619 research outputs found
Smoothness for Simultaneous Composition of Mechanisms with Admission
We study social welfare of learning outcomes in mechanisms with admission. In
our repeated game there are bidders and mechanisms, and in each round
each mechanism is available for each bidder only with a certain probability.
Our scenario is an elementary case of simple mechanism design with incomplete
information, where availabilities are bidder types. It captures natural
applications in online markets with limited supply and can be used to model
access of unreliable channels in wireless networks.
If mechanisms satisfy a smoothness guarantee, existing results show that
learning outcomes recover a significant fraction of the optimal social welfare.
These approaches, however, have serious drawbacks in terms of plausibility and
computational complexity. Also, the guarantees apply only when availabilities
are stochastically independent among bidders.
In contrast, we propose an alternative approach where each bidder uses a
single no-regret learning algorithm and applies it in all rounds. This results
in what we call availability-oblivious coarse correlated equilibria. It
exponentially decreases the learning burden, simplifies implementation (e.g.,
as a method for channel access in wireless devices), and thereby addresses some
of the concerns about Bayes-Nash equilibria and learning outcomes in Bayesian
settings. Our main results are general composition theorems for smooth
mechanisms when valuation functions of bidders are lattice-submodular. They
rely on an interesting connection to the notion of correlation gap of
submodular functions over product lattices.Comment: Full version of WINE 2016 pape
Sensitivity of wardrop equilibria
We study the sensitivity of equilibria in the well-known game theoretic traffic model due to Wardrop. We mostly consider single-commodity networks. Suppose, given a unit demand flow at Wardrop equilibrium, one increases the demand by Īµ or removes an edge carrying only an Īµ-fraction of flow. We study how the equilibrium responds to such an Īµ-change.
Our first surprising finding is that, even for linear latency functions, for every Īµ>ā0, there are networks in which an Īµ-change causes every agent to change its path in order to recover equilibrium. Nevertheless, we can prove that, for general latency functions, the flow increase or decrease on every edge is at most Īµ.
Examining the latency at equilibrium, we concentrate on polynomial latency functions of degree at most p with nonnegative coefficients. We show that, even though the relative increase in the latency of an edge due to an Īµ-change in the demand can be unbounded, the path latency at equilibrium increases at most by a factor of (1ā+āĪµ) p . The increase of the price of anarchy is shown to be upper bounded by the same factor. Both bounds are shown to be tight.
Let us remark that all our bounds are tight. For the multi-commodity case, we present examples showing that neither the change in edge flows nor the change in the path latency can be bounded
Efficiency of Restricted Tolls in Non-atomic Network Routing Games
An effective means to reduce the inefficiency of Nash flows in non-
atomic network routing games is to impose tolls on the arcs of the network. It is a well-known fact that marginal cost tolls induce a Nash flow that corresponds to a minimum cost flow. However, despite their effectiveness, marginal cost tolls suffer from two major drawbacks, namely (i) that potentially every arc of the network is tolled, and (ii) that the imposed tolls can be arbitrarily large.
In this paper, we study the restricted network toll problem in which tolls can be imposed on the arcs of the network but are restricted to not exceed a predefined threshold for every arc. We show that optimal restricted tolls can be computed efficiently for parallel-arc networks and affine latency functions. This generalizes a previous work on taxing subnetworks to arbitrary restrictions. Our algorithm is quite simple, but relies on solving several convex programs. The key to our approach is a characterization of the flows that are inducible by restricted tolls for single-commodity networks. We also derive bounds on the efficiency of restricted tolls for multi-commodity networks and polynomial latency functions. These bounds are tight even for parallel-arc networks. Our bounds show that restricted tolls can significantly reduce the price of anarchy if the restrictions imposed on arcs with high-degree polynomials are not too severe. Our proof is constructive. We define tolls respecting the given thresholds and show that these tolls lead to a reduced price of anarchy by using a (\lambda,\mu)-smoothness approach
On the Price of Anarchy of Highly Congested Nonatomic Network Games
We consider nonatomic network games with one source and one destination. We
examine the asymptotic behavior of the price of anarchy as the inflow
increases. In accordance with some empirical observations, we show that, under
suitable conditions, the price of anarchy is asymptotic to one. We show with
some counterexamples that this is not always the case. The counterexamples
occur in very simple parallel graphs.Comment: 26 pages, 6 figure
Bottleneck Routing Games with Low Price of Anarchy
We study {\em bottleneck routing games} where the social cost is determined
by the worst congestion on any edge in the network. In the literature,
bottleneck games assume player utility costs determined by the worst congested
edge in their paths. However, the Nash equilibria of such games are inefficient
since the price of anarchy can be very high and proportional to the size of the
network. In order to obtain smaller price of anarchy we introduce {\em
exponential bottleneck games} where the utility costs of the players are
exponential functions of their congestions. We find that exponential bottleneck
games are very efficient and give a poly-log bound on the price of anarchy:
, where is the largest path length in the
players' strategy sets and is the set of edges in the graph. By adjusting
the exponential utility costs with a logarithm we obtain games whose player
costs are almost identical to those in regular bottleneck games, and at the
same time have the good price of anarchy of exponential games.Comment: 12 page
Computer-aided verification in mechanism design
In mechanism design, the gold standard solution concepts are dominant
strategy incentive compatibility and Bayesian incentive compatibility. These
solution concepts relieve the (possibly unsophisticated) bidders from the need
to engage in complicated strategizing. While incentive properties are simple to
state, their proofs are specific to the mechanism and can be quite complex.
This raises two concerns. From a practical perspective, checking a complex
proof can be a tedious process, often requiring experts knowledgeable in
mechanism design. Furthermore, from a modeling perspective, if unsophisticated
agents are unconvinced of incentive properties, they may strategize in
unpredictable ways.
To address both concerns, we explore techniques from computer-aided
verification to construct formal proofs of incentive properties. Because formal
proofs can be automatically checked, agents do not need to manually check the
properties, or even understand the proof. To demonstrate, we present the
verification of a sophisticated mechanism: the generic reduction from Bayesian
incentive compatible mechanism design to algorithm design given by Hartline,
Kleinberg, and Malekian. This mechanism presents new challenges for formal
verification, including essential use of randomness from both the execution of
the mechanism and from the prior type distributions. As an immediate
consequence, our work also formalizes Bayesian incentive compatibility for the
entire family of mechanisms derived via this reduction. Finally, as an
intermediate step in our formalization, we provide the first formal
verification of incentive compatibility for the celebrated
Vickrey-Clarke-Groves mechanism
Routing Games over Time with FIFO policy
We study atomic routing games where every agent travels both along its
decided edges and through time. The agents arriving on an edge are first lined
up in a \emph{first-in-first-out} queue and may wait: an edge is associated
with a capacity, which defines how many agents-per-time-step can pop from the
queue's head and enter the edge, to transit for a fixed delay. We show that the
best-response optimization problem is not approximable, and that deciding the
existence of a Nash equilibrium is complete for the second level of the
polynomial hierarchy. Then, we drop the rationality assumption, introduce a
behavioral concept based on GPS navigation, and study its worst-case efficiency
ratio to coordination.Comment: Submission to WINE-2017 Deadline was August 2nd AoE, 201
The Value of Information in Selfish Routing
Path selection by selfish agents has traditionally been studied by comparing
social optima and equilibria in the Wardrop model, i.e., by investigating the
Price of Anarchy in selfish routing. In this work, we refine and extend the
traditional selfish-routing model in order to answer questions that arise in
emerging path-aware Internet architectures. The model enables us to
characterize the impact of different degrees of congestion information that
users possess. Furthermore, it allows us to analytically quantify the impact of
selfish routing, not only on users, but also on network operators. Based on our
model, we show that the cost of selfish routing depends on the network
topology, the perspective (users versus network operators), and the information
that users have. Surprisingly, we show analytically and empirically that less
information tends to lower the Price of Anarchy, almost to the optimum. Our
results hence suggest that selfish routing has modest social cost even without
the dissemination of path-load information.Comment: 27th International Colloquium on Structural Information and
Communication Complexity (SIROCCO 2020
Truthful Multi-unit Procurements with Budgets
We study procurement games where each seller supplies multiple units of his
item, with a cost per unit known only to him. The buyer can purchase any number
of units from each seller, values different combinations of the items
differently, and has a budget for his total payment.
For a special class of procurement games, the {\em bounded knapsack} problem,
we show that no universally truthful budget-feasible mechanism can approximate
the optimal value of the buyer within , where is the total number of
units of all items available. We then construct a polynomial-time mechanism
that gives a -approximation for procurement games with {\em concave
additive valuations}, which include bounded knapsack as a special case. Our
mechanism is thus optimal up to a constant factor. Moreover, for the bounded
knapsack problem, given the well-known FPTAS, our results imply there is a
provable gap between the optimization domain and the mechanism design domain.
Finally, for procurement games with {\em sub-additive valuations}, we
construct a universally truthful budget-feasible mechanism that gives an
-approximation in polynomial time with a
demand oracle.Comment: To appear at WINE 201
Reducing urban traffic congestion due to localized routing decisions
Balancing traffic flow by influencing drivers' route choices to alleviate congestion is becoming increasingly more appealing in urban traffic planning. Here, we introduce a discrete dynamical model comprising users who make their own routing choices on the basis of local information and those who consider routing advice based on localized inducement. We identify the formation of traffic patterns, develop a scalable optimization method for identifying control values used for user guidance, and test the effectiveness of these measures on synthetic and real-world road networks
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