25,715 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

    Bounding the Inefficiency of Altruism Through Social Contribution Games

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    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

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    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 L2L_2 -norm can approximate the L∞L_{\infty}-norm (makespan) in identical machines scheduling

    Incentives and Efficiency in Uncertain Collaborative Environments

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    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

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    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

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    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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