9 research outputs found

    Wiretapping a hidden network

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    We consider the problem of maximizing the probability of hitting a strategically chosen hidden virtual network by placing a wiretap on a single link of a communication network. This can be seen as a two-player win-lose (zero-sum) game that we call the wiretap game. The value of this game is the greatest probability that the wiretapper can secure for hitting the virtual network. The value is shown to equal the reciprocal of the strength of the underlying graph. We efficiently compute a unique partition of the edges of the graph, called the prime-partition, and find the set of pure strategies of the hider that are best responses against every maxmin strategy of the wiretapper. Using these special pure strategies of the hider, which we call omni-connected-spanning-subgraphs, we define a partial order on the elements of the prime-partition. From the partial order, we obtain a linear number of simple two-variable inequalities that define the maxmin-polytope, and a characterization of its extreme points. Our definition of the partial order allows us to find all equilibrium strategies of the wiretapper that minimize the number of pure best responses of the hider. Among these strategies, we efficiently compute the unique strategy that maximizes the least punishment that the hider incurs for playing a pure strategy that is not a best response. Finally, we show that this unique strategy is the nucleolus of the recently studied simple cooperative spanning connectivity game

    Computing the Least-core and Nucleolus for Threshold Cardinality Matching Games

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    Cooperative games provide a framework for fair and stable profit allocation in multi-agent systems. \emph{Core}, \emph{least-core} and \emph{nucleolus} are such solution concepts that characterize stability of cooperation. In this paper, we study the algorithmic issues on the least-core and nucleolus of threshold cardinality matching games (TCMG). A TCMG is defined on a graph G=(V,E)G=(V,E) and a threshold TT, in which the player set is VV and the profit of a coalition SāŠ†VS\subseteq V is 1 if the size of a maximum matching in G[S]G[S] meets or exceeds TT, and 0 otherwise. We first show that for a TCMG, the problems of computing least-core value, finding and verifying least-core payoff are all polynomial time solvable. We also provide a general characterization of the least core for a large class of TCMG. Next, based on Gallai-Edmonds Decomposition in matching theory, we give a concise formulation of the nucleolus for a typical case of TCMG which the threshold TT equals 11. When the threshold TT is relevant to the input size, we prove that the nucleolus can be obtained in polynomial time in bipartite graphs and graphs with a perfect matching

    Complexity of coalition structure generation

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    We revisit the coalition structure generation problem in which the goal is to partition the players into exhaustive and disjoint coalitions so as to maximize the social welfare. One of our key results is a general polynomial-time algorithm to solve the problem for all coalitional games provided that player types are known and the number of player types is bounded by a constant. As a corollary, we obtain a polynomial-time algorithm to compute an optimal partition for weighted voting games with a constant number of weight values and for coalitional skill games with a constant number of skills. We also consider well-studied and well-motivated coalitional games defined compactly on combinatorial domains. For these games, we characterize the complexity of computing an optimal coalition structure by presenting polynomial-time algorithms, approximation algorithms, or NP-hardness and inapproximability lower bounds.Comment: 17 page

    Efficient computation of the Shapley value for game-theoretic network centrality

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    The Shapley valueā€”probably the most important normative payoff division scheme in coalitional gamesā€”has recently been advocated as a useful measure of centrality in networks. However, although this approach has a variety of real-world applications (including social and organisational networks, biological networks and communication networks), its computational properties have not been widely studied. To date, the only practicable approach to compute Shapley value-based centrality has been via Monte Carlo simulations which are computationally expensive and not guaranteed to give an exact answer. Against this background, this paper presents the first study of the computational aspects of the Shapley value for network centralities. Specifically, we develop exact analytical formulae for Shapley value-based centrality in both weighted and unweighted networks and develop efficient (polynomial time) and exact algorithms based on them. We empirically evaluate these algorithms on two real-life examples (an infrastructure network representing the topology of the Western States Power Grid and a collaboration network from the field of astrophysics) and demonstrate that they deliver significant speedups over the Monte Carlo approach. Fo

    Algorithmic and complexity aspects of simple coalitional games

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    Simple coalitional games are a fundamental class of cooperative games and voting games which are used to model coalition formation, resource allocation and decision making in computer science, artificial intelligence and multiagent systems. Although simple coalitional games are well studied in the domain of game theory and social choice, their algorithmic and computational complexity aspects have received less attention till recently. The computational aspects of simple coalitional games are of increased importance as these games are used by computer scientists to model distributed settings. This thesis fits in the wider setting of the interplay between economics and computer science which has led to the development of algorithmic game theory and computational social choice. A unified view of the computational aspects of simple coalitional games is presented here for the first time. Certain complexity results also apply to other coalitional games such as skill games and matching games. The following issues are given special consideration: influence of players, limit and complexity of manipulations in the coalitional games and complexity of resource allocation on networks. The complexity of comparison of influence between players in simple games is characterized. The simple games considered are represented by winning coalitions, minimal winning coalitions, weighted voting games or multiple weighted voting games. A comprehensive classification of weighted voting games which can be solved in polynomial time is presented. An efficient algorithm which uses generating functions and interpolation to compute an integer weight vector for target power indices is proposed. Voting theory, especially the Penrose Square Root Law, is used to investigate the fairness of a real life voting model. Computational complexity of manipulation in social choice protocols can determine whether manipulation is computationally feasible or not. The computational complexity and bounds of manipulation are considered from various angles including control, false-name manipulation and bribery. Moreover, the computational complexity of computing various cooperative game solutions of simple games in dierent representations is studied. Certain structural results regarding least core payos extend to the general monotone cooperative game. The thesis also studies a coalitional game called the spanning connectivity game. It is proved that whereas computing the Banzhaf values and Shapley-Shubik indices of such games is #P-complete, there is a polynomial time combinatorial algorithm to compute the nucleolus. The results have interesting significance for optimal strategies for the wiretapping game which is a noncooperative game defined on a network

    Matchings and games on networks

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    We investigate computational aspects of popular solution concepts for different models of network games. In chapter 3 we study balanced solutions for network bargaining games with general capacities, where agents can participate in a fixed but arbitrary number of contracts. We fully characterize the existence of balanced solutions and provide the first polynomial time algorithm for their computation. Our methods use a new idea of reducing an instance with general capacities to an instance with unit capacities defined on an auxiliary graph. In chapter 4 we propose a generalization of the classical stable marriage problem. In our model the preferences on one side of the partition are given in terms of arbitrary binary relations, that need not be transitive nor acyclic. This generalization is practically well-motivated, and as we show, encompasses the well studied hard variant of stable marriage where preferences are allowed to have ties and to be incomplete. Our main result shows that deciding the existence of a stable matching in our model is NP-complete. We then use our model to study a long standing open problem about cyclic 3D stable matchings. In particular, we prove that deciding whether a fixed 2D perfect matching can be extended to a 3D stable matching is NP-complete. In chapter 5 we study a long standing open problem of whether the nucleolus of matching games can be computed efficiently. Our approach follows previous techniques that rely on obtaining a polynomial sized characterization of the least core as both the initial and crucial step in establishing an efficient algorithm. As a preliminary result, we introduce a generalisation of the least core and show that for node-weighted matching games existing polynomial sized characterizations of the least core can be extended to this generalised version. We then use this result to show that for a certain class games with general weights one can identify a node-weighted subgraph such that the least core of the original matching game is equal to the generalised least core of this subgraph. This allows us to obtain a polynomial time algorithm for computing the nucleolus for this class of matching games with general weights

    Algorithmic and complexity aspects of simple coalitional games

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    Simple coalitional games are a fundamental class of cooperative games and voting games which are used to model coalition formation, resource allocation and decision making in computer science, artificial intelligence and multiagent systems. Although simple coalitional games are well studied in the domain of game theory and social choice, their algorithmic and computational complexity aspects have received less attention till recently. The computational aspects of simple coalitional games are of increased importance as these games are used by computer scientists to model distributed settings. This thesis fits in the wider setting of the interplay between economics and computer science which has led to the development of algorithmic game theory and computational social choice. A unified view of the computational aspects of simple coalitional games is presented here for the first time. Certain complexity results also apply to other coalitional games such as skill games and matching games. The following issues are given special consideration: influence of players, limit and complexity of manipulations in the coalitional games and complexity of resource allocation on networks. The complexity of comparison of influence between players in simple games is characterized. The simple games considered are represented by winning coalitions, minimal winning coalitions, weighted voting games or multiple weighted voting games. A comprehensive classification of weighted voting games which can be solved in polynomial time is presented. An efficient algorithm which uses generating functions and interpolation to compute an integer weight vector for target power indices is proposed. Voting theory, especially the Penrose Square Root Law, is used to investigate the fairness of a real life voting model. Computational complexity of manipulation in social choice protocols can determine whether manipulation is computationally feasible or not. The computational complexity and bounds of manipulation are considered from various angles including control, false-name manipulation and bribery. Moreover, the computational complexity of computing various cooperative game solutions of simple games in dierent representations is studied. Certain structural results regarding least core payos extend to the general monotone cooperative game. The thesis also studies a coalitional game called the spanning connectivity game. It is proved that whereas computing the Banzhaf values and Shapley-Shubik indices of such games is #P-complete, there is a polynomial time combinatorial algorithm to compute the nucleolus. The results have interesting significance for optimal strategies for the wiretapping game which is a noncooperative game defined on a network.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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