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Weighted Envy-free Allocation with Subsidy 有补贴的加权无羡慕分配
Pub Date : 2024-08-16 DOI: arxiv-2408.08711
Haris Aziz, Xin Huang, Kei Kimura, Indrajit Saha, Zhaohong Sun Mashbat Suzuki, Makoto Yokoo
We consider the problem of fair allocation with subsidy when agents haveweighted entitlements. After highlighting several important differences fromthe unweighted cases, we present several results concerning weightedenvy-freeability including general characterizations, algorithms for achievingand testing weighted envy-freeability, lower and upper bounds for worst casesubsidy for non-wasteful and envy-freeable allocations, and algorithms forachieving weighted envy-freeability along with other properties.
我们考虑的是代理人拥有加权权益时的补贴公平分配问题。在强调了与非加权情况的几个重要区别后,我们提出了有关加权无嫉妒性的几个结果,包括一般特征、实现和测试加权无嫉妒性的算法、非浪费和无嫉妒分配的最坏情况补贴的下限和上限,以及实现加权无嫉妒性和其他属性的算法。
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引用次数: 0
Beyond Proportional Individual Guarantees for Binary Perpetual Voting 超越二元永久投票的个人比例保证
Pub Date : 2024-08-16 DOI: arxiv-2408.08767
Yotam Gafni, Ben Golan
Perpetual voting studies fair collective decision-making in settings wheremany decisions are to be made, and is a natural framework for settings such asparliaments and the running of blockchain Decentralized AutonomousOrganizations (DAOs). We focus our attention on the binary case (YES/NOdecisions) and textit{individual} guarantees for each of the participatingagents. We introduce a novel notion, inspired by the popular maxi-min-share(MMS) for fair allocation. The agent expects to get as many decisions as ifthey were to optimally partition the decisions among the agents, with anadversary deciding which of the agents decides on what bundle. We show anonline algorithm that guarantees the MMS notion for $n=3$ agents, an offlinealgorithm for $n=4$ agents, and show that no online algorithm can guarantee the$MMS^{adapt}$ for $ngeq 7$ agents. We also show that the Maximum Nash Welfare(MNW) outcome can only guarantee $O(frac{1}{n})$ of the MMS notion in theworst case.
永续投票研究的是在需要做出许多决定的环境中的公平集体决策,是议会和区块链去中心化自治组织(DAO)运行等环境的天然框架。我们将注意力集中在二元情况(是/否决策)和每个参与代理的文本{个体}保证上。我们引入了一个新概念,其灵感来自于流行的公平分配最大最小份额(MMS)。代理期望得到的决策数量与他们在代理之间进行最优决策分配时得到的数量一样多,并由一个对立面来决定哪个代理决定哪一束决策。我们展示了一种在线算法,它能保证 $n=3$ 代理的 MMS 概念,一种离线算法能保证 $n=4$ 代理的 MMS 概念,并证明没有一种在线算法能保证 $ngeq 7$ 代理的 MMS^{adapt}$。我们还证明,最大纳什福利(MNW)结果只能在最坏的情况下保证 $O(frac{1}{n})$ 的 MMS 概念。
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引用次数: 0
Uncoupled and Convergent Learning in Monotone Games under Bandit Feedback 强盗反馈下单调博弈中的非耦合和收敛学习
Pub Date : 2024-08-15 DOI: arxiv-2408.08395
Jing Dong, Baoxiang Wang, Yaoliang Yu
We study the problem of no-regret learning algorithms for general monotoneand smooth games and their last-iterate convergence properties. Specifically,we investigate the problem under bandit feedback and strongly uncoupleddynamics, which allows modular development of the multi-player system thatapplies to a wide range of real applications. We propose a mirror-descent-basedalgorithm, which converges in $O(T^{-1/4})$ and is also no-regret. The resultis achieved by a dedicated use of two regularizations and the analysis of thefixed point thereof. The convergence rate is further improved to $O(T^{-1/2})$in the case of strongly monotone games. Motivated by practical tasks where thegame evolves over time, the algorithm is extended to time-varying monotonegames. We provide the first non-asymptotic result in converging monotone gamesand give improved results for equilibrium tracking games.
我们研究了一般单调和平稳博弈的无悔学习算法问题及其最后迭代收敛特性。具体来说,我们研究了强盗反馈和强非耦合动力学条件下的问题,这使得多玩家系统的模块化发展适用于广泛的实际应用。我们提出了一种基于镜像后裔的算法,其收敛速度为 $O(T^{-1/4})$,而且没有遗憾。这一结果是通过专门使用两种正则化方法及其定点分析实现的。在强单调博弈的情况下,收敛速度进一步提高到了 $O(T^{-1/2})$。受博弈随时间变化的实际任务的启发,该算法被扩展到时变单调博弈。我们首次给出了收敛单调博弈的非渐近结果,并给出了均衡追踪博弈的改进结果。
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引用次数: 0
Parameterized Algorithms for Optimal Refugee Resettlement 优化难民安置的参数化算法
Pub Date : 2024-08-15 DOI: arxiv-2408.08392
Jiehua Chen, Ildikó Schlotter, Sofia Simola
We study variants of the Optimal Refugee Resettlement problem where a set $F$of refugee families need to be allocated to a set $L$ of possible places ofresettlement in a feasible and optimal way. Feasibility issues emerge from theassumption that each family requires certain services (such as accommodation,school seats, or medical assistance), while there is an upper and, possibly, alower quota on the number of service units provided at a given place. Besidesstudying the problem of finding a feasible assignment, we also investigate twonatural optimization variants. In the first one, we allow families to expresspreferences over $P$, and we aim for a Pareto-optimal assignment. In a moregeneral setting, families can attribute utilities to each place in $P$, and thetask is to find a feasible assignment with maximum total utilities. We studythe computational complexity of all three variants in a multivariate fashionusing the framework of parameterized complexity. We provide fixed-parametertractable algorithms for a handful of natural parameterizations, and complementthese tractable cases with tight intractability results.
我们研究了最优难民安置问题的变体,即需要以可行和最优的方式将一组 $F$ 的难民家庭分配到一组 $L$ 的可能安置地点。可行性问题产生于以下假设:每个家庭都需要某些服务(如住宿、学校座位或医疗援助),而在给定地点提供的服务单位数量有上限,也可能有下限。除了研究寻找可行分配的问题,我们还研究了两个自然优化变体。在第一种变式中,我们允许家庭表达对 $P$ 的偏好,并以帕累托最优分配为目标。在更一般的情况下,家庭可以为 $P$ 中的每个位置赋予效用,任务是找到总效用最大的可行分配。我们利用参数化复杂性框架,以多元方式研究了所有三种变体的计算复杂性。我们提供了一些自然参数化的固定参数可解算法,并用严密的难解性结果对这些可解情况进行了补充。
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引用次数: 0
Is Knowledge Power? On the (Im)possibility of Learning from Strategic Interaction 知识就是力量?论从战略互动中学习的(不)可能性
Pub Date : 2024-08-15 DOI: arxiv-2408.08272
Nivasini Ananthakrishnan, Nika Haghtalab, Chara Podimata, Kunhe Yang
When learning in strategic environments, a key question is whether agents canovercome uncertainty about their preferences to achieve outcomes they couldhave achieved absent any uncertainty. Can they do this solely throughinteractions with each other? We focus this question on the ability of agentsto attain the value of their Stackelberg optimal strategy and study the impactof information asymmetry. We study repeated interactions in fully strategicenvironments where players' actions are decided based on learning algorithmsthat take into account their observed histories and knowledge of the game. Westudy the pure Nash equilibria (PNE) of a meta-game where players choose thesealgorithms as their actions. We demonstrate that if one player has perfectknowledge about the game, then any initial informational gap persists. That is,while there is always a PNE in which the informed agent achieves herStackelberg value, there is a game where no PNE of the meta-game allows thepartially informed player to achieve her Stackelberg value. On the other hand,if both players start with some uncertainty about the game, the quality ofinformation alone does not determine which agent can achieve her Stackelbergvalue. In this case, the concept of information asymmetry becomes nuanced anddepends on the game's structure. Overall, our findings suggest that repeatedstrategic interactions alone cannot facilitate learning effectively enough toearn an uninformed player her Stackelberg value.
在战略环境中学习时,一个关键问题是代理人能否克服其偏好的不确定性,从而取得在没有任何不确定性的情况下也能取得的结果。他们能否仅通过彼此间的互动就做到这一点?我们将这一问题聚焦于代理人实现其斯塔克尔伯格最优策略价值的能力,并研究信息不对称的影响。我们研究了全策略环境中的重复互动,在这种环境中,博弈者的行动是根据学习算法决定的,而学习算法考虑了博弈者的观察历史和对博弈的了解。我们还研究了一个元博弈的纯纳什均衡(PNE),在这个博弈中,棋手选择这些算法作为他们的行动。我们证明,如果一个博弈者对博弈有完全的了解,那么任何初始信息差距都会持续存在。也就是说,虽然总有一个 PNE 能让知情者实现她的 Stackelberg 值,但也存在这样一个博弈,即元博弈中没有一个 PNE 能让部分知情的博弈者实现她的 Stackelberg 值。另一方面,如果博弈双方一开始对博弈都有一定的不确定性,那么仅凭信息的质量并不能决定哪个博弈者能实现自己的 Stackelberg 价值。在这种情况下,信息不对称的概念就变得细致入微,并取决于博弈的结构。总之,我们的研究结果表明,仅靠反复的战略互动并不能有效地促进学习,从而使不知情的博弈者获得其斯泰克尔伯格价值。
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引用次数: 0
Auto-bidding and Auctions in Online Advertising: A Survey 在线广告中的自动竞价和拍卖:一项调查
Pub Date : 2024-08-14 DOI: arxiv-2408.07685
Gagan Aggarwal, Ashwinkumar Badanidiyuru, Santiago R. Balseiro, Kshipra Bhawalkar, Yuan Deng, Zhe Feng, Gagan Goel, Christopher Liaw, Haihao Lu, Mohammad Mahdian, Jieming Mao, Aranyak Mehta, Vahab Mirrokni, Renato Paes Leme, Andres Perlroth, Georgios Piliouras, Jon Schneider, Ariel Schvartzman, Balasubramanian Sivan, Kelly Spendlove, Yifeng Teng, Di Wang, Hanrui Zhang, Mingfei Zhao, Wennan Zhu, Song Zuo
In this survey, we summarize recent developments in research fueled by thegrowing adoption of automated bidding strategies in online advertising. Weexplore the challenges and opportunities that have arisen as markets embracethis autobidding and cover a range of topics in this area, including biddingalgorithms, equilibrium analysis and efficiency of common auction formats, andoptimal auction design.
在本调查报告中,我们总结了在线广告中自动竞价策略日益普及所带来的最新研究进展。我们探讨了市场采用自动竞价所带来的挑战和机遇,并涵盖了这一领域的一系列主题,包括竞价算法、均衡分析和常见拍卖格式的效率以及最佳拍卖设计。
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引用次数: 0
The Complexity of Manipulation of k-Coalitional Games on Graphs 图上 k 条件游戏的操纵复杂性
Pub Date : 2024-08-14 DOI: arxiv-2408.07368
Hodaya Barr, Yohai Trabelsi, Sarit Kraus, Liam Roditty, Noam Hazon
In many settings, there is an organizer who would like to divide a set ofagents into $k$ coalitions, and cares about the friendships within eachcoalition. Specifically, the organizer might want to maximize utilitariansocial welfare, maximize egalitarian social welfare, or simply guarantee thatevery agent will have at least one friend within his coalition. However, inmany situations, the organizer is not familiar with the friendship connections,and he needs to obtain them from the agents. In this setting, a manipulativeagent may falsely report friendship connections in order to increase hisutility. In this paper, we analyze the complexity of finding manipulation insuch $k$-coalitional games on graphs. We also introduce a new type ofmanipulation, socially-aware manipulation, in which the manipulator would liketo increase his utility without decreasing the social welfare. We then studythe complexity of finding socially-aware manipulation in our setting. Finally,we examine the frequency of socially-aware manipulation and the running time ofour algorithms via simulation results.
在许多情况下,组织者希望将一组代理人分成 $k$ 联盟,并关心每个联盟内的友谊。具体来说,组织者可能希望最大化功利主义社会福利,最大化平等主义社会福利,或者只是保证每个代理人在他的联盟中至少有一个朋友。然而,在很多情况下,组织者并不熟悉友谊关系,他需要从代理人那里获取友谊关系。在这种情况下,操纵者可能会谎报友谊关系,以增加自己的效用。在本文中,我们分析了在图上的 $k$ 联立博弈中寻找操纵的复杂性。我们还引入了一种新型操纵--社会意识操纵,在这种操纵中,操纵者希望在不减少社会福利的情况下增加自己的效用。然后,我们研究了在我们的设置中找到具有社会意识的操纵的复杂性。最后,我们通过模拟结果检验了社会意识操纵的频率和我们算法的运行时间。
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引用次数: 0
Margin of Victory for Weighted Tournament Solutions 加权锦标赛解决方案的胜率
Pub Date : 2024-08-13 DOI: arxiv-2408.06873
Michelle Döring, Jannik Peters
Determining how close a winner of an election is to becoming a loser, ordistinguishing between different possible winners of an election, are majorproblems in computational social choice. We tackle these problems for so-calledweighted tournament solutions by generalizing the notion of margin of victory(MoV) for tournament solutions by Brill et. al to weighted tournamentsolutions. For these, the MoV of a winner (resp. loser) is the total weightthat needs to be changed in the tournament to make them a loser (resp. winner).We study three weighted tournament solutions: Borda's rule, the weightedUncovered Set, and Split Cycle. For all three rules, we determine whether theMoV for winners and non-winners is tractable and give upper and lower bounds onthe possible values of the MoV. Further, we axiomatically study and generalizeproperties from the unweighted tournament setting to weighted tournaments.
确定选举中的获胜者距离成为失败者有多近,以及区分选举中不同可能的获胜者,是计算社会选择中的主要问题。我们将布里尔等人提出的锦标赛解的胜负差(MoV)概念推广到加权锦标赛解,从而解决了所谓加权锦标赛解的这些问题。我们研究了三种加权锦标赛解决方案:我们研究了三种加权锦标赛解决方案:博尔达规则、加权无覆盖集规则和分割循环规则。我们研究了三种加权锦标赛解决方案:博尔达规则、加权无覆盖集规则和分割循环规则。对于所有三种规则,我们都确定了胜者和非胜者的 MoV 值是否可行,并给出了 MoV 可能值的上下限。此外,我们还从公理上研究并将非加权锦标赛的特性推广到加权锦标赛。
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引用次数: 0
V3rified: Revelation vs Non-Revelation Mechanisms for Decentralized Verifiable Computation V3rified:去中心化可验证计算的启示与非启示机制
Pub Date : 2024-08-13 DOI: arxiv-2408.07177
Tiantian Gong, Aniket Kate, Alexandros Psomas, Athina Terzoglou
In the era of Web3, decentralized technologies have emerged as thecornerstone of a new digital paradigm. Backed by a decentralized blockchainarchitecture, the Web3 space aims to democratize all aspects of the web. Fromdata-sharing to learning models, outsourcing computation is an established,prevalent practice. Verifiable computation makes this practice trustworthy asclients/users can now efficiently validate the integrity of a computation. Asverifiable computation gets considered for applications in the Web3 space,decentralization is crucial for system reliability, ensuring that no singleentity can suppress clients. At the same time, however, decentralization needsto be balanced with efficiency: clients want their computations done as quicklyas possible. Motivated by these issues, we study the trade-off between decentralizationand efficiency when outsourcing computational tasks to strategic, rationalsolution providers. Specifically, we examine this trade-off when the clientemploys (1) revelation mechanisms, i.e. auctions, where solution providers bidtheir desired reward for completing the task by a specific deadline and thenthe client selects which of them will do the task and how much they will berewarded, and (2) simple, non-revelation mechanisms, where the client commitsto the set of rules she will use to map solutions at specific times to rewardsand then solution providers decide whether they want to do the task or not. Wecompletely characterize the power and limitations of revelation andnon-revelation mechanisms in our model.
在 Web3 时代,去中心化技术已成为新数字范式的基石。在去中心化区块链架构的支持下,Web3 领域旨在使网络的各个方面民主化。从数据共享到学习模式,外包计算是一种既定的普遍做法。可验证计算使这种做法变得值得信赖,客户/用户现在可以高效地验证计算的完整性。随着可验证计算被考虑用于 Web3 空间的应用,去中心化对于系统可靠性至关重要,它可以确保没有任何单一实体可以压制客户端。但与此同时,去中心化需要与效率保持平衡:客户希望尽快完成计算。受这些问题的启发,我们研究了将计算任务外包给战略性合理解决方案提供商时,去中心化与效率之间的权衡。具体来说,我们研究了客户在以下两种情况下的权衡:(1)启示机制,即拍卖,解决方案提供者为在特定截止日期前完成任务而竞价,然后客户选择由哪些提供者来完成任务以及他们将获得多少奖励;(2)简单的非启示机制,即客户承诺将使用一组规则来将特定时间的解决方案映射为奖励,然后由解决方案提供者决定是否要完成任务。在我们的模型中,我们完整地描述了启示机制和非启示机制的威力和局限性。
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引用次数: 0
Clock Auctions Augmented with Unreliable Advice 用不可靠的建议来强化时钟拍卖
Pub Date : 2024-08-12 DOI: arxiv-2408.06483
Vasilis Gkatzelis, Daniel Schoepflin, Xizhi Tan
We provide the first analysis of clock auctions through thelearning-augmented framework. Deferred-acceptance clock auctions are acompelling class of mechanisms satisfying a unique list of highly practicalproperties, including obvious strategy-proofness, transparency, andunconditional winner privacy, making them particularly well-suited forreal-world applications. However, early work that evaluated their performancefrom a worst-case analysis standpoint concluded that no deterministic clockauction can achieve much better than an $O(log n)$ approximation of theoptimal social welfare (where $n$ is the number of bidders participating in theauction), even in seemingly very simple settings. To overcome this overly pessimistic impossibility result, which heavilydepends on the assumption that the designer has no information regarding thepreferences of the participating bidders, we leverage the learning-augmentedframework. This framework assumes that the designer is provided with someadvice regarding what the optimal solution may be. This advice may be theproduct of machine-learning algorithms applied to historical data, so it canprovide very useful guidance, but it can also be highly unreliable. Our main results are learning-augmented clock auctions that use this adviceto achieve much stronger performance guarantees whenever the advice is accurate(known as consistency), while simultaneously maintaining worst-case guaranteeseven if this advice is arbitrarily inaccurate (known as robustness).Specifically, for the standard notion of consistency, we provide a clockauction that achieves the best of both worlds: $(1+epsilon)$-consistency forany constant $epsilon > 0$ and $O(log n)$ robustness. We then also consider amuch stronger notion of consistency and provide an auction that achieves theoptimal trade-off between this notion of consistency and robustness.
我们首次通过学习增强框架对时钟拍卖进行了分析。延迟接受时钟拍卖是一类引人注目的机制,它满足一系列独特的高度实用的特性,包括明显的策略防伪性、透明性和无条件赢家隐私性,因此特别适合现实世界的应用。然而,从最坏情况分析的角度评估其性能的早期工作得出结论:即使在看似非常简单的设置中,任何确定性的时钟拍卖都无法实现比最优社会福利(这里的 $n$ 是参与拍卖的投标人数量)的 $O(log n)$ 近似值好得多的结果。为了克服这一过于悲观的不可能性结果,我们利用了学习增强框架(learning-augmentedframework)。这个框架假定设计者会得到一些关于最优解的建议。这种建议可能是应用于历史数据的机器学习算法的产物,因此可以提供非常有用的指导,但也可能非常不可靠。我们的主要成果是学习增强时钟拍卖,只要建议是准确的(称为一致性),它就能利用这种建议实现更强的性能保证,同时即使这种建议任意不准确(称为鲁棒性),它也能保持最坏情况下的保证。具体来说,对于标准的一致性概念,我们提供了一种时钟拍卖,它能实现两全其美:对于任何常数 $epsilon > 0$,都能实现 $(1+epsilon)$ 一致性,同时还能实现 $O(log n)$ 鲁棒性。然后,我们还考虑了更强的一致性概念,并提供了一种拍卖,在一致性概念和鲁棒性之间实现了最佳权衡。
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引用次数: 0
期刊
arXiv - CS - Computer Science and Game Theory
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