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Individually Stable Dynamics in Coalition Formation over Graphs 图上联盟形成中的个体稳定动力学
Pub Date : 2024-08-21 DOI: arxiv-2408.11488
Angelo FanelliLAMSADE, Laurent GourvèsLAMSADE, Ayumi IgarashiUTokyo, Luca MoscardelliUd'A
Coalition formation over graphs is a well studied class of games whoseplayers are vertices and feasible coalitions must be connected subgraphs. Inthis setting, the existence and computation of equilibria, under variousnotions of stability, has attracted a lot of attention. However, the naturalprocess by which players, starting from any feasible state, strive to reach anequilibrium after a series of unilateral improving deviations, has been lessstudied. We investigate the convergence of dynamics towards individually stableoutcomes under the following perspective: what are the most general classes ofpreferences and graph topologies guaranteeing convergence? To this aim, on theone hand, we cover a hierarchy of preferences, ranging from the most general toa subcase of additively separable preferences, including individually rationaland monotone cases. On the other hand, given that convergence may fail ingraphs admitting a cycle even in our most restrictive preference class, weanalyze acyclic graph topologies such as trees, paths, and stars.
图上的联盟形成是一类研究得很透彻的博弈,博弈者是顶点,可行联盟必须是连通的子图。在这种情况下,在各种稳定性条件下均衡状态的存在和计算引起了人们的广泛关注。然而,对于博弈者从任何可行状态出发,经过一系列单边改进偏离后努力达到均衡的自然过程,研究较少。我们从以下角度来研究动态趋近于个体稳定结果的问题:保证趋近的最一般的偏好和图拓扑是什么?为此,一方面,我们研究了偏好的层次,从最一般的偏好到可加可分偏好的子情形,包括个别理性和单调情形。另一方面,考虑到即使在我们最严格的偏好类别中,收敛也可能在允许循环的图中失败,我们分析了无循环图拓扑,如树、路径和星。
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引用次数: 0
A Constraint Programming Approach to Fair High School Course Scheduling 公平高中课程安排的约束编程方法
Pub Date : 2024-08-21 DOI: arxiv-2408.12032
Mitsuka Kiyohara, Masakazu Ishihata
Issues of inequity in U.S. high schools' course scheduling did not previouslyexist. However, in recent years, with the increase in student population andcourse variety, students perceive that the course scheduling method is unfair.Current integer programming (IP) methods to the high school scheduling problem(HSSP) fall short in addressing these fairness concerns. The purpose of thisresearch is to develop a solution methodology that generates feasible and faircourse schedules using student preferences. Utilizing principles of fairness,which have been well studied in market design, we define the fair high schoolscheduling problem (FHSSP), a novel extension to the HSSP, and devise acorresponding algorithm based on integer programming to solve the FHSSP. Wetest our approach on a real course request dataset from a high school inCalifornia, USA. Results show that our algorithm can generate schedules thatare both feasible and fair. In this paper, we demonstrate that our IP algorithmnot only solves the HSSP and FHSSP in the United States but has the potentialto be applied to various real-world scheduling problems. Additionally, we showthe feasibility of integrating human emotions into mathematical modeling.
美国高中课程安排中的不公平问题以前并不存在。然而,近年来,随着学生人数的增加和课程种类的增多,学生们认为课程安排方法有失公平。本研究的目的是开发一种求解方法,利用学生的偏好生成可行且公平的课程安排。利用在市场设计中得到充分研究的公平原则,我们定义了公平高中课程安排问题(FHSSP)--HSSP 的一种新扩展,并设计了一种基于整数编程的相应算法来解决 FHSSP。我们在美国加利福尼亚州一所高中的真实课程请求数据集上测试了我们的方法。结果表明,我们的算法可以生成既可行又公平的课程表。在本文中,我们证明了我们的 IP 算法不仅能解决美国的 HSSP 和 FHSSP 问题,而且有潜力应用于现实世界中的各种排课问题。此外,我们还展示了将人类情感融入数学建模的可行性。
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引用次数: 0
Technical Report: Coopetition in Heterogeneous Cross-Silo Federated Learning 技术报告:异构跨ilo 联合学习中的合作竞争
Pub Date : 2024-08-21 DOI: arxiv-2408.11355
Chao Huang, Justin Dachille, Xin Liu
In cross-silo federated learning (FL), companies collaboratively train ashared global model without sharing heterogeneous data. Prior related workfocused on algorithm development to tackle data heterogeneity. However, thedual problem of coopetition, i.e., FL collaboration and market competition,remains under-explored. This paper studies the FL coopetition using a dynamictwo-period game model. In period 1, an incumbent company trains a local modeland provides model-based services at a chosen price to users. In period 2, anentrant company enters, and both companies decide whether to engage in FLcollaboration and then compete in selling model-based services at differentprices to users. Analyzing the two-period game is challenging due to dataheterogeneity, and that the incumbent's period one pricing has a temporalimpact on coopetition in period 2, resulting in a non-concave problem. Toaddress this issue, we decompose the problem into several concave sub-problemsand develop an algorithm that achieves a global optimum. Numerical results onthree public datasets show two interesting insights. First, FL training bringsmodel performance gain as well as competition loss, and collaboration occursonly when the performance gain outweighs the loss. Second, data heterogeneitycan incentivize the incumbent to limit market penetration in period 1 andpromote price competition in period 2.
在跨ilo 联合学习(FL)中,企业在不共享异构数据的情况下协作训练共享的全局模型。之前的相关工作主要集中在解决数据异构问题的算法开发上。然而,合作竞争的双重问题,即 FL 合作和市场竞争,仍未得到充分探讨。本文采用两期动态博弈模型研究 FL 合作竞争问题。在第一阶段,在位公司训练一个本地模型,并以选定的价格向用户提供基于模型的服务。在第 2 期,一家新公司进入,两家公司决定是否进行 FL 合作,然后以不同的价格向用户销售基于模型的服务。由于数据的异质性,分析两期博弈具有挑战性,而且在位者第一期的定价会对第二期的合作竞争产生时间影响,从而导致一个非曲线问题。为了解决这个问题,我们将问题分解成若干个凹子问题,并开发了一种算法来实现全局最优。在三个公共数据集上的数值结果显示了两个有趣的见解。首先,FL 训练会带来模型性能增益和竞争损失,只有当性能增益大于竞争损失时,才会出现协作。其次,数据异质性会激励在位者在第一阶段限制市场渗透,在第二阶段促进价格竞争。
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引用次数: 0
Minimizing Rosenthal's Potential in Monotone Congestion Games 单调拥堵博弈中的罗森塔尔势能最小化
Pub Date : 2024-08-21 DOI: arxiv-2408.11489
Vittorio BilòLAMSADE, Angelo FanelliLAMSADE, Laurent GourvèsLAMSADE, Christos TsoufisLAMSADE, Cosimo Vinci
Congestion games are attractive because they can model many concretesituations where some competing entities interact through the use of someshared resources, and also because they always admit pure Nash equilibria whichcorrespond to the local minima of a potential function. We explore the problemof computing a state of minimum potential in this setting. Using the maximumnumber of resources that a player can use at a time, and the possible symmetryin the players' strategy spaces, we settle the complexity of the problem forinstances having monotone (i.e., either non-decreasing or non-increasing)latency functions on their resources. The picture, delineating polynomial andNP-hard cases, is complemented with tight approximation algorithms.
拥塞博弈之所以吸引人,是因为它可以模拟许多具体情况,在这些情况下,一些相互竞争的实体通过使用某些共享资源进行互动,还因为它们总是允许纯纳什均衡,而纯纳什均衡与势函数的局部最小值相对应。我们探讨了在这种情况下计算最小势函数状态的问题。利用棋手每次可使用的最大资源数以及棋手策略空间中可能存在的对称性,我们解决了对其资源具有单调(即非递减或非递增)延迟函数的情况下的问题复杂性。这幅图划分了多项式和 NP-困难两种情况,并辅以严密的近似算法。
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引用次数: 0
Multiwinner Temporal Voting with Aversion to Change 厌恶变化的多赢家时空投票
Pub Date : 2024-08-20 DOI: arxiv-2408.11017
Valentin Zech, Niclas Boehmer, Edith Elkind, Nicholas Teh
We study two-stage committee elections where voters have dynamic preferencesover candidates; at each stage, a committee is chosen under a given votingrule. We are interested in identifying a winning committee for the second stagethat overlaps as much as possible with the first-stage committee. We show afull complexity dichotomy for the class of Thiele rules: this problem istractable for Approval Voting (AV) and hard for all other Thiele rules(including, in particular, Proportional Approval Voting and theChamberlin-Courant rule). We extend this dichotomy to the greedy variants ofThiele rules. We also explore this problem from a parameterized complexityperspective for several natural parameters. We complement the theory withexperimental analysis: e.g., we investigate the average number of changes inthe committee as a function of changes in voters' preferences and the role ofties.
我们研究的是选民对候选人有动态偏好的两阶段委员会选举;在每个阶段,根据给定的投票规则选出一个委员会。我们感兴趣的是为第二阶段确定一个获胜的委员会,该委员会要尽可能与第一阶段的委员会重叠。我们展示了蒂勒规则类的完全复杂性二分法:对于赞成票(AV)来说,这个问题很容易解决,而对于所有其他蒂勒规则(尤其包括比例赞成票和康伯林-库朗规则)来说,这个问题很难解决。我们将这种二分法扩展到蒂勒规则的贪婪变体。我们还从参数化复杂性的角度探讨了几个自然参数的问题。我们用实验分析对理论进行了补充:例如,我们研究了委员会中的平均变化次数与选民偏好变化和因素作用的函数关系。
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引用次数: 0
Price Competition Under A Consider-Then-Choose Model With Lexicographic Choice 有词典选择的 "先考虑后选择 "模式下的价格竞争
Pub Date : 2024-08-19 DOI: arxiv-2408.10429
Siddhartha Banerjee, Chamsi Hssaine, Vijay Kamble
The sorting and filtering capabilities offered by modern e-commerce platformssignificantly impact customers' purchase decisions, as well as the resultingprices set by competing sellers on these platforms. Motivated by this practicalreality, we study price competition under a flexible choice model:Consider-then-Choose with Lexicographic Choice (CLC). In this model, a customerfirst forms a consideration set of sellers based on (i) her willingness-to-payand (ii) an arbitrary set of criteria on items' non-price attributes; she thenchooses the highest-ranked item according to a lexicographic ranking in whichitems with better performance on more important attributes are ranked higher.We provide a structural characterization of equilibria in the resulting game ofprice competition, and derive an economically interpretable condition, which wecall gradient dominance, under which equilibria can be computed efficiently.For this subclass of CLC models, we prove that distributed gradient-basedpricing dynamics converge to the set of equilibria. Extensive numericalexperiments show robustness of our theoretical findings when gradient dominancedoes not hold.
现代电子商务平台提供的分类和筛选功能对客户的购买决策以及这些平台上竞争卖家的定价产生了重大影响。在这一现实的激励下,我们研究了一种灵活选择模型下的价格竞争:"考虑--然后--选择与词典选择(CLC)"。在这个模型中,顾客首先根据(i)她的支付意愿和(ii)一组关于商品非价格属性的任意标准形成一个卖家考虑集;然后,她根据词典排序选择排名最高的商品,在词典排序中,在更重要的属性上表现更好的商品排名更高。我们对由此产生的价格竞争博弈中的均衡状态进行了结构性描述,并推导出一个经济学上可解释的条件(我们称之为梯度优势),在这个条件下,均衡状态可以被有效计算。广泛的数值实验表明,当梯度优势不成立时,我们的理论发现是稳健的。
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引用次数: 0
Joint Auction in the Online Advertising Market 在线广告市场的联合拍卖
Pub Date : 2024-08-19 DOI: arxiv-2408.09885
Zhen Zhang, Weian Li, Yahui Lei, Bingzhe Wang, Zhicheng Zhang, Qi Qi, Qiang Liu, Xingxing Wang
Online advertising is a primary source of income for e-commerce platforms. Inthe current advertising pattern, the oriented targets are the online storeowners who are willing to pay extra fees to enhance the position of theirstores. On the other hand, brand suppliers are also desirable to advertisetheir products in stores to boost brand sales. However, the currently usedadvertising mode cannot satisfy the demand of both stores and brand supplierssimultaneously. To address this, we innovatively propose a joint advertisingmodel termed Joint Auction, allowing brand suppliers and stores tocollaboratively bid for advertising slots, catering to both their needs.However, conventional advertising auction mechanisms are not suitable for thisnovel scenario. In this paper, we propose JRegNet, a neural networkarchitecture for the optimal joint auction design, to generate mechanisms thatcan achieve the optimal revenue and guarantee near dominant strategy incentivecompatibility and individual rationality. Finally, multiple experiments areconducted on synthetic and real data to demonstrate that our proposed jointauction significantly improves platform revenue compared to the knownbaselines.
在线广告是电子商务平台的主要收入来源。在当前的广告模式中,网店店主是主要目标,他们愿意支付额外费用来提升店铺的地位。另一方面,品牌供应商也希望在店铺中为其产品做广告,以促进品牌销售。然而,目前使用的广告模式无法同时满足商店和品牌供应商的需求。针对这一问题,我们创新性地提出了一种联合广告模式--联合竞拍,允许品牌供应商和商店合作竞拍广告时段,满足双方的需求。在本文中,我们提出了用于优化联合拍卖设计的神经网络架构 JRegNet,以生成能够实现最优收益并保证近似主导策略激励相容性和个体理性的机制。最后,我们在合成数据和真实数据上进行了多次实验,证明与已知基准相比,我们提出的联合拍卖能显著提高平台收益。
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引用次数: 0
Control by Adding Players to Change or Maintain the Shapley-Shubik or the Penrose-Banzhaf Power Index in Weighted Voting Games Is Complete for NP^PP 在加权投票博弈中通过增加玩家来改变或维持沙普利-舒比克或彭罗斯-班扎夫力量指数的控制对于 NP^PP 是完全的
Pub Date : 2024-08-19 DOI: arxiv-2408.09953
Joanna Kaczmarek, Jörg Rothe
Weighted voting games are a well-known and useful class of succinctlyrepresentable simple games that have many real-world applications, e.g., tomodel collective decision-making in legislative bodies or shareholder voting.Among the structural control types being analyzing, one is control by addingplayers to weighted voting games, so as to either change or to maintain aplayer's power in the sense of the (probabilistic) Penrose-Banzhaf power indexor the Shapley-Shubik power index. For the problems related to this control,the best known lower bound is PP-hardness, where PP is "probabilisticpolynomial time," and the best known upper bound is the class NP^PP, i.e., theclass NP with a PP oracle. We optimally raise this lower bound by showingNP^PP-hardness of all these problems for the Penrose-Banzhaf and theShapley-Shubik indices, thus establishing completeness for them in that class.Our proof technique may turn out to be useful for solving other open problemsrelated to weighted voting games with such a complexity gap as well.
加权投票博弈是一类著名而有用的可简洁表示的简单博弈,在现实世界中有许多应用,例如,用来模拟立法机构的集体决策或股东投票。在正在分析的结构控制类型中,有一种是通过在加权投票博弈中加入玩家来进行控制,从而改变或保持玩家在(概率)彭罗斯-班扎夫力量指数或沙普利-舒比克力量指数意义上的力量。对于与这种控制有关的问题,已知的最佳下界是 PP-硬度,其中 PP 是 "概率多项式时间",已知的最佳上限是 NP^PP 类,即有 PP 甲骨文的 NP 类。我们通过证明所有这些问题对于彭罗斯-班扎夫指数和沙普利-舒比克指数的NP^PP-硬性,从而最优化地提高了这一下界,从而在该类中建立了问题的完备性。
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引用次数: 0
Toward Fair and Strategyproof Tournament Rules for Tournaments with Partially Transferable Utilities 为具有部分可转让效用的锦标赛制定公平且不受策略影响的锦标赛规则
Pub Date : 2024-08-19 DOI: arxiv-2408.10346
David Pennock, Ariel Schvartzman, Eric Xue
A tournament on $n$ agents is a complete oriented graph with the agents asvertices and edges that describe the win-loss outcomes of the $binom{n}{2}$matches played between each pair of agents. The winner of a tournament isdetermined by a tournament rule that maps tournaments to probabilitydistributions over the agents. We want these rules to be fair (choose ahigh-quality agent) and robust to strategic manipulation. Prior work has shownthat under minimally fair rules, manipulations between two agents can beprevented when utility is nontransferable but not when utility is completelytransferable. We introduce a partially transferable utility model thatinterpolates between these two extremes using a selfishness parameter$lambda$. Our model is that an agent may be willing to lose on purpose,sacrificing some of her own chance of winning, but only if the colluding pair'sjoint gain is more than $lambda$ times the individual's sacrifice. We show that no fair tournament rule can prevent manipulations when $lambda< 1$. We computationally solve for fair and manipulation-resistant tournamentrules for $lambda = 1$ for up to 6 agents. We conjecture and leave as a majoropen problem that such a tournament rule exists for all $n$. We analyze thetrade-offs between ``relative'' and ``absolute'' approximate strategyproofnessfor previously studied rules and derive as a corollary that all of these rulesrequire $lambda geq Omega(n)$ to be robust to manipulation. We show that forstronger notions of fairness, non-manipulable tournament rules are closelyrelated to tournament rules that witness decreasing gains from manipulation asthe number of agents increases.
关于 $n$ 代理的锦标赛是一个完整的定向图,其中代理为顶点,边描述了每对代理之间进行的 $binom{n}{2}$ 比赛的输赢结果。锦标赛的获胜者由锦标赛规则决定,该规则将锦标赛映射为代理的概率分布。我们希望这些规则是公平的(选择一个高质量的代理),并且对策略操纵具有鲁棒性。先前的研究表明,在最小公平规则下,当效用不可转移时,两个代理之间的操纵可以被阻止,但当效用完全可转移时,则无法阻止。我们引入了一个部分可转让的效用模型,它使用一个自私参数$lambda$在这两个极端之间进行干预。我们的模型是,代理人可能愿意故意输掉比赛,牺牲自己的一些获胜机会,但前提是合谋对的联合收益大于个人牺牲的 $lambda$ 倍。我们证明,当 $lambda< 1$ 时,任何公平的锦标赛规则都无法阻止操纵行为。我们用计算方法求解了$lambda = 1$时最多6个代理的公平和抗操纵的锦标赛规则。我们猜想,对于所有的 $n$,都存在这样的锦标赛规则,并将此作为一个主要悬而未决的问题。我们分析了以前研究过的规则在 "相对 "和 "绝对 "近似策略防范之间的权衡,并推导出所有这些规则都要求 $lambda geq Omega(n)$ 对操纵具有鲁棒性。我们证明,对于更强的公平概念来说,不可操纵的锦标赛规则与锦标赛规则密切相关,后者见证了随着代理人数量的增加,操纵带来的收益递减。
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引用次数: 0
Worst- and Average-Case Robustness of Stable Matchings: (Counting) Complexity and Experiments 稳定匹配的最差和平均情况稳健性:(计数)复杂性与实验
Pub Date : 2024-08-17 DOI: arxiv-2408.09160
Kimon Boehmer, Niclas Boehmer
Focusing on the bipartite Stable Marriage problem, we investigate differentrobustness measures related to stable matchings. We analyze the computationalcomplexity of computing them and analyze their behavior in extensiveexperiments on synthetic instances. For instance, we examine whether a stablematching is guaranteed to remain stable if a given number of adversarial swapsin the agent's preferences are performed and the probability of stability whenapplying swaps uniformly at random. Our results reveal that stable matchings inour synthetic data are highly unrobust to adversarial swaps, whereas theaverage-case view presents a more nuanced and informative picture.
我们以双方形稳定婚配问题为重点,研究了与稳定婚配相关的不同稳健性度量。我们分析了计算它们的计算复杂性,并在合成实例的广泛实验中分析了它们的行为。例如,我们研究了如果代理人的偏好中进行了一定数量的对抗性交换,是否能保证稳定匹配保持稳定,以及在均匀随机交换时的稳定概率。我们的结果表明,在我们的合成数据中,稳定匹配在对抗性交换面前是非常不稳定的,而平均情况的观点则展现了一幅更加细致入微、信息量更大的图景。
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引用次数: 0
期刊
arXiv - CS - Computer Science and Game Theory
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