8,560 research outputs found

    Smoothed Performance Guarantees for Local Search

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    We study popular local search and greedy algorithms for scheduling. The performance guarantee of these algorithms is well understood, but the worst-case lower bounds seem somewhat contrived and it is questionable if they arise in practical applications. To find out how robust these bounds are, we study the algorithms in the framework of smoothed analysis, in which instances are subject to some degree of random noise. While the lower bounds for all scheduling variants with restricted machines are rather robust, we find out that the bounds are fragile for unrestricted machines. In particular, we show that the smoothed performance guarantee of the jump and the lex-jump algorithm are (in contrast to the worst case) independent of the number of machines. They are Theta(phi) and Theta(log(phi)), respectively, where 1/phi is a parameter measuring the magnitude of the perturbation. The latter immediately implies that also the smoothed price of anarchy is Theta(log(phi)) for routing games on parallel links. Additionally we show that for unrestricted machines also the greedy list scheduling algorithm has an approximation guarantee of Theta(log(phi))

    The price of anarchy and stability in general noisy best-response dynamics

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    Logit-response dynamics (Alos-Ferrer and Netzer, Games and Economic Behavior 2010) are a rich and natural class of noisy best-response dynamics. In this work we revise the price of anarchy and the price of stability by considering the quality of long-run equilibria in these dynamics. Our results show that prior studies on simpler dynamics of this type can strongly depend on a synchronous schedule of the players' moves. In particular, a small noise by itself is not enough to improve the quality of equilibria as soon as other very natural schedules are used

    Non-clairvoyant Scheduling Games

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    In a scheduling game, each player owns a job and chooses a machine to execute it. While the social cost is the maximal load over all machines (makespan), the cost (disutility) of each player is the completion time of its own job. In the game, players may follow selfish strategies to optimize their cost and therefore their behaviors do not necessarily lead the game to an equilibrium. Even in the case there is an equilibrium, its makespan might be much larger than the social optimum, and this inefficiency is measured by the price of anarchy -- the worst ratio between the makespan of an equilibrium and the optimum. Coordination mechanisms aim to reduce the price of anarchy by designing scheduling policies that specify how jobs assigned to a same machine are to be scheduled. Typically these policies define the schedule according to the processing times as announced by the jobs. One could wonder if there are policies that do not require this knowledge, and still provide a good price of anarchy. This would make the processing times be private information and avoid the problem of truthfulness. In this paper we study these so-called non-clairvoyant policies. In particular, we study the RANDOM policy that schedules the jobs in a random order without preemption, and the EQUI policy that schedules the jobs in parallel using time-multiplexing, assigning each job an equal fraction of CPU time

    Price of Anarchy in Bernoulli Congestion Games with Affine Costs

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    We consider an atomic congestion game in which each player participates in the game with an exogenous and known probability pi[0,1]p_{i}\in[0,1], independently of everybody else, or stays out and incurs no cost. We first prove that the resulting game is potential. Then, we compute the parameterized price of anarchy to characterize the impact of demand uncertainty on the efficiency of selfish behavior. It turns out that the price of anarchy as a function of the maximum participation probability p=maxipip=\max_{i} p_{i} is a nondecreasing function. The worst case is attained when players have the same participation probabilities pipp_{i}\equiv p. For the case of affine costs, we provide an analytic expression for the parameterized price of anarchy as a function of pp. This function is continuous on (0,1](0,1], is equal to 4/34/3 for 0<p1/40<p\leq 1/4, and increases towards 5/25/2 when p1p\to 1. Our work can be interpreted as providing a continuous transition between the price of anarchy of nonatomic and atomic games, which are the extremes of the price of anarchy function we characterize. We show that these bounds are tight and are attained on routing games -- as opposed to general congestion games -- with purely linear costs (i.e., with no constant terms).Comment: 29 pages, 6 figure

    How Good is Bargained Routing?

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    In the context of networking, research has focused on non-cooperative games, where the selfish agents cannot reach a binding agreement on the way they would share the infrastructure. Many approaches have been proposed for mitigating the typically inefficient operating points. However, in a growing number of networking scenarios selfish agents are able to communicate and reach an agreement. Hence, the degradation of performance should be considered at an operating point of a cooperative game. Accordingly, our goal is to lay foundations for the application of cooperative game theory to fundamental problems in networking. We explain our choice of the Nash Bargaining Scheme (NBS) as the solution concept, and introduce the Price of Selfishness (PoS), which considers the degradation of performance at the worst NBS. We focus on the fundamental load balancing game of routing over parallel links. First, we consider agents with identical performance objectives. We show that, while the PoA here can be large, through bargaining, all agents, and the system, strictly improve their performance. Interestingly, in a two-agent system or when all agents have identical demands, we establish that they reach social optimality. We then consider agents with different performance objectives and demonstrate that the PoS and PoA can be unbounded, yet we explain why both measures are unsuitable. Accordingly, we introduce the Price of Heterogeneity (PoH), as an extension of the PoA. We establish an upper-bound on the PoH and indicate its further motivation for bargaining. Finally, we discuss network design guidelines that follow from our finding

    Selfish Jobs with Favorite Machines: Price of Anarchy vs Strong Price of Anarchy

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    We consider the well-studied game-theoretic version of machine scheduling in which jobs correspond to self-interested users and machines correspond to resources. Here each user chooses a machine trying to minimize her own cost, and such selfish behavior typically results in some equilibrium which is not globally optimal: An equilibrium is an allocation where no user can reduce her own cost by moving to another machine, which in general need not minimize the makespan, i.e., the maximum load over the machines. We provide tight bounds on two well-studied notions in algorithmic game theory, namely, the price of anarchy and the strong price of anarchy on machine scheduling setting which lies in between the related and the unrelated machine case. Both notions study the social cost (makespan) of the worst equilibrium compared to the optimum, with the strong price of anarchy restricting to a stronger form of equilibria. Our results extend a prior study comparing the price of anarchy to the strong price of anarchy for two related machines (Epstein, Acta Informatica 2010), thus providing further insights on the relation between these concepts. Our exact bounds give a qualitative and quantitative comparison between the two models. The bounds also show that the setting is indeed easier than the two unrelated machines: In the latter, the strong price of anarchy is 22, while in ours it is strictly smaller.Comment: Extended abstract to appear in COCOA'1

    Unilateral Altruism in Network Routing Games with Atomic Players

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    We study a routing game in which one of the players unilaterally acts altruistically by taking into consideration the latency cost of other players as well as his own. By not playing selfishly, a player can not only improve the other players' equilibrium utility but also improve his own equilibrium utility. To quantify the effect, we define a metric called the Value of Unilateral Altruism (VoU) to be the ratio of the equilibrium utility of the altruistic user to the equilibrium utility he would have received in Nash equilibrium if he were selfish. We show by example that the VoU, in a game with nonlinear latency functions and atomic players, can be arbitrarily large. Since the Nash equilibrium social welfare of this example is arbitrarily far from social optimum, this example also has a Price of Anarchy (PoA) that is unbounded. The example is driven by there being a small number of players since the same example with non-atomic players yields a Nash equilibrium that is fully efficient

    Pareto-optimal Nash equilibrium in capacity allocation game for self-managed networks

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    In this paper we introduce a capacity allocation game which models the problem of maximizing network utility from the perspective of distributed noncooperative agents. Motivated by the idea of self-managed networks, in the developed framework decision-making entities are associated with individual transmission links, deciding on the way they split capacity among concurrent flows. An efficient decentralized algorithm is given for computing strongly Pareto-optimal strategies, constituting a pure Nash equilibrium. Subsequently, we discuss the properties of the introduced game related to the Price of Anarchy and Price of Stability. The paper is concluded with an experimental study.Comment: Computer Networks, 201

    The Network Improvement Problem for Equilibrium Routing

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    In routing games, agents pick their routes through a network to minimize their own delay. A primary concern for the network designer in routing games is the average agent delay at equilibrium. A number of methods to control this average delay have received substantial attention, including network tolls, Stackelberg routing, and edge removal. A related approach with arguably greater practical relevance is that of making investments in improvements to the edges of the network, so that, for a given investment budget, the average delay at equilibrium in the improved network is minimized. This problem has received considerable attention in the literature on transportation research and a number of different algorithms have been studied. To our knowledge, none of this work gives guarantees on the output quality of any polynomial-time algorithm. We study a model for this problem introduced in transportation research literature, and present both hardness results and algorithms that obtain nearly optimal performance guarantees. - We first show that a simple algorithm obtains good approximation guarantees for the problem. Despite its simplicity, we show that for affine delays the approximation ratio of 4/3 obtained by the algorithm cannot be improved. - To obtain better results, we then consider restricted topologies. For graphs consisting of parallel paths with affine delay functions we give an optimal algorithm. However, for graphs that consist of a series of parallel links, we show the problem is weakly NP-hard. - Finally, we consider the problem in series-parallel graphs, and give an FPTAS for this case. Our work thus formalizes the intuition held by transportation researchers that the network improvement problem is hard, and presents topology-dependent algorithms that have provably tight approximation guarantees.Comment: 27 pages (including abstract), 3 figure

    Study of the effect of cost policies in the convergence of selfish strategies in Pure Nash Equilibria in Congestion Games

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    In this work we study of competitive situations among users of a set of global resources. More precisely we study the effect of cost policies used by these resources in the convergence time to a pure Nash equilibrium. The work is divided in two parts. In the theoretical part we prove lower and upper bounds on the convergence time for various cost policies. We then implement all the models we study and provide some experimental results. These results follows the theoretical with one exception which is the most interesting among the experiments. In the case of coalitional users the theoretical upper bound is pseudo-polynomial to the number of users but the experimental results shows that the convergence time is polynomial.Comment: Extended Abstrac
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