12 research outputs found

    Coalition Resilient Outcomes in Max k-Cut Games

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    We investigate strong Nash equilibria in the \emph{max kk-cut game}, where we are given an undirected edge-weighted graph together with a set {1,…,k}\{1,\ldots, k\} of kk colors. Nodes represent players and edges capture their mutual interests. The strategy set of each player vv consists of the kk colors. When players select a color they induce a kk-coloring or simply a coloring. Given a coloring, the \emph{utility} (or \emph{payoff}) of a player uu is the sum of the weights of the edges {u,v}\{u,v\} incident to uu, such that the color chosen by uu is different from the one chosen by vv. Such games form some of the basic payoff structures in game theory, model lots of real-world scenarios with selfish agents and extend or are related to several fundamental classes of games. Very little is known about the existence of strong equilibria in max kk-cut games. In this paper we make some steps forward in the comprehension of it. We first show that improving deviations performed by minimal coalitions can cycle, and thus answering negatively the open problem proposed in \cite{DBLP:conf/tamc/GourvesM10}. Next, we turn our attention to unweighted graphs. We first show that any optimal coloring is a 5-SE in this case. Then, we introduce xx-local strong equilibria, namely colorings that are resilient to deviations by coalitions such that the maximum distance between every pair of nodes in the coalition is at most xx. We prove that 11-local strong equilibria always exist. Finally, we show the existence of strong Nash equilibria in several interesting specific scenarios.Comment: A preliminary version of this paper will appear in the proceedings of the 45th International Conference on Current Trends in Theory and Practice of Computer Science (SOFSEM'19

    Approximate Equilibrium and Incentivizing Social Coordination

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    We study techniques to incentivize self-interested agents to form socially desirable solutions in scenarios where they benefit from mutual coordination. Towards this end, we consider coordination games where agents have different intrinsic preferences but they stand to gain if others choose the same strategy as them. For non-trivial versions of our game, stable solutions like Nash Equilibrium may not exist, or may be socially inefficient even when they do exist. This motivates us to focus on designing efficient algorithms to compute (almost) stable solutions like Approximate Equilibrium that can be realized if agents are provided some additional incentives. Our results apply in many settings like adoption of new products, project selection, and group formation, where a central authority can direct agents towards a strategy but agents may defect if they have better alternatives. We show that for any given instance, we can either compute a high quality approximate equilibrium or a near-optimal solution that can be stabilized by providing small payments to some players. We then generalize our model to encompass situations where player relationships may exhibit complementarities and present an algorithm to compute an Approximate Equilibrium whose stability factor is linear in the degree of complementarity. Our results imply that a little influence is necessary in order to ensure that selfish players coordinate and form socially efficient solutions.Comment: A preliminary version of this work will appear in AAAI-14: Twenty-Eighth Conference on Artificial Intelligenc

    Efficient Local Search in Coordination Games on Graphs

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    We study strategic games on weighted directed graphs, where the payoff of a player is defined as the sum of the weights on the edges from players who chose the same strategy augmented by a fixed non-negative bonus for picking a given strategy. These games capture the idea of coordination in the absence of globally common strategies. Prior work shows that the problem of determining the existence of a pure Nash equilibrium for these games is NP-complete already for graphs with all weights equal to one and no bonuses. However, for several classes of graphs (e.g. DAGs and cliques) pure Nash equilibria or even strong equilibria always exist and can be found by simply following a particular improvement or coalition-improvement path, respectively. In this paper we identify several natural classes of graphs for which a finite improvement or coalition-improvement path of polynomial length always exists, and, as a consequence, a Nash equilibrium or strong equilibrium in them can be found in polynomial time. We also argue that these results are optimal in the sense that in natural generalisations of these classes of graphs, a pure Nash equilibrium may not even exist.Comment: Extended version of a paper accepted to IJCAI1

    Topological Price of Anarchy bounds for clustering games on networks

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    We consider clustering games in which the players are embedded in a network and want to coordinate (or anti-coordinate) their choices with their neighbors. Recent studies show that even very basic variants of these games exhibit a large Price of Anarchy. Our main goal is to understand how structural properties of the network topology impact the inefficiency of these games. We derive topological bounds on the Price of Anarchy for different classes of clustering games. These topological bounds provide a more informative assessment of the inefficiency of these games than the corresponding (worst-case) Price of Anarchy bounds. As one of our main results, we derive (tight) bounds on the Price of Anarchy for clustering games on Erdős-Rényi random graphs, which, depending on the graph density, stand in stark contrast to the known Price of Anarchy bounds

    Synchronisation Games on Hypergraphs

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    We study a strategic game model on hypergraphs where players, modelled by nodes, try to coordinate or anti-coordinate their choices within certain groups of players, modelled by hyperedges. We show this model to be a strict generalisation of symmetric additively separable hedonic games to the hypergraph setting and that such games always have a pure Nash equilibrium, which can be computed in pseudo-polynomial time. Moreover, in the pure coordination setting, we show that a strong equilibrium exists and can be computed in polynomial time when the game possesses a certain acyclic structure.</jats:p
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