This positive
result asymptotically separates the average-case ratio from the worst-case
ratio, and indicates that the optimal mechanism for the problem actually works
well on average, although in the worst-case the expected cost of the mechanism
is Theta(n) times that of the optimal cost
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