159 research outputs found

    Manipulating Tournaments in Cup and Round Robin Competitions

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    In sports competitions, teams can manipulate the result by, for instance, throwing games. We show that we can decide how to manipulate round robin and cup competitions, two of the most popular types of sporting competitions in polynomial time. In addition, we show that finding the minimal number of games that need to be thrown to manipulate the result can also be determined in polynomial time. Finally, we show that there are several different variations of standard cup competitions where manipulation remains polynomial.Comment: Proceedings of Algorithmic Decision Theory, First International Conference, ADT 2009, Venice, Italy, October 20-23, 200

    Undominated Groves Mechanisms

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    The family of Groves mechanisms, which includes the well-known VCG mechanism (also known as the Clarke mechanism), is a family of efficient and strategy-proof mechanisms. Unfortunately, the Groves mechanisms are generally not budget balanced. That is, under such mechanisms, payments may flow into or out of the system of the agents, resulting in deficits or reduced utilities for the agents. We consider the following problem: within the family of Groves mechanisms, we want to identify mechanisms that give the agents the highest utilities, under the constraint that these mechanisms must never incur deficits. We adopt a prior-free approach. We introduce two general measures for comparing mechanisms in prior-free settings. We say that a non-deficit Groves mechanism M in- dividually dominates another non-deficit Groves mechanism M′ if for every type profile, every agent’s utility under M is no less than that under M′, and this holds with strict inequality for at least one type profile and one agent. We say that a non-deficit Groves mechanism M collectively dominates another non-deficit Groves mechanism M′ if for every type profile, the agents’ total utility under M is no less than that under M′, and this holds with strict inequality for at least one type profile. The above definitions induce two partial orders on non-deficit Groves mechanisms. We study the maximal elements corresponding to these two partial orders, which we call the individually undominated mechanisms and the collectively undominated mechanisms, respectively

    Coreness of Cooperative Games with Truncated Submodular Profit Functions

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    Coreness represents solution concepts related to core in cooperative games, which captures the stability of players. Motivated by the scale effect in social networks, economics and other scenario, we study the coreness of cooperative game with truncated submodular profit functions. Specifically, the profit function f(⋅)f(\cdot) is defined by a truncation of a submodular function σ(⋅)\sigma(\cdot): f(⋅)=σ(⋅)f(\cdot)=\sigma(\cdot) if σ(⋅)≥η\sigma(\cdot)\geq\eta and f(⋅)=0f(\cdot)=0 otherwise, where η\eta is a given threshold. In this paper, we study the core and three core-related concepts of truncated submodular profit cooperative game. We first prove that whether core is empty can be decided in polynomial time and an allocation in core also can be found in polynomial time when core is not empty. When core is empty, we show hardness results and approximation algorithms for computing other core-related concepts including relative least-core value, absolute least-core value and least average dissatisfaction value

    Settling Some Open Problems on 2-Player Symmetric Nash Equilibria

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    Over the years, researchers have studied the complexity of several decision versions of Nash equilibrium in (symmetric) two-player games (bimatrix games). To the best of our knowledge, the last remaining open problem of this sort is the following; it was stated by Papadimitriou in 2007: find a non-symmetric Nash equilibrium (NE) in a symmetric game. We show that this problem is NP-complete and the problem of counting the number of non-symmetric NE in a symmetric game is #P-complete. In 2005, Kannan and Theobald defined the "rank of a bimatrix game" represented by matrices (A, B) to be rank(A+B) and asked whether a NE can be computed in rank 1 games in polynomial time. Observe that the rank 0 case is precisely the zero sum case, for which a polynomial time algorithm follows from von Neumann's reduction of such games to linear programming. In 2011, Adsul et. al. obtained an algorithm for rank 1 games; however, it does not solve the case of symmetric rank 1 games. We resolve this problem

    Verifiably Truthful Mechanisms

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    It is typically expected that if a mechanism is truthful, then the agents would, indeed, truthfully report their private information. But why would an agent believe that the mechanism is truthful? We wish to design truthful mechanisms, whose truthfulness can be verified efficiently (in the computational sense). Our approach involves three steps: (i) specifying the structure of mechanisms, (ii) constructing a verification algorithm, and (iii) measuring the quality of verifiably truthful mechanisms. We demonstrate this approach using a case study: approximate mechanism design without money for facility location

    Combinatorial Voter Control in Elections

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    Voter control problems model situations such as an external agent trying to affect the result of an election by adding voters, for example by convincing some voters to vote who would otherwise not attend the election. Traditionally, voters are added one at a time, with the goal of making a distinguished alternative win by adding a minimum number of voters. In this paper, we initiate the study of combinatorial variants of control by adding voters: In our setting, when we choose to add a voter~vv, we also have to add a whole bundle κ(v)\kappa(v) of voters associated with vv. We study the computational complexity of this problem for two of the most basic voting rules, namely the Plurality rule and the Condorcet rule.Comment: An extended abstract appears in MFCS 201

    Complexity of Manipulative Actions When Voting with Ties

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    Most of the computational study of election problems has assumed that each voter's preferences are, or should be extended to, a total order. However in practice voters may have preferences with ties. We study the complexity of manipulative actions on elections where voters can have ties, extending the definitions of the election systems (when necessary) to handle voters with ties. We show that for natural election systems allowing ties can both increase and decrease the complexity of manipulation and bribery, and we state a general result on the effect of voters with ties on the complexity of control.Comment: A version of this paper will appear in ADT-201

    Why Prices Need Algorithms

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    Towards a Dichotomy of Finding Possible Winners in Elections Based on Scoring Rules

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    Abstract. To make a joint decision, agents (or voters) are often required to provide their preferences as linear orders. To determine a winner, the given linear orders can be aggregated according to a voting protocol. However, in realistic settings, the voters may often only provide partial orders. This directly leads to the POSSIBLE WINNER problem that asks, given a set of partial votes, if a distinguished candidate can still become a winner. In this work, we consider the computational complexity of POSSIBLE WINNER for the broad class of voting protocols defined by scoring rules. A scoring rule provides a score value for every position which a candidate can have in a linear order. Prominent examples include plurality, k-approval, and Borda. Generalizing previous NP-hardness results for some special cases and providing new many-one reductions, we settle the computational complexity for all but one scoring rule. More precisely, for an unbounded number of candidates and unweighted voters, we show that POSSI-BLE WINNER is NP-complete for all pure scoring rules except plurality, veto, and the scoring rule defined by the scoring vector (2,1,..., 1, 0), while it is solvable in polynomial time for plurality and veto.
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