25,715 research outputs found
On Linear Congestion Games with Altruistic Social Context
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 specifying a particular
social context, each player aims at optimizing a linear combination of the
payoffs of all the players in the game, where, for each player , the
multiplicative coefficient is given by the value . 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
Bounding the Inefficiency of Altruism Through Social Contribution Games
We introduce a new class of games, called social contribution games (SCGs),
where each player's individual cost is equal to the cost he induces on society
because of his presence. Our results reveal that SCGs constitute useful
abstractions of altruistic games when it comes to the analysis of the robust
price of anarchy. We first show that SCGs are altruism-independently smooth,
i.e., the robust price of anarchy of these games remains the same under
arbitrary altruistic extensions. We then devise a general reduction technique
that enables us to reduce the problem of establishing smoothness for an
altruistic extension of a base game to a corresponding SCG. Our reduction
applies whenever the base game relates to a canonical SCG by satisfying a
simple social contribution boundedness property. As it turns out, several
well-known games satisfy this property and are thus amenable to our reduction
technique. Examples include min-sum scheduling games, congestion games, second
price auctions and valid utility games. Using our technique, we derive mostly
tight bounds on the robust price of anarchy of their altruistic extensions. For
the majority of the mentioned game classes, the results extend to the more
differentiated friendship setting. As we show, our reduction technique covers
this model if the base game satisfies three additional natural properties
Tighter Bounds on the Inefficiency Ratio of Stable Equilibria in Load Balancing Games
In this paper we study the inefficiency ratio of stable equilibria in load
balancing games introduced by Asadpour and Saberi [3]. We prove tighter lower
and upper bounds of 7/6 and 4/3, respectively. This improves over the best
known bounds in problem (19/18 and 3/2, respectively). Equivalently, the
results apply to the question of how well the optimum for the -norm can
approximate the -norm (makespan) in identical machines scheduling
Incentives and Efficiency in Uncertain Collaborative Environments
We consider collaborative systems where users make contributions across
multiple available projects and are rewarded for their contributions in
individual projects according to a local sharing of the value produced. This
serves as a model of online social computing systems such as online Q&A forums
and of credit sharing in scientific co-authorship settings. We show that the
maximum feasible produced value can be well approximated by simple local
sharing rules where users are approximately rewarded in proportion to their
marginal contributions and that this holds even under incomplete information
about the player's abilities and effort constraints. For natural instances we
show almost 95% optimality at equilibrium. When players incur a cost for their
effort, we identify a threshold phenomenon: the efficiency is a constant
fraction of the optimal when the cost is strictly convex and decreases with the
number of players if the cost is linear
Price of Competition and Dueling Games
We study competition in a general framework introduced by Immorlica et al.
and answer their main open question. Immorlica et al. considered classic
optimization problems in terms of competition and introduced a general class of
games called dueling games. They model this competition as a zero-sum game,
where two players are competing for a user's satisfaction. In their main and
most natural game, the ranking duel, a user requests a webpage by submitting a
query and players output an ordering over all possible webpages based on the
submitted query. The user tends to choose the ordering which displays her
requested webpage in a higher rank. The goal of both players is to maximize the
probability that her ordering beats that of her opponent and gets the user's
attention. Immorlica et al. show this game directs both players to provide
suboptimal search results. However, they leave the following as their main open
question: "does competition between algorithms improve or degrade expected
performance?" In this paper, we resolve this question for the ranking duel and
a more general class of dueling games.
More precisely, we study the quality of orderings in a competition between
two players. This game is a zero-sum game, and thus any Nash equilibrium of the
game can be described by minimax strategies. Let the value of the user for an
ordering be a function of the position of her requested item in the
corresponding ordering, and the social welfare for an ordering be the expected
value of the corresponding ordering for the user. We propose the price of
competition which is the ratio of the social welfare for the worst minimax
strategy to the social welfare obtained by a social planner. We use this
criterion for analyzing the quality of orderings in the ranking duel. We prove
the quality of minimax results is surprisingly close to that of the optimum
solution
Path deviations outperform approximate stability in heterogeneous congestion games
We consider non-atomic network congestion games with heterogeneous players
where the latencies of the paths are subject to some bounded deviations. This
model encompasses several well-studied extensions of the classical Wardrop
model which incorporate, for example, risk-aversion, altruism or travel time
delays. Our main goal is to analyze the worst-case deterioration in social cost
of a perturbed Nash flow (i.e., for the perturbed latencies) with respect to an
original Nash flow. We show that for homogeneous players perturbed Nash flows
coincide with approximate Nash flows and derive tight bounds on their
inefficiency. In contrast, we show that for heterogeneous populations this
equivalence does not hold. We derive tight bounds on the inefficiency of both
perturbed and approximate Nash flows for arbitrary player sensitivity
distributions. Intuitively, our results suggest that the negative impact of
path deviations (e.g., caused by risk-averse behavior or latency perturbations)
is less severe than approximate stability (e.g., caused by limited
responsiveness or bounded rationality). We also obtain a tight bound on the
inefficiency of perturbed Nash flows for matroid congestion games and
homogeneous populations if the path deviations can be decomposed into edge
deviations. In particular, this provides a tight bound on the Price of
Risk-Aversion for matroid congestion games
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