1,305 research outputs found

    Computing Stable Coalitions: Approximation Algorithms for Reward Sharing

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    Consider a setting where selfish agents are to be assigned to coalitions or projects from a fixed set P. Each project k is characterized by a valuation function; v_k(S) is the value generated by a set S of agents working on project k. We study the following classic problem in this setting: "how should the agents divide the value that they collectively create?". One traditional approach in cooperative game theory is to study core stability with the implicit assumption that there are infinite copies of one project, and agents can partition themselves into any number of coalitions. In contrast, we consider a model with a finite number of non-identical projects; this makes computing both high-welfare solutions and core payments highly non-trivial. The main contribution of this paper is a black-box mechanism that reduces the problem of computing a near-optimal core stable solution to the purely algorithmic problem of welfare maximization; we apply this to compute an approximately core stable solution that extracts one-fourth of the optimal social welfare for the class of subadditive valuations. We also show much stronger results for several popular sub-classes: anonymous, fractionally subadditive, and submodular valuations, as well as provide new approximation algorithms for welfare maximization with anonymous functions. Finally, we establish a connection between our setting and the well-studied simultaneous auctions with item bidding; we adapt our results to compute approximate pure Nash equilibria for these auctions.Comment: Under Revie

    Efficient Equilibria in Polymatrix Coordination Games

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    We consider polymatrix coordination games with individual preferences where every player corresponds to a node in a graph who plays with each neighbor a separate bimatrix game with non-negative symmetric payoffs. In this paper, we study α\alpha-approximate kk-equilibria of these games, i.e., outcomes where no group of at most kk players can deviate such that each member increases his payoff by at least a factor α\alpha. We prove that for α≥2\alpha \ge 2 these games have the finite coalitional improvement property (and thus α\alpha-approximate kk-equilibria exist), while for α<2\alpha < 2 this property does not hold. Further, we derive an almost tight bound of 2α(n−1)/(k−1)2\alpha(n-1)/(k-1) on the price of anarchy, where nn is the number of players; in particular, it scales from unbounded for pure Nash equilibria (k=1)k = 1) to 2α2\alpha for strong equilibria (k=nk = n). We also settle the complexity of several problems related to the verification and existence of these equilibria. Finally, we investigate natural means to reduce the inefficiency of Nash equilibria. Most promisingly, we show that by fixing the strategies of kk players the price of anarchy can be reduced to n/kn/k (and this bound is tight)

    Cooperative AI: machines must learn to find common ground

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    Artificial-intelligence assistants and recommendation algorithms interact with billions of people every day, influencing lives in myriad ways, yet they still have little understanding of humans. Self-driving vehicles controlled by artificial intelligence (AI) are gaining mastery of their interactions with the natural world, but they are still novices when it comes to coordinating with other cars and pedestrians or collaborating with their human operators

    The Least-core and Nucleolus of Path Cooperative Games

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    Cooperative games provide an appropriate framework for fair and stable profit distribution in multiagent systems. In this paper, we study the algorithmic issues on path cooperative games that arise from the situations where some commodity flows through a network. In these games, a coalition of edges or vertices is successful if it enables a path from the source to the sink in the network, and lose otherwise. Based on dual theory of linear programming and the relationship with flow games, we provide the characterizations on the CS-core, least-core and nucleolus of path cooperative games. Furthermore, we show that the least-core and nucleolus are polynomially solvable for path cooperative games defined on both directed and undirected network

    Impact of gameplay vs. reading on mental models of social-ecological systems: a fuzzy cognitive mapping approach

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    Climate change is a highly complex social-ecological problem characterized by system-type dynamics that are important to communicate in a variety of settings, ranging from formal education to decision makers to informal education of the general public. Educational games are one approach that may enhance systems thinking skills. This study used a randomized controlled experiment to compare the impact on the mental models of participants of an educational card game vs. an illustrated article about the Arctic social-ecological system. A total of 41 participants (game: n = 20; reading: n = 21) created pre- and post-intervention mental models of the system, based on a "fuzzy cognitive mapping" approach. Maps were analyzed using network statistics. Both reading the article and playing the game resulted in measurable increases in systems understanding. The group reading the article perceived a more complex system after the intervention, with overall learning gains approximately twice those of the game players. However, game players demonstrated similar learning gains as article readers regarding the climate system, actions both causing environmental problems and protecting the Arctic, as well as the importance of the base- and mid-levels of the food chain. These findings contribute to the growing evidence showing that games are important resources to include as strategies for building capacity to understand and steward sustainable social-ecological systems, in both formal and informal education

    Seismic reflections from depths of less than two meters

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    This is the publisher's version, also available electronically from "http://onlinelibrary.wiley.com".Three distinct seismic reflections were obtained from within the upper 2.1 m of flood-plain alluvium in the Arkansas River valley near Great Bend, Kansas. Reflections were observed at depths of 0.63, 1.46, and 2.10 m and confirmed by finite-difference wave-equation modeling. The wavefield was densely sampled by placing geophones at 5-cm intervals, and near-source nonelastic deformation was minimized by using a very small seismic impulse source. For the reflections to be visible within this shallow range, low seismic P-wave velocities (<300 m/s) and high dominant-frequency content of the data (∼450 Hz) were essential. The practical implementation of high-resolution seismic imaging at these depths has the potential to complement ground-penetrating radar (GPR), chiefly in areas where materials exhibiting high electrical conductivity, such as clays, prevent the effective use of GPR. Potential applications of these results exist in hydrogeology and environmental, Quaternary, and neotectonic geology
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