5 research outputs found

    On Parameterized Complexity of Group Activity Selection Problems on Social Networks

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    In Group Activity Selection Problem (GASP), players form coalitions to participate in activities and have preferences over pairs of the form (activity, group size). Recently, Igarashi et al. have initiated the study of group activity selection problems on social networks (gGASP): a group of players can engage in the same activity if the members of the group form a connected subset of the underlying communication structure. Igarashi et al. have primarily focused on Nash stable outcomes, and showed that many associated algorithmic questions are computationally hard even for very simple networks. In this paper we study the parameterized complexity of gGASP with respect to the number of activities as well as with respect to the number of players, for several solution concepts such as Nash stability, individual stability and core stability. The first parameter we consider in the number of activities. For this parameter, we propose an FPT algorithm for Nash stability for the case where the social network is acyclic and obtain a W[1]-hardness result for cliques (i.e., for classic GASP); similar results hold for individual stability. In contrast, finding a core stable outcome is hard even if the number of activities is bounded by a small constant, both for classic GASP and when the social network is a star. Another parameter we study is the number of players. While all solution concepts we consider become polynomial-time computable when this parameter is bounded by a constant, we prove W[1]-hardness results for cliques (i.e., for classic GASP).Comment: 9 pages, long version of accepted AAMAS-17 pape

    Hedonic Games with Graph-restricted Communication

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    We study hedonic coalition formation games in which cooperation among the players is restricted by a graph structure: a subset of players can form a coalition if and only if they are connected in the given graph. We investigate the complexity of finding stable outcomes in such games, for several notions of stability. In particular, we provide an efficient algorithm that finds an individually stable partition for an arbitrary hedonic game on an acyclic graph. We also introduce a new stability concept -in-neighbor stability- which is tailored for our setting. We show that the problem of finding an in-neighbor stable outcome admits a polynomial-time algorithm if the underlying graph is a path, but is NP-hard for arbitrary trees even for additively separable hedonic games; for symmetric additively separable games we obtain a PLS-hardness result
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