15 research outputs found

    On Linear Congestion Games with Altruistic Social Context

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    We study the issues of existence and inefficiency of pure Nash equilibria in linear congestion games with altruistic social context, in the spirit of the model recently proposed by de Keijzer {\em et al.} \cite{DSAB13}. In such a framework, given a real matrix Γ=(γij)\Gamma=(\gamma_{ij}) specifying a particular social context, each player ii aims at optimizing a linear combination of the payoffs of all the players in the game, where, for each player jj, the multiplicative coefficient is given by the value γij\gamma_{ij}. We give a broad characterization of the social contexts for which pure Nash equilibria are always guaranteed to exist and provide tight or almost tight bounds on their prices of anarchy and stability. In some of the considered cases, our achievements either improve or extend results previously known in the literature

    Strong equilibrium in games with common and complementary local utilities

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    A rather general class of strategic games is described where the coalition improvements are acyclic and hence strong equilibria exist: The players derive their utilities from the use of certain "facilities"; all players using a facility extract the same amount of "local utility" therefrom, which amount depends both on the set of users and on their actions, and is decreasing in the set of users; the "ultimate" utility of each player is the minimum of the local utilities at all relevant facilities. Two important subclasses are "games with structured utilities," basic properties of which were discovered in 1970s and 1980s, and "bottleneck congestion games," which attracted researchers' attention quite recently. The former games are representative in the sense that every game from the whole class is isomorphic to one of them. The necessity of the minimum aggregation for the "persistent" existence of strong equilibria, actually, just Pareto optimal Nash equilibria, is established

    On the Existence of Pure Nash Equilibria in Weighted Congestion Games

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    We study the existence of pure Nash equilibria in weighted congestion games. Let C denote a set of cost functions. We say that C is consistent if every weighted congestion game with cost functions in C possesses a PNE. We say that C is FIP-consistent if every weighted congestion game with cost functions in C possesses the Finite Improvement Property

    Coordinating selfish players in scheduling games

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    We investigate coordination mechanisms that schedule n jobs on m unrelated machines. The objective is to minimize the makespan. It was raised as an open question whether it is possible to design a coordination mechanism that has constant price of anarchy using preemption. We give a negative answer. Next we introduce multi-job players that control a set of jobs, with the aim of minimizing the sum of the completion times of theirs jobs. In this setting, previous mechanisms designed for players with single jobs are inadequate, e.g., having large price of anarchy, or not guaranteeing pure Nash equilibria. To meet this challenge, we design three mechanisms that induce pure Nash equilibria while guaranteeing relatively small price of anarchy. Then we consider multi-job players where each player\u27s objective is to minimize the weighted sum of completion time of her jobs, while the social cost is the sum of players\u27 costs. We first prove that if machines order jobs according to Smith-rule, then the coordination ratio is at most 4, moreover this is best possible among non-preemptive policies. Then we design a preemptive policy, em externality that has coordination ratio 2.618, and complement this result by proving that this ratio is best possible even if we allow for randomization or full information. An interesting consequence of our results is that an varepsilonvarepsilon-local optima of R,sumwiCiR|,|sum w_iC_i for the jump neighborhood can be found in polynomial time and is within a factor of 2.618 of the optimal solution.Wir betrachten Koordinationsmechanismen um n Jobs auf m Maschinen mit individuellen Bearbeitungszeiten zu verteilen. Ziel dabei ist es den Makespan zu minimieren. Es war eine offene Frage, ob es möglich ist einen preämptiven Koordinationsmechanismus zu entwickeln, der einen konstanten Price of Anarchy hat. Wir beantworten diese Frage im negativen Sinne. Als nächstes führen wir Multi-Job-Spieler ein, die eine Menge von Jobs kontrollieren können, mit dem Ziel die Summe der Fertigstellungszeiten ihrer Jobs zu minimieren. In diesem Szenario sind bekannte Mechanismen, die für Ein-Job-Spieler entworfen worden sind, nicht gut genug, und haben beispielsweise einen hohen Price of Anarchy oder können kein reines Nash Gleichgewicht garantieren. Wir entwickeln drei Mechanismen die jeweils ein reines Nash Gleichgewicht besitzen, und einen relativ kleinen Price of Anarchy haben. Zusätzlich betrachten wir Multi-Job-Spieler, mit dem Ziel jeweils die gewichtete Summe der Fertigstellungszeiten ihrer Jobs zu minimieren, während die Gesamtkosten die Summe der Kosten der Spieler sind. Wir zeigen zuerst, dass das Koordinationsverhältnis höchstens 44 ist, wenn die Maschinen die Jobs nach der Smith-Regel sortieren, was bei nicht-preämptiven Verfahren optimal ist. Danach entwickeln wir ein preämptives Verfahren, Externality, welches ein Koordinationsverhältnis von 2.618 hat, und ergänzen dieses Ergebniss indem wir beweisen, dass dieses Verhältnis optimal ist, auch für den Fall, dass wir Randomisierung oder volle Information erlauben. Eine interessante Folge unserer Ergebnisse ist, dass ein varepsilonvarepsilon-lokales Optimum von R,sumwiCiR|,|sum w_iC_i für die Jump-Neighborhood in Polynomialzeit gefunden werden kann, und innerhalb eines Faktors von 2.618 von der optimalen Lösung ist
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