9,793 research outputs found

    Cooperation through social influence

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    We consider a simple and altruistic multiagent system in which the agents are eager to perform a collective task but where their real engagement depends on the willingness to perform the task of other influential agents. We model this scenario by an influence game, a cooperative simple game in which a team (or coalition) of players succeeds if it is able to convince enough agents to participate in the task (to vote in favor of a decision). We take the linear threshold model as the influence model. We show first the expressiveness of influence games showing that they capture the class of simple games. Then we characterize the computational complexity of various problems on influence games, including measures (length and width), values (Shapley-Shubik and Banzhaf) and properties (of teams and players). Finally, we analyze those problems for some particular extremal cases, with respect to the propagation of influence, showing tighter complexity characterizations.Peer ReviewedPostprint (author’s final draft

    Complementary cooperation, minimal winning coalitions, and power indices

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    We introduce a new simple game, which is referred to as the complementary weighted multiple majority game (C-WMMG for short). C-WMMG models a basic cooperation rule, the complementary cooperation rule, and can be taken as a sister model of the famous weighted majority game (WMG for short). In this paper, we concentrate on the two dimensional C-WMMG. An interesting property of this case is that there are at most n+1n+1 minimal winning coalitions (MWC for short), and they can be enumerated in time O(nlogn)O(n\log n), where nn is the number of players. This property guarantees that the two dimensional C-WMMG is more handleable than WMG. In particular, we prove that the main power indices, i.e. the Shapley-Shubik index, the Penrose-Banzhaf index, the Holler-Packel index, and the Deegan-Packel index, are all polynomially computable. To make a comparison with WMG, we know that it may have exponentially many MWCs, and none of the four power indices is polynomially computable (unless P=NP). Still for the two dimensional case, we show that local monotonicity holds for all of the four power indices. In WMG, this property is possessed by the Shapley-Shubik index and the Penrose-Banzhaf index, but not by the Holler-Packel index or the Deegan-Packel index. Since our model fits very well the cooperation and competition in team sports, we hope that it can be potentially applied in measuring the values of players in team sports, say help people give more objective ranking of NBA players and select MVPs, and consequently bring new insights into contest theory and the more general field of sports economics. It may also provide some interesting enlightenments into the design of non-additive voting mechanisms. Last but not least, the threshold version of C-WMMG is a generalization of WMG, and natural variants of it are closely related with the famous airport game and the stable marriage/roommates problem.Comment: 60 page

    Structural and computational aspects of simple and influence games

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    Simple games are a fundamental class of cooperative games. They have a huge relevance in several areas of computer science, social sciences and discrete applied mathematics. The algorithmic and computational complexity aspects of simple games have been gaining notoriety in the recent years. In this thesis we review different computational problems related to properties, parameters, and solution concepts of simple games. We consider different forms of representation of simple games, regular games and weighted games, and we analyze the computational complexity required to transform a game from one representation to another. We also analyze the complexity of several open problems under different forms of representation. In this scenario, we prove that the problem of deciding whether a simple game in minimal winning form is decisive (a problem that is associated to the duality problem of hypergraphs and monotone Boolean functions) can be solved in quasi-polynomial time, and that this problem can be polynomially reduced to the same problem but restricted to regular games in shift-minimal winning form. We also prove that the problem of deciding wheter a regular game is strong in shift-minimal winning form is coNP-complete. Further, for the width, one of the parameters of simple games, we prove that for simple games in minimal winning form it can be computed in polynomial time. Regardless of the form of representation, we also analyze counting and enumeration problems for several subfamilies of these games. We also introduce influence games, which are a new approach to study simple games based on a model of spread of influence in a social network, where influence spreads according to the linear threshold model. We show that influence games capture the whole class of simple games. Moreover, we study for influence games the complexity of the problems related to parameters, properties and solution concepts considered for simple games. We consider extremal cases with respect to demand of influence, and we show that, for these subfamilies, several problems become polynomial. We finish with some applications inspired on influence games. The first set of results concerns to the definition of collective choice models. For mediation systems, several of the problems of properties mentioned above are polynomial-time solvable. For influence systems, we prove that computing the satisfaction (a measure equivalent to the Rae index and similar to the Banzhaf value) is hard unless we consider some restrictions in the model. For OLFM systems, a generalization of OLF systems (van den Brink et al. 2011, 2012) we provide an axiomatization of satisfaction. The second set of results concerns to social network analysis. We define new centrality measures of social networks that we compare on real networks with some classical centrality measures.Los juegos simples son una clase fundamental de juegos cooperativos, que tiene una enorme relevancia en diversas áreas de ciencias de la computación, ciencias sociales y matemáticas discretas aplicadas. En los últimos años, los distintos aspectos algorítmicos y de complejidad computacional de los juegos simples ha ido ganando notoriedad. En esta tesis revisamos los distintos problemas computacionales relacionados con propiedades, parámetros y conceptos de solución de juegos simples. Primero consideramos distintas formas de representación de juegos simples, juegos regulares y juegos de mayoría ponderada, y estudiamos la complejidad computacional requerida para transformar un juego desde una representación a otra. También analizamos la complejidad de varios problemas abiertos bajo diferentes formas de representación. En este sentido, demostramos que el problema de decidir si un juego simple en forma ganadora minimal es decisivo (un problema asociado al problema de dualidad de hipergrafos y funciones booleanas monótonas) puede resolverse en tiempo cuasi-polinomial, y que este problema puede reducirse polinomialmente al mismo problema pero restringido a juegos regulares en forma ganadora shift-minimal. También demostramos que el problema de decidir si un juego regular en forma ganadora shift-minimal es fuerte (strong) es coNP-completo. Adicionalmente, para juegos simples en forma ganadora minimal demostramos que el parámetro de anchura (width) puede computarse en tiempo polinomial. Independientemente de la forma de representación, también estudiamos problemas de enumeración y conteo para varias subfamilias de juegos simples. Luego introducimos los juegos de influencia, un nuevo enfoque para estudiar juegos simples basado en un modelo de dispersión de influencia en redes sociales, donde la influencia se dispersa de acuerdo con el modelo de umbral lineal (linear threshold model). Demostramos que los juegos de influencia abarcan la totalidad de la clase de los juegos simples. Para estos juegos también estudiamos la complejidad de los problemas relacionados con parámetros, propiedades y conceptos de solución considerados para los juegos simples. Además consideramos casos extremos con respecto a la demanda de influencia, y probamos que para ciertas subfamilias, varios de estos problemas se vuelven polinomiales. Finalmente estudiamos algunas aplicaciones inspiradas en los juegos de influencia. El primer conjunto de estos resultados tiene que ver con la definición de modelos de decisión colectiva. Para sistemas de mediación, varios de los problemas de propiedades mencionados anteriormente son polinomialmente resolubles. Para los sistemas de influencia, demostramos que computar la satisfacción (una medida equivalente al índice de Rae y similar al valor de Banzhaf) es difícil a menos que consideremos algunas restricciones en el modelo. Para los sistemas OLFM, una generalización de los sistemas OLF (van den Brink et al. 2011, 2012) proporcionamos una axiomatización para la medida de satisfacción. El segundo conjunto de resultados se refiere al análisis de redes sociales, y en particular con la definición de nuevas medidas de centralidad de redes sociales, que comparamos en redes reales con otras medidas de centralidad clásica

    Three Puzzles on Mathematics, Computation, and Games

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    In this lecture I will talk about three mathematical puzzles involving mathematics and computation that have preoccupied me over the years. The first puzzle is to understand the amazing success of the simplex algorithm for linear programming. The second puzzle is about errors made when votes are counted during elections. The third puzzle is: are quantum computers possible?Comment: ICM 2018 plenary lecture, Rio de Janeiro, 36 pages, 7 Figure

    On the complexity of problems on simple games

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    Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes–no voting system is a set of rules that specifies exactly which collections of “yea” votes yield passage of the issue at hand, each of these collections of “yea” voters forms a winning coalition. We are interested in performing a complexity analysis on problems defined on such families of games. This analysis as usual depends on the game representation used as input. We consider four natural explicit representations: winning, losing, minimal winning, and maximal losing. We first analyze the complexity of testing whether a game is simple and testing whether a game is weighted. We show that, for the four types of representations, both problems can be solved in polynomial time. Finally, we provide results on the complexity of testing whether a simple game or a weighted game is of a special type. We analyze strongness, properness, decisiveness and homogeneity, which are desirable properties to be fulfilled for a simple game. We finalize with some considerations on the possibility of representing a game in a more succinct representation showing a natural representation in which the recognition problem is hard.Preprin

    The Complexity of Testing Properties of Simple Games

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    Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea'' votes yield passage of the issue at hand. A collection of ``yea'' voters forms a winning coalition. We are interested on performing a complexity analysis of problems on such games depending on the game representation. We consider four natural explicit representations, winning, loosing, minimal winning, and maximal loosing. We first analyze the computational complexity of obtaining a particular representation of a simple game from a different one. We show that some cases this transformation can be done in polynomial time while the others require exponential time. The second question is classifying the complexity for testing whether a game is simple or weighted. We show that for the four types of representation both problem can be solved in polynomial time. Finally, we provide results on the complexity of testing whether a simple game or a weighted game is of a special type. In this way, we analyze strongness, properness, decisiveness and homogeneity, which are desirable properties to be fulfilled for a simple game.Comment: 18 pages, LaTex fil

    Individual strategies in complementarity games and population dynamics

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    We introduce and study an evolutionary complementarity game where in each round a player of population 1 is paired with a member of population 2. The game is symmetric, and each player tries to obtain an advantageous deal, but when one of them pushes too hard, no deal at all can be concluded, and they both loose. The game has many equilibria, and which of them is reached depends on the history of the interactions as the players evolve according to a fitness function that measures their gains across the interactions. We can then break the symmetry by assigning different strategy spaces to the populations, varying in particular with respect to the information available to the agents. The agents can, for example, adapt to the behavior of their opponents met in previous rounds, or they can try to copy the strategies of their successful friends. It turns out that, in general, the more restricted strategy spaces, that is, those that utilize less information, are more advantageous for a population as a whole as their adoption drives the equilibrium in a direction advantageous to that population. One reason is that a simpler strategy can be learned faster in an evolutionary setting, another is that it is good for a population to have some individuals that are unfit in the sense that they make offers that are individually unsuccessful, but have a systematic effect on the strategies of their opponents. All these effects are demonstrated through systematic simulations.Comment: 14 pages, 11 figures (please send Wei Li email if you need original figures

    A Survey of Monte Carlo Tree Search Methods

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    Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
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