98 research outputs found

    Computing the Nucleolus of Matching and b-Matching Games

    Get PDF
    In the classical weighted matching problem the optimizer is given a graph with edge weights and their goal is to find a matching which maximizes the sum of the weights of edges in the matching. It is typically assumed in this process that the optimizer has unilateral control over the decision to take each edge. Where cooperative game theory intersects combinatorial optimization this assumption is subverted. In a cooperative matching game each vertex of the graph is controlled by a distinct player, and an edge can only be taken into a matching with the cooperation of the players at each of its vertices. One can think of the weight of an edge as representing the value the players of that edge generate by collaborating in partnership. In this setting the question is more than simply can we find an optimal matching, as in the classic matching problem, but also how should the players share the total value of the matching amongst themselves. The players should share the value they generate in a way that fairly respects the contributions of each player, and which encourages as well as possible the stable participation of every player in the network. Cooperative game theory formulates such fair distributions of wealth as solution concepts. One classical and beautiful solution concept is the nucleolus. Intuitively the nucleolus distributes value so that the worst off groups of players are as satisfied as possible, and subject to that the second worst off groups, and so on. Here we think of satisfaction as the difference between how much value the players were distributed versus how much they could have generated on their own had they seceded from the grand coalition. This thesis studies the nucleolus of matching games, and their generalization to b-matching games where each player can take on multiple partnerships simultaneously, from a computational perspective. We study when the nucleolus of a b-matching game can be computed efficiently and when it is intractable to do so. Chapter 2 describes an algorithm for computing the nucleolus of any weighted cooperative matching game in polynomial time. Chapter 3 studies the computational complexity of b-matching games. We show that computing the nucleolus of such games is NP-hard even when every vertex has b-value 3, the graph is unweighted, bipartite, and of maximum degree 7. Finally, in Chapter 4 we show that when the problem of determining the worst off coalition under a given allocation in a cooperative game can be formulated as a dynamic program then the nucleolus of the game can be computed in time which is only a polynomial factor larger than the time it takes to solve said dynamic program. We apply this result to show that nucleolus of b-matching games can be computed in polynomial time on graphs of bounded treewidth

    Computing the Least-core and Nucleolus for Threshold Cardinality Matching Games

    Full text link
    Cooperative games provide a framework for fair and stable profit allocation in multi-agent systems. \emph{Core}, \emph{least-core} and \emph{nucleolus} are such solution concepts that characterize stability of cooperation. In this paper, we study the algorithmic issues on the least-core and nucleolus of threshold cardinality matching games (TCMG). A TCMG is defined on a graph G=(V,E)G=(V,E) and a threshold TT, in which the player set is VV and the profit of a coalition SVS\subseteq V is 1 if the size of a maximum matching in G[S]G[S] meets or exceeds TT, and 0 otherwise. We first show that for a TCMG, the problems of computing least-core value, finding and verifying least-core payoff are all polynomial time solvable. We also provide a general characterization of the least core for a large class of TCMG. Next, based on Gallai-Edmonds Decomposition in matching theory, we give a concise formulation of the nucleolus for a typical case of TCMG which the threshold TT equals 11. When the threshold TT is relevant to the input size, we prove that the nucleolus can be obtained in polynomial time in bipartite graphs and graphs with a perfect matching

    Shapley Meets Shapley

    Get PDF
    This paper concerns the analysis of the Shapley value in matching games. Matching games constitute a fundamental class of cooperative games which help understand and model auctions and assignments. In a matching game, the value of a coalition of vertices is the weight of the maximum size matching in the subgraph induced by the coalition. The Shapley value is one of the most important solution concepts in cooperative game theory. After establishing some general insights, we show that the Shapley value of matching games can be computed in polynomial time for some special cases: graphs with maximum degree two, and graphs that have a small modular decomposition into cliques or cocliques (complete k-partite graphs are a notable special case of this). The latter result extends to various other well-known classes of graph-based cooperative games. We continue by showing that computing the Shapley value of unweighted matching games is #P-complete in general. Finally, a fully polynomial-time randomized approximation scheme (FPRAS) is presented. This FPRAS can be considered the best positive result conceivable, in view of the #P-completeness result.Comment: 17 page

    The Least-core and Nucleolus of Path Cooperative Games

    Full text link
    Cooperative games provide an appropriate framework for fair and stable profit distribution in multiagent systems. In this paper, we study the algorithmic issues on path cooperative games that arise from the situations where some commodity flows through a network. In these games, a coalition of edges or vertices is successful if it enables a path from the source to the sink in the network, and lose otherwise. Based on dual theory of linear programming and the relationship with flow games, we provide the characterizations on the CS-core, least-core and nucleolus of path cooperative games. Furthermore, we show that the least-core and nucleolus are polynomially solvable for path cooperative games defined on both directed and undirected network

    An efficient algorithm for nucleolus and prekernel computation in some classes of TU-games

    Get PDF
    We consider classes of TU-games. We show that we can efficiently compute an allocation in the intersection of the prekernel and the least core of the game if we can efficiently compute the minimum excess for any given allocation. In the case where the prekernel of the game contains exactly one core vector, our algorithm computes the nucleolus of the game. This generalizes both a recent result by Kuipers on the computation of the nucleolus for convex games and a classical result by Megiddo on the nucleolus of standard tree games to classes of more general minimum cost spanning tree games. Our algorithm is based on the ellipsoid method and Maschler's scheme for approximating the prekernel. \u

    Matching games: the least core and the nucleolus

    Get PDF
    A matching game is a cooperative game defined by a graph G=(V,E)G=(V,E). The player set is VV and the value of a coalition SVS \subseteq V is defined as the size of a maximum matching in the subgraph induced by SS. We show that the nucleolus of such games can be computed efficiently. The result is based on an alternative characterization of the least core which may be of independent interest. The general case of weighted matching games remains unsolved. \u

    On the Complexity of Nucleolus Computation for Bipartite b-Matching Games

    Full text link
    We explore the complexity of nucleolus computation in b-matching games on bipartite graphs. We show that computing the nucleolus of a simple b-matching game is NP-hard even on bipartite graphs of maximum degree 7. We complement this with partial positive results in the special case where b values are bounded by 2. In particular, we describe an efficient algorithm when a constant number of vertices satisfy b(v) = 2 as well as an efficient algorithm for computing the non-simple b-matching nucleolus when b = 2

    Algorithmic and complexity aspects of simple coalitional games

    Get PDF
    Simple coalitional games are a fundamental class of cooperative games and voting games which are used to model coalition formation, resource allocation and decision making in computer science, artificial intelligence and multiagent systems. Although simple coalitional games are well studied in the domain of game theory and social choice, their algorithmic and computational complexity aspects have received less attention till recently. The computational aspects of simple coalitional games are of increased importance as these games are used by computer scientists to model distributed settings. This thesis fits in the wider setting of the interplay between economics and computer science which has led to the development of algorithmic game theory and computational social choice. A unified view of the computational aspects of simple coalitional games is presented here for the first time. Certain complexity results also apply to other coalitional games such as skill games and matching games. The following issues are given special consideration: influence of players, limit and complexity of manipulations in the coalitional games and complexity of resource allocation on networks. The complexity of comparison of influence between players in simple games is characterized. The simple games considered are represented by winning coalitions, minimal winning coalitions, weighted voting games or multiple weighted voting games. A comprehensive classification of weighted voting games which can be solved in polynomial time is presented. An efficient algorithm which uses generating functions and interpolation to compute an integer weight vector for target power indices is proposed. Voting theory, especially the Penrose Square Root Law, is used to investigate the fairness of a real life voting model. Computational complexity of manipulation in social choice protocols can determine whether manipulation is computationally feasible or not. The computational complexity and bounds of manipulation are considered from various angles including control, false-name manipulation and bribery. Moreover, the computational complexity of computing various cooperative game solutions of simple games in dierent representations is studied. Certain structural results regarding least core payos extend to the general monotone cooperative game. The thesis also studies a coalitional game called the spanning connectivity game. It is proved that whereas computing the Banzhaf values and Shapley-Shubik indices of such games is #P-complete, there is a polynomial time combinatorial algorithm to compute the nucleolus. The results have interesting significance for optimal strategies for the wiretapping game which is a noncooperative game defined on a network
    corecore