170,044 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

    New Deterministic Algorithms for Solving Parity Games

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    We study parity games in which one of the two players controls only a small number kk of nodes and the other player controls the nkn-k other nodes of the game. Our main result is a fixed-parameter algorithm that solves bipartite parity games in time kO(k)O(n3)k^{O(\sqrt{k})}\cdot O(n^3), and general parity games in time (p+k)O(k)O(pnm)(p+k)^{O(\sqrt{k})} \cdot O(pnm), where pp is the number of distinct priorities and mm is the number of edges. For all games with k=o(n)k = o(n) this improves the previously fastest algorithm by Jurdzi{\'n}ski, Paterson, and Zwick (SICOMP 2008). We also obtain novel kernelization results and an improved deterministic algorithm for graphs with small average degree

    Positional games on random graphs

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    We introduce and study Maker/Breaker-type positional games on random graphs. Our main concern is to determine the threshold probability pFp_{F} for the existence of Maker's strategy to claim a member of FF in the unbiased game played on the edges of random graph G(n,p)G(n,p), for various target families FF of winning sets. More generally, for each probability above this threshold we study the smallest bias bb such that Maker wins the (1b)(1\:b) biased game. We investigate these functions for a number of basic games, like the connectivity game, the perfect matching game, the clique game and the Hamiltonian cycle game

    CENTURION: Incentivizing Multi-Requester Mobile Crowd Sensing

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    The recent proliferation of increasingly capable mobile devices has given rise to mobile crowd sensing (MCS) systems that outsource the collection of sensory data to a crowd of participating workers that carry various mobile devices. Aware of the paramount importance of effectively incentivizing participation in such systems, the research community has proposed a wide variety of incentive mechanisms. However, different from most of these existing mechanisms which assume the existence of only one data requester, we consider MCS systems with multiple data requesters, which are actually more common in practice. Specifically, our incentive mechanism is based on double auction, and is able to stimulate the participation of both data requesters and workers. In real practice, the incentive mechanism is typically not an isolated module, but interacts with the data aggregation mechanism that aggregates workers' data. For this reason, we propose CENTURION, a novel integrated framework for multi-requester MCS systems, consisting of the aforementioned incentive and data aggregation mechanism. CENTURION's incentive mechanism satisfies truthfulness, individual rationality, computational efficiency, as well as guaranteeing non-negative social welfare, and its data aggregation mechanism generates highly accurate aggregated results. The desirable properties of CENTURION are validated through both theoretical analysis and extensive simulations
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