scholarly journals Optimality and Nash Stability in Additive Separable Generalized Group Activity Selection Problems

Author(s):  
Vittorio Bilò ◽  
Angelo Fanelli ◽  
Michele Flammini ◽  
Gianpiero Monaco ◽  
Luca Moscardelli

The generalized group activity selection problem (GGASP) consists in assigning agents to activities according to their preferences, which depend on both the activity and the set of its participants. We consider additively separable GGASPs, where every agent has a separate valuation for each activity as well as for any other agent, and her overall utility is given by the sum of the valuations she has for the selected activity and its participants. Depending on the nature of the agents' valuations, nine different variants of the problem arise. We completely characterize the complexity of computing a social optimum and provide approximation algorithms for the NP-hard cases. We also focus on Nash stable outcomes, for which we give some complexity results and a full picture of the related performance by providing tights bounds on both the price of anarchy and the price of stability.

2014 ◽  
Vol 49 ◽  
pp. 207-240 ◽  
Author(s):  
K. R. Apt ◽  
G. Schaefer

We introduce a new measure of the discrepancy in strategic games between the social welfare in a Nash equilibrium and in a social optimum, that we call selfishness level. It is the smallest fraction of the social welfare that needs to be offered to each player to achieve that a social optimum is realized in a pure Nash equilibrium. The selfishness level is unrelated to the price of stability and the price of anarchy and is invariant under positive linear transformations of the payoff functions. Also, it naturally applies to other solution concepts and other forms of games. We study the selfishness level of several well-known strategic games. This allows us to quantify the implicit tension within a game between players' individual interests and the impact of their decisions on the society as a whole. Our analyses reveal that the selfishness level often provides a deeper understanding of the characteristics of the underlying game that influence the players' willingness to cooperate. In particular, the selfishness level of finite ordinal potential games is finite, while that of weakly acyclic games can be infinite. We derive explicit bounds on the selfishness level of fair cost sharing games and linear congestion games, which depend on specific parameters of the underlying game but are independent of the number of players. Further, we show that the selfishness level of the $n$-players Prisoner's Dilemma is c/(b(n-1)-c), where b and c are the benefit and cost for cooperation, respectively, that of the n-players public goods game is (1-c/n)/(c-1), where c is the public good multiplier, and that of the Traveler's Dilemma game is (b-1)/2, where b is the bonus. Finally, the selfishness level of Cournot competition (an example of an infinite ordinal potential game), Tragedy of the Commons, and Bertrand competition is infinite.


2010 ◽  
Vol 11 (03n04) ◽  
pp. 97-120 ◽  
Author(s):  
VITTORIO BILÒ

We consider the problem of sharing the cost of multicast transmissions in non-cooperative undirected networks where a set of receivers R wants to be connected to a common source s. The set of choices available to each receiver r ∈ R is represented by the set of all (s, r)-paths in the network. Given the choices performed by all the receivers, a public known cost sharing method determines the cost share to be charged to each of them. Receivers are selfish agents aiming to obtain the transmission at the minimum cost share and their interactions create a non-cooperative game. Devising cost sharing methods yielding games whose price of anarchy (price of stability), defined as the worst-case (best-case) ratio between the cost of a Nash equilibrium and that of an optimal solution, is not too high is thus of fundamental importance in non-cooperative network design. Moreover, since cost sharing games naturally arise in socio-economical contests, it is convenient for a cost sharing method to meet some constraining properties. In this paper, we first define several such properties and analyze their impact on the prices of anarchy and stability. We also reconsider all the methods known so far by classifying them according to which properties they satisfy and giving the first non-trivial lower bounds on their price of stability. Finally, we propose a new method, namely the free-riders method, which admits a polynomial time algorithm for computing a pure Nash equilibrium whose cost is at most twice the optimal one. Some of the ideas characterizing our approach have been independently proposed in Ref. 10.


Author(s):  
Nima Haghpanah ◽  
Shahrouz Moaven ◽  
Jafar Habibi ◽  
Mehdi Kargar ◽  
Soheil Hassas Yeganeh

2006 ◽  
Vol 21 ◽  
pp. 101-133 ◽  
Author(s):  
J. D. Park ◽  
A. Darwiche

MAP is the problem of finding a most probable instantiation of a set of variables given evidence. MAP has always been perceived to be significantly harder than the related problems of computing the probability of a variable instantiation Pr, or the problem of computing the most probable explanation (MPE). This paper investigates the complexity of MAP in Bayesian networks. Specifically, we show that MAP is complete for NP^PP and provide further negative complexity results for algorithms based on variable elimination. We also show that MAP remains hard even when MPE and Pr become easy. For example, we show that MAP is NP-complete when the networks are restricted to polytrees, and even then can not be effectively approximated. Given the difficulty of computing MAP exactly, and the difficulty of approximating MAP while providing useful guarantees on the resulting approximation, we investigate best effort approximations. We introduce a generic MAP approximation framework. We provide two instantiations of the framework; one for networks which are amenable to exact inference Pr, and one for networks for which even exact inference is too hard. This allows MAP approximation on networks that are too complex to even exactly solve the easier problems, Pr and MPE. Experimental results indicate that using these approximation algorithms provides much better solutions than standard techniques, and provide accurate MAP estimates in many cases.


Author(s):  
Andreas Darmann ◽  
Edith Elkind ◽  
Sascha Kurz ◽  
Jérôme Lang ◽  
Joachim Schauer ◽  
...  

Author(s):  
Hagen Echzell ◽  
Tobias Friedrich ◽  
Pascal Lenzner ◽  
Anna Melnichenko

Network Creation Games(NCGs) model the creation of decentralized communication networks like the Internet. In such games strategic agents corresponding to network nodes selfishly decide with whom to connect to optimize some objective function. Past research intensively analyzed models where the agents strive for a central position in the network. This models agents optimizing the network for low-latency applications like VoIP. However, with today's abundance of streaming services it is important to ensure that the created network can satisfy the increased bandwidth demand. To the best of our knowledge, this natural problem of the decentralized strategic creation of networks with sufficient bandwidth has not yet been studied. We introduce Flow-Based NCGs where the selfish agents focus on bandwidth instead of latency. In essence, budget-constrained agents create network links to maximize their minimum or average network flow value to all other network nodes. Equivalently, this can also be understood as agents who create links to increase their connectivity and thus also the robustness of the network. For this novel type of NCG we prove that pure Nash equilibria exist, we give a simple algorithm for computing optimal networks, we show that the Price of Stability is 1 and we prove an (almost) tight bound of 2 on the Price of Anarchy. Last but not least, we show that our models do not admit a potential function.


Author(s):  
Roberto Cominetti ◽  
Valerio Dose ◽  
Marco Scarsini

AbstractThe price of anarchy has become a standard measure of the efficiency of equilibria in games. Most of the literature in this area has focused on establishing worst-case bounds for specific classes of games, such as routing games or more general congestion games. Recently, the price of anarchy in routing games has been studied as a function of the traffic demand, providing asymptotic results in light and heavy traffic. The aim of this paper is to study the price of anarchy in nonatomic routing games in the intermediate region of the demand. To achieve this goal, we begin by establishing some smoothness properties of Wardrop equilibria and social optima for general smooth costs. In the case of affine costs we show that the equilibrium is piecewise linear, with break points at the demand levels at which the set of active paths changes. We prove that the number of such break points is finite, although it can be exponential in the size of the network. Exploiting a scaling law between the equilibrium and the social optimum, we derive a similar behavior for the optimal flows. We then prove that in any interval between break points the price of anarchy is smooth and it is either monotone (decreasing or increasing) over the full interval, or it decreases up to a certain minimum point in the interior of the interval and increases afterwards. We deduce that for affine costs the maximum of the price of anarchy can only occur at the break points. For general costs we provide counterexamples showing that the set of break points is not always finite.


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