71 research outputs found

    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

    Shapley Meets Shapley

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    This paper concerns the analysis of the Shapley value in matching games. Matching games constitute a fundamental class of cooperative games which help understand and model auctions and assignments. In a matching game, the value of a coalition of vertices is the weight of the maximum size matching in the subgraph induced by the coalition. The Shapley value is one of the most important solution concepts in cooperative game theory. After establishing some general insights, we show that the Shapley value of matching games can be computed in polynomial time for some special cases: graphs with maximum degree two, and graphs that have a small modular decomposition into cliques or cocliques (complete k-partite graphs are a notable special case of this). The latter result extends to various other well-known classes of graph-based cooperative games. We continue by showing that computing the Shapley value of unweighted matching games is #P-complete in general. Finally, a fully polynomial-time randomized approximation scheme (FPRAS) is presented. This FPRAS can be considered the best positive result conceivable, in view of the #P-completeness result.Comment: 17 page

    Approximately Efficient Double Auctions with Strong Budget Balance

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    Mechanism design for one-sided markets is an area of extensive research in economics and, since more than a decade, in computer science as well. Two-sided markets, on the other hand, have not received the same attention despite the numerous applications to web advertisement, stock exchange, and frequency spectrum allocation. This work studies double auctions, in which unit-demand buyers and unit-supply sellers act strategically. An ideal goal in double auction design is to maximize the social welfare of buyers and sellers with individually rational (IR), incentive compatible (IC) and strongly budget-balanced (SBB) mechanisms. The first two properties are standard. SBB requires that the payments charged to the buyers are entirely handed to the sellers. This property is crucial in all the contexts that do not allow the auctioneer retaining a share of buyers' payments or subsidizing the market. Unfortunately, this goal is known to be unachievable even for the special case of bilateral trade, where there is only one buyer and one seller. Therefore, in subsequent papers, meaningful trade-offs between these requirements have been investigated. Our main contribution is the first IR, IC and SBB mechanism that provides an O(1)-approximation to the optimal social welfare. This result holds for any number of buyers and sellers with arbitrary, independent distributions. Moreover, our result continues to hold when there is an additional matroid constraint on the sets of buyers who may get allocated an item. To prove our main result, we devise an extension of sequential posted price mechanisms to two-sided markets. In addition to this, we improve the best-known approximation bounds for the bilateral trade problem

    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

    Multi-unit Bilateral Trade

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    We characterise the set of dominant strategy incentive compatible (DSIC), strongly budget balanced (SBB), and ex-post individually rational (IR) mechanisms for the multi-unit bilateral trade setting. In such a setting there is a single buyer and a single seller who holds a finite number k of identical items. The mechanism has to decide how many units of the item are transferred from the seller to the buyer and how much money is transferred from the buyer to the seller. We consider two classes of valuation functions for the buyer and seller: Valuations that are increasing in the number of units in possession, and the more specific class of valuations that are increasing and submodular. Furthermore, we present some approximation results about the performance of certain such mechanisms, in terms of social welfare: For increasing submodular valuation functions, we show the existence of a deterministic 2-approximation mechanism and a randomised e/(1-e) approximation mechanism, matching the best known bounds for the single-item setting

    Obviously Strategyproof Single-Minded Combinatorial Auctions

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    We consider the setting of combinatorial auctions when the agents are single-minded and have no contingent reasoning skills. We are interested in mechanisms that provide the right incentives to these imperfectly rational agents, and therefore focus our attention to obviously strategyproof (OSP) mechanisms. These mechanisms require that at each point during the execution where an agent is queried to communicate information, it should be "obvious" for the agent what strategy to adopt in order to maximise her utility. In this paper we study the potential of OSP mechanisms with respect to the approximability of the optimal social welfare. We consider two cases depending on whether the desired bundles of the agents are known or unknown to the mechanism. For the case of known-bundle single-minded agents we show that OSP can actually be as powerful as (plain) strategyproofness (SP). In particular, we show that we can implement the very same algorithm used for SP to achieve a √m-approximation of the optimal social welfare with an OSP mechanism, m being the total number of items. Restricting our attention to declaration domains with two values, we provide a 2-approximate OSP mechanism, and prove that this approximation bound is tight. We also present a randomised mechanism that is universally OSP and achieves a finite approximation of the optimal social welfare for the case of arbitrary size finite domains. This mechanism also provides a bounded approximation ratio when the valuations lie in a bounded interval (even if the declaration domain is infinitely large). For the case of unknown-bundle single-minded agents, we show how we can achieve an approximation ratio equal to the size of the largest desired set, in an OSP way. We remark this is the first known application of OSP to multi-dimensional settings, i.e., settings where agents have to declare more than one parameter. Our results paint a rather positive picture regarding the power of OSP mechanisms in this context, particularly for known-bundle single-minded agents. All our results are constructive, and even though some known strategyproof algorithms are used, implementing them in an OSP way is a non-trivial task

    The Ground-Set-Cost Budgeted Maximum Coverage Problem

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    We study the following natural variant of the budgeted maximum coverage problem: We are given a budget B and a hypergraph G = (V, E), where each vertex has a non-negative cost and a non-negative profit. The goal is to select a set of hyperedges T subseteq E such that the total cost of the vertices covered by T is at most B and the total profit of all covered vertices is maximized. Besides being a natural generalization of the well-studied maximum coverage problem, our motivation for investigating this problem originates from its application in the context of bid optimization in sponsored search auctions, such as Google AdWords. It is easily seen that this problem is strictly harder than budgeted max coverage, which means that the problem is (1-1/e)-inapproximable. The difference of our problem to the budgeted maximum coverage problem is that the costs are associated with the covered vertices instead of the selected hyperedges. As it turns out, this difference refutes the applicability of standard greedy approaches which are used to obtain constant factor approximation algorithms for several other variants of the maximum coverage problem. Our main results are as follows: - We obtain a (1 - 1/sqrt(e))/2-approximation algorithm for graphs. - We derive a fully polynomial-time approximation scheme (FPTAS) if the incidence graph of the hypergraph is a forest (i.e., the hypergraph is Berge-acyclic). We also extend this result to incidence graphs with a fixed-size feedback hyperedge node set. - We give a (1-epsilon)/(2d^2)-approximation algorithm for every epsilon > 0, where d is the maximum degree of a vertex in the hypergraph
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