106 research outputs found

    Cost-sharing in generalised selfish routing

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    © Springer International Publishing AG 2017. We study a generalisation of atomic selfish routing games where each player may control multiple flows which she routes seek-ing to minimise their aggregate cost. Such games emerge in various set-tings, such as traïŹƒc routing in road networks by competing ride-sharing applications or packet routing in communication networks by competing service providers who seek to optimise the quality of service of their cus-tomers. We study the existence of pure Nash equilibria in the induced games and we exhibit a separation from the single-commodity per player model by proving that the Shapley value is the only cost-sharing method that guarantees it. We also prove that the price of anarchy and price of stability is no larger than in the single-commodity model for general cost-sharing methods and general classes of convex cost functions. We close by giving results on the existence of pure Nash equilibria of a splittable variant of our model

    Budget-restricted utility games with ordered strategic decisions

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    We introduce the concept of budget games. Players choose a set of tasks and each task has a certain demand on every resource in the game. Each resource has a budget. If the budget is not enough to satisfy the sum of all demands, it has to be shared between the tasks. We study strategic budget games, where the budget is shared proportionally. We also consider a variant in which the order of the strategic decisions influences the distribution of the budgets. The complexity of the optimal solution as well as existence, complexity and quality of equilibria are analyzed. Finally, we show that the time an ordered budget game needs to convergence towards an equilibrium may be exponential

    The Price of Anarchy for Selfish Ring Routing is Two

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    We analyze the network congestion game with atomic players, asymmetric strategies, and the maximum latency among all players as social cost. This important social cost function is much less understood than the average latency. We show that the price of anarchy is at most two, when the network is a ring and the link latencies are linear. Our bound is tight. This is the first sharp bound for the maximum latency objective.Comment: Full version of WINE 2012 paper, 24 page

    Complexity and Approximation of the Continuous Network Design Problem

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    We revisit a classical problem in transportation, known as the (bilevel) continuous network design problem, CNDP for short. Given a graph for which the latency of each edge depends on the ratio of the edge flow and the capacity installed, the goal is to find an optimal investment in edge capacities so as to minimize the sum of the routing costs of the induced Wardrop equilibrium and the investment costs for installing the edge's capacities. While this problem is considered to be challenging in the literature, its complexity status was still unknown. We close this gap, showing that CNDP is strongly NP\mathsf{NP}-hard and APX\mathsf{APX}-hard, both on directed and undirected networks and even for instances with affine latencies. As for the approximation of the problem, we first provide a detailed analysis for a heuristic studied by Marcotte for the special case of monomial latency functions [P. Marcotte, Math. Prog., 34 (1986), pp. 142--162]. We derive a closed form expression of its approximation guarantee for arbitrary sets of latency functions. We then propose a different approximation algorithm and show that it has the same approximation guarantee. Then, we prove that using the better of the two approximation algorithms results in a strictly improved approximation guarantee for which we derive a closed form expression. For affine latencies, for example, this best-of-two approach achieves an approximation factor of 49/41≈1.19549/41\approx 1.195, which improves on the factor of 5/45/4 that has been shown before by Marcotte

    Malicious Bayesian Congestion Games

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    In this paper, we introduce malicious Bayesian congestion games as an extension to congestion games where players might act in a malicious way. In such a game each player has two types. Either the player is a rational player seeking to minimize her own delay, or - with a certain probability - the player is malicious in which case her only goal is to disturb the other players as much as possible. We show that such games do in general not possess a Bayesian Nash equilibrium in pure strategies (i.e. a pure Bayesian Nash equilibrium). Moreover, given a game, we show that it is NP-complete to decide whether it admits a pure Bayesian Nash equilibrium. This result even holds when resource latency functions are linear, each player is malicious with the same probability, and all strategy sets consist of singleton sets. For a slightly more restricted class of malicious Bayesian congestion games, we provide easy checkable properties that are necessary and sufficient for the existence of a pure Bayesian Nash equilibrium. In the second part of the paper we study the impact of the malicious types on the overall performance of the system (i.e. the social cost). To measure this impact, we use the Price of Malice. We provide (tight) bounds on the Price of Malice for an interesting class of malicious Bayesian congestion games. Moreover, we show that for certain congestion games the advent of malicious types can also be beneficial to the system in the sense that the social cost of the worst case equilibrium decreases. We provide a tight bound on the maximum factor by which this happens.Comment: 18 pages, submitted to WAOA'0

    Computing Approximate Pure Nash Equilibria in Shapley Value Weighted Congestion Games

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    We study the computation of approximate pure Nash equilibria in Shapley value (SV) weighted congestion games, introduced in [19]. This class of games considers weighted congestion games in which Shapley values are used as an alternative (to proportional shares) for distributing the total cost of each resource among its users. We focus on the interesting subclass of such games with polynomial resource cost functions and present an algorithm that computes approximate pure Nash equilibria with a polynomial number of strategy updates. Since computing a single strategy update is hard, we apply sampling techniques which allow us to achieve polynomial running time. The algorithm builds on the algorithmic ideas of [7], however, to the best of our knowledge, this is the first algorithmic result on computation of approximate equilibria using other than proportional shares as player costs in this setting. We present a novel relation that approximates the Shapley value of a player by her proportional share and vice versa. As side results, we upper bound the approximate price of anarchy of such games and significantly improve the best known factor for computing approximate pure Nash equilibria in weighted congestion games of [7].Comment: The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-319-71924-5_1

    Strategyproof Mechanisms for Additively Separable Hedonic Games and Fractional Hedonic Games

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    Additively separable hedonic games and fractional hedonic games have received considerable attention. They are coalition forming games of selfish agents based on their mutual preferences. Most of the work in the literature characterizes the existence and structure of stable outcomes (i.e., partitions in coalitions), assuming that preferences are given. However, there is little discussion on this assumption. In fact, agents receive different utilities if they belong to different partitions, and thus it is natural for them to declare their preferences strategically in order to maximize their benefit. In this paper we consider strategyproof mechanisms for additively separable hedonic games and fractional hedonic games, that is, partitioning methods without payments such that utility maximizing agents have no incentive to lie about their true preferences. We focus on social welfare maximization and provide several lower and upper bounds on the performance achievable by strategyproof mechanisms for general and specific additive functions. In most of the cases we provide tight or asymptotically tight results. All our mechanisms are simple and can be computed in polynomial time. Moreover, all the lower bounds are unconditional, that is, they do not rely on any computational or complexity assumptions

    The Price of Stability of Weighted Congestion Games

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    We give exponential lower bounds on the Price of Stability (PoS) of weighted congestion games with polynomial cost functions. In particular, for any positive integer dd we construct rather simple games with cost functions of degree at most dd which have a PoS of at least Ω(Ίd)d+1\varOmega(\Phi_d)^{d+1}, where Ίd∌d/ln⁥d\Phi_d\sim d/\ln d is the unique positive root of the equation xd+1=(x+1)dx^{d+1}=(x+1)^d. This almost closes the huge gap between Θ(d)\varTheta(d) and Ίdd+1\Phi_d^{d+1}. Our bound extends also to network congestion games. We further show that the PoS remains exponential even for singleton games. More generally, we provide a lower bound of Ω((1+1/α)d/d)\varOmega((1+1/\alpha)^d/d) on the PoS of α\alpha-approximate Nash equilibria for singleton games. All our lower bounds hold for mixed and correlated equilibria as well. On the positive side, we give a general upper bound on the PoS of α\alpha-approximate Nash equilibria, which is sensitive to the range WW of the player weights and the approximation parameter α\alpha. We do this by explicitly constructing a novel approximate potential function, based on Faulhaber's formula, that generalizes Rosenthal's potential in a continuous, analytic way. From the general theorem, we deduce two interesting corollaries. First, we derive the existence of an approximate pure Nash equilibrium with PoS at most (d+3)/2(d+3)/2; the equilibrium's approximation parameter ranges from Θ(1)\varTheta(1) to d+1d+1 in a smooth way with respect to WW. Second, we show that for unweighted congestion games, the PoS of α\alpha-approximate Nash equilibria is at most (d+1)/α(d+1)/\alpha. Read More: https://epubs.siam.org/doi/10.1137/18M120788

    Hiring Secretaries over Time: The Benefit of Concurrent Employment

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    We consider a stochastic online problem where n applicants arrive over time, one per time step. Upon the arrival of each applicant, their cost per time step is revealed, and we have to fix the duration of employment, starting immediately. This decision is irrevocable; that is, we can neither extend a contract nor dismiss a candidate once hired. In every time step, at least one candidate needs to be under contract, and our goal is to minimize the total hiring cost, which is the sum of the applicants’ costs multiplied with their respective employment durations. We provide a competitive online algorithm for the case that the applicants’ costs are drawn independently from a known distribution. Specifically, the algorithm achieves a competitive ratio of 2.965 for the case of uniform distributions. For this case, we give an analytical lower bound of 2 and a computational lower bound of 2.148. We then adapt our algorithm to stay competitive even in settings with one or more of the following restrictions: (i) at most two applicants can be hired concurrently; (ii) the distribution of the applicants’ costs is unknown; (iii) the total number n of time steps is unknown. On the other hand, we show that concurrent employment is a necessary feature of competitive algorithms by proving that no algorithm has a competitive ratio better than Ω(n−−√/log  n) if concurrent employment is forbidden
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