333 research outputs found

    Modal logics are coalgebraic

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    Applications of modal logics are abundant in computer science, and a large number of structurally different modal logics have been successfully employed in a diverse spectrum of application contexts. Coalgebraic semantics, on the other hand, provides a uniform and encompassing view on the large variety of specific logics used in particular domains. The coalgebraic approach is generic and compositional: tools and techniques simultaneously apply to a large class of application areas and can moreover be combined in a modular way. In particular, this facilitates a pick-and-choose approach to domain specific formalisms, applicable across the entire scope of application areas, leading to generic software tools that are easier to design, to implement, and to maintain. This paper substantiates the authors' firm belief that the systematic exploitation of the coalgebraic nature of modal logic will not only have impact on the field of modal logic itself but also lead to significant progress in a number of areas within computer science, such as knowledge representation and concurrency/mobility

    A Hydraulic Approach to Equilibria of Resource Selection Games

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    Drawing intuition from a (physical) hydraulic system, we present a novel framework, constructively showing the existence of a strong Nash equilibrium in resource selection games (i.e., asymmetric singleton congestion games) with nonatomic players, the coincidence of strong equilibria and Nash equilibria in such games, and the uniqueness of the cost of each given resource across all Nash equilibria. Our proofs allow for explicit calculation of Nash equilibrium and for explicit and direct calculation of the resulting (unique) costs of resources, and do not hinge on any fixed-point theorem, on the Minimax theorem or any equivalent result, on linear programming, or on the existence of a potential (though our analysis does provide powerful insights into the potential, via a natural concrete physical interpretation). A generalization of resource selection games, called resource selection games with I.D.-dependent weighting, is defined, and the results are extended to this family, showing the existence of strong equilibria, and showing that while resource costs are no longer unique across Nash equilibria in games of this family, they are nonetheless unique across all strong Nash equilibria, drawing a novel fundamental connection between group deviation and I.D.-congestion. A natural application of the resulting machinery to a large class of constraint-satisfaction problems is also described.Comment: Hebrew University of Jerusalem Center for the Study of Rationality discussion paper 67

    Node-Max-Cut and the Complexity of Equilibrium in Linear Weighted Congestion Games

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    In this work, we seek a more refined understanding of the complexity of local optimum computation for Max-Cut and pure Nash equilibrium (PNE) computation for congestion games with weighted players and linear latency functions. We show that computing a PNE of linear weighted congestion games is PLS-complete either for very restricted strategy spaces, namely when player strategies are paths on a series-parallel network with a single origin and destination, or for very restricted latency functions, namely when the latency on each resource is equal to the congestion. Our results reveal a remarkable gap regarding the complexity of PNE in congestion games with weighted and unweighted players, since in case of unweighted players, a PNE can be easily computed by either a simple greedy algorithm (for series-parallel networks) or any better response dynamics (when the latency is equal to the congestion). For the latter of the results above, we need to show first that computing a local optimum of a natural restriction of Max-Cut, which we call Node-Max-Cut, is PLS-complete. In Node-Max-Cut, the input graph is vertex-weighted and the weight of each edge is equal to the product of the weights of its endpoints. Due to the very restricted nature of Node-Max-Cut, the reduction requires a careful combination of new gadgets with ideas and techniques from previous work. We also show how to compute efficiently a (1+?)-approximate equilibrium for Node-Max-Cut, if the number of different vertex weights is constant

    Computer Science and Game Theory: A Brief Survey

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    There has been a remarkable increase in work at the interface of computer science and game theory in the past decade. In this article I survey some of the main themes of work in the area, with a focus on the work in computer science. Given the length constraints, I make no attempt at being comprehensive, especially since other surveys are also available, and a comprehensive survey book will appear shortly.Comment: To appear; Palgrave Dictionary of Economic

    Incentive Mechanisms for Internet Congestion Management: Fixed-Budget Rebate versus Time-of-Day Pricing

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    Mobile data traffic has been steadily rising in the past years. This has generated a significant interest in the deployment of incentive mechanisms to reduce peak-time congestion. Typically, the design of these mechanisms requires information about user demand and sensitivity to prices. Such information is naturally imperfect. In this paper, we propose a \emph{fixed-budget rebate mechanism} that gives each user a reward proportional to his percentage contribution to the aggregate reduction in peak time demand. For comparison, we also study a time-of-day pricing mechanism that gives each user a fixed reward per unit reduction of his peak-time demand. To evaluate the two mechanisms, we introduce a game-theoretic model that captures the \emph{public good} nature of decongestion. For each mechanism, we demonstrate that the socially optimal level of decongestion is achievable for a specific choice of the mechanism's parameter. We then investigate how imperfect information about user demand affects the mechanisms' effectiveness. From our results, the fixed-budget rebate pricing is more robust when the users' sensitivity to congestion is "sufficiently" convex. This feature of the fixed-budget rebate mechanism is attractive for many situations of interest and is driven by its closed-loop property, i.e., the unit reward decreases as the peak-time demand decreases.Comment: To appear in IEEE/ACM Transactions on Networkin

    Inapproximability of Combinatorial Optimization Problems

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    We survey results on the hardness of approximating combinatorial optimization problems

    Malicious Bayesian Congestion Games

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    In this paper, we introduce malicious Bayesian congestion games as an extension to congestion games where players might act in a malicious way. In such a game each player has two types. Either the player is a rational player seeking to minimize her own delay, or - with a certain probability - the player is malicious in which case her only goal is to disturb the other players as much as possible. We show that such games do in general not possess a Bayesian Nash equilibrium in pure strategies (i.e. a pure Bayesian Nash equilibrium). Moreover, given a game, we show that it is NP-complete to decide whether it admits a pure Bayesian Nash equilibrium. This result even holds when resource latency functions are linear, each player is malicious with the same probability, and all strategy sets consist of singleton sets. For a slightly more restricted class of malicious Bayesian congestion games, we provide easy checkable properties that are necessary and sufficient for the existence of a pure Bayesian Nash equilibrium. In the second part of the paper we study the impact of the malicious types on the overall performance of the system (i.e. the social cost). To measure this impact, we use the Price of Malice. We provide (tight) bounds on the Price of Malice for an interesting class of malicious Bayesian congestion games. Moreover, we show that for certain congestion games the advent of malicious types can also be beneficial to the system in the sense that the social cost of the worst case equilibrium decreases. We provide a tight bound on the maximum factor by which this happens.Comment: 18 pages, submitted to WAOA'0
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