335 research outputs found

    A Discrete and Bounded Envy-free Cake Cutting Protocol for Four Agents

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    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

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    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 nn agents a 1/n1/n-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

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    We study the proportional chore division problem where a protocol wants to divide an undesirable object, called chore, among nn different players. The goal is to find an allocation such that the cost of the chore assigned to each player be at most 1/n1/n 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 Ω(nlogn)\Omega(n \log n) 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 Ω(nlogn)\Omega(n \log n) lower bound for chore division

    Efficient Algorithms for Envy-Free Stick Division With Fewest Cuts

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    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

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    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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