21 research outputs found

    Efficient Algorithms for Computing Approximate Equilibria in Bimatrix, Polymatrix and Lipschitz Games

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    In this thesis, we study the problem of computing approximate equilibria in several classes of games. In particular, we study approximate Nash equilibria and approximate well-supported Nash equilibria in polymatrix and bimatrix games and approximate equilibria in Lipschitz games, penalty games and biased games. We construct algorithms for computing approximate equilibria that beat the cur- rent best algorithms for these problems. In Chapter 3, we present a distributed method to compute approximate Nash equilibria in bimatrix games. In contrast to previous approaches that analyze the two payoff matrices at the same time (for example, by solving a single LP that combines the two players’ payoffs), our algorithm first solves two independent LPs, each of which is derived from one of the two payoff matrices, and then computes an approximate Nash equilibrium using only limited communication between the players. In Chapter 4, we present an algorithm that, for every δ in the range 0 < δ ≤ 0.5, finds a (0.5+δ)-Nash equilibrium of a polymatrix game in time polynomial in the input size and 1 . Note that our approximation guarantee does not depend on δ the number of players, a property that was not previously known to be achievable for polymatrix games, and still cannot be achieved for general strategic-form games. In Chapter 5, we present an approximation-preserving reduction from the problem of computing an approximate Bayesian Nash equilibrium (ε-BNE) for a two-player Bayesian game to the problem of computing an ε-NE of a polymatrix game and thus show that the algorithm of Chapter 4 can be applied to two-player Bayesian games. Furthermore, we provide a simple polynomial-time algorithm for computing a 0.5-BNE. In Chapter 5, we study games with non-linear utility functions for the players. Our key insight is that Lipschitz continuity of the utility function allows us to provide algorithms for finding approximate equilibria in these games. We begin by studying Lipschitz games, which encompass, for example, all concave games with Lipschitz continuous payoff functions. We provide an efficient algorithm for computing approximate equilibria in these games. Then we turn our attention to penalty games, which encompass biased games and games in which players take risk into account. Here we show that if the penalty function is Lipschitz continuous, then we can provide a quasi-polynomial time approximation scheme. Finally, we study distance biased games, where we present simple strongly poly- nomial time algorithms for finding best responses in L1, L2, and L∞ biased games, and then use these algorithms to provide strongly polynomial algorithms that find 2/3, 5/7, and 2/3 approximations for these norms, respectively

    Truthful Interval Covering

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    We initiate the study of a novel problem in mechanism design without money, which we term Truthful Interval Covering (TIC). An instance of TIC consists of a set of agents each associated with an individual interval on a line, and the objective is to decide where to place a covering interval to minimize the total social or egalitarian cost of the agents, which is determined by the intersection of this interval with their individual ones. This fundamental problem can model situations of provisioning a public good, such as the use of power generators to prevent or mitigate load shedding in developing countries. In the strategic version of the problem, the agents wish to minimize their individual costs, and might misreport the position and/or length of their intervals to achieve that. Our goal is to design truthful mechanisms to prevent such strategic misreports and achieve good approximations to the best possible social or egalitarian cost. We consider the fundamental setting of known intervals with equal lengths and provide tight bounds on the approximation ratios achieved by truthful deterministic mechanisms. For the social cost, we also design a randomized truthful mechanism that outperforms all possible deterministic ones. Finally, we highlight a plethora of natural extensions of our model for future work, as well as some natural limitations of those settings

    Truthful Interval Covering

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    We initiate the study of a novel problem in mechanism design without money, which we term Truthful Interval Covering (TIC). An instance of TIC consists of a set of agents each associated with an individual interval on a line, and the objective is to decide where to place a covering interval to minimize the total social cost of the agents, which is determined by the intersection of this interval with their individual ones. This fundamental problem can model situations of provisioning a public good, such as the use of power generators to prevent or mitigate load shedding in developing countries. In the strategic version of the problem, the agents wish to minimize their individual costs, and might misreport the position and/or length of their intervals to achieve that. Our goal is to design truthful mechanisms to prevent such strategic misreports and achieve good approximations to the best possible social cost. We consider the fundamental setting of known intervals with equal lengths and provide tight bounds on the approximation ratios achieved by truthful deterministic mechanisms. We also design a randomized truthful mechanism that outperforms all possible deterministic ones. Finally, we highlight a plethora of natural extensions of our model for future work, as well as some natural limitations of those settings

    Exact and approximate algorithms for computing a second Hamiltonian cycle.

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    A classic result by Stockmeyer [Stockmeyer, 1974] gives a non-elementary lower bound to the emptiness problem for star-free generalized regular expressions. This result is intimately connected to the satisfiability problem for interval temporal logic, notably for formulas that make use of the so-called chop operator. Such an operator can indeed be interpreted as the inverse of the concatenation operation on regular languages, and this correspondence enables reductions between non-emptiness of star-free generalized regular expressions and satisfiability of formulas of the interval temporal logic of the chop operator under the homogeneity assumption [Halpern et al., 1983]. In this paper, we study the complexity of the satisfiability problem for a suitable weakening of the chop interval temporal logic, that can be equivalently viewed as a fragment of Halpern and Shoham interval logic featuring the operators B, for "begins", corresponding to the prefix relation on pairs of intervals, and D, for "during", corresponding to the infix relation. The homogeneous models of the considered logic naturally correspond to languages defined by restricted forms of regular expressions, that use union, complementation, and the inverses of the prefix and infix relations

    Walrasian equilibria in markets with small demands

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    We study the complexity of finding a Walrasian equilibrium in markets where the agents have k-demand valuations. These valuations are an extension of unit-demand valuations where a bundle's value is the maximum of its k-subsets' values. For unit-demand agents, where the existence of a Walrasian equilibrium is guaranteed, we show that the problem is in quasi-NC. For k = 2, we show that it is NP-hard to decide if a Walrasian equilibrium exists even if the valuations are submodular, while for k = 3 the hardness carries over to budget-additive valuations. In addition, we give a polynomial-time algorithm for markets with 2-demand single-minded valuations, or unit-demand valuations

    Binary search in graphs revisited

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    In the classical binary search in a path the aim is to detect an unknown target by asking as few queries as possible, where each query reveals the direction to the target. This binary search algorithm has been recently extended by Emamjomeh-Zadeh et al. (in: Proceedings of the 48th annual ACM SIGACT symposium on theory of computing, STOC 2016, Cambridge, pp. 519–532, 2016) to the problem of detecting a target in an arbitrary graph. Similarly to the classical case in the path, the algorithm of Emamjomeh-Zadeh et al. maintains a candidates’ set for the target, while each query asks an appropriately chosen vertex—the “median”—which minimises a potential Φ among the vertices of the candidates’ set. In this paper we address three open questions posed by Emamjomeh-Zadeh et al., namely (a) detecting a target when the query response is a direction to an approximately shortest path to the target, (b) detecting a target when querying a vertex that is an approximate median of the current candidates’ set (instead of an exact one), and (c) detecting multiple targets, for which to the best of our knowledge no progress has been made so far. We resolve questions (a) and (b) by providing appropriate upper and lower bounds, as well as a new potential Γ that guarantees efficient target detection even by querying an approximate median each time. With respect to (c), we initiate a systematic study for detecting two targets in graphs and we identify sufficient conditions on the queries that allow for strong (linear) lower bounds and strong (polylogarithmic) upper bounds for the number of queries. All of our positive results can be derived using our new potential Γ that allows querying approximate medians

    Approximating Nash Equilibria in Tree Polymatrix Games

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    We develop a quasi-polynomial time Las Vegas algorithm for approximating Nash equilibria in polymatrix games over trees, under a mild renormalizing assumption. Our result, in particular, leads to an expected polynomial-time algorithm for computing approximate Nash equilibria of tree polymatrix games in which the number of actions per player is a fixed constant. Further, for trees with constant degree, the running time of the algorithm matches the best known upper bound for approximating Nash equilibria in bimatrix games (Lipton, Markakis, and Mehta 2003). Notably, this work closely complements the hardness result of Rubinstein (2015), which establishes the inapproximability of Nash equilibria in polymatrix games over constant-degree bipartite graphs with two actions per player

    Computing Constrained Approximate Equilibria in Polymatrix Games

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    This paper is about computing constrained approximate Nash equilibria in polymatrix games, which are succinctly represented many-player games defined by an interaction graph between the players. In a recent breakthrough, Rubinstein showed that there exists a small constant Ďľ\epsilon, such that it is PPAD-complete to find an (unconstrained) Ďľ\epsilon-Nash equilibrium of a polymatrix game. In the first part of the paper, we show that is NP-hard to decide if a polymatrix game has a constrained approximate equilibrium for 9 natural constraints and any non-trivial approximation guarantee. These results hold even for planar bipartite polymatrix games with degree 3 and at most 7 strategies per player, and all non-trivial approximation guarantees. These results stand in contrast to similar results for bimatrix games, which obviously need a non-constant number of actions, and which rely on stronger complexity-theoretic conjectures such as the exponential time hypothesis. In the second part, we provide a deterministic QPTAS for interaction graphs with bounded treewidth and with logarithmically many actions per player that can compute constrained approximate equilibria for a wide family of constraints that cover many of the constraints dealt with in the first part

    Walrasian equilibria in markets with small demands

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    We study the complexity of finding a Walrasian equilibrium in markets where the agents have k-demand valuations. These valuations are an extension of unit-demand valuations where a bundle's value is the maximum of its k-subsets' values. For unit-demand agents, where the existence of a Walrasian equilibrium is guaranteed, we show that the problem is in quasi-NC. For k = 2, we show that it is NP-hard to decide if a Walrasian equilibrium exists even if the valuations are submodular, while for k = 3 the hardness carries over to budget-additive valuations. In addition, we give a polynomial-time algorithm for markets with 2-demand single-minded valuations, or unit-demand valuations
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