335 research outputs found
A Discrete and Bounded Envy-free Cake Cutting Protocol for Four Agents
We consider the well-studied cake cutting problem in which the goal is to
identify a fair allocation based on a minimal number of queries from the
agents. The problem has attracted considerable attention within various
branches of computer science, mathematics, and economics. Although, the elegant
Selfridge-Conway envy-free protocol for three agents has been known since 1960,
it has been a major open problem for the last fifty years to obtain a bounded
envy-free protocol for more than three agents. We propose a discrete and
bounded envy-free protocol for four agents
An Algorithmic Framework for Strategic Fair Division
We study the paradigmatic fair division problem of allocating a divisible
good among agents with heterogeneous preferences, commonly known as cake
cutting. Classical cake cutting protocols are susceptible to manipulation. Do
their strategic outcomes still guarantee fairness?
To address this question we adopt a novel algorithmic approach, by designing
a concrete computational framework for fair division---the class of Generalized
Cut and Choose (GCC) protocols}---and reasoning about the game-theoretic
properties of algorithms that operate in this model. The class of GCC protocols
includes the most important discrete cake cutting protocols, and turns out to
be compatible with the study of fair division among strategic agents. In
particular, GCC protocols are guaranteed to have approximate subgame perfect
Nash equilibria, or even exact equilibria if the protocol's tie-breaking rule
is flexible. We further observe that the (approximate) equilibria of
proportional GCC protocols---which guarantee each of the agents a
-fraction of the cake---must be (approximately) proportional. Finally, we
design a protocol in this framework with the property that its Nash equilibrium
allocations coincide with the set of (contiguous) envy-free allocations
On the Complexity of Chore Division
We study the proportional chore division problem where a protocol wants to
divide an undesirable object, called chore, among different players. The
goal is to find an allocation such that the cost of the chore assigned to each
player be at most of the total cost. This problem is the dual variant of
the cake cutting problem in which we want to allocate a desirable object.
Edmonds and Pruhs showed that any protocol for the proportional cake cutting
must use at least queries in the worst case, however,
finding a lower bound for the proportional chore division remained an
interesting open problem. We show that chore division and cake cutting problems
are closely related to each other and provide an lower bound
for chore division
Efficient Algorithms for Envy-Free Stick Division With Fewest Cuts
Given a set of n sticks of various (not necessarily different) lengths, what
is the largest length so that we can cut k equally long pieces of this length
from the given set of sticks? We analyze the structure of this problem and show
that it essentially reduces to a single call of a selection algorithm; we thus
obtain an optimal linear-time algorithm.
This algorithm also solves the related envy-free stick-division problem,
which Segal-Halevi, Hassidim, and Aumann (AAMAS, 2015) recently used as their
central primitive operation for the first discrete and bounded envy-free cake
cutting protocol with a proportionality guarantee when pieces can be put to
waste.Comment: v3 adds more context about the proble
Communication Complexity of Cake Cutting
We study classic cake-cutting problems, but in discrete models rather than
using infinite-precision real values, specifically, focusing on their
communication complexity. Using general discrete simulations of classical
infinite-precision protocols (Robertson-Webb and moving-knife), we roughly
partition the various fair-allocation problems into 3 classes: "easy" (constant
number of rounds of logarithmic many bits), "medium" (poly-logarithmic total
communication), and "hard". Our main technical result concerns two of the
"medium" problems (perfect allocation for 2 players and equitable allocation
for any number of players) which we prove are not in the "easy" class. Our main
open problem is to separate the "hard" from the "medium" classes.Comment: Added efficient communication protocol for the monotone crossing
proble
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