24 research outputs found

    Local Guarantees in Graph Cuts and Clustering

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    Correlation Clustering is an elegant model that captures fundamental graph cut problems such as Min s−ts-t Cut, Multiway Cut, and Multicut, extensively studied in combinatorial optimization. Here, we are given a graph with edges labeled ++ or −- and the goal is to produce a clustering that agrees with the labels as much as possible: ++ edges within clusters and −- edges across clusters. The classical approach towards Correlation Clustering (and other graph cut problems) is to optimize a global objective. We depart from this and study local objectives: minimizing the maximum number of disagreements for edges incident on a single node, and the analogous max min agreements objective. This naturally gives rise to a family of basic min-max graph cut problems. A prototypical representative is Min Max s−ts-t Cut: find an s−ts-t cut minimizing the largest number of cut edges incident on any node. We present the following results: (1)(1) an O(n)O(\sqrt{n})-approximation for the problem of minimizing the maximum total weight of disagreement edges incident on any node (thus providing the first known approximation for the above family of min-max graph cut problems), (2)(2) a remarkably simple 77-approximation for minimizing local disagreements in complete graphs (improving upon the previous best known approximation of 4848), and (3)(3) a 1/(2+Δ)1/(2+\varepsilon)-approximation for maximizing the minimum total weight of agreement edges incident on any node, hence improving upon the 1/(4+Δ)1/(4+\varepsilon)-approximation that follows from the study of approximate pure Nash equilibria in cut and party affiliation games

    Computing better approximate pure Nash equilibria in cut games via semidefinite programming

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    Cut games are among the most fundamental strategic games in algorithmic game theory. It is well-known that computing an exact pure Nash equilibrium in these games is PLS-hard, so research has focused on computing approximate equilibria. We present a polynomial-time algorithm that computes 2.73712.7371-approximate pure Nash equilibria in cut games. This is the first improvement to the previously best-known bound of 33, due to the work of Bhalgat, Chakraborty, and Khanna from EC 2010. Our algorithm is based on a general recipe proposed by Caragiannis, Fanelli, Gravin, and Skopalik from FOCS 2011 and applied on several potential games since then. The first novelty of our work is the introduction of a phase that can identify subsets of players who can simultaneously improve their utilities considerably. This is done via semidefinite programming and randomized rounding. In particular, a negative objective value to the semidefinite program guarantees that no such considerable improvement is possible for a given set of players. Otherwise, randomized rounding of the SDP solution is used to identify a set of players who can simultaneously improve their strategies considerably and allows the algorithm to make progress. The way rounding is performed is another important novelty of our work. Here, we exploit an idea that dates back to a paper by Feige and Goemans from 1995, but we take it to an extreme that has not been analyzed before

    Efficient Equilibria in Polymatrix Coordination Games

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    We consider polymatrix coordination games with individual preferences where every player corresponds to a node in a graph who plays with each neighbor a separate bimatrix game with non-negative symmetric payoffs. In this paper, we study α\alpha-approximate kk-equilibria of these games, i.e., outcomes where no group of at most kk players can deviate such that each member increases his payoff by at least a factor α\alpha. We prove that for α≄2\alpha \ge 2 these games have the finite coalitional improvement property (and thus α\alpha-approximate kk-equilibria exist), while for α<2\alpha < 2 this property does not hold. Further, we derive an almost tight bound of 2α(n−1)/(k−1)2\alpha(n-1)/(k-1) on the price of anarchy, where nn is the number of players; in particular, it scales from unbounded for pure Nash equilibria (k=1)k = 1) to 2α2\alpha for strong equilibria (k=nk = n). We also settle the complexity of several problems related to the verification and existence of these equilibria. Finally, we investigate natural means to reduce the inefficiency of Nash equilibria. Most promisingly, we show that by fixing the strategies of kk players the price of anarchy can be reduced to n/kn/k (and this bound is tight)

    Minimum Stable Cut and Treewidth

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    A stable or locally-optimal cut of a graph is a cut whose weight cannot be increased by changing the side of a single vertex. Equivalently, a cut is stable if all vertices have the (weighted) majority of their neighbors on the other side. Finding a stable cut is a prototypical PLS-complete problem that has been studied in the context of local search and of algorithmic game theory. In this paper we study Min Stable Cut, the problem of finding a stable cut of minimum weight, which is closely related to the Price of Anarchy of the Max Cut game. Since this problem is NP-hard, we study its complexity on graphs of low treewidth, low degree, or both. We begin by showing that the problem remains weakly NP-hard on severely restricted trees, so bounding treewidth alone cannot make it tractable. We match this hardness with a pseudo-polynomial DP algorithm solving the problem in time (?? W)^{O(tw)}n^{O(1)}, where tw is the treewidth, ? the maximum degree, and W the maximum weight. On the other hand, bounding ? is also not enough, as the problem is NP-hard for unweighted graphs of bounded degree. We therefore parameterize Min Stable Cut by both tw and ? and obtain an FPT algorithm running in time 2^{O(?tw)}(n+log W)^{O(1)}. Our main result for the weighted problem is to provide a reduction showing that both aforementioned algorithms are essentially optimal, even if we replace treewidth by pathwidth: if there exists an algorithm running in (nW)^{o(pw)} or 2^{o(?pw)}(n+log W)^{O(1)}, then the ETH is false. Complementing this, we show that we can, however, obtain an FPT approximation scheme parameterized by treewidth, if we consider almost-stable solutions, that is, solutions where no single vertex can unilaterally increase the weight of its incident cut edges by more than a factor of (1+?). Motivated by these mostly negative results, we consider Unweighted Min Stable Cut. Here our results already imply a much faster exact algorithm running in time ?^{O(tw)}n^{O(1)}. We show that this is also probably essentially optimal: an algorithm running in n^{o(pw)} would contradict the ETH

    Node-Max-Cut and the Complexity of Equilibrium in Linear Weighted Congestion Games

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    In this work, we seek a more refined understanding of the complexity of local optimum computation for Max-Cut and pure Nash equilibrium (PNE) computation for congestion games with weighted players and linear latency functions. We show that computing a PNE of linear weighted congestion games is PLS-complete either for very restricted strategy spaces, namely when player strategies are paths on a series-parallel network with a single origin and destination, or for very restricted latency functions, namely when the latency on each resource is equal to the congestion. Our results reveal a remarkable gap regarding the complexity of PNE in congestion games with weighted and unweighted players, since in case of unweighted players, a PNE can be easily computed by either a simple greedy algorithm (for series-parallel networks) or any better response dynamics (when the latency is equal to the congestion). For the latter of the results above, we need to show first that computing a local optimum of a natural restriction of Max-Cut, which we call Node-Max-Cut, is PLS-complete. In Node-Max-Cut, the input graph is vertex-weighted and the weight of each edge is equal to the product of the weights of its endpoints. Due to the very restricted nature of Node-Max-Cut, the reduction requires a careful combination of new gadgets with ideas and techniques from previous work. We also show how to compute efficiently a (1+?)-approximate equilibrium for Node-Max-Cut, if the number of different vertex weights is constant

    Decentralized Dynamics for Finite Opinion Games

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    Game theory studies situations in which strategic players can modify the state of a given system, in the absence of a central authority. Solution concepts, such as Nash equilibrium, have been defined in order to predict the outcome of such situations. In multi-player settings, it has been pointed out that to be realistic, a solution concept should be obtainable via processes that are decentralized and reasonably simple. Accordingly we look at the computation of solution concepts by means of decentralized dynamics. These are algorithms in which players move in turns to decrease their own cost and the hope is that the system reaches an “equilibrium” quickly. We study these dynamics for the class of opinion games, recently introduced by Bindel et al. [FOCS, 2011]. These are games, important in economics and sociology, that model the formation of an opinion in a social network. We study best-response dynamics and show upper and lower bounds on the convergence to Nash equilibria. We also study a noisy version of best-response dynamics, called logit dynamics, and prove a host of results about its convergence rate as the noise in the system varies. To get these results, we use a variety of techniques developed to bound the mixing time of Markov chains, including coupling, spectral characterizations and bottleneck ratio

    Computing Stable Coalitions: Approximation Algorithms for Reward Sharing

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    Consider a setting where selfish agents are to be assigned to coalitions or projects from a fixed set P. Each project k is characterized by a valuation function; v_k(S) is the value generated by a set S of agents working on project k. We study the following classic problem in this setting: "how should the agents divide the value that they collectively create?". One traditional approach in cooperative game theory is to study core stability with the implicit assumption that there are infinite copies of one project, and agents can partition themselves into any number of coalitions. In contrast, we consider a model with a finite number of non-identical projects; this makes computing both high-welfare solutions and core payments highly non-trivial. The main contribution of this paper is a black-box mechanism that reduces the problem of computing a near-optimal core stable solution to the purely algorithmic problem of welfare maximization; we apply this to compute an approximately core stable solution that extracts one-fourth of the optimal social welfare for the class of subadditive valuations. We also show much stronger results for several popular sub-classes: anonymous, fractionally subadditive, and submodular valuations, as well as provide new approximation algorithms for welfare maximization with anonymous functions. Finally, we establish a connection between our setting and the well-studied simultaneous auctions with item bidding; we adapt our results to compute approximate pure Nash equilibria for these auctions.Comment: Under Revie
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