288 research outputs found

    Efficiency analysis of load balancing games with and without activation costs

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    In this paper, we study two models of resource allocation games: the classical load-balancing game and its new variant involving resource activation costs. The resources we consider are identical and the social costs of the games are utilitarian, which are the average of all individual players' costs. Using the social costs we assess the quality of pure Nash equilibria in terms of the price of anarchy (PoA) and the price of stability (PoS). For each game problem, we identify suitable problem parameters and provide a parametric bound on the PoA and the PoS. In the case of the load-balancing game, the parametric bounds we provide are sharp and asymptotically tight

    Resource allocation games of various social objectives

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    In this paper, we study resource allocation games of two different cost components for individual game players and various social costs. The total cost of each individual player consists of the congestion cost, which is the same for all players sharing the same resource, and resource activation cost, which is proportional to the individual usage of the resource. The social costs we consider are, respectively, the total of costs of all players and the maximum congestion cost plus total resource activation cost. Using the social costs we assess the quality of Nash equilibria in terms of the price of anarchy (PoA) and the price of stability (PoS). For each problem, we identify one or two problem parameters and provide parametric bounds on the PoA and PoS. We show that they are unbounded in general if the parameter involved are not restricted

    Conflicting Congestion Effects in Resource Allocation Games

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    The Power of One Secret Agent

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    I am a job. In job-scheduling applications, my friends and I are assigned to machines that can process us. In the last decade, thanks to our strong employee committee, and the rise of algorithmic game theory, we are getting more and more freedom regarding our assignment. Each of us acts to minimize his own cost, rather than to optimize a global objective. My goal is different. I am a secret agent operated by the system. I do my best to lead my fellow jobs to an outcome with a high social cost. My naive friends keep doing the best they can, each of them performs his best-response move whenever he gets the opportunity to do so. Luckily, I am a charismatic guy. I can determine the order according to which the naive jobs perform their best-response moves. In this paper, I analyze my power, formalized as the Price of a Traitor (PoT), in cost-sharing scheduling games - in which we need to cover the cost of the machines that process us. Starting from an initial Nash Equilibrium (NE) profile, I join the instance and hurt its stability. A sequence of best-response moves is performed until I vanish, leaving the naive jobs in a new NE. For an initial NE assignment, S_0, the PoT measures the ratio between the social cost of a worst NE I can lead the jobs to, starting from S_0, and the social cost of S_0. The PoT of a game is the maximal such ratio among all game instances and initial NE assignments. My analysis distinguishes between instances with unit- and arbitrary-cost machines, and instances with unit- and arbitrary-length jobs. I give exact bounds on the PoT for each setting, in general and in symmetric games. While it turns out that in most settings my power is really impressive, my task is computationally hard (and also hard to approximate)

    Designing Networks with Good Equilibria under Uncertainty

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    We consider the problem of designing network cost-sharing protocols with good equilibria under uncertainty. The underlying game is a multicast game in a rooted undirected graph with nonnegative edge costs. A set of k terminal vertices or players need to establish connectivity with the root. The social optimum is the Minimum Steiner Tree. We are interested in situations where the designer has incomplete information about the input. We propose two different models, the adversarial and the stochastic. In both models, the designer has prior knowledge of the underlying metric but the requested subset of the players is not known and is activated either in an adversarial manner (adversarial model) or is drawn from a known probability distribution (stochastic model). In the adversarial model, the designer's goal is to choose a single, universal protocol that has low Price of Anarchy (PoA) for all possible requested subsets of players. The main question we address is: to what extent can prior knowledge of the underlying metric help in the design? We first demonstrate that there exist graphs (outerplanar) where knowledge of the underlying metric can dramatically improve the performance of good network design. Then, in our main technical result, we show that there exist graph metrics, for which knowing the underlying metric does not help and any universal protocol has PoA of Ω(logk)\Omega(\log k), which is tight. We attack this problem by developing new techniques that employ powerful tools from extremal combinatorics, and more specifically Ramsey Theory in high dimensional hypercubes. Then we switch to the stochastic model, where each player is independently activated. We show that there exists a randomized ordered protocol that achieves constant PoA. By using standard derandomization techniques, we produce a deterministic ordered protocol with constant PoA.Comment: This version has additional results about stochastic inpu

    Approximating Generalized Network Design under (Dis)economies of Scale with Applications to Energy Efficiency

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    In a generalized network design (GND) problem, a set of resources are assigned to multiple communication requests. Each request contributes its weight to the resources it uses and the total load on a resource is then translated to the cost it incurs via a resource specific cost function. For example, a request may be to establish a virtual circuit, thus contributing to the load on each edge in the circuit. Motivated by energy efficiency applications, recently, there is a growing interest in GND using cost functions that exhibit (dis)economies of scale ((D)oS), namely, cost functions that appear subadditive for small loads and superadditive for larger loads. The current paper advances the existing literature on approximation algorithms for GND problems with (D)oS cost functions in various aspects: (1) we present a generic approximation framework that yields approximation results for a much wider family of requests in both directed and undirected graphs; (2) our framework allows for unrelated weights, thus providing the first non-trivial approximation for the problem of scheduling unrelated parallel machines with (D)oS cost functions; (3) our framework is fully combinatorial and runs in strongly polynomial time; (4) the family of (D)oS cost functions considered in the current paper is more general than the one considered in the existing literature, providing a more accurate abstraction for practical energy conservation scenarios; and (5) we obtain the first approximation ratio for GND with (D)oS cost functions that depends only on the parameters of the resources' technology and does not grow with the number of resources, the number of requests, or their weights. The design of our framework relies heavily on Roughgarden's smoothness toolbox (JACM 2015), thus demonstrating the possible usefulness of this toolbox in the area of approximation algorithms.Comment: 39 pages, 1 figure. An extended abstract of this paper is to appear in the 50th Annual ACM Symposium on the Theory of Computing (STOC 2018

    Packing, Scheduling and Covering Problems in a Game-Theoretic Perspective

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    Many packing, scheduling and covering problems that were previously considered by computer science literature in the context of various transportation and production problems, appear also suitable for describing and modeling various fundamental aspects in networks optimization such as routing, resource allocation, congestion control, etc. Various combinatorial problems were already studied from the game theoretic standpoint, and we attempt to complement to this body of research. Specifically, we consider the bin packing problem both in the classic and parametric versions, the job scheduling problem and the machine covering problem in various machine models. We suggest new interpretations of such problems in the context of modern networks and study these problems from a game theoretic perspective by modeling them as games, and then concerning various game theoretic concepts in these games by combining tools from game theory and the traditional combinatorial optimization. In the framework of this research we introduce and study models that were not considered before, and also improve upon previously known results.Comment: PhD thesi

    The sequential price of anarchy for atomic congestion games

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    In situations without central coordination, the price of anarchy relates the quality of any Nash equilibrium to the quality of a global optimum. Instead of assuming that all players choose their actions simultaneously, here we consider games where players choose their actions sequentially. The sequential price of anarchy, recently introduced by Paes Leme, Syrgkanis, and Tardos then relates the quality of any subgame perfect equilibrium to the quality of a global optimum. The effect of sequential decision making on the quality of equilibria, however, depends on the specific game under consideration.\ud Here we analyze the sequential price of anarchy for atomic congestion games with affine cost functions. We derive several lower and upper bounds, showing that sequential decisions mitigate the worst case outcomes known for the classical price of anarchy. Next to tight bounds on the sequential price of anarchy, a methodological contribution of our work is, among other things, a "factor revealing" integer linear programming approach that we use to solve the case of three players
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