21 research outputs found

    Coalition Resilient Outcomes in Max k-Cut Games

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    We investigate strong Nash equilibria in the \emph{max kk-cut game}, where we are given an undirected edge-weighted graph together with a set {1,,k}\{1,\ldots, k\} of kk colors. Nodes represent players and edges capture their mutual interests. The strategy set of each player vv consists of the kk colors. When players select a color they induce a kk-coloring or simply a coloring. Given a coloring, the \emph{utility} (or \emph{payoff}) of a player uu is the sum of the weights of the edges {u,v}\{u,v\} incident to uu, such that the color chosen by uu is different from the one chosen by vv. Such games form some of the basic payoff structures in game theory, model lots of real-world scenarios with selfish agents and extend or are related to several fundamental classes of games. Very little is known about the existence of strong equilibria in max kk-cut games. In this paper we make some steps forward in the comprehension of it. We first show that improving deviations performed by minimal coalitions can cycle, and thus answering negatively the open problem proposed in \cite{DBLP:conf/tamc/GourvesM10}. Next, we turn our attention to unweighted graphs. We first show that any optimal coloring is a 5-SE in this case. Then, we introduce xx-local strong equilibria, namely colorings that are resilient to deviations by coalitions such that the maximum distance between every pair of nodes in the coalition is at most xx. We prove that 11-local strong equilibria always exist. Finally, we show the existence of strong Nash equilibria in several interesting specific scenarios.Comment: A preliminary version of this paper will appear in the proceedings of the 45th International Conference on Current Trends in Theory and Practice of Computer Science (SOFSEM'19

    Smooth Inequalities and Equilibrium Inefficiency in Scheduling Games

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    We study coordination mechanisms for Scheduling Games (with unrelated machines). In these games, each job represents a player, who needs to choose a machine for its execution, and intends to complete earliest possible. Our goal is to design scheduling policies that always admit a pure Nash equilibrium and guarantee a small price of anarchy for the l_k-norm social cost --- the objective balances overall quality of service and fairness. We consider policies with different amount of knowledge about jobs: non-clairvoyant, strongly-local and local. The analysis relies on the smooth argument together with adequate inequalities, called smooth inequalities. With this unified framework, we are able to prove the following results. First, we study the inefficiency in l_k-norm social costs of a strongly-local policy SPT and a non-clairvoyant policy EQUI. We show that the price of anarchy of policy SPT is O(k). We also prove a lower bound of Omega(k/log k) for all deterministic, non-preemptive, strongly-local and non-waiting policies (non-waiting policies produce schedules without idle times). These results ensure that SPT is close to optimal with respect to the class of l_k-norm social costs. Moreover, we prove that the non-clairvoyant policy EQUI has price of anarchy O(2^k). Second, we consider the makespan (l_infty-norm) social cost by making connection within the l_k-norm functions. We revisit some local policies and provide simpler, unified proofs from the framework's point of view. With the highlight of the approach, we derive a local policy Balance. This policy guarantees a price of anarchy of O(log m), which makes it the currently best known policy among the anonymous local policies that always admit a pure Nash equilibrium.Comment: 25 pages, 1 figur

    Topological Price of Anarchy bounds for clustering games on networks

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    We consider clustering games in which the players are embedded in a network and want to coordinate (or anti-coordinate) their choices with their neighbors. Recent studies show that even very basic variants of these games exhibit a large Price of Anarchy. Our main goal is to understand how structural properties of the network topology impact the inefficiency of these games. We derive topological bounds on the Price of Anarchy for different classes of clustering games. These topological bounds provide a more informative assessment of the inefficiency of these games than the corresponding (worst-case) Price of Anarchy bounds. As one of our main results, we derive (tight) bounds on the Price of Anarchy for clustering games on Erdős-Rényi random graphs, which, depending on the graph density, stand in stark contrast to the known Price of Anarchy bounds

    Parameterized complexity of the MINCCA problem on graphs of bounded decomposability

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    In an edge-colored graph, the cost incurred at a vertex on a path when two incident edges with different colors are traversed is called reload or changeover cost. The "Minimum Changeover Cost Arborescence" (MINCCA) problem consists in finding an arborescence with a given root vertex such that the total changeover cost of the internal vertices is minimized. It has been recently proved by G\"oz\"upek et al. [TCS 2016] that the problem is FPT when parameterized by the treewidth and the maximum degree of the input graph. In this article we present the following results for the MINCCA problem: - the problem is W[1]-hard parameterized by the treedepth of the input graph, even on graphs of average degree at most 8. In particular, it is W[1]-hard parameterized by the treewidth of the input graph, which answers the main open problem of G\"oz\"upek et al. [TCS 2016]; - it is W[1]-hard on multigraphs parameterized by the tree-cutwidth of the input multigraph; - it is FPT parameterized by the star tree-cutwidth of the input graph, which is a slightly restricted version of tree-cutwidth. This result strictly generalizes the FPT result given in G\"oz\"upek et al. [TCS 2016]; - it remains NP-hard on planar graphs even when restricted to instances with at most 6 colors and 0/1 symmetric costs, or when restricted to instances with at most 8 colors, maximum degree bounded by 4, and 0/1 symmetric costs.Comment: 25 pages, 11 figure

    Scheduling Games with Machine-Dependent Priority Lists

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    We consider a scheduling game in which jobs try to minimize their completion time by choosing a machine to be processed on. Each machine uses an individual priority list to decide on the order according to which the jobs on the machine are processed. We characterize four classes of instances in which a pure Nash equilibrium (NE) is guaranteed to exist, and show, by means of an example, that none of these characterizations can be relaxed. We then bound the performance of Nash equilibria for each of these classes with respect to the makespan of the schedule and the sum of completion times. We also analyze the computational complexity of several problems arising in this model. For instance, we prove that it is NP-hard to decide whether a NE exists, and that even for instances with identical machines, for which a NE is guaranteed to exist, it is NP-hard to approximate the best NE within a factor of 21mϵ2-\frac{1}{m}-\epsilon for all ϵ>0\epsilon>0. In addition, we study a generalized model in which players' strategies are subsets of resources, each having its own priority list over the players. We show that in this general model, even unweighted symmetric games may not have a pure NE, and we bound the price of anarchy with respect to the total players' costs.Comment: 19 pages, 2 figure

    Coalition Resilient Outcomes in Max k-Cut Games

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    We investigate strong Nash equilibria in the max k-cut game, where we are given an undirected edge-weighted graph together with a set {1,…,k} of k colors. Nodes represent players and edges capture their mutual interests. The strategy set of each player v consists of the k colors. When players select a color they induce a k-coloring or simply a coloring. Given a coloring, the utility (or payoff) of a player u is the sum of the weights of the edges {u,v} incident to u, such that the color chosen by u is different from the one chosen by v. Such games form some of the basic payoff structures in game theory, model lots of real-world scenarios with selfish agents and extend or are related to several fundamental classes of games. Very little is known about the existence of strong equilibria in max k-cut games. In this paper we make some steps forward in the comprehension of it. We first show that improving deviations performed by minimal coalitions can cycle, and thus answering negatively the open problem proposed in [13]. Next, we turn our attention to unweighted graphs. We first show that any optimal coloring is a 5-SE in this case. Then, we introduce x-local strong equilibria, namely colorings that are resilient to deviations by coalitions such that the maximum distance between every pair of nodes in the coalition is at most x. We prove that 1-local strong equilibria always exist. Finally, we show the existence of strong Nash equilibria in several interesting specific scenarios

    The k-Color Shortest Path Problem

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    This paper proposes a mathematical model and an exact algorithm for a novel problem, the k-Color Shortest Path Problem. This problem is defined on a edge-colored weighted graph, and its aim is to find a shortest path that uses at most k different edge-colors. The main support and motivation for this problem arise in the field of transmission networks design, where two crucial matters, reliability and cost, can be addressed using both colors and arc distances in the solution of a constrained shortest path problem. In this work, we describe a first mathematical formulation of the problem of interest and present an exact solution approach based on a branch and bound technique

    Minimum Reload Cost Graph Factors

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    International audienceThe concept of Reload cost in a graph refers to the cost that occurs while traversing a vertex via two of its incident edges. This cost is uniquely determined by the colors of the two edges. This concept has various applications in transportation networks, communication networks, and energy distribution networks. Various problems using this model are defined and studied in the literature. The problem of finding a spanning tree whose diameter with respect to the reload costs is the smallest possible, the problems of finding a path, trail or walk with minimum total reload cost between two given vertices, problems about finding a proper edge coloring of a graph such that the total reload cost is minimized, the problem of finding a spanning tree such that the sum of the reload costs of all paths between all pairs of vertices is minimized, and the problem of finding a set of cycles of minimum reload cost, that cover all the vertices of a graph, are examples of such problems. In this work we focus on the last problem. Noting that a cycle cover of a graph is a 2-factor of it, we generalize the problem to that of finding an r -factor of minimum reload cost of an edge colored graph. We prove several NPNP-hardness results for special cases of the problem. Namely, bounded degree graphs, planar graphs, bounded total cost, and bounded number of distinct costs. For the special case of r =2 , our results imply an improved NPNP-hardness result. On the positive side, we present a polynomial-time solvable special case which provides a tight boundary between the polynomial and hard cases in terms of r and the maximum degree of the graph. We then investigate the parameterized complexity of the problem, prove W[1]-hardness results and present an FPT-algorithm
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