26 research outputs found
Nash Social Welfare Approximation for Strategic Agents
The fair division of resources is an important age-old problem that has led
to a rich body of literature. At the center of this literature lies the
question of whether there exist fair mechanisms despite strategic behavior of
the agents. A fundamental objective function used for measuring fair outcomes
is the Nash social welfare, defined as the geometric mean of the agent
utilities. This objective function is maximized by widely known solution
concepts such as Nash bargaining and the competitive equilibrium with equal
incomes. In this work we focus on the question of (approximately) implementing
the Nash social welfare. The starting point of our analysis is the Fisher
market, a fundamental model of an economy, whose benchmark is precisely the
(weighted) Nash social welfare. We begin by studying two extreme classes of
valuations functions, namely perfect substitutes and perfect complements, and
find that for perfect substitutes, the Fisher market mechanism has a constant
approximation: at most 2 and at least e1e. However, for perfect complements,
the Fisher market does not work well, its bound degrading linearly with the
number of players.
Strikingly, the Trading Post mechanism---an indirect market mechanism also
known as the Shapley-Shubik game---has significantly better performance than
the Fisher market on its own benchmark. Not only does Trading Post achieve an
approximation of 2 for perfect substitutes, but this bound holds for all
concave utilities and becomes arbitrarily close to optimal for Leontief
utilities (perfect complements), where it reaches for every
. Moreover, all the Nash equilibria of the Trading Post mechanism
are pure for all concave utilities and satisfy an important notion of fairness
known as proportionality
Strategyproof Scheduling with Predictions
In their seminal paper that initiated the field of algorithmic mechanism design, Nisan and Ronen [Noam Nisan and Amir Ronen, 1999] studied the problem of designing strategyproof mechanisms for scheduling jobs on unrelated machines aiming to minimize the makespan. They provided a strategyproof mechanism that achieves an n-approximation and they made the bold conjecture that this is the best approximation achievable by any deterministic strategyproof scheduling mechanism. After more than two decades and several efforts, n remains the best known approximation and very recent work by Christodoulou et al. [George Christodoulou et al., 2021] has been able to prove an ?(?n) approximation lower bound for all deterministic strategyproof mechanisms. This strong negative result, however, heavily depends on the fact that the performance of these mechanisms is evaluated using worst-case analysis. To overcome such overly pessimistic, and often uninformative, worst-case bounds, a surge of recent work has focused on the "learning-augmented framework", whose goal is to leverage machine-learned predictions to obtain improved approximations when these predictions are accurate (consistency), while also achieving near-optimal worst-case approximations even when the predictions are arbitrarily wrong (robustness).
In this work, we study the classic strategic scheduling problem of Nisan and Ronen [Noam Nisan and Amir Ronen, 1999] using the learning-augmented framework and give a deterministic polynomial-time strategyproof mechanism that is 6-consistent and 2n-robust. We thus achieve the "best of both worlds": an O(1) consistency and an O(n) robustness that asymptotically matches the best-known approximation. We then extend this result to provide more general worst-case approximation guarantees as a function of the prediction error. Finally, we complement our positive results by showing that any 1-consistent deterministic strategyproof mechanism has unbounded robustness
Getting More by Knowing Less: Bayesian Incentive Compatible Mechanisms for Fair Division
We study fair resource allocation with strategic agents. It is well-known
that, across multiple fundamental problems in this domain, truthfulness and
fairness are incompatible. For example, when allocating indivisible goods,
there is no truthful and deterministic mechanism that guarantees envy-freeness
up to one item (EF1), even for two agents with additive valuations. Or, in
cake-cutting, no truthful and deterministic mechanism always outputs a
proportional allocation, even for two agents with piecewise-constant
valuations. Our work stems from the observation that, in the context of fair
division, truthfulness is used as a synonym for Dominant Strategy Incentive
Compatibility (DSIC), requiring that an agent prefers reporting the truth, no
matter what other agents report.
In this paper, we instead focus on Bayesian Incentive Compatible (BIC)
mechanisms, requiring that agents are better off reporting the truth in
expectation over other agents' reports. We prove that, when agents know a bit
less about each other, a lot more is possible: using BIC mechanisms we can
overcome the aforementioned barriers that DSIC mechanisms face in both the
fundamental problems of allocation of indivisible goods and cake-cutting. We
prove that this is the case even for an arbitrary number of agents, as long as
the agents' priors about each others' types satisfy a neutrality condition. En
route to our results on BIC mechanisms, we also strengthen the state of the art
in terms of negative results for DSIC mechanisms.Comment: 26 page
Resource-Aware Protocols for Network Cost-Sharing Games
We study the extent to which decentralized cost-sharing protocols can achieve good price of anarchy (PoA) bounds in network cost-sharing games with agents. We focus on the model of resource-aware protocols, where the designer has prior access to the network structure and can also increase the total cost of an edge(overcharging), and we study classes of games with concave or convex cost functions. We first consider concave cost functions and our main result is a cost-sharing protocol for symmetric games on directed acyclic graphs that achieves a PoA of for some arbitrary small positive , which improves to for games with at least two players. We also achieve a PoA of 1 for series-parallel graphs and show that no protocol can achieve a PoA better than for multicast games. We then also consider convex cost functions and prove analogous results for series-parallel networks and multicast games, as well as a lower bound of for the PoA on directed acyclic graphs without the use of overcharging