35,753 research outputs found

    A law of scarcity for games

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    The “law of scarcity” is that scarceness is rewarded ; recall, for example, the diamonds and water paradox. In this paper, furthering research initiated in Kelso and Crawford (1982, Econometrica 50, 1483-1504) for matching models, we demonstrate a law of scarcity for cores and approximate cores of games.cooperative games ; games with side payments (TU games) ; cyclic monotonicity ; law of demand ; approximate cores ; effective small groups ; parameterized collections of games

    A law of scarcity for games

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    The "law of scarcity" is that scarceness is rewarded; recall, for example, the diamonds and water paradox. In this paper, furthering research initiated in Kelso and Crawford (1982, Econometrica 50, 1483-1504) for matching models, we demonstrate a law of scarcity for cores and approximate cores of games.cooperative games, games with side payments (TU games), cyclic monotonicity, law of demand, approximate cores, effective small groups, parameterized collections of games.

    Parameterized Distributed Algorithms

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    In this work, we initiate a thorough study of graph optimization problems parameterized by the output size in the distributed setting. In such a problem, an algorithm decides whether a solution of size bounded by k exists and if so, it finds one. We study fundamental problems, including Minimum Vertex Cover (MVC), Maximum Independent Set (MaxIS), Maximum Matching (MaxM), and many others, in both the LOCAL and CONGEST distributed computation models. We present lower bounds for the round complexity of solving parameterized problems in both models, together with optimal and near-optimal upper bounds. Our results extend beyond the scope of parameterized problems. We show that any LOCAL (1+epsilon)-approximation algorithm for the above problems must take Omega(epsilon^{-1}) rounds. Joined with the (epsilon^{-1}log n)^{O(1)} rounds algorithm of [Ghaffari et al., 2017] and the Omega (sqrt{(log n)/(log log n)}) lower bound of [Fabian Kuhn et al., 2016], the lower bounds match the upper bound up to polynomial factors in both parameters. We also show that our parameterized approach reduces the runtime of exact and approximate CONGEST algorithms for MVC and MaxM if the optimal solution is small, without knowing its size beforehand. Finally, we propose the first o(n^2) rounds CONGEST algorithms that approximate MVC within a factor strictly smaller than 2

    COMPARATIVE STATICS AND LAWS OF SCARCITY FOR GAMES

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    A 2law of scarcity2 is that scarceness is rewarded. We demonstrate laws of scarcity for cores and approximate cores of games. Furthermore, we demonstrate conditions under which all payoffs in the core of any game in a parametized collection have an equal treatment property and show that equal treatment core payoff vectors satisfy a condition of cyclic monotonicity. Our results are developed for parameterized collections of games and exact bounds on the maximum possible deviation of approximate core payoff vectors from satisfying a law of scarcity are stated in terms of the parameters describing the games. We note that the parameters can, in principle, be estimated. Results are compared to the developments in the literature on matching markets, pregames and general equilibrium. This paper expands on results published in Kovalenkov and Wooders, Economic Theory )to appear).Monotonicity ; cooperative games ; clubs ; games with side payments (TU games) ; cyclic monotonicity ; laws of scarecity ; law of demand ; approximate cores ; effective small groups ; parameterized collection of games

    Parameterized Approximation Schemes using Graph Widths

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    Combining the techniques of approximation algorithms and parameterized complexity has long been considered a promising research area, but relatively few results are currently known. In this paper we study the parameterized approximability of a number of problems which are known to be hard to solve exactly when parameterized by treewidth or clique-width. Our main contribution is to present a natural randomized rounding technique that extends well-known ideas and can be used for both of these widths. Applying this very generic technique we obtain approximation schemes for a number of problems, evading both polynomial-time inapproximability and parameterized intractability bounds

    Approximating the Permanent with Fractional Belief Propagation

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    We discuss schemes for exact and approximate computations of permanents, and compare them with each other. Specifically, we analyze the Belief Propagation (BP) approach and its Fractional Belief Propagation (FBP) generalization for computing the permanent of a non-negative matrix. Known bounds and conjectures are verified in experiments, and some new theoretical relations, bounds and conjectures are proposed. The Fractional Free Energy (FFE) functional is parameterized by a scalar parameter γ∈[−1;1]\gamma\in[-1;1], where γ=−1\gamma=-1 corresponds to the BP limit and γ=1\gamma=1 corresponds to the exclusion principle (but ignoring perfect matching constraints) Mean-Field (MF) limit. FFE shows monotonicity and continuity with respect to γ\gamma. For every non-negative matrix, we define its special value γ∗∈[−1;0]\gamma_*\in[-1;0] to be the γ\gamma for which the minimum of the γ\gamma-parameterized FFE functional is equal to the permanent of the matrix, where the lower and upper bounds of the γ\gamma-interval corresponds to respective bounds for the permanent. Our experimental analysis suggests that the distribution of γ∗\gamma_* varies for different ensembles but γ∗\gamma_* always lies within the [−1;−1/2][-1;-1/2] interval. Moreover, for all ensembles considered the behavior of γ∗\gamma_* is highly distinctive, offering an emprirical practical guidance for estimating permanents of non-negative matrices via the FFE approach.Comment: 42 pages, 14 figure

    Structural Rounding: Approximation Algorithms for Graphs Near an Algorithmically Tractable Class

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    We develop a framework for generalizing approximation algorithms from the structural graph algorithm literature so that they apply to graphs somewhat close to that class (a scenario we expect is common when working with real-world networks) while still guaranteeing approximation ratios. The idea is to edit a given graph via vertex- or edge-deletions to put the graph into an algorithmically tractable class, apply known approximation algorithms for that class, and then lift the solution to apply to the original graph. We give a general characterization of when an optimization problem is amenable to this approach, and show that it includes many well-studied graph problems, such as Independent Set, Vertex Cover, Feedback Vertex Set, Minimum Maximal Matching, Chromatic Number, (l-)Dominating Set, Edge (l-)Dominating Set, and Connected Dominating Set. To enable this framework, we develop new editing algorithms that find the approximately-fewest edits required to bring a given graph into one of a few important graph classes (in some cases these are bicriteria algorithms which simultaneously approximate both the number of editing operations and the target parameter of the family). For bounded degeneracy, we obtain an O(r log{n})-approximation and a bicriteria (4,4)-approximation which also extends to a smoother bicriteria trade-off. For bounded treewidth, we obtain a bicriteria (O(log^{1.5} n), O(sqrt{log w}))-approximation, and for bounded pathwidth, we obtain a bicriteria (O(log^{1.5} n), O(sqrt{log w} * log n))-approximation. For treedepth 2 (related to bounded expansion), we obtain a 4-approximation. We also prove complementary hardness-of-approximation results assuming P != NP: in particular, these problems are all log-factor inapproximable, except the last which is not approximable below some constant factor 2 (assuming UGC)

    BL-WoLF: A Framework For Loss-Bounded Learnability In Zero-Sum Games

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    We present BL-WoLF, a framework for learnability in repeated zero-sum games where the cost of learning is measured by the losses the learning agent accrues (rather than the number of rounds). The game is adversarially chosen from some family that the learner knows. The opponent knows the game and the learner's learning strategy. The learner tries to either not accrue losses, or to quickly learn about the game so as to avoid future losses (this is consistent with the Win or Learn Fast (WoLF) principle; BL stands for ``bounded loss''). Our framework allows for both probabilistic and approximate learning. The resultant notion of {\em BL-WoLF}-learnability can be applied to any class of games, and allows us to measure the inherent disadvantage to a player that does not know which game in the class it is in. We present {\em guaranteed BL-WoLF-learnability} results for families of games with deterministic payoffs and families of games with stochastic payoffs. We demonstrate that these families are {\em guaranteed approximately BL-WoLF-learnable} with lower cost. We then demonstrate families of games (both stochastic and deterministic) that are not guaranteed BL-WoLF-learnable. We show that those families, nevertheless, are {\em BL-WoLF-learnable}. To prove these results, we use a key lemma which we derive
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