Computer Science and Game Theory

  1. Signaling Schemes for Revenue Maximization.

    Authors: Michal Feldman, Moshe Tennenholtz, Yuval Emek, Iftah Gamzu, Renato Paes Leme
    Subjects: Computer Science and Game Theory
    Abstract

    Signaling is an important topic in the study of asymmetric information in
    economic settings. In particular, the transparency of information available to
    a seller in an auction setting is a question of major interest. We introduce
    the study of signaling when conducting a second price auction of a
    probabilistic good whose actual instantiation is known to the auctioneer but
    not to the bidders. This framework can be used to model impressions selling in
    display advertising. We study the problem of computing a signaling scheme that
    maximizes the auctioneer's revenue in a Bayesian setting.

  2. Efficient Query Verification on Outsourced Data: A Game-Theoretic Approach.

    Authors: Robert Nix, Murat Kantarcioglu
    Subjects: Computer Science and Game Theory
    Abstract

    To save time and money, businesses and individuals have begun outsourcing
    their data and computations to cloud computing services. These entities would,
    however, like to ensure that the queries they request from the cloud services
    are being computed correctly. In this paper, we use the principles of economics
    and competition to vastly reduce the complexity of query verification on
    outsourced data. We consider two cases: First, we consider the scenario where
    multiple non-colluding data outsourcing services exist, and then we consider
    the case where only a single outsourcing service exists.

  3. Nash Codes for Noisy Channels.

    Authors: Penelope Hernandez, Bernhard von Stengel
    Subjects: Computer Science and Game Theory
    Abstract

    We consider a coordination game between an informed sender and an uninformed
    decision maker, the receiver, who communicate over a noisy channel. The
    sender's strategy, called a code, maps states of nature to signals. The
    receiver's best response is to decode the received channel output as the state
    with highest expected receiver payoff. Given this decoding, an equilibrium or
    "Nash code" results if the sender encodes every state as prescribed. We show
    two theorems that give sufficient conditions for Nash codes. First, a
    receiver-optimal code defines a Nash code.

  4. On the efficiency of equilibria in generalized second price auctions.

    Authors: Brendan Lucier, Ioannis Caragiannis, Christos Kaklamanis, Panagiotis Kanellopoulos, Maria Kyropoulou, Renato Paes Leme, Éva Tardos
    Subjects: Computer Science and Game Theory
    Abstract

    The Generalized Second Price (GSP) auction is the primary auction used for
    monetizing the use of the Internet. It is well-known that truthtelling is not a
    dominant strategy in this auction and that inefficient equilibria can arise. In
    this paper we study the space of equilibria in GSP, and quantify the efficiency
    loss that can arise in equilibria under a wide range of sources of uncertainty,
    as well as in the full information setting. The traditional Bayesian game
    models uncertainty in the valuations (types) of the participants.

  5. Models of Manipulation on Aggregation of Binary Evaluations.

    Authors: Elad Dokow, Dvir Falik
    Subjects: Computer Science and Game Theory
    Abstract

    We study a general aggregation problem in which a society has to determine
    its position on each of several issues, based on the positions of the members
    of the society on those issues. There is a prescribed set of feasible
    evaluations, i.e., permissible combinations of positions on the issues. Among
    other things, this framework admits the modeling of preference aggregation,
    judgment aggregation, classification, clustering and facility location. An
    important notion in aggregation of evaluations is strategy-proofness.

  6. Emergence of cooperation in growing systems with cultural reproduction.

    Authors: Ignacio Gomez Portillo
    Subjects: Computer Science and Game Theory
    Abstract

    We explore the emergence of cooperation in the framework of the evolutionary
    game theory. We present a minimal model for the emergence of cooperation in
    growing systems with cultural reproduction where topological structure and the
    evolution of strategies are decoupled instead of a coevolutionary dynamic. We
    show minimal conditions to build up a cooperative system with real topological
    structures for any natural selection intensity.

  7. Strategic Arrivals into Queueing Networks: The Network Concert Queueing Game.

    Authors: Rahul Jain, Harsha Honnappa
    Subjects: Computer Science and Game Theory
    Abstract

    Queueing networks are typically modelled assuming that the arrival process is
    exogenous, and unaffected by admission control, scheduling policies, etc. In
    many situations, however, users choose the time of their arrival strategically,
    taking delay and other metrics into account. In this paper, we develop a
    framework to study such strategic arrivals into queueing networks. We start by
    deriving a functional strong law of large numbers (FSLLN) approximation to the
    queueing network.

  8. Cooperative Game-Theoretic Approach to Spectrum Sharing in Cognitive Radios.

    Authors: Jayaprakash Rajasekharan, Jan Eriksson, Visa Koivunen
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper, a novel framework for normative modeling of the spectrum
    sensing and sharing problem in cognitive radios (CRs) as a transferable utility
    (TU) cooperative game is proposed. Secondary users (SUs) jointly sense the
    spectrum and cooperatively detect the primary user (PU) activity for
    identifying and accessing unoccupied spectrum bands. The games are designed to
    be balanced and super-additive so that resource allocation is possible and
    provides SUs with an incentive to cooperate and form the grand coalition.

  9. Approximate Judgement Aggregation.

    Authors: Ilan Nehama
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper we analyze judgement aggregation problems in which a group of
    agents independently votes on a set of complex propositions that has some
    interdependency constraint between them(e.g., transitivity when describing
    preferences). We consider the issue of judgement aggregation from the
    perspective of approximation. That is, we generalize the previous results by
    studying approximate judgement aggregation.

  10. Multi-variate Quickest Detection of Significant Change Process.

    Authors: Krzysztof Szajowski
    Subjects: Computer Science and Game Theory
    Abstract

    The paper deals with a mathematical model of a surveillance system based on a
    net of sensors. The signals acquired by each node of the net are Markovian
    process, have two different transition probabilities, which depends on the
    presence or absence of an intruder nearby. The detection of the transition
    probability change at one node should be confirmed by a detection of similar
    change at some other sensors. Based on a simple game the model of a fusion
    center is then constructed.

  11. Optimal Crowdsourcing Contests.

    Authors: Jason D. Hartline, Shuchi Chawla, Balasubramanian Sivan
    Subjects: Computer Science and Game Theory
    Abstract

    We study the design and approximation of optimal crowdsourcing contests.
    Crowdsourcing contests can be modeled as all-pay auctions because entrants must
    exert effort up-front to enter. Unlike all-pay auctions where a usual design
    objective would be to maximize revenue, in crowdsourcing contests, the
    principal only benefits from the submission with the highest quality.

  12. Adaptive Regret Minimization in Bounded-Memory Games.

    Authors: Jeremiah Blocki, Anupam Datta, Nicolas Christin, Arunesh Sinha
    Subjects: Computer Science and Game Theory
    Abstract

    Online learning algorithms that minimize regret provide strong guarantees in
    situations that involve repeatedly making decisions in an uncertain
    environment, e.g. a driver deciding what route to drive to work every day.
    While regret minimization has been extensively studied in repeated games, we
    study regret minimization for a richer class of games called bounded memory
    games. In each round of a two-player bounded memory-m game, both players
    simultaneously play an action, observe an outcome and receive a reward.

  13. Privacy Auctions for Inner Product Disclosures.

    Authors: Nadia Fawaz, Pranav Dandekar, Stratis Ioannidis
    Subjects: Computer Science and Game Theory
    Abstract

    We study a market for private data in which a data analyst wishes to publicly
    release a statistic computed over a database of private information. The
    statistic we focus on is the inner product of the database entries with a
    publicly known weight vector. Individuals that own the data incur a cost for
    their loss of privacy quantified in terms of the differential-privacy guarantee
    given by the analyst at the time of the release. To properly incentivize
    individuals, the analyst must compensate them for the cost they incur.

  14. Cooperation and its emergence in growing systems with cultural reproduction.

    Authors: Ignacio Gomez Portillo
    Subjects: Computer Science and Game Theory
    Abstract

    We explore the emergence of cooperation in the framework of evolutionary game
    theory. First we introduce the cooperation problem in a novel way that we
    believe it have important consequences in how problem is addressed. Then we
    present a minimal model for the emergence of cooperation in growing systems
    with cultural reproduction where topological structure and the evolution of
    strategies are decoupled instead a coevolution dynamic.

  15. Aspiration Learning in Coordination Games.

    Authors: Jeff S. Shamma, Georgios C. Chasparis, Ari Arapostathis
    Subjects: Computer Science and Game Theory
    Abstract

    We consider the problem of distributed convergence to efficient outcomes in
    coordination games through dynamics based on aspiration learning. Under
    aspiration learning, a player continues to play an action as long as the
    rewards received exceed a specified aspiration level. Here, the aspiration
    level is a fading memory average of past rewards, and these levels also are
    subject to occasional random perturbations.

  16. Exchange Economy in Two-User Multiple-Input Single-Output Interference Channels.

    Authors: Rami Mochaourab, Eduard A. Jorswieck
    Subjects: Computer Science and Game Theory
    Abstract

    We study the conflict between two links in a multiple-input single-output
    interference channel. This setting is strictly competitive and can be related
    to perfectly competitive market models. In such models, general equilibrium
    theory is used to determine equilibrium measures that are Pareto optimal.
    First, we consider the links to be consumers that can trade goods within
    themselves. The goods in our setting correspond to beamforming vectors.

  17. Indices of Power in Optimal IDS Default Configuration: Theory and Examples.

    Authors: Tamer Basar, Quanyan Zhu
    Subjects: Computer Science and Game Theory
    Abstract

    Intrusion Detection Systems (IDSs) are becoming essential to protecting
    modern information infrastructures. The effectiveness of an IDS is directly
    related to the computational resources at its disposal. However, it is
    difficult to guarantee especially with an increasing demand of network capacity
    and rapid proliferation of attacks. On the other hand, modern intrusions often
    come as sequences of attacks to reach some predefined goals. It is therefore
    critical to identify the best default IDS configuration to attain the highest
    possible overall protection within a given resource budget.

  18. Electrical Vehicles in the Smart Grid: A Mean Field Game Analysis.

    Authors: Merouane Debbah, Romain Couillet, Hamidou Tembine, Samir Medina Perlaza
    Subjects: Computer Science and Game Theory
    Abstract

    In this article, we investigate the competitive interaction between
    electrical vehicles or hybrid oil-electricity vehicles in a Cournot market
    consisting of electricity transactions to or from an underlying electricity
    distribution network. We provide a mean field game formulation for this
    competition, and introduce the set of fundamental differential equations ruling
    the behavior of the vehicles at the system equilibrium, namely the mean field
    equilibrium.

  19. Computationally Feasible VCG Mechanisms.

    Authors: N. Nisan, A. Ronen
    Subjects: Computer Science and Game Theory
    Abstract

    A major achievement of mechanism design theory is a general method for the
    construction of truthful mechanisms called VCG (Vickrey, Clarke, Groves). When
    applying this method to complex problems such as combinatorial auctions, a
    difficulty arises: VCG mechanisms are required to compute optimal outcomes and
    are, therefore, computationally infeasible. However, if the optimal outcome is
    replaced by the results of a sub-optimal algorithm, the resulting mechanism
    (termed VCG-based) is no longer necessarily truthful.

  20. Quantum information approach to the ultimatum game.

    Authors: Piotr Frackiewicz
    Subjects: Computer Science and Game Theory
    Abstract

    The paper is devoted to quantization of extensive games with the use of both
    the Marinatto-Weber and the Eisert-Wilkens-Lewenstein concept of quantum game.
    We revise the current conception of quantum ultimatum game and we show why the
    proposal is unacceptable. To support our comment, we present the new idea of
    the quantum ultimatum game. Our scheme also makes a point of departure for a
    protocol to quantize extensive games.

  21. Pure Nash Equilibria: Hard and Easy Games.

    Authors: G. Gottlob, G. Greco, F. Scarcello
    Subjects: Computer Science and Game Theory
    Abstract

    We investigate complexity issues related to pure Nash equilibria of strategic
    games. We show that, even in very restrictive settings, determining whether a
    game has a pure Nash Equilibrium is NP-hard, while deciding whether a game has
    a strong Nash equilibrium is SigmaP2-complete. We then study practically
    relevant restrictions that lower the complexity. In particular, we are
    interested in quantitative and qualitative restrictions of the way each players
    payoff depends on moves of other players.

  22. Designing Exchange for Online Communities.

    Authors: Mihaela van der Schaar, Jie Xu, William Zame
    Subjects: Computer Science and Game Theory
    Abstract

    In many online systems, individuals provide services for each other.
    Typically, the recipient of the service obtains a benefit while the provider of
    the service incurs a cost. Assuming that benefit exceeds cost, provision of the
    service increases social welfare and should therefore be encouraged -- but the
    individuals providing the service gain no (immediate) benefit from providing
    the service and hence have an incentive to withhold service.

  23. Learning Valuation Functions.

    Authors: Lei Wang, Florin Constantin, Maria Florina Balcan, Satoru Iwata
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper we study the approximate learnability of valuations commonly
    used throughout economics and game theory for the quantitative encoding of
    agent preferences. We provide upper and lower bounds regarding the learnability
    of important subclasses of valuation functions that express
    no-complementarities. Our main results concern their approximate learnability
    in the distributional learning (PAC-style) setting.

  24. Manipulation Can Be Hard in Tractable Voting Systems Even for Constant-Sized Coalitions.

    Authors: Curtis Menton, Preetjot Singh
    Subjects: Computer Science and Game Theory
    Abstract

    Voting theory has become increasingly integrated with computational social
    choice and multiagent systems. Computational complexity has been extensively
    used as a shield against manipulation of voting systems, however for several
    voting schemes this complexity may cause calculating the winner to be
    computationally difficult. Of the many voting systems that have been studied
    with regard to election manipulation, a few have been found to have an
    unweighted coalitional manipulation problem that is NP-hard for a constant
    number of manipulators despite having a winner problem that is in P.

  25. Building Better Incentives for Robustness in BitTorrent.

    Authors: Dan S. Wallach, Seth James Nielson, Caleb E. Spare
    Subjects: Computer Science and Game Theory
    Abstract

    BitTorrent is a widely-deployed, peer-to-peer file transfer protocol
    engineered with a "tit for tat" mechanism that encourages cooperation.
    Unfortunately, there is little incentive for nodes to altruistically provide
    service to their peers after they finish downloading a file, and what altruism
    there is can be exploited by aggressive clients like Bit- Tyrant. This
    altruism, called seeding, is always beneficial and sometimes essential to
    BitTorrent's real-world performance.

  26. On the Structure of Weakly Acyclic Games.

    Authors: Aaron D. Jaggard, Michael Schapira, Alex Fabrikant
    Subjects: Computer Science and Game Theory
    Abstract

    The class of weakly acyclic games, which includes potential games and
    dominance-solvable games, captures many practical application domains. In a
    weakly acyclic game, from any starting state, there is a sequence of
    better-response moves that leads to a pure Nash equilibrium; informally, these
    are games in which natural distributed dynamics, such as better-response
    dynamics, cannot enter inescapable oscillations.

  27. Unilateral Altruism in Network Routing Games with Atomic Players.

    Authors: Amar Prakash Azad, John Musacchio
    Subjects: Computer Science and Game Theory
    Abstract

    We study a routing game in which one of the players unilaterally acts
    altruistically by taking into consideration the latency cost of other players
    as well as his own. By not playing selfishly, a player can not only improve the
    other players' equilibrium utility but also improve his own equilibrium
    utility. To quantify the effect, we define a metric called the Value of
    Unilateral Altruism (VoU) to be the ratio of the equilibrium utility of the
    altruistic user to the equilibrium utility he would have received in Nash
    equilibrium if he were selfish.

  28. Dynamics in Near-Potential Games.

    Authors: Pablo A. Parrilo, Asuman Ozdaglar, Ozan Candogan
    Subjects: Computer Science and Game Theory
    Abstract

    Except for special classes of games, there is no systematic framework for
    analyzing the dynamical properties of multi-agent strategic interactions.
    Potential games are one such special but restrictive class of games that allow
    for tractable dynamic analysis. Intuitively, games that are "close" to a
    potential game should share similar properties. In this paper, we formalize and
    develop this idea by quantifying to what extent the dynamic features of
    potential games extend to "near-potential" games.

  29. Jeux stochastiques et contr\^ole de puissance distribu\'e.

    Authors: Samson Lasaulce, François Mériaux, Maël Le Treust, Michel Kieffer
    Subjects: Computer Science and Game Theory
    Abstract

    Transmitters of a multiple access channel are assumed to freely choose their
    power control strategy in order to be energy-efficient. We show that in a
    stochastic game framework, we can develop energy-efficient distributed control
    strategies which only require partial knowledge of the entire system.
    Achievable utility equilibrium region is characterized and based on
    time-sharing, an explicit power control strategy is proposed.

  30. Lower Bound for Envy-Free and Truthful Makespan Approximation on Related Machines.

    Authors: Lisa Fleischer, Zhenghui Wang
    Subjects: Computer Science and Game Theory
    Abstract

    We study problems of scheduling jobs on related machines so as to minimize
    the makespan in the setting where machines are strategic agents. In this
    problem, each job $j$ has a length $l_{j}$ and each machine $i$ has a private
    speed $t_{i}$. The running time of job $j$ on machine $i$ is $t_{i}l_{j}$. We
    seek a mechanism that obtains speed bids of machines and then assign jobs and
    payments to machines so that the machines have incentive to report true speeds
    and the allocation and payments are also envy-free. We show that

  31. Knapsack Games and the Truth but not the Whole Truth.

    Authors: Yi Gai, Bhaskar Krishnamachari, Amotz Bar-Noy, Matthew P. Johnson, George Rabanca
    Subjects: Computer Science and Game Theory
    Abstract

    We introduce the Knapsack Game, in which $m$ identical resources are to be
    allocated among $n$ selfish agents. Each agent requests some number of
    resources $x_i$ and specifies its true valuation $v_i(x_i)$ for receiving them,
    to a central entity. We assume that the valuation functions exhibit diminishing
    marginal returns. The pairs $(x_i, v_i(x_i))$ can be thought of as size-value
    pairs defining a knapsack problem with capacity $m$.

  32. Bounded Rationality in Concurrent Parity Games.

    Authors: Krishnendu Chatterjee
    Subjects: Computer Science and Game Theory
    Abstract

    We consider 2-player games played on a finite state space for infinite
    rounds. The games are concurrent: in each round, the two players choose their
    moves simultaneously; the current state and the moves determine the successor.
    We consider omega-regular winning conditions given as parity objectives. We
    consider the qualitative analysis problems: the computation of the almost-sure
    and limit-sure winning set of states, where player 1 can ensure to win with
    probability 1 and with probability arbitrarily close to 1, respectively.

  33. Partial-Observation Stochastic Games: How to Win when Belief Fails.

    Authors: Krishnendu Chatterjee, Laurent Doyen
    Subjects: Computer Science and Game Theory
    Abstract

    In two-player finite-state stochastic games of partial observation on graphs,
    in every state of the graph, the players simultaneously choose an action, and
    their joint actions determine a probability distribution over the successor
    states. We consider reachability objectives where player 1 tries to ensure a
    target state to be visited almost-surely or positively. On the basis of
    information, the game can be one-sided with either (a)player 1 or (b)player 2
    having partial observation, or two-sided with both players having partial
    observation.

  34. Magnifying Lens Abstraction for Stochastic Games with Discounted and Long-run Average Objectives.

    Authors: Krishnendu Chatterjee, Luca de Alfaro, Pritam Roy
    Subjects: Computer Science and Game Theory
    Abstract

    Turn-based stochastic games and its important subclass Markov decision
    processes (MDPs) provide models for systems with both probabilistic and
    nondeterministic behaviors. We consider turn-based stochastic games with two
    classical quantitative objectives: discounted-sum and long-run average
    objectives. The game models and the quantitative objectives are widely used in
    probabilistic verification, planning, optimal inventory control, network
    protocol and performance analysis.

  35. Concurrent Auctions Across The Supply Chain.

    Authors: M. Babaioff, N. Nisan
    Subjects: Computer Science and Game Theory
    Abstract

    With the recent technological feasibility of electronic commerce over the
    Internet, much attention has been given to the design of electronic markets for
    various types of electronically-tradable goods. Such markets, however, will
    normally need to function in some relationship with markets for other related
    goods, usually those downstream or upstream in the supply chain. Thus, for
    example, an electronic market for rubber tires for trucks will likely need to
    be strongly influenced by the rubber market as well as by the truck market.

  36. K-Implementation.

    Authors: M. Tennenholtz, D. Monderer
    Subjects: Computer Science and Game Theory
    Abstract

    This paper discusses an interested party who wishes to influence the behavior
    of agents in a game (multi-agent interaction), which is not under his control.
    The interested party cannot design a new game, cannot enforce agents' behavior,
    cannot enforce payments by the agents, and cannot prohibit strategies available
    to the agents. However, he can influence the outcome of the game by committing
    to non-negative monetary transfers for the different strategy profiles that may
    be selected by the agents.

  37. Competitive Safety Analysis: Robust Decision-Making in Multi-Agent Systems.

    Authors: M. Tennenholtz
    Subjects: Computer Science and Game Theory
    Abstract

    Much work in AI deals with the selection of proper actions in a given (known
    or unknown) environment. However, the way to select a proper action when facing
    other agents is quite unclear. Most work in AI adopts classical game-theoretic
    equilibrium analysis to predict agent behavior in such settings. This approach
    however does not provide us with any guarantee for the agent. In this paper we
    introduce competitive safety analysis.

  38. Decompositions of two player games: potential, zero-sum, and stable games.

    Authors: Luc Rey-Bellet, Sung-Ha Hwang
    Subjects: Computer Science and Game Theory
    Abstract

    We introduce several methods of decomposition for two player normal form
    games. Viewing the set of all games as a vector space, we exhibit explicit
    orthonormal bases for the subspaces of potential games, zero-sum games, and
    their orthogonal complements which we call anti-potential games and
    anti-zero-sum games, respectively. Perhaps surprisingly, every anti-potential
    game comes either from the Rock-Paper-Scissors type games (in the case of
    symmetric games) or from the Matching Pennies type games (in the case of
    asymmetric games).

  39. Eliciting Forecasts from Self-interested Experts: Scoring Rules for Decision Makers.

    Authors: Craig Boutilier
    Subjects: Computer Science and Game Theory
    Abstract

    Scoring rules for eliciting expert predictions of random variables are
    usually developed assuming that experts derive utility only from the quality of
    their predictions (e.g., score awarded by the rule, or payoff in a prediction
    market). We study a more realistic setting in which (a) the principal is a
    decision maker and will take a decision based on the expert's prediction; and
    (b) the expert has an inherent interest in the decision. For example, in a
    corporate decision market, the expert may derive different levels of utility
    from the actions taken by her manager.

  40. False-name-proof Mechanisms for Hiring a Team.

    Authors: David Kempe, Mahyar Salek, Atsushi Iwasaki, Makoto Yokoo
    Subjects: Computer Science and Game Theory
    Abstract

    We study the problem of hiring a team of selfish agents to perform a task.
    Each agent is assumed to own one or more elements of a set system, and the
    auctioneer is trying to purchase a feasible solution by conducting an auction.
    Our goal is to design auctions that are truthful and false-name-proof, meaning
    that it is in the agents' best interest to reveal ownership of all elements
    (which may not be known to the auctioneer a priori) as well as their true
    incurred costs.

  41. Lyapunov stochastic stability and control of robust dynamic coalitional games with transferable utilities.

    Authors: Dario Bauso, Puduru Viswanadha Reddy
    Subjects: Computer Science and Game Theory
    Abstract

    We consider coalitional games with transferable utilities (TU) characterized
    by unknown but bounded and time-varying coalitions' values and call them robust
    dynamic coalitional TU games. In the assumption that the game is played over
    time a Game Designer (GD) allocates the reward to the players so to make the
    grand coalition stable, in an average sense, on the long run. We highlight
    three main contributions.

  42. An Exponential Lower Bound for the Latest Deterministic Strategy Iteration Algorithms.

    Authors: Oliver Friedmann
    Subjects: Computer Science and Game Theory
    Abstract

    This paper presents a new exponential lower bound for the two most popular
    deterministic variants of the strategy improvement algorithms for solving
    parity, mean payoff, discounted payoff and simple stochastic games. The first
    variant improves every node in each step maximizing the current valuation
    locally, whereas the second variant computes the globally optimal improvement
    in each step. We outline families of games on which both variants require
    exponentially many strategy iterations.

  43. Extreme-Value Theorems for Optimal Multidimensional Pricing.

    Authors: Constantinos Daskalakis, Yang Cai
    Subjects: Computer Science and Game Theory
    Abstract

    We provide a Polynomial Time Approximation Scheme for the multi-dimensional
    unit-demand pricing problem, when the buyer's values are independent (but not
    necessarily identically distributed). For all epsilon>0, we obtain a
    (1+epsilon)-factor approximation to the optimal revenue in time polynomial,
    when the values are sampled from Monotone Hazard Rate (MHR) distributions,
    quasi-polynomial, when sampled from regular distributions, and polynomial in
    n^poly(log r), when sampled from general distributions supported on a set [u, r
    * u].

  44. Selfishness Level of Strategic Games.

    Authors: Krzysztof R. Apt, Guido Schaefer
    Subjects: Computer Science and Game Theory
    Abstract

    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 added to the players' payoffs to ensure that a Nash equilibrium of the
    resulting game is also its social optimum. This notion is unrelated to that of
    price of stability.

  45. Individual-based stability in hedonic games depending on the best or worst players.

    Authors: Haris Aziz, Paul Harrenstein, Evangelia Pyrga
    Subjects: Computer Science and Game Theory
    Abstract

    We consider coalition formation games in which each player has preferences
    over the other players and his preferences over coalitions are based on the
    best player ($\mathcal{B}$-/B-hedonic games) or the worst player
    ($\mathcal{W}$/W-hedonic games) in the coalition. We show that for
    $\mathcal{B}$-hedonic games, an individually stable partition is guaranteed to
    exist and can be computed efficiently. Similarly, there exists a
    polynomial-time algorithm which returns a Nash stable partition (if one exists)
    for $\mathcal{B}$-hedonic games with strict preferences.

  46. Rational and actual behavior in lowest unique bid auctions.

    Authors: Simone Pigolotti, Pierpaolo Vivo, Sebastian Bernhardsson, Jeppe Juul, Gorm Galster
    Subjects: Computer Science and Game Theory
    Abstract

    In lowest unique bid auctions, N players bid for an item. The winner is
    whoever places the \emph{lowest} bid, provided that it is also unique. We
    derive an analytical expression for the equilibrium distribution of the game as
    a function of N and study its properties, which are then compared with a large
    dataset of internet auctions. The empirical collective strategy reproduces the
    theoretical equilibrium with striking accuracy for small N, while for larger N
    the quality of the fit deteriorates.

  47. When only the last one will do.

    Authors: Johan Wästlund
    Subjects: Computer Science and Game Theory
    Abstract

    An unknown positive number of items arrive at independent uniformly
    distributed times in the interval [0,1] to a selector, whose task is to pick
    online the last one. We show that under the assumption of an adversary
    determining the number of items, there exists a game-theoretical equilibrium,
    in other words the selector and the adversary both possess optimal strategies.
    The probability of success of the selector with the optimal strategy is
    estimated numerically to 0.352917000207196.

  48. Social Welfare in One-sided Matching Markets without Money.

    Authors: Sanjeev Khanna, Deeparnab Chakrabarty, Anand Bhalgat
    Subjects: Computer Science and Game Theory
    Abstract

    We study social welfare in one-sided matching markets where the goal is to
    efficiently allocate n items to n agents that each have a complete, private
    preference list and a unit demand over the items. Our focus is on allocation
    mechanisms that do not involve any monetary payments.

  49. Energy and Mean-Payoff Parity Markov Decision Processes.

    Authors: Krishnendu Chatterjee, Laurent Doyen
    Subjects: Computer Science and Game Theory
    Abstract

    We consider Markov Decision Processes (MDPs) with mean-payoff parity and
    energy parity objectives. In system design, the parity objective is used to
    encode \omega-regular specifications, and the mean-payoff and energy objectives
    can be used to model quantitative resource constraints. The energy condition
    requires that the resource level never drops below 0, and the mean-payoff
    condition requires that the limit-average value of the resource consumption is
    within a threshold.

  50. Analysis of Equilibria and Strategic Interaction in Complex Networks.

    Authors: Victor M. Preciado, Ali Jadbabaie, Jaelynn Oh
    Subjects: Computer Science and Game Theory
    Abstract

    This paper studies $n$-person simultaneous-move games with linear best
    response function, where individuals interact within a given network structure.
    This class of games have been used to model various settings, such as, public
    goods, belief formation, peer effects, and oligopoly. The purpose of this paper
    is to study the effect of the network structure on Nash equilibrium outcomes of
    this class of games.

  51. On Nash Dynamics of Matching Market Equilibria.

    Authors: Ning Chen, Xiaotie Deng
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper, we study the Nash dynamics of strategic interplays of n buyers
    in a matching market setup by a seller, the market maker. Taking the standard
    market equilibrium approach, upon receiving submitted bid vectors from the
    buyers, the market maker will decide on a price vector to clear the market in
    such a way that each buyer is allocated an item for which he desires the most
    (a.k.a., a market equilibrium solution). While such equilibrium outcomes are
    not unique, the market maker chooses one (maxeq) that optimizes its own
    objective --- revenue maximization.

  52. Distributed Learning Policies for Power Allocation in Multiple Access Channels.

    Authors: Panayotis Mertikopoulos, Aris L. Moustakas, Samson Lasaulce, Elena V. Belmega
    Subjects: Computer Science and Game Theory
    Abstract

    We analyze the problem of distributed power allocation for orthogonal
    multiple access channels by considering a non-cooperative game whose strategy
    space corresponds to the users' distribution of transmission power over the
    network's channels. When the channels are static, we find that this game admits
    an exact potential function and this allows us to show that it has a unique
    equilibrium almost surely.

  53. Proceedings International Workshop on Interactions, Games and Protocols.

    Authors: Johannes Reich, Bernd Finkbeiner
    Subjects: Computer Science and Game Theory
    Abstract

    The focus of the iWIGP workshop is the interrelation between interactions,
    games and protocols. How does computer science deal with nondeterministic
    interactions where the actions a system takes are not (completely) determined
    by the interactions the system is involved in? In computer science,
    nondeterministic interactions are usually described by protocols. However,
    these interactions can also be viewed as games.

  54. Common Value Auctions with a Profit Sharing Contract.

    Authors: Bruce Hajek, Vineet Abhishek, Steven R. Williams
    Subjects: Computer Science and Game Theory
    Abstract

    We study the problem of selling a resource such as a spectrum license,
    mineral rights, etc., through an auction mechanism. A buyer in turn utilizes
    this resource to generate profit. The seller has a choice between two forms of
    payment - charging the winner of the auction a one-time payment at the end of
    the auction, or entering into a profit sharing contract with him. This is
    inspired by a real example: the FCC spectrum auctions in the United States are
    of one-time payment type, while the 3G spectrum auctions in India require that
    the winners of an auction also pay a spectrum usage charge.

  55. An Algorithmic Analysis of the Honey-Bee Game.

    Authors: Gerhard J. Woeginger, Rudolf Fleischer
    Subjects: Computer Science and Game Theory
    Abstract

    The Honey-Bee game is a two-player board game that is played on a connected
    hexagonal colored grid or (in a generalized setting) on a connected graph with
    colored nodes. In a single move, a player calls a color and thereby conquers
    all the nodes of that color that are adjacent to his own current territory.
    Both players want to conquer the majority of the nodes. We show that winning
    the game is PSPACE-hard in general, NP-hard on series-parallel graphs, but easy
    on outerplanar graphs.

  56. On Oblivious PTAS's for Nash Equilibrium.

    Authors: Constantinos Daskalakis, Christos H. Papadimitriou
    Subjects: Computer Science and Game Theory
    Abstract

    If a game has a Nash equilibrium with probability values that are either zero
    or Omega(1) then this equilibrium can be found exhaustively in polynomial time.
    Somewhat surprisingly, we show that there is a PTAS for the games whose
    equilibria are guaranteed to have small-O(1/n)-values, and therefore
    large-Omega(n)-supports.

  57. Toward a Classification of Finite Partial-Monitoring Games.

    Authors: Dávid Pál, Csaba Szepesvári, András Antos, Gábor Bartók
    Subjects: Computer Science and Game Theory
    Abstract

    Partial-monitoring games are a mathematical framework for sequential decision
    problems with imperfect feedback: The learner repeatedly chooses an action, the
    nature responds with an outcome, and then the learner suffers a loss and
    receives a feedback signal, both of which are fixed functions of the action and
    the outcome. The goal of the learner is to minimize his total cumulative loss.
    We make progress towards classification of these games based on their minimax
    expected regret.

  58. The Impact of Incomplete Information on Games in Parallel Relay Networks.

    Authors: Edmund M. Yeh, Hongda Xiao
    Subjects: Computer Science and Game Theory
    Abstract

    We consider the impact of incomplete information on incentives for node
    cooperation in parallel relay networks with one source node, one destination
    node, and multiple relay nodes. All nodes are selfish and strategic, interested
    in maximizing their own profit instead of the social welfare. We consider the
    practical situation where the channel state on any given relay path is not
    observable to the source or to the other relays.

  59. The Theory of Intervention Games for Resource Sharing in Wireless Communications.

    Authors: Mihaela van der Schaar, Jaeok Park
    Subjects: Computer Science and Game Theory
    Abstract

    This paper develops a game-theoretic framework for the design and analysis of
    a new class of incentive schemes called intervention schemes. We formulate
    intervention games, propose a solution concept of intervention equilibrium, and
    prove its existence in a finite intervention game. We apply our framework to
    resource sharing scenarios in wireless communications, whose non-cooperative
    outcomes without intervention yield suboptimal performance. We derive
    analytical results and analyze illustrative examples in the cases of imperfect
    and perfect monitoring.

  60. Robust Line Planning in case of Multiple Pools and Disruptions.

    Authors: Apostolos Bessas, Spyros Kontogiannis, Christos Zaroliagis
    Subjects: Computer Science and Game Theory
    Abstract

    We consider the line planning problem in public transportation, under a
    robustness perspective. We present a mechanism for robust line planning in the
    case of multiple line pools, when the line operators have a different utility
    function per pool. We conduct an experimental study of our mechanism on both
    synthetic and real-world data that shows fast convergence to the optimum. We
    also explore a wide range of scenarios, varying from an arbitrary initial state
    (to be solved) to small disruptions in a previously optimal solution (to be
    recovered).

  61. On the Windfall and Price of Friendship: Inoculation Strategies on Social Networks.

    Authors: Stefan Schmid, Roger Wattenhofer, Dominic Meier, Yvonne Anne Pignolet
    Subjects: Computer Science and Game Theory
    Abstract

    This article investigates selfish behavior in games where players are
    embedded in a social context. A framework is presented which allows us to
    measure the Windfall of Friendship, i.e., how much players benefit (compared to
    purely selfish environments) if they care about the welfare of their friends in
    the social network graph. As a case study, a virus inoculation game is
    examined. We analyze the corresponding Nash equilibria and show that the
    Windfall of Friendship can never be negative.

  62. Complexity of Coalition Structure Generation.

    Authors: Haris Aziz, Bart de Keijzer
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper, we revisit the coalition structure generation problem in which
    the goal is to partition the players into exhaustive and disjoint coalitions so
    as to maximize the social welfare. One of our key results is a general
    polynomial-time algorithm to solve the problem for all monotonic coalitional
    games provided that player types are known and the number of player types is
    bounded by a constant.

  63. Discrete Price Updates Yield Fast Convergence in Ongoing Markets with Finite Warehouses.

    Authors: Lisa Fleischer, Richard Cole, Ashish Rastogi
    Subjects: Computer Science and Game Theory
    Abstract

    This paper shows that in suitable markets, even with out-of-equilibrium trade
    allowed, a simple price update rule leads to rapid convergence toward the
    equilibrium. In particular, this paper considers a Fisher market repeated over
    an unbounded number of time steps, with the addition of finite sized warehouses
    to enable non-equilibrium trade. The main result is that suitable tatonnement
    style price updates lead to convergence in a significant subset of markets
    satisfying the Weak Gross Substitutes property.

  64. Congestion Games with Variable Demands.

    Authors: Tobias Harks, Max Klimm
    Subjects: Computer Science and Game Theory
    Abstract

    We initiate the study of congestion games with variable demands where the
    (variable) demand has to be assigned to exactly one subset of resources. The
    players' incentives to use higher demands are stimulated by non-decreasing and
    concave utility functions. The payoff for a player is defined as the difference
    between the utility of the demand and the associated cost on the used
    resources. Although this class of non-cooperative games captures many elements
    of real-world applications, it has not been studied in this generality, to our
    knowledge, in the past.

  65. Designing Incentive Schemes Based on Intervention: The Case of Perfect Monitoring.

    Authors: Mihaela van der Schaar, Jaeok Park
    Subjects: Computer Science and Game Theory
    Abstract

    This paper studies a class of incentive schemes based on intervention, where
    there exists an intervention device that is able to monitor the actions of
    users and to take an action that affects the payoffs of users. We consider the
    case of perfect monitoring, where the intervention device can immediately
    observe the actions of users without errors. We also assume that there exist
    actions of the intervention device that are most and least preferred by all the
    users and the intervention device, regardless of the actions of users.

  66. Designing Incentive Schemes Based on Intervention: The Case of Imperfect Monitoring.

    Authors: Mihaela van der Schaar, Jaeok Park
    Subjects: Computer Science and Game Theory
    Abstract

    We propose an incentive scheme based on intervention to sustain cooperation
    among self-interested users. In the proposed scheme, an intervention device
    collects imperfect signals about the actions of the users for a test period,
    and then chooses the level of intervention that degrades the performance of the
    network for the remaining time period. We analyze the problems of designing an
    optimal intervention rule given a test period and choosing an optimal length of
    the test period.

  67. Generating functions partitioning algorithm for computing power indices in weighted voting games.

    Authors: Bartosz Meglicki
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper new algorithm for calculating power indices is described. The
    complexity class of the problem is #P-complete and even calculating power index
    of the biggest player is NP-hard task. Constructed algorithm is a mix of ideas
    of two algorithms: Klinz & Woeginger partitioning algorithm and Mann & Shapley
    generating functions algorithm.

  68. Single-Call Mechanisms.

    Authors: Balasubramanian Sivan, Christopher A. Wilkens
    Subjects: Computer Science and Game Theory
    Abstract

    Following Babaioff, Kleinberg, and Slivkins [BKS10], we study single-call
    mechanisms --- truthful mechanisms that evaluate an allocation function only
    once per instantiation.

  69. Truthfulness via Proxies.

    Authors: Robert Kleinberg, Hu Fu, Shahar Dobzinski
    Subjects: Computer Science and Game Theory
    Abstract

    This short note exhibits a truthful-in-expectation $O(\frac {\log m} {\log
    \log m})$-approximation mechanism for combinatorial auctions with subadditive
    bidders that uses polynomial communication.

  70. Existence of Stable Exclusive Bilateral Exchanges in Networks.

    Authors: Asuman Ozdaglar, Ankur Mani, Alex, Pentland
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper we show that when individuals in a bipartite network
    exclusively choose partners and exchange valued goods with their partners, then
    there exists a set of exchanges that are pair-wise stable. Pair-wise stability
    implies that no individual breaks her partnership and no two neighbors in the
    network can form a new partnership while breaking other partnerships if any so
    that at least one of them improves her payoff and the other one does at least
    as good.

  71. An Optimization-Based Framework for Automated Market-Making.

    Authors: Yiling Chen, Jennifer Wortman Vaughan, Jacob Abernethy
    Subjects: Computer Science and Game Theory
    Abstract

    Building on ideas from online convex optimization, we propose a general
    framework for the design of efficient securities markets over very large
    outcome spaces. The challenge here is computational. In a complete market, in
    which one security is offered for each outcome, the market institution can not
    efficiently keep track of the transaction history or calculate security prices
    when the outcome space is large. The natural solution is to restrict the space
    of securities to be much smaller than the outcome space in such a way that
    securities can be priced efficiently.

  72. On Optimal Single-Item Auctions.

    Authors: Christos Papadimitriou, George Pierrakos
    Subjects: Computer Science and Game Theory
    Abstract

    We revisit the problem of designing the profit-maximizing single-item
    auction, solved by Myerson in his seminal paper for the case in which bidder
    valuations are independently distributed. We focus on general joint
    distributions, seeking the optimal deterministic incentive compatible auction.
    We give a geometric characterization of the optimal auction through a duality
    theorem, resulting in an efficient algorithm for finding the optimal
    deterministic auction in the two-bidder case and an inapproximability result
    for three or more bidders.

  73. Polynomial Bottleneck Congestion Games with Optimal Price of Anarchy.

    Authors: Costas Busch, Rajgopal Kannan, Athanasios Vasilakos
    Subjects: Computer Science and Game Theory
    Abstract

    We study {\em bottleneck congestion games} where the social cost is
    determined by the worst congestion of any resource. These games directly relate
    to network routing problems and also job-shop scheduling problems. In typical
    bottleneck congestion games, the utility costs of the players are determined by
    the worst congested resources that they use. However, the resulting Nash
    equilibria are inefficient, since the price of anarchy is proportional on the
    number of resources which can be high. Here we show that we can get smaller
    price of anarchy with the bottleneck social cost metric.

  74. Rank-1 Bi-matrix Games: A Homeomorphism and a Polynomial Time Algorithm.

    Authors: Bharat Adsul, Jugal Garg, Ruta Mehta, Milind Sohoni
    Subjects: Computer Science and Game Theory
    Abstract

    Given a rank-1 bimatrix game (A,B), i.e., where rank(A+B)=1, we construct a
    suitable linear subspace of the rank-1 game space and show that this subspace
    is homeomorphic to its Nash equilibrium correspondence. Using this
    homeomorphism, we give the first polynomial time algorithm for computing an
    exact Nash equilibrium of a rank-1 bimatrix game. In addition, we give a novel
    algorithm to enumerate all the Nash equilibria of a rank-1 game and show that a
    similar technique may also be applied for finding a Nash equilibrium of any
    bimatrix game.

  75. A Stackelberg Strategy for Routing Flow over Time.

    Authors: Elliot Anshelevich, Umang Bhaskar, Lisa Fleischer
    Subjects: Computer Science and Game Theory
    Abstract

    Routing games are used to to understand the impact of individual users'
    decisions on network efficiency. Most prior work on routing games uses a
    simplified model of network flow where all flow exists simultaneously, and
    users care about either their maximum delay or their total delay. Both of these
    measures are surrogates for measuring how long it takes to get all of a user's
    traffic through the network. We attempt a more direct study of how competition
    affects network efficiency by examining routing games in a flow over time
    model.

  76. Conservation Law of Utility and Equilibria in Non-Zero Sum Games.

    Authors: Roman V. Belavkin
    Subjects: Computer Science and Game Theory
    Abstract

    This short note demonstrates how one can define a transformation of a
    non-zero sum game into a zero sum, so that the optimal mixed strategy achieving
    equilibrium always exists. The transformation is equivalent to introduction of
    a passive player into a game (a player with a singleton set of pure
    strategies), whose payoff depends on the actions of the active players, and it
    is justified by the law of conservation of utility in a game. In a transformed
    game, each participant plays against all other players, including the passive
    player.

  77. The surprizing complexity of reachability games.

    Authors: Nathanaël Fijalkow, Florian Horn
    Subjects: Computer Science and Game Theory
    Abstract

    Games on graphs with omega-regular objectives provide a natural model for
    reactive systems. In this paper, we consider generalized reachability games:
    given k subsets of vertices, the objective is to reach one vertex of each
    subset. We show that solving generalized reachability games is PSPACE-complete
    in general. In the special case where reachability sets are singletons, the
    problem becomes polynomial. The case where reachability sets have size 2 is
    still open.

  78. A non-cooperative Pareto-efficient solution to a single-shot Prisoner's Dilemma.

    Authors: Haoyang Wu
    Subjects: Computer Science and Game Theory
    Abstract

    The Prisoner's Dilemma is a simple model that captures the essential
    contradiction between individual rationality and global rationality. Although
    the single-shot Prisoner's Dilemma is usually viewed simple, in this paper we
    categorize it into five types, and then propose a novel scheme to help agents
    escape the type-4 Prisoner's Dilemma. The scheme stems from quantum game theory
    but is applicable to the macro world immediately.

  79. What does Newcomb's paradox teach us?.

    Authors: David H. Wolpert Gregory Benford
    Subjects: Computer Science and Game Theory
    Abstract

    In Newcomb's paradox you choose to receive either the contents of a
    particular closed box, or the contents of both that closed box and another one.
    Before you choose though, an antagonist uses a prediction algorithm to deduce
    your choice, and fills the two boxes based on that deduction. Newcomb's paradox
    is that game theory's expected utility and dominance principles appear to
    provide conflicting recommendations for what you should choose.

  80. Extensions to the Buyback Problem - Online algorithms with cancellations.

    Authors: Ashwinkumar B.V
    Subjects: Computer Science and Game Theory
    Abstract

    In the buyback problem, an algorithm observes a sequence of bids and must
    decide whether to accept each bid at the moment it arrives, subject to some
    constraints on the set of accepted bids. Decisions to reject bids are
    irrevocable, whereas decisions to accept bids may be canceled at a cost that is
    a fixed fraction of the bid value. Previous to our work, deterministic and
    randomized algorithms were known when the constraint is a matroid constraint.
    We extend this and give a deterministic algorithm for the case when the
    constraint is an intersection of $k$ matroid constraints.

  81. On the Fictitious Play and Channel Selection Games.

    Authors: S. M. Perlaza, H. Tembine, S. Lasaulce, V. Quintero-Florez
    Subjects: Computer Science and Game Theory
    Abstract

    Considering the interaction through mutual interference of the different
    radio devices, the channel selection (CS) problem in decentralized parallel
    multiple access channels can be modeled by strategic-form games. Here, we show
    that the CS problem is a potential game (PG) and thus the fictitious play (FP)
    converges to a Nash equilibrium (NE) either in pure or mixed strategies.

  82. Sequential item pricing for unlimited supply.

    Authors: Maria-Florina Balcan, Florin Constantin
    Subjects: Computer Science and Game Theory
    Abstract

    We investigate the extent to which price updates can increase the revenue of
    a seller with little prior information on demand. We study prior-free revenue
    maximization for a seller with unlimited supply of n item types facing m myopic
    buyers present for k < log n days. For the static (k = 1) case, Balcan et al.
    [2] show that one random item price (the same on each item) yields revenue
    within a \Theta(log m + log n) factor of optimum and this factor is tight.

  83. Understanding Fashion Cycles as a Social Choice.

    Authors: Anish Das Sarma, Sreenivas Gollapudi, Rina Panigrahy, Li Zhang
    Subjects: Computer Science and Game Theory
    Abstract

    We present a formal model for studying fashion trends, in terms of three
    parameters of fashionable items: (1) their innate utility; (2) individual
    boredom associated with repeated usage of an item; and (3) social influences
    associated with the preferences from other people. While there are several
    works that emphasize the effect of social influence in understanding fashion
    trends, in this paper we show how boredom plays a strong role in both
    individual and social choices.

  84. Gamed-based iSTART Practice: From MiBoard to Self-Explanation Showdown.

    Authors: Justin F. Brunelle, Irwin B. Levinstein, Chutima Boonthum, G. Tanner Jackson, Danielle S. McNamara, Kyle Dempsey
    Subjects: Computer Science and Game Theory
    Abstract

    MiBoard (Multiplayer Interactive Board Game) is an online, turnbased board
    game that was developed to assess the integration of game characteristics
    (point rewards, game-like interaction, and peer feedback) and how that might
    affect student engagement and learning efficacy. This online board game was
    designed to fit within the Extended Practice module of iSTART (Interactive
    Strategy Training for Active Reading and Thinking).

  85. MiBoard: A Digital Game from a Physical World.

    Authors: Justin F. Brunelle, G. Tanner Jackson, Danielle S. McNamara, Kyle B Dempsey, Michael Rowe
    Subjects: Computer Science and Game Theory
    Abstract

    Increasing user engagement is constant challenge for Intelligent Tutoring
    Systems researchers. A current trend in the ITS field is to increase engagement
    of proven learning systems by integrating them within games, or adding in game
    like components. Incorporating proven learning methods within a game based
    environment is expected to add to the overall experience without detracting
    from the original goals, however, the current study demonstrates two important
    issues with regard to ITS design. First, effective designs from the physical
    world do not always translate into the digital world.

  86. MiBoard: iSTART Metacognitive Training through Gaming.

    Authors: Justin F. Brunelle, Irwin B. Levinstein, Chutima Boonthum, Kyle B. Dempsey, G. Tanner Jackson, Danielle S. McNamara
    Subjects: Computer Science and Game Theory
    Abstract

    MiBoard (Multiplayer Interactive Board Game) is an online, turn-based board
    game, which is a supplement of the iSTART (Interactive Strategy Training for
    Active Reading and Thinking) application. MiBoard is developed to test the
    hypothesis that integrating game characteristics (point rewards, game-like
    interaction, and peer feedback) into the iSTART trainer will significantly
    improve its effectiveness on students' learning. It was shown by M. Rowe that a
    physical board game did in fact enhance students' performance.

  87. MiBoard: Metacognitive Training Through Gaming in iSTART.

    Authors: Justin F. Brunelle, Irwin B. Levinstein, Chutima Boonthum
    Subjects: Computer Science and Game Theory
    Abstract

    MiBoard (Multiplayer Interactive Board Game) is an online, turn-based board
    game, which is a supplement of the iSTART (Interactive Strategy Training for
    Active Reading and Thinking) application. MiBoard is developed to test the
    hypothesis that integrating game characteristics (point rewards, game-like
    interaction, and peer feedback) into the iSTART trainer will significantly
    improve its effectiveness on students' learning. It was shown by M. Rowe that a
    physical board game did in fact enhance students' performance.

  88. A Unified Mechanism Design Framework for Networked Systems.

    Authors: Tansu Alpcan, Holger Boche, Siddharth Naik
    Subjects: Computer Science and Game Theory
    Abstract

    Mechanisms such as auctions and pricing schemes are utilized to design
    strategic (noncooperative) games for networked systems. Although the
    participating players are selfish, these mechanisms ensure that the game
    outcome is optimal with respect to a global criterion (e.g. maximizing a social
    welfare function), preference-compatible, and strategy-proof, i.e. players have
    no reason to deceive the designer. The mechanism designer achieves these
    objectives by introducing specific rules and incentives to the players; in this
    case by adding resource prices to their utilities.

  89. A Complexity View of Markets with Social Influence.

    Authors: Shang-Hua Teng, Xi Chen
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper, inspired by the work of Megiddo on the formation of
    preferences and strategic analysis, we consider an early market model studied
    in the field of economic theory, in which each trader's utility may be
    influenced by the bundles of goods obtained by her social neighbors. The goal
    of this paper is to understand and characterize the impact of social influence
    on the complexity of computing and approximating market equilibria.

  90. Rationalizations of Condorcet-Consistent Rules via Distances of Hamming Type.

    Authors: Edith Elkind, Piotr Faliszewski, Arkadii Slinko
    Subjects: Computer Science and Game Theory
    Abstract

    The main idea of the {\em distance rationalizability} approach to view the
    voters' preferences as an imperfect approximation to some kind of consensus is
    deeply rooted in social choice literature. It allows one to define
    ("rationalize") voting rules via a consensus class of elections and a distance:
    a candidate is said to be an election winner if she is ranked first in one of
    the nearest (with respect to the given distance) consensus elections. It is
    known that many classic voting rules can be distance rationalized.

  91. MAC design for WiFi infrastructure networks: a game-theoretic approach.

    Authors: I. Tinnirello, L. Giarr&#xe9;, G. Neglia
    Subjects: Computer Science and Game Theory
    Abstract

    In WiFi networks, mobile nodes compete for accessing a shared channel by
    means of a random access protocol called Distributed Coordination Function
    (DCF). Although this protocol is in principle fair, since all the stations have
    the same probability to transmit on the channel, it has been shown that unfair
    behaviors may emerge in actual networking scenarios because of non-standard
    configurations of the nodes.

  92. Sequential Rationality in Cryptographic Protocols.

    Authors: Ronen Gradwohl, Noam Livne, Alon Rosen
    Subjects: Computer Science and Game Theory
    Abstract

    Much of the literature on rational cryptography focuses on analyzing the
    strategic properties of cryptographic protocols. However, due to the presence
    of computationally-bounded players and the asymptotic nature of cryptographic
    security, a definition of sequential rationality for this setting has thus far
    eluded researchers.

  93. Mechanism Design via Correlation Gap.

    Authors: Qiqi Yan
    Subjects: Computer Science and Game Theory
    Abstract

    For revenue maximization in single-dimensional Bayesian settings, Chawla et
    al. STOC10 [CHMS10] recently showed that sequential posted-price mechanisms
    (SPMs), though simple in form, can perform surprisingly well compared to
    Myerson's optimal mechanism. In this paper, we show that what underlies SPMs'
    good performance is certain submodularity of auctions, and the small
    correlation gap of submodular functions.

  94. Approximate Nash Equilibria under Stability Conditions.

    Authors: Maria-Florina Balcan, Mark Braverman
    Subjects: Computer Science and Game Theory
    Abstract

    Finding approximate Nash equilibria in n x n bimatrix games is currently one
    of the main open problems in algorithmic game theory. Motivated in part by the
    lack of progress on worst case instances, Awasthi et. al [2] recently proposed
    the question of finding approximate Nash equilibria in games that satisfy a
    natural (epsilon, Delta) stability to approximation condition. This condition
    states that all epsilon approximate equilibria are contained inside a small
    ball of radius Delta around a true equilibrium. Awasthi et.

  95. Approximation Schemes for Sequential Posted Pricing in Multi-Unit Auctions.

    Authors: S. Muthukrishnan, Tanmoy Chakraborty, Eyal Even-Dar, Sudipto Guha, Yishay Mansour
    Subjects: Computer Science and Game Theory
    Abstract

    We design algorithms for computing approximately revenue-maximizing {\em
    sequential posted-pricing mechanisms (SPM)} in $K$-unit auctions, in a standard
    Bayesian model. A seller has $K$ copies of an item to sell, and there are $n$
    buyers, each interested in only one copy, who have some value for the item. The
    seller must post a price for each buyer, the buyers arrive in a sequence
    enforced by the seller, and a buyer buys the item if its value exceeds the
    price posted to it. The seller does not know the values of the buyers, but have
    Bayesian information about them.

  96. Statistical Trading Using Target Oriented Trading Agent.

    Authors: Zeeshan Ahmed
    Subjects: Computer Science and Game Theory
    Abstract

    In this article we briefly present our contributions toward Trading Agent
    Competition (TAC); an international forum for promotion of research into the
    trading agent problems. Moreover, we present some strategies proposed and used
    in the development of our TAC Agent and resultant brief information after its
    participation in a real time trading environment. In the end we conclude with
    needed improvements and future recommendations.

  97. Cooperation and Contagion in Networked Public Goods Experiments.

    Authors: Siddharth Suri, Duncan J. Watts
    Subjects: Computer Science and Game Theory
    Abstract

    A longstanding idea in the literature on human cooperation is that
    cooperation should be reinforced when conditional cooperators are more likely
    to interact. In the context of social networks, this idea implies that
    cooperation should fare better in highly clustered networks such as cliques
    than in networks with low clustering such as random networks.

  98. Stable partitions in additively separable hedonic games.

    Authors: Haris Aziz, Felix Brandt, Hans Georg Seedig
    Subjects: Computer Science and Game Theory
    Abstract

    We present computational results concerning stable partitions in additively
    separable hedonic games. First, we propose a polynomial-time algorithm to
    compute a contractually individually stable partition. This contrasts with
    previous results such as NP-hardness of computing individually stable or Nash
    stable partitions. Secondly, we prove that checking whether the core or the
    strict core exists is NP-hard in the strong sense even if the preferences of
    the players are symmetric.

  99. Braess's Paradox for Flows Over Time.

    Authors: Martin Macko, Kate Larson, &#x13d;ubo&#x161; Steskal
    Subjects: Computer Science and Game Theory
    Abstract

    We study the properties of Braess's paradox in the context of the model of
    congestion games with flow over time introduced by Koch and Skutella. We
    compare them to the well known properties of Braess's paradox for Wardrop's
    model of games with static flows. We show that there are networks which do not
    admit Braess's paradox in Wardrop's model, but which admit it in the model with
    flow over time. Moreover, there is a topology that admits a much more severe
    Braess's ratio for this model.

  100. Equilibrium Pricing of Digital Goods via a New Market Model.

    Authors: Kamal Jain, Vijay Vazirani
    Subjects: Computer Science and Game Theory
    Abstract

    The problem of arriving at a principled method of pricing goods and services
    was very satisfactorily solved for conventional goods; however, this solution
    is not applicable to digital goods. After taking into consideration
    idiosyncrasies of the digital realm, we give a market model that is appropriate
    for the digital setting, and a notion of equilibrium for it. We also prove
    existence of equilibrium for our market model.

  101. A Direct Reduction from k-Player to 2-Player Approximate Nash Equilibrium.

    Authors: Uriel Feige, Inbal Talgam-Cohen
    Subjects: Computer Science and Game Theory
    Abstract

    We present a direct reduction from k-player games to 2-player games that
    preserves approximate Nash equilibrium. Previously, the computational
    equivalence of computing approximate Nash equilibrium in k-player and 2-player
    games was established via an indirect reduction. This included a sequence of
    works defining the complexity class PPAD, identifying complete problems for
    this class, showing that computing approximate Nash equilibrium for k-player
    games is in PPAD, and reducing a PPAD-complete problem to computing approximate
    Nash equilibrium for 2-player games.

  102. On the Approximability of Budget Feasible Mechanisms.

    Authors: Ning Chen, Nick Gravin, Pinyan Lu
    Subjects: Computer Science and Game Theory
    Abstract

    Budget feasible mechanisms, recently initiated by Singer (FOCS 2010), extend
    algorithmic mechanism design problems to a realistic setting with a budget
    constraint. We consider the problem of designing truthful budget feasible
    mechanisms for general submodular functions: we give a randomized mechanism
    with approximation ratio $7.91$ (improving the previous best-known result 112),
    and a deterministic mechanism with approximation ratio $8.34$.

  103. Single Parameter Combinatorial Auctions with Partially Public Valuations.

    Authors: Gagan Goel, Lei Wang, Chinmay Karande
    Subjects: Computer Science and Game Theory
    Abstract

    We consider the problem of designing truthful auctions, when the bidders'
    valuations have a public and a private component. In particular, we consider
    combinatorial auctions where the valuation of an agent $i$ for a set $S$ of
    items can be expressed as $v_if(S)$, where $v_i$ is a private single parameter
    of the agent, and the function $f$ is publicly known. Our motivation behind
    studying this problem is two-fold: (a) Such valuation functions arise naturally
    in the case of ad-slots in broadcast media such as Television and Radio.

  104. Time symmetric Go.

    Authors: Yasha Savelyev
    Subjects: Computer Science and Game Theory
    Abstract

    This is a rather informal note, discussing a deterministic time symmetric
    (for black and white players) version of the classical game Go. The Ko and Komi
    rules are removed, and two other natural rules added. The main idea is somewhat
    inspired by quantum mechanics.

  105. Capacitated Caching Games.

    Authors: C. Pandu Rangan, Ragavendran Gopalakrishnan, Dimitrios Kanoulas, Naga Naresh Karuturi, Rajmohan Rajaraman, Ravi Sundaram
    Subjects: Computer Science and Game Theory
    Abstract

    Capacitated Caching (CC) Games are motivated by P2P and web caching
    applications, and involve nodes on a network making strategic choices regarding
    the content to replicate in their caches. Caching games were introduced by Chun
    et al (PODC 2004), who analyzed the uncapacitated case leaving the capacitated
    version as an open direction.

  106. Pricing in Social Networks: Equilibrium and Revenue Maximization.

    Authors: Wei Chen, Pinyan Lu, Xiaorui Sun, Yajun Wang, Zeyuan Allen Zhu
    Subjects: Computer Science and Game Theory
    Abstract

    We study the revenue maximization problem in selling a digital product in a
    social network where social influence affects agents' purchasing decisions. The
    utility of each agent consists of two parts: her intrinsic value on the
    product, and the linearly additive influence from other agents in the network.
    We consider the simultaneous-move game where all agents make decisions
    simultaneously.

  107. An axiomatic formalization of bounded rationality based on a utility-information equivalence.

    Authors: Pedro A. Ortega, Daniel A. Braun
    Subjects: Computer Science and Game Theory
    Abstract

    Classic decision-theory is based on the maximum expected utility (MEU)
    principle, but crucially ignores the resource costs incurred when determining
    optimal decisions. Here we propose an axiomatic framework for bounded
    decision-making that considers resource costs. Agents are formalized as
    probability measures over input-output streams. We postulate that any such
    probability measure can be assigned a corresponding conjugate utility function
    based on three axioms: utilities should be real-valued, additive and monotonic
    mappings of probabilities.

  108. Liquidity in Credit Networks: A Little Trust Goes a Long Way.

    Authors: Ashish Goel, Ian Post, Pranav Dandekar, Ramesh Govindan
    Subjects: Computer Science and Game Theory
    Abstract

    Credit networks represent a way of modeling trust between entities in a
    network. Nodes in the network print their own currency and trust each other for
    a certain amount of each other's currency. This allows the network to serve as
    a decentralized payment infrastructure---arbitrary payments can be routed
    through the network by passing IOUs between trusting nodes in their respective
    currencies---and obviates the need for a common currency. Nodes can repeatedly
    transact with each other and pay for the transaction using trusted currency.

  109. Algorithms for Game Metrics.

    Authors: Krishnendu Chatterjee, Vishwanath Raman, Rupak Majumdar, Luca de Alfaro
    Subjects: Computer Science and Game Theory
    Abstract

    Simulation and bisimulation metrics for stochastic systems provide a
    quantitative generalization of the classical simulation and bisimulation
    relations. These metrics capture the similarity of states with respect to
    quantitative specifications written in the quantitative {\mu}-calculus and
    related probabilistic logics. We first show that the metrics provide a bound
    for the difference in long-run average and discounted average behavior across
    states, indicating that the metrics can be used both in system verification,
    and in performance evaluation.

  110. Quantitative Fairness Games.

    Authors: Marco Faella, Alessandro Bianco, Fabio Mogavero, Aniello Murano
    Subjects: Computer Science and Game Theory
    Abstract

    We consider two-player games played on finite colored graphs where the goal
    is the construction of an infinite path with one of the following
    frequency-related properties: (i) all colors occur with the same asymptotic
    frequency, (ii) there is a constant that bounds the difference between the
    occurrences of any two colors for all prefixes of the path, or (iii) all colors
    occur with a fixed asymptotic frequency.

  111. A Game Theoretical Analysis of Localization Security in Wireless Sensor Networks with Adversaries.

    Authors: Nicola Gatti, Mattia Monga, Sabrina Sicari
    Subjects: Computer Science and Game Theory
    Abstract

    Wireless Sensor Networks (WSN) support data collection and distributed data
    processing by means of very small sensing devices that are easy to tamper and
    cloning: therefore classical security solutions based on access control and
    strong authentication are difficult to deploy. In this paper we look at the
    problem of assessing security of node localization.

  112. Proof-theoretic Analysis of Rationality for Strategic Games with Arbitrary Strategy Sets.

    Authors: Krzysztof R. Apt, Jonathan A. Zvesper
    Subjects: Computer Science and Game Theory
    Abstract

    In the context of strategic games, we provide an axiomatic proof of the
    statement Common knowledge of rationality implies that the players will choose
    only strategies that survive the iterated elimination of strictly dominated
    strategies. Rationality here means playing only strategies one believes to be
    best responses. This involves looking at two formal languages. One is
    first-order, and is used to formalise optimality conditions, like avoiding
    strictly dominated strategies, or playing a best response.

  113. Walrasian Equilibrium for Unit Demand Buyers with Non-quasi-linear Utilities.

    Authors: Kamal Jain, Saeed Alaei, Azarakhsh Malekian
    Subjects: Computer Science and Game Theory
    Abstract

    We consider a market with a set of unit demand buyers and a set of
    heterogeneous goods. We assume that the utility of each buyer $i$ from a good
    $j$ can be any arbitrary but continuous and decreasing function of price of $j$
    and is not necessarily quasi-linear (note that we can model any \emph{smooth
    budget constraint} in this form). We give a constructive proof for the
    existence of Walrasian equilibria and show that set of Walrasian equilibria
    form a complete lattice.

  114. Imitation in Large Games.

    Authors: Soumya Paul, R. Ramanujam
    Subjects: Computer Science and Game Theory
    Abstract

    In games with a large number of players where players may have overlapping
    objectives, the analysis of stable outcomes typically depends on player types.
    A special case is when a large part of the player population consists of
    imitation types: that of players who imitate choice of other (optimizing)
    types. Game theorists typically study the evolution of such games in dynamical
    systems with imitation rules. In the setting of games of infinite duration on
    finite graphs with preference orderings on outcomes for player types, we
    explore the possibility of imitation as a viable strategy.

  115. Calibration and Internal no-Regret with Partial Monitoring.

    Authors: Vianney Perchet
    Subjects: Computer Science and Game Theory
    Abstract

    Calibrated strategies can be obtained by performing strategies that have no
    internal regret in some auxiliary game. Such strategies can be constructed
    explicitly with the use of Blackwell's approachability theorem, in an other
    auxiliary game. We establish the converse: a strategy that approaches a convex
    $B$-set can be derived from the construction of a calibrated strategy.

  116. Proceedings First Symposium on Games, Automata, Logic, and Formal Verification.

    Authors: Angelo Montanari, Margherita Napoli, Mimmo Parente
    Subjects: Computer Science and Game Theory
    Abstract

    This volume contains the Proceedings of the first Symposium on "Games,
    Automata, Logic, and Formal Verification (GandALF)", held in Minori (Amalfi
    coast), Italy, 17-18 June 2010. The symposium has been promoted by a number of
    Italian computer scientists interested in game theory, mathematical logic,
    automata theory, and their applications to the specification, design, and
    verification of complex systems. It covers a large spectrum of research topics,
    ranging from theoretical aspects to concrete applications.

  117. Formats of Winning Strategies for Six Types of Pushdown Games.

    Authors: Wladimir Fridman
    Subjects: Computer Science and Game Theory
    Abstract

    The solution of parity games over pushdown graphs (Walukiewicz '96) was the
    first step towards an effective theory of infinite-state games. It was shown
    that winning strategies for pushdown games can be implemented again as pushdown
    automata. We continue this study and investigate the connection between game
    presentations and winning strategies in altogether six cases of game arenas,
    among them realtime pushdown systems, visibly pushdown systems, and counter
    systems.

  118. Normalized Range Voting Broadly Resists Control.

    Authors: Curtis Menton
    Subjects: Computer Science and Game Theory
    Abstract

    We study the behavior of Range Voting and Normalized Range Voting with
    respect to electoral control. Electoral control encompasses attempts from an
    election chair to alter the structure of an election in order to change the
    outcome. We show that a voting system resists a case of control by proving that
    performing that case of control is computationally infeasible.

  119. An Algebraic Approach for Computing Equilibria of a Subclass of Finite Normal Form Games.

    Authors: Samaresh Chatterji, Ratnik Gandhi
    Subjects: Computer Science and Game Theory
    Abstract

    A Nash equilibrium has become important solution concept for analyzing the
    decision making in Game theory. In this paper, we consider the problem of
    computing Nash equilibria of a subclass of generic finite normal form games. We
    define "rational payoff irrational equilibria games" to be the games with all
    rational payoffs and all irrational equilibria. We present a purely algebraic
    method for computing all Nash equilibria of these games that uses knowledge of
    Galois groups.

  120. Fairness in Combinatorial Auctions.

    Authors: Shrisha Rao, Sumanth Sudeendra, Megha Saini
    Subjects: Computer Science and Game Theory
    Abstract

    The market economy deals with many interacting agents such as buyers and
    sellers who are autonomous intelligent agents pursuing their own interests. One
    such multi-agent system (MAS) that plays an important role in auctions is the
    combinatorial auctioning system (CAS). We use this framework to define our
    concept of fairness in terms of what we call as "basic fairness" and "extended
    fairness". The assumptions of quasilinear preferences and dominant strategies
    are taken into consideration while explaining fairness.

  121. Optimal Partitions in Additively Separable Hedonic Games.

    Authors: Haris Aziz, Felix Brandt, Hans Georg Seedig
    Subjects: Computer Science and Game Theory
    Abstract

    We conduct a computational analysis of partitions in additively separable
    hedonic games that satisfy standard criteria of fairness and optimality. We
    show that computing a partition with maximum egalitarian or utilitarian social
    welfare is NP-hard in the strong sense whereas a Pareto optimal partition can
    be computed in polynomial time when preferences are strict. Perhaps
    surprisingly, \emph{checking} whether a given partition is Pareto optimal is
    coNP-complete in the strong sense, even when preferences are symmetric and
    strict.

  122. Towards Optimal Bayesian Algorithmic Mechanism Design.

    Authors: Xiaohui Bei, Zhiyi Huang
    Subjects: Computer Science and Game Theory
    Abstract

    We study the multi-parameter mechanism design problem in Bayesian setting.
    The mechanism design problem for social welfare is solved optimally by the
    well-known VCG mechanism even in the prior-free setting. One of the major
    weaknesses of VCG is that it is not computationally efficient in general. And
    the natural approaches that use VCG-like mechanisms based on approximation
    allocation algorithm fail to preserve incentive compatibility. Very recently,
    Hartline and Lucier study the single-parameter mechanism design problem for
    social welfare in Bayesian setting.

  123. A new proof of Nash's Theorem via exchangeable equilibria.

    Authors: Pablo A. Parrilo, Asuman Ozdaglar, Noah D. Stein
    Subjects: Computer Science and Game Theory
    Abstract

    We give a novel proof of the existence of Nash equilibria in all finite games
    without using fixed point theorems or path following arguments. Our approach
    relies on a new notion intermediate between Nash and correlated equilibria
    called exchangeable equilibria, which are correlated equilibria with certain
    symmetry and factorization properties. We prove these exist by a duality
    argument, using Hart and Schmeidler's proof of correlated equilibrium existence
    as a first step.

  124. Flows and Decompositions of Games: Harmonic and Potential Games.

    Authors: Pablo A. Parrilo, Asuman Ozdaglar, Ozan Candogan, Ishai Menache
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper we introduce a novel flow representation for finite games in
    strategic form. This representation allows us to develop a canonical direct sum
    decomposition of an arbitrary game into three components, which we refer to as
    the potential, harmonic and nonstrategic components. We analyze natural classes
    of games that are induced by this decomposition, and in particular, focus on
    games with no harmonic component and games with no potential component. We show
    that the first class corresponds to the well-known potential games.

  125. The Beauty Contest Game, a population-centric approach.

    Authors: Marc Harper
    Subjects: Computer Science and Game Theory
    Abstract

    An evolutionary game-theoretic analysis for a version of the $p$-beauty prize
    game is given for the two-player, finite population, and infinite population
    cases. Winning strategies are characterized in terms of iterative thinking
    relative to the population.

  126. Efficiency Loss in Revenue Optimal Auctions.

    Authors: Bruce Hajek, Vineet Abhishek
    Subjects: Computer Science and Game Theory
    Abstract

    We study efficiency loss in Bayesian revenue optimal auctions. We quantify
    this as the worst case ratio of loss in the realized social welfare to the
    social welfare that can be realized by an efficient auction. Our focus is on
    auctions with single-parameter buyers and where buyers' valuation sets are
    finite. For binary valued single-parameter buyers with independent (not
    necessarily identically distributed) private valuations, we show that the worst
    case efficiency loss ratio (ELR) is no worse than it is with only one buyer;
    moreover, it is at most 1/2.

  127. Structural Solutions For Additively Coupled Sum Constrained Games.

    Authors: Yi Su, Mihaela van der Schaar
    Subjects: Computer Science and Game Theory
    Abstract

    We propose and analyze a broad family of games played by resource-constrained
    players, which are characterized by the following central features: 1) each
    user has a multi-dimensional action space, subject to a single sum resource
    constraint; 2) each user's utility in a particular dimension depends on an
    additive coupling between the user's action in the same dimension and the
    actions of the other users; and 3) each user's total utility is the sum of the
    utilities obtained in each dimension.

  128. Revenue Optimal Auction for Single-Minded Buyers.

    Authors: Bruce Hajek, Vineet Abhishek
    Subjects: Computer Science and Game Theory
    Abstract

    We study the problem of characterizing revenue optimal auctions for
    single-minded buyers. Each buyer is interested only in a specific bundle of
    items and has a value for the same. Both his bundle and its value are his
    private information. The bundles that buyers are interested in and their
    corresponding values are assumed to be realized from known probability
    distributions independent across the buyers.

  129. On the Rationality of Escalation.

    Authors: Pierre Lescanne, Perrinel Matthieu
    Subjects: Computer Science and Game Theory
    Abstract

    Escalation is a typical feature of infinite games. Therefore tools conceived
    for studying infinite mathematical structures, namely those deriving from
    coinduction are essential. Here we use coinduction, or backward coinduction (to
    show its connection with the same concept for finite games) to study carefully
    and formally the infinite games especially those called dollar auctions, which
    are considered as the paradigm of escalation.

  130. Direct Proofs of Order Independence.

    Authors: Krzysztof R. Apt
    Subjects: Computer Science and Game Theory
    Abstract

    We establish a generic result concerning order independence of a dominance
    relation on finite games. It allows us to draw conclusions about order
    independence of various dominance relations in a direct and simple way.

  131. The cooperative game theory foundations of network bargaining games.

    Authors: MohammadHossein Bateni, MohammadTaghi Hajiaghayi, Nicole Immorlica, Hamid Mahini
    Subjects: Computer Science and Game Theory
    Abstract

    We study bargaining games between suppliers and manufacturers in a network
    context. Agents wish to enter into contracts in order to generate surplus which
    then must be divided among the participants. Potential contracts and their
    surplus are represented by weighted edges in our bipartite network. Each agent
    in the market is additionally limited by a capacity representing the number of
    contracts which he or she may undertake.

  132. Truthful Mechanisms with Implicit Payment Computation.

    Authors: Moshe Babaioff, Aleksandrs Slivkins, Robert D. Kleinberg
    Subjects: Computer Science and Game Theory
    Abstract

    It is widely believed that computing payments needed to induce truthful
    bidding is somehow harder than simply computing the allocation. We show that
    the opposite is true for single-parameter domains: creating a randomized
    truthful mechanism is essentially as easy as a single call to a monotone
    allocation function. Our main result is a general procedure to take a monotone
    allocation rule and transform it (via a black-box reduction) into a randomized
    mechanism that is truthful in expectation and individually rational for every
    realization.

  133. Combinatorial Auctions with Budgets.

    Authors: Amos Fiat, Jared Saia, Piotr Sankowski, Stefano Leonardi
    Subjects: Computer Science and Game Theory
    Abstract

    We consider budget constrained combinatorial auctions where bidder $i$ has a
    private value $v_i$, a budget $b_i$, and is interested in all the items in
    $S_i$. The value to agent $i$ of a set of items $R$ is $|R \cap S_i| \cdot
    v_i$. Such auctions capture adword auctions, where advertisers offer a bid for
    ads in response to an advertiser-dependent set of adwords, and advertisers have
    budgets. It is known that even of all items are identical and all budgets are
    public it is not possible to be truthful and efficient.

  134. Control Complexity in Fallback Voting.

    Authors: G&#xe1;bor Erd&#xe9;lyi, J&#xf6;rg Rothe, Lena Piras
    Subjects: Computer Science and Game Theory
    Abstract

    We study the control complexity of fallback voting. Like manipulation and
    bribery, electoral control describes ways of changing the outcome of an
    election; unlike manipulation or bribery attempts, control actions---such as
    adding/deleting/partitioning either candidates or voters---modify the
    participative structure of an election. Via such actions one can try to either
    make a favorite candidate win ("constructive control") or prevent a despised
    candidate from winning ("destructive control").

  135. Approximately Optimal Mechanism Design via Differential Privacy.

    Authors: Moshe Tennenholtz, Kobbi Nissim, Rann Smorodinsky
    Subjects: Computer Science and Game Theory
    Abstract

    We introduce a general technique for obtaining approximately optimal truthful
    mechanisms implementing general social welfare functions without payments. We
    combine a differentially private mechanism, which induces efficiency but does
    not guarantee truthfulness, with a probabilistic mechanism that is truthful yet
    inefficient. The combined mechanism enjoys the best of both worlds -
    truthfulness and efficiency. We demonstrate the applicability of our results
    for addressing open problems in facility location and in the pricing of goods.

  136. Competitive Equilibria in Matching Markets with Budgets.

    Authors: Ning Chen, Arpita Ghosh, Xiaotie Deng
    Subjects: Computer Science and Game Theory
    Abstract

    We study competitive equilibria in the classic Shapley-Shubik assignment
    model with indivisible goods and unit-demand buyers, with budget constraints:
    buyers can specify a maximum price they are willing to pay for each item,
    beyond which they cannot afford the item. This single discontinuity introduced
    by the budget constraint fundamentally changes the properties of equilibria: in
    the assignment model without budget constraints, a competitive equilibrium
    always exists, and corresponds exactly to a stable matching. With budgets, a
    competitive equilibrium need not always exist.

  137. Contribution Games in Social Networks.

    Authors: Martin Hoefer, Elliot Anshelevich
    Subjects: Computer Science and Game Theory
    Abstract

    We consider network contribution games, where each agent in a social network
    has a budget of effort that he can contribute to different collaborative
    projects. Depending on the contribution of the involved agents a project will
    flourish or drown, and to measure the success we use a reward function for each
    project. Every agent is trying to maximize the reward from all projects that it
    is involved in. We consider pairwise equilibria of this game, and characterize
    the existence, computational complexity, and quality of equilibrium based on
    the types of reward functions involved.

  138. Agent Based Trust Management Model Based on Weight Value Model for Online Auctions.

    Authors: E.Sathiyamoorthy, N.Ch.Sriman Narayana Iyenger, V.Ramachandran
    Subjects: Computer Science and Game Theory
    Abstract

    This paper is aimed at the stipulations which arise in the traditional online
    auctions as a result of various anomalies in the reputation and trust
    calculation mechanism. We try to improve the scalability and efficiency of the
    online auctions by providing efficient trust management methodology considering
    several factors into consideration. A comparison between the performance of the
    auctions system with and without the agent methodology is done with good
    results

  139. Indian policeman's dilemma: An oriental game.

    Authors: Kaushik Kumar Majumdar
    Subjects: Computer Science and Game Theory
    Abstract

    Social sciences are different in the east and in the west, because of
    difference in culture. Indian policeman's dilemma (IPD) represents the internal
    conflict between emotion and profession of a typical Indian police officer. It
    is a one-person game that has been represented as a two-person game in the
    normal form. Here we have proposed a game theoretic model of the conflict,
    which is a static game of incomplete information. There are two Nash
    equilibrium (NE) points in this game signifying two completely opposing
    behavior by the policeman involved.

  140. How powerful are integer-valued martingales?.

    Authors: Frank Stephan, Laurent Bienvenu, Jason Teutsch
    Subjects: Computer Science and Game Theory
    Abstract

    In the theory of algorithmic randomness, one of the central notions is that
    of computable randomness. An infinite binary sequence X is computably random if
    no recursive martingale (strategy) can win an infinite amount of money by
    betting on the values of the bits of X. In the classical model, the martingales
    considered are real-valued, that is, the bets made by the martingale can be
    arbitrary real numbers. In this paper, we investigate a more restricted model,
    where only integer-valued martingales are considered, and we study the class of
    random sequences induced by this model.

  141. Analysis of a CSMA-Based Wireless Network with Heterogeneous Nodes: Feasible Throughput Region and Power Consumption.

    Authors: Hsuan-Jung Su, Fu-Te Hsu
    Subjects: Computer Science and Game Theory
    Abstract

    We analytically study a CSMA-based network with heterogeneous nodes in this
    paper. In the network, each nodes has its own throughput demand to a common
    base station and the MAC protocol considered is a virtual CSMA by the RTS/CTS
    handshake mechanism. Each node individually chooses its probability of sending
    a RTS packet, and the probability vector of all nodes will determine the
    average throughput and power consumption of each node. The set of all possible
    throughput demands of nodes that can be met in the network is called the
    feasible throughput region.

  142. On the Interplay between Incentive Compatibility and Envy Freeness.

    Authors: Edith Cohen, Michal Feldman, Amos Fiat, Haim Kaplan, Svetlana Olonetsky
    Subjects: Computer Science and Game Theory
    Abstract

    We study mechanisms for an allocation of goods among agents, where agents
    have no incentive to lie about their true values (incentive compatible) and for
    which no agent will seek to exchange outcomes with another (envy-free).
    Mechanisms satisfying each requirement separately have been studied
    extensively, but there are few results on mechanisms achieving both.

  143. Truth and Envy in Capacitated Allocation Games.

    Authors: Edith Cohen, Michal Feldman, Amos Fiat, Haim Kaplan, Svetlana Olonetsky
    Subjects: Computer Science and Game Theory
    Abstract

    We study auctions with additive valuations where agents have a limit on the
    number of items they may receive. We refer to this setting as {\em capacitated
    allocation games.} We seek truthful and envy free mechanisms that maximize the
    social welfare. {\sl I.e.}, where agents have no incentive to lie and no agent
    seeks to exchange outcomes with another. In 1983, Leonard showed that VCG with
    Clarke Pivot payments (which is known to be truthful, individually rational,
    and have no positive transfers), is also an envy free mechanism for the special
    case of $n$ items and $n$ unit capacity agents.

  144. Stable Nash equilibria of medium access games under symmetric, socially altruistic behavior.

    Authors: G. Kesidis, Y. Jin, A.P. Azad, E. Altman
    Subjects: Computer Science and Game Theory
    Abstract

    We consider the effects of altruistic behavior on random medium access
    control (slotted ALOHA) for local area communication networks. For an
    idealized, synchronously iterative, two-player game with asymmetric player
    demands, we find a Hamiltonian governing the Jacobi dynamics under purely
    altruistic behavior. Though the positions of the interior Nash equilibrium
    points do not change in the presence of altruistic behavior, the nature of
    their local asymptotic stability does.

  145. Truthful Fair Division.

    Authors: Elchanan Mossel, Omer Tamuz
    Subjects: Computer Science and Game Theory
    Abstract

    We address the problem of fair division, or cake cutting, with the goal of
    finding truthful mechanisms. In the case of a general measure space ("cake")
    and non-atomic, additive individual preference measures - or utilities - we
    show that there exists a truthful "mechanism" which ensures that each of the k
    players gets at least 1/k of the cake. This mechanism also minimizes risk for
    truthful players. Furthermore, in the case where there exist at least two
    different measures we present a different truthful mechanism which ensures that
    each of the players gets more than 1/k of the cake.

  146. Pure Saddle Points and Symmetric Relative Payoff Games.

    Authors: Peter Duersch, Joerg Oechssler, Burkhard C. Schipper
    Subjects: Computer Science and Game Theory
    Abstract

    It is well known that the rock-paper-scissors game has no pure saddle point.
    We show that this holds more generally: A symmetric two-player zero-sum game
    has a pure saddle point if and only if it is not a generalized
    rock-paper-scissors game. Moreover, we show that every finite symmetric
    quasiconcave two-player zero-sum game has a pure saddle point. Further
    sufficient conditions for existence are provided.

  147. Unbeatable Imitation.

    Authors: Peter Duersch, Joerg Oechssler, Burkhard C. Schipper
    Subjects: Computer Science and Game Theory
    Abstract

    We show that for many classes of symmetric two-player games, the simple
    decision rule "imitate-the-best" can hardly be beaten by any other decision
    rule. We provide necessary and sufficient conditions for imitation to be
    unbeatable and show that it can only be beaten by much in games that are of the
    rock-scissors-paper variety.

  148. Bottleneck Routing Games with Low Price of Anarchy.

    Authors: Costas Busch, Rajgopal Kannan
    Subjects: Computer Science and Game Theory
    Abstract

    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.

  149. Resource Pricing In A Dynamic Multi-Commodity Market For Computational Resources.

    Authors: K. Abdelkader, J. Broeckhove, K. Vanmechelen, University of Antwerp, Belgium)
    Subjects: Computer Science and Game Theory
    Abstract

    The adoption of market-based principles in resource management systems for
    computational infrastructures such as grids and clusters allows for matching
    demand and supply for resources in a utility maximizing manner. As such, they
    offer a promise of producing more efficient resource allocations, compared to
    traditional system-centric approaches that do not allow consumers and providers
    to express their valuations for computational resources.

  150. Strategic Cooperation in Cost Sharing Games.

    Authors: Martin Hoefer
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper we consider strategic cost sharing games with so-called
    arbitrary sharing based on various combinatorial optimization problems, such as
    vertex and set cover, facility location, and network design problems. We
    concentrate on the existence and computational complexity of strong equilibria,
    in which no coalition can improve the cost of each of its members.

  151. Non-oblivious Strategy Improvement.

    Authors: John Fearnley
    Subjects: Computer Science and Game Theory
    Abstract

    We study strategy improvement algorithms for mean-payoff and parity games. We
    describe a structural property of these games, and we show that these
    structures can affect the behaviour of strategy improvement. We show how
    awareness of these structures can be used to accelerate strategy improvement
    algorithms. We call our algorithms non-oblivious because they remember
    properties of the game that they have discovered in previous iterations. We
    show that non-oblivious strategy improvement algorithms perform well on
    examples that are known to be hard for oblivious strategy improvement.

  152. A New Framework for Cognitive Medium Access Control: POSG Approach.

    Authors: Saber Salehkaleybar, Arash Majd, Mohammad Reza Pakravan
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper, we propose a new analytical framework to solve medium access
    problem for secondary users (SUs) in cognitive radio networks. Partially
    Observable Stochastic Games (POSG) and Decentralized Markov Decision Process
    (Dec-POMDP) are two multi-agent Markovian decision processes which are used to
    present a solution. A primary network with two SUs is considered as an example
    to demonstrate our proposed framework. Two different scenarios are assumed. In
    the first scenario, SUs compete to acquire the licensed channel which is
    modeled using POSG framework.

  153. Security Games with Decision and Observation Errors.

    Authors: Tansu Alpcan, Tamer Basar, Kien C. Nguyen
    Subjects: Computer Science and Game Theory
    Abstract

    We study two-player security games which can be viewed as sequences of
    nonzero-sum matrix games played by an Attacker and a Defender. The evolution of
    the game is based on a stochastic fictitious play process. Players do not have
    access to each other's payoff matrix. Each has to observe the other's actions
    up to present and plays the action generated based on the best response to
    these observations.

  154. Strategical languages of infinite words.

    Authors: Mustapha Arfi, Bedine Ould M. Lemine, Carla Selmi
    Subjects: Computer Science and Game Theory
    Abstract

    We deal in this paper with strategical languages of infinite words, that is
    those generated by a nondeterministic strategy in the sense of game theory. We
    first show the existence of a minimal strategy for such languages, for which we
    give an explicit expression. Then we characterize the family of strategical
    languages as that of closed ones, in the topological space of infinite words.
    Finally, we give a definition of a Nash equilibrium for such languages, that we
    illustrate with a famous example.

  155. Information-Sharing and Privacy in Social Networks.

    Authors: Jon Kleinberg, Katrina Ligett
    Subjects: Computer Science and Game Theory
    Abstract

    We present a new model for reasoning about the way information is shared
    among friends in a social network, and the resulting ways in which it spreads.
    Our model formalizes the intuition that revealing personal information in
    social settings involves a trade-off between the benefits of sharing
    information with friends, and the risks that additional gossiping will
    propagate it to people with whom one is not on friendly terms.

  156. Qualitative Reachability in Stochastic BPA Games.

    Authors: Tom&#xe1;&#x161; Br&#xe1;zdil, V&#xe1;clav Bro&#x17e;ek, Anton&#xed;n Ku&#x10d;era, Jan Obdr&#x17e;&#xe1;lek
    Subjects: Computer Science and Game Theory
    Abstract

    We consider a class of infinite-state stochastic games generated by stateless
    pushdown automata (or, equivalently, 1-exit recursive state machines), where
    the winning objective is specified by a regular set of target configurations
    and a qualitative probability constraint `>0' or `=1'. The goal of one player
    is to maximize the probability of reaching the target set so that the
    constraint is satisfied, while the other player aims at the opposite. We show
    that the winner in such games can be determined in PTIME for the `>0'
    constraint, and both in NP and coNP for the `=1' constraint.

  157. Random Access Game in Fading Channels with Capture: Equilibria and Braess-like Paradoxes.

    Authors: Hsuan-Jung Su, Fu-Te Hsu
    Subjects: Computer Science and Game Theory
    Abstract

    The Nash equilibrium point of the transmission probabilities in a slotted
    ALOHA system with selfish nodes is analyzed. The system consists of a finite
    number of heterogeneous nodes, each trying to minimize its average transmission
    probability (or power investment) selfishly while meeting its average
    throughput demand over the shared wireless channel to a common base station
    (BS). We use a game-theoretic approach to analyze the network under two
    reception models: one is called power capture, the other is called signal to
    interference plus noise ratio (SINR) capture.

  158. Nash equilibria in Fisher market.

    Authors: Bharat Adsul, Ch. Sobhan Babu, Jugal Garg, Ruta Mehta, Milind Sohoni
    Subjects: Computer Science and Game Theory
    Abstract

    In the Fisher market model, every buyer reveals her preferences over the
    available goods in terms of a linear utility function. These utility functions
    crucially influence market equilibrium and consequently the payoffs to the
    buyers. Motivated by the observation that a buyer may derive a better payoff by
    feigning her utility function and thereby manipulating the market equilibrium,
    we formulate the {\em Fisher market game} in which buyers strategize by posing
    different utility functions while their payoffs are determined with respect to
    their true utility functions.

  159. Bounded Rationality, Strategy Simplification, and Equilibrium.

    Authors: Hubie Chen
    Subjects: Computer Science and Game Theory
    Abstract

    It is frequently suggested that predictions made by game theory could be
    improved by considering computational restrictions when modeling agents. Under
    the supposition that players in a game may desire to balance maximization of
    payoff with minimization of strategy complexity, Rubinstein and co-authors
    studied forms of Nash equilibrium where strategies are maximally simplified in
    that no strategy can be further simplified without sacrificing payoff.

  160. Signaling games with pattern recognition.

    Authors: Haoyang Wu
    Subjects: Computer Science and Game Theory
    Abstract

    The classical model of signaling games assumes that the receiver exactly know
    the type space (private information) of the sender and be able to discriminate
    each type of the sender distinctly. However, the justification of this
    assumption is questionable. It is more reasonable to let the receiver recognize
    the pattern of the sender. In this paper, we investigate what happens if the
    assumption is relaxed. A framework of signaling games with pattern recognition
    and an example are given.

  161. The power of randomness in Bayesian optimal mechanism design.

    Authors: Shuchi Chawla, David Malec, Balasubramanian Sivan
    Subjects: Computer Science and Game Theory
    Abstract

    We investigate the power of randomness in the context of a fundamental
    Bayesian optimal mechanism design problem--a single seller aims to maximize
    expected revenue by allocating multiple kinds of resources to "unit-demand"
    agents with preferences drawn from a known distribution. When the agents'
    preferences are single-dimensional Myerson's seminal work [Myerson '81] shows
    that randomness offers no benefit--the optimal mechanism is always
    deterministic.

  162. Mixing Time and Stationary Expected Social Welfare of Logit Dynamics.

    Authors: Vincenzo Auletta, Diodato Ferraioli, Francesco Pasquale, Giuseppe Persiano
    Subjects: Computer Science and Game Theory
    Abstract

    We study "logit dynamics" for strategic games. At every stage of the game a
    player is selected uniformly at random and she is assumed to play according to
    a "noisy" best-response dynamics where the noise level is tuned by a parameter
    "\beta". Such a dynamics defines a family of ergodic Markov chains, indexed by
    "\beta", over the set of strategy profiles.

  163. Robust Mechanisms for Risk-Averse Sellers.

    Authors: Mukund Sundararajan, Qiqi Yan
    Subjects: Computer Science and Game Theory
    Abstract

    The existing literature on Bayesian optimal auctions focuses on optimizing
    the \emph{expected revenue} of the seller, and is appropriate for risk-neutral
    sellers. In this paper, we identify good mechanisms for \emph{risk-averse}
    sellers. As is standard in the economics literature, we model the risk-aversion
    of a seller by endowing the seller with a monotone, concave utility function.
    We then seek robust mechanisms that are universally approximately optimal for
    all sellers, no matter what their levels of risk-aversion are.

  164. Budget Feasible Mechanisms.

    Authors: Christos Papadimitriou, Yaron Singer
    Subjects: Computer Science and Game Theory
    Abstract

    We study a novel class of mechanism design problems in which the outcomes are
    constrained by the payments. This basic class of mechanism design problems
    captures many common economic situations, and yet it has not been studied, to
    our knowledge, in the past. We focus on the case of procurement auctions in
    which sellers have private costs, and the auctioneer aims to maximize a utility
    function on subsets of items, under the constraint that the sum of the payments
    provided by the mechanism does not exceed a given budget.

  165. An Approximate Subgame-Perfect Equilibrium Computation Technique for Repeated Games.

    Authors: Andriy Burkov, Brahim Chaib-draa
    Subjects: Computer Science and Game Theory
    Abstract

    This paper presents a technique for approximating, up to any precision, the
    set of subgame-perfect equilibria (SPE) in discounted repeated games. The
    process starts with a single hypercube approximation of the set of SPE. Then
    the initial hypercube is gradually partitioned on to a set of smaller adjacent
    hypercubes, while those hypercubes that cannot contain any point belonging to
    the set of SPE are simultaneously withdrawn.

  166. Pure Nash Equilibria: Complete Characterization of Hard and Easy Graphical Games.

    Authors: Albert Xin Jiang, MohammadAli Safari
    Subjects: Computer Science and Game Theory
    Abstract

    We consider the computational complexity of pure Nash equilibria in graphical
    games. It is known that the problem is NP-complete in general, but tractable
    (i.e., in P) for special classes of graphs such as those with bounded
    treewidth. It is then natural to ask: is it possible to characterize all
    tractable classes of graphs for this problem? In this work, we provide such a
    characterization for the case of bounded in-degree graphs, thereby resolving
    the gap between existing hardness and tractability results.

  167. Iterated Regret Minimization in Game Graphs.

    Authors: Emmanuel Filiot, Tristan Le Gall, Jean-Fran&#xe7;ois Raskin
    Subjects: Computer Science and Game Theory
    Abstract

    Iterated regret minimization has been introduced recently by J.Y. Halpern and
    R. Pass in classical strategic games. For many games of interest, this new
    solution concept provides solutions that are judged more reasonable than
    solutions offered by traditional game concepts -- such as Nash equilibrium --.
    Although computing iterated regret on explicit matrix game is conceptually and
    computationally easy, nothing is known about computing the iterated regret on
    games whose matrices are defined implicitly using game tree, game DAG or, more
    generally game graphs.

  168. Computing voting power in easy weighted voting games.

    Authors: Haris Aziz, Mike Paterson
    Subjects: Computer Science and Game Theory
    Abstract

    Weighted voting games are ubiquitous mathematical models which are used in
    economics, political science, neuroscience, threshold logic, reliability theory
    and distributed systems. They model situations where agents with variable
    voting weight vote in favour of or against a decision. A coalition of agents is
    winning if and only if the sum of weights of the coalition exceeds or equals a
    specified quota. The Banzhaf index is a measure of voting power of an agent in
    a weighted voting game.

  169. A Grey-Box Approach to Automated Mechanism Design.

    Authors: Kai Cai, Jinzhong Niu, Simon Parsons
    Subjects: Computer Science and Game Theory
    Abstract

    Auctions play an important role in electronic commerce, and have been used to
    solve problems in distributed computing. Automated approaches to designing
    effective auction mechanisms are helpful in reducing the burden of traditional
    game theoretic, analytic approaches and in searching through the large space of
    possible auction mechanisms. This paper presents an approach to automated
    mechanism design (AMD) in the domain of double auctions. We describe a novel
    parametrized space of double auctions, and then introduce an evolutionary
    search method that searches this space of parameters.

  170. Equilibria of Plurality Voting with Abstentions.

    Authors: Edith Elkind, Yvo Desmedt
    Subjects: Computer Science and Game Theory
    Abstract

    In the traditional voting manipulation literature, it is assumed that a group
    of manipulators jointly misrepresent their preferences to get a certain
    candidate elected, while the remaining voters are truthful. In this paper, we
    depart from this assumption, and consider the setting where all voters are
    strategic. In this case, the election can be viewed as a game, and the election
    outcomes correspond to Nash equilibria of this game.

  171. An Optimal Dynamic Mechanism for Multi-Armed Bandit Processes.

    Authors: Hamid Nazerzadeh, Sham M. Kakade, Ilan Lobel
    Subjects: Computer Science and Game Theory
    Abstract

    We consider the problem of revenue-optimal dynamic mechanism design in
    settings where agents' types evolve over time as a function of their (both
    public and private) experience with items that are auctioned repeatedly over an
    infinite horizon. A central question here is understanding what natural
    restrictions on the environment permit the design of optimal mechanisms (note
    that even in the simpler static setting, optimal mechanisms are characterized
    only under certain restrictions).

  172. Extensional and Intensional Strategies.

    Authors: Tony Bourdier, Horatiu Cirstea, Daniel Dougherty, H&#xe9;l&#xe8;ne Kirchner
    Subjects: Computer Science and Game Theory
    Abstract

    This paper is a contribution to the theoretical foundations of strategies. We
    first present a general definition of abstract strategies which is extensional
    in the sense that a strategy is defined explicitly as a set of derivations of
    an abstract reduction system. We then move to a more intensional definition
    supporting the abstract view but more operational in the sense that it
    describes a means for determining such a set. We characterize the class of
    extensional strategies that can be defined intensionally.

  173. Games on Social Networks: On a Problem Posed by Goyal.

    Authors: Demosthenis Teneketzis, Ali Kakhbod
    Subjects: Computer Science and Game Theory
    Abstract

    Within the context of games on networks S. Goyal [1, pg. 39] posed the
    following problem. Under any arbitrary but fixed topology, does there exist at
    least one pure Nash equilibrium that exhibits a positive relation between the
    cardinality of a player's set of neighbors and its utility payoff? In this
    paper we present a class of topologies in which pure Nash equilibria with the
    above property do not exist.

  174. Information Asymmetries in Pay-Per-Bid Auctions: How Swoopo Makes Bank.

    Authors: Michael Mitzenmacher, John W. Byers, Georgios Zervas
    Subjects: Computer Science and Game Theory
    Abstract

    Innovative auction methods can be exploited to increase profits, with
    Shubik's famous "dollar auction" perhaps being the most widely known example.
    Recently, some mainstream e-commerce web sites have apparently achieved the
    same end on a much broader scale, by using "pay-per-bid" auctions to sell
    items, from video games to bars of gold. In these auctions, bidders incur a
    cost for placing each bid in addition to (or sometimes in lieu of) the winner's
    final purchase cost.

  175. Quantitative Games on Probabilistic Timed Automata.

    Authors: Ashutosh Trivedi, Marta Kwiatkowska, Gethin Norman
    Subjects: Computer Science and Game Theory
    Abstract

    Two-player zero-sum games are a well-established model for synthesising
    controllers that optimise some performance criterion. In such games one player
    represents the controller, while the other describes the (adversarial)
    environment, and controller synthesis corresponds to computing the optimal
    strategies of the controller for a given criterion. Asarin and Maler initiated
    the study of quantitative games on (non-probabilistic) timed automata by
    synthesising controllers which optimise the time to reach a final state.

  176. Market Equilibrium with Transaction Costs.

    Authors: Chinmay Karande, Sourav Chakraborty, Nikhil Devanur
    Subjects: Computer Science and Game Theory
    Abstract

    Identical products being sold at different prices in different locations is a
    common phenomenon. Price differences might occur due to various reasons such as
    shipping costs, trade restrictions and price discrimination. We give a way to
    model such scenarios by supplementing the classical Fisher model of a market by
    introducing {\em transaction costs}. For every buyer $i$ and every good $j$,
    there is a transaction cost of $\cij$; if the price of good $j$ is $p_j$, then
    the cost to the buyer $i$ {\em per unit} of $j$ is $p_j + \cij$.

  177. Truthful Assignment without Money.

    Authors: Arpita Ghosh, Shaddin Dughmi
    Subjects: Computer Science and Game Theory
    Abstract

    We study the design of truthful mechanisms that do not use payments for the
    generalized assignment problem (GAP) and its variants. An instance of the GAP
    consists of a bipartite graph with jobs on one side and machines on the other.
    Machines have capacities and edges have values and sizes; the goal is to
    construct a welfare maximizing feasible assignment. In our model of private
    valuations, motivated by impossibility results, the value and sizes on all
    job-machine pairs are public information; however, whether an edge exists or
    not in the bipartite graph is a job's private information.

  178. On Iterated Dominance, Matrix Elimination, and Matched Paths.

    Authors: Felix Brandt, Felix Fischer, Markus Holzer
    Subjects: Computer Science and Game Theory
    Abstract

    We study computational problems arising from the iterated removal of weakly
    dominated actions in anonymous games. Our main result shows that it is
    NP-complete to decide whether an anonymous game with three actions can be
    solved via iterated weak dominance. The two-action case can be reformulated as
    a natural elimination problem on a matrix, the complexity of which turns out to
    be surprisingly difficult to characterize and ultimately remains open.

  179. E-commerce between a large firm and a SME supplier: a screening model.

    Authors: Alderete Maria Veronica
    Subjects: Computer Science and Game Theory
    Abstract

    This paper derives a model of screening contracts in the presence of positive
    network effects when building an electronic commerce network (e-commerce)
    between a large firm and a small and medium sized enterprise (SME) supplier
    based on Compte (2008). Compte (2008) main insight is that when several
    potential candidates compete for the task, the principal will in general
    improve the performance of his firm by inducing the member candidates to assess
    their competence before signing the contract (through an appropriate choice of
    contracts).

  180. Strategic Attitude against Information Uncertainty.

    Authors: Jiwoong Lee, Jean Walrand
    Subjects: Computer Science and Game Theory
    Abstract

    We study a game where agents strategically choose their attitudes from
    pessimism to optimism against information uncertainty in an extended
    non-cooperative Cournot duopoly game. An agent knows her own cost exactly but
    knows the other's only up to a range. No knowledge about distribution is
    available. In a restricted attitude space with two extreme attitudes
    {pessimism, optimism}, conditions which guarantee optimism or pessimism as the
    dominant strategy are found. When uncertainties are symmetric, we show that the
    game becomes a Prisoner's Dilemma.

  181. Amplified Hardness of Approximation for VCG-Based Mechanisms.

    Authors: Robert Kleinberg, Shaddin Dughmi, Hu Fu
    Subjects: Computer Science and Game Theory
    Abstract

    If a two-player social welfare maximization problem does not admit a PTAS, we
    prove that any maximal-in-range truthful mechanism that runs in polynomial time
    cannot achieve an approximation factor better than 1/2. Moreover, for the
    k-player version of the same problem, the hardness of approximation improves to
    1/k under the same two-player hardness assumption.

  182. Frugal Mechanism Design via Spectral Techniques.

    Authors: Ning Chen, Edith Elkind, Nick Gravin, Fedor Petrov
    Subjects: Computer Science and Game Theory
    Abstract

    We study the design of truthful mechanisms for set systems, i.e., scenarios
    where a customer needs to hire a team of agents to perform a complex task. In
    this setting, frugality \cite{at02} provides a measure to evaluate the "cost of
    truthfulness", that is, the overpayment of a truthful mechanism relative to the
    "fair" payment.

  183. The Potluck Problem.

    Authors: Prabodh K. Enumula, Shrisha Rao
    Subjects: Computer Science and Game Theory
    Abstract

    This paper proposes the Potluck Problem as a model for the behavior of
    independent producers and consumers under standard economic assumptions, as a
    problem of resource allocation in a multi-agent system in which there is no
    explicit communication among the agents.

  184. Sponsored Search, Market Equilibria, and the Hungarian Method.

    Authors: Paul D&#xfc;tting, Monika Henzinger, Ingmar Weber
    Subjects: Computer Science and Game Theory
    Abstract

    Two-sided matching markets play a prominent role in economic theory. A prime
    example of such a market is the sponsored search market where n advertisers
    compete for the assignment of one of k sponsored search results, also known as
    "slots", for certain keywords they are interested in. Here, as in other markets
    of that kind, market equilibria correspond to stable matchings.

  185. A Decision-Optimization Approach to Quantum Mechanics and Game Theory.

    Authors: Xiaofei Huang
    Subjects: Computer Science and Game Theory
    Abstract

    The fundamental laws of quantum world upsets the logical foundation of
    classic physics. They are completely counter-intuitive with many bizarre
    behaviors. However, this paper shows that they may make sense from the
    perspective of a general decision-optimization principle for cooperation. This
    principle also offers a generalization of Nash equilibrium, a key concept in
    game theory, for better payoffs and stability of game playing.

  186. Bounding Rationality by Discounting Time.

    Authors: Lance Fortnow, Rahul Santhanam
    Subjects: Computer Science and Game Theory
    Abstract

    Consider a game where Alice generates an integer and Bob wins if he can
    factor that integer. Traditional game theory tells us that Bob will always win
    this game even though in practice Alice will win given our usual assumptions
    about the hardness of factoring.

  187. A Dynamic Near-Optimal Algorithm for Online Linear Programming.

    Authors: Shipra Agrawal, Zizhuo Wang, Yinyu Ye
    Subjects: Computer Science and Game Theory
    Abstract

    We consider the online linear programming problem where the constraint matrix
    is revealed column by column along with the objective function. We provide a
    1-o(1) competitive algorithm for this surprisingly general class of online
    problems under the assumption of random order of arrival and some mild
    conditions on the right-hand-side input. Our learning-based algorithm works by
    dynamically updating a threshold price vector at geometric time intervals, the
    price learned from the previous steps is used to determine the decision for the
    current step.

  188. Magnetworks: how mobility impacts the design of Mobile Networks.

    Authors: Merouane Debbah, Alonso Silva, Eitan Altman, Giuseppa Alfano
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper we study the optimal placement and optimal number of active
    relay nodes through the traffic density in mobile sensor ad-hoc networks. We
    consider a setting in which a set of mobile sensor sources is creating data and
    a set of mobile sensor destinations receiving that data.

  189. Continuum Equilibria for Routing in Dense Static Ad Hoc Networks.

    Authors: Merouane Debbah, Alonso Silva, Eitan Altman, Pierre Bernhard
    Subjects: Computer Science and Game Theory
    Abstract

    We consider massively dense ad hoc networks and study their continuum limits
    as the node density increases and as the graph providing the available routes
    becomes a continuous area with location and congestion dependent costs. We
    study both the global optimal solution as well as the non-cooperative routing
    problem among a large population of users where each user seeks a path from its
    origin to its destination so as to minimize its individual cost. Finally, we
    seek for a (continuum version of the) Wardrop equilibrium.

  190. Sum of Us: Strategyproof Selection from the Selectors.

    Authors: Noga Alon, Felix Fischer, Ariel D. Procaccia, Moshe Tennenholtz
    Subjects: Computer Science and Game Theory
    Abstract

    We consider directed graphs over a set of n agents, where an edge (i,j) is
    taken to mean that agent i supports or trusts agent j. Given such a graph and
    an integer k\leq n, we wish to select a subset of k agents that maximizes the
    sum of indegrees, i.e., a subset of k most popular or most trusted agents. At
    the same time we assume that each individual agent is only interested in being
    selected, and may misreport its outgoing edges to this end.

  191. Congestion games with resource reuse and applications in spectrum sharing.

    Authors: Sahand Haji Ali Ahmad, Mingyan Liu, Yunnan Wu
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper we consider an extension to the classical definition of
    congestion games (CG) in which multiple users share the same set of resources
    and their payoff for using any resource is a function of the total number of
    users sharing it. The classical congestion games enjoy some very appealing
    properties, including the existence of a Nash equilibrium and that every
    improvement path is finite and leads to such a NE (also called the finite
    improvement property or FIP), which is also a local optimum to a potential
    function.

  192. Degrees of Guaranteed Envy-Freeness in Finite Bounded Cake-Cutting Protocols.

    Authors: Claudia Lindner, Joerg Rothe
    Subjects: Computer Science and Game Theory
    Abstract

    Cake-cutting protocols aim at dividing a ``cake'' (i.e., a divisible
    resource) and assigning the resulting portions to several players in a way that
    each of the players feels to have received a ``fair'' amount of the cake. An
    important notion of fairness is envy-freeness: No player wishes to switch the
    portion of the cake received with another player's portion. Despite intense
    efforts in the past, it is still an open question whether there is a
    \emph{finite bounded} envy-free cake-cutting protocol for an arbitrary number
    of players, and even for four players.

  193. Average-Time Games on Timed Automata.

    Authors: Marcin Jurdzinski, Ashutosh Trivedi
    Subjects: Computer Science and Game Theory
    Abstract

    An average-time game is played on the infinite graph of configurations of a
    finite timed automaton. The two players, Min and Max, construct an infinite run
    of the automaton by taking turns to perform a timed transition. Player Min
    wants to minimise the average time per transition and player Max wants to
    maximise it. A solution of average-time games is presented using a reduction to
    average-price game on a finite graph. A direct consequence is an elementary
    proof of determinacy for average-time games.

  194. The Effect of Malice on the Social Optimum in Linear Load Balancing Games.

    Authors: Deeparnab Chakrabarty, Chinmay Karande, Ashish Sangwan
    Subjects: Computer Science and Game Theory
    Abstract

    In this note we consider the following problem to study the effect of
    malicious players on the social optimum in load balancing games: Consider two
    players SOC and MAL controlling (1-f) and f fraction of the flow in a load
    balancing game. SOC tries to minimize the total cost faced by her players while
    MAL tries to maximize the same.

  195. Budget Constrained Auctions with Heterogeneous Items.

    Authors: Sayan Bhattacharya, Gagan Goel, Sreenivas Gollapudi, Kamesh Munagala
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper, we present the first approximation algorithms for the
    celebrated problem of designing revenue optimal Bayesian incentive compatible
    auctions when there are multiple (heterogeneous) items and when bidders can
    have arbitrary demand and budget constraints. Our mechanisms are surprisingly
    simple: We show that a sequential all-pay mechanism is a 4 approximation to the
    revenue of the optimal ex-interim truthful mechanism with discrete correlated
    type space for each bidder.

  196. Social Networks and Stable Matchings in the Job Market.

    Authors: Esteban Arcaute, Sergei Vassilvitskii
    Subjects: Computer Science and Game Theory
    Abstract

    For most people, social contacts play an integral part in finding a new job.
    As observed by Granovetter's seminal study, the proportion of jobs obtained
    through social contacts is usually large compared to those obtained through
    postings or agencies. At the same time, job markets are a natural example of
    two-sided matching markets. An important solution concept in such markets is
    that of stable matchings, and the use of the celebrated Gale-Shapley algorithm
    to compute them.

  197. Prediction of Zoonosis Incidence in Human using Seasonal Auto Regressive Integrated Moving Average (SARIMA).

    Authors: Adhistya Erna Permanasari, Dayang Rohaya Awang Rambli, Dhanapal Durai Dominic
    Subjects: Computer Science and Game Theory
    Abstract

    Zoonosis refers to the transmission of infectious diseases from animal to
    human. The increasing number of zoonosis incidence makes the great losses to
    lives, including humans and animals, and also the impact in social economic. It
    motivates development of a system that can predict the future number of
    zoonosis occurrences in human. This paper analyses and presents the use of
    Seasonal Autoregressive Integrated Moving Average (SARIMA) method for
    developing a forecasting model that able to support and provide prediction
    number of zoonosis human incidence.

  198. Ranking via Arrow-Debreu Equilibrium.

    Authors: Ye Du
    Subjects: Computer Science and Game Theory
    Abstract

    In this paper, we establish a connection between ranking theory and general
    equilibrium theory. First of all, we show that the ranking vector of PageRank
    or Invariant method is precisely the equilibrium of a special Cobb-Douglas
    market. This gives a natural economic interpretation for the PageRank or
    Invariant method. Furthermore, we propose a new ranking method, the CES
    ranking, which is minimally fair, strictly monotone and invariant to reference
    intensity, but not uniform or weakly additive.

  199. Stackelberg Pricing is Hard to Approximate within $2-\epsilon$.

    Authors: Parinya Chalermsook, Bundit Laekhanukit, Danupon Nanongkai
    Subjects: Computer Science and Game Theory
    Abstract

    Stackelberg Pricing Games is a two-level combinatorial pricing problem
    studied in the Economics, Operation Research, and Computer Science communities.
    In this paper, we consider the decade-old shortest path version of this problem
    which is the first and most studied problem in this family.

  200. Beyond Equilibria: Mechanisms for Repeated Combinatorial Auctions.

    Authors: Brendan Lucier
    Subjects: Computer Science and Game Theory
    Abstract

    We study the design of mechanisms in combinatorial auction domains. We focus
    on settings where the auction is repeated, motivated by auctions for licenses
    or advertising space. We consider models of agent behaviour in which they
    either apply common learning techniques to minimize the regret of their bidding
    strategies, or apply short-sighted best-response strategies. We ask: when can a
    black-box approximation algorithm for the base auction problem be converted
    into a mechanism that approximately preserves the original algorithm's
    approximation factor on average over many iterations?

  201. Linear Complementarity Algorithms for Infinite Games.

    Authors: Rahul Savani, John Fearnley, Marcin Jurdzi&#x144;ski
    Subjects: Computer Science and Game Theory
    Abstract

    The performance of two pivoting algorithms, due to Lemke and Cottle and
    Dantzig, is studied on linear complementarity problems (LCPs) that arise from
    infinite games, such as parity, average-reward, and discounted games. The
    algorithms have not been previously studied in the context of infinite games,
    and they offer alternatives to the classical strategy-improvement algorithms.
    The two algorithms are described purely in terms of discounted games, thus
    bypassing the reduction from the games to LCPs, and hence facilitating a better
    understanding of the algorithms when applied to games.

  202. Quasi-Proportional Mechanisms: Prior-free Revenue Maximization.

    Authors: Vahab Mirrokni, S. Muthukrishnan, Uri Nadav
    Subjects: Computer Science and Game Theory
    Abstract

    Inspired by Internet ad auction applications, we study the problem of
    allocating a single item via an auction when bidders place very different
    values on the item. We formulate this as the problem of prior-free auction and
    focus on designing a simple mechanism that always allocates the item. Rather
    than designing sophisticated pricing methods like prior literature, we design
    better allocation methods. In particular, we propose quasi-proportional
    allocation methods in which the probability that an item is allocated to a
    bidder depends (quasi-proportionally) on the bids.

  203. Wiretapping a hidden network.

    Authors: Haris Aziz, Oded Lachish, Mike Paterson, Rahul Savani
    Subjects: Computer Science and Game Theory
    Abstract

    We consider the problem of maximizing the probability of hitting a
    strategically chosen hidden virtual network by placing a wiretap on a single
    link of a communication network. This can be seen as a two-player win-lose
    (zero-sum) game that we call the wiretap game. The value of this game is the
    greatest probability that the wiretapper can secure for hitting the virtual
    network. The value is shown to equal the reciprocal of the strength of the
    underlying graph.

  204. Bayesian Algorithmic Mechanism Design.

    Authors: Brendan Lucier, Jason D. Hartline
    Subjects: Computer Science and Game Theory
    Abstract

    The principal problem in algorithmic mechanism design is in merging the
    incentive constraints imposed by selfish behavior with the algorithmic
    constraints imposed by computational intractability.

  205. A Graph Spectral Approach for Computing Approximate Nash Equilibria.

    Authors: Haralampos Tsaknakis, Paul G. Spirakis
    Subjects: Computer Science and Game Theory
    Abstract

    We present a new methodology for computing approximate Nash equilibria for
    two-person non-cooperative games based upon certain extensions and
    specializations of an existing optimization approach previously used for the
    derivation of fixed approximations for this problem. In particular, the general
    two-person problem is reduced to an indefinite quadratic programming problem of
    special structure involving the $n \times n$ adjacency matrix of an induced
    simple graph specified by the input data of the game, where $n$ is the number
    of players' strategies.

  206. A Strategy for Maker in the Clique Game which Helps to Tackle some Open Problems by Beck.

    Authors: Heidi Gebauer
    Subjects: Computer Science and Game Theory
    Abstract

    We study Maker/Breaker games on the edges of the complete graph, as
    introduced by Chvatal and Erdos. We show that in the (m:b) clique game played
    on K_{N}, the complete graph on N vertices, Maker can achieve a K_{q} for q =
    (m/(log_{2}(b + 1)) - o(1)) * log N, which partially solves an open problem by
    Beck. Moreover, we show that in the (1:1) clique game played on K_{N} for a
    sufficiently large N, Maker can achieve a K_{q} in only 2^(2q/3) moves, which
    improves the previous best bound and answers a question of Beck. Finally we
    consider the so called tournament game.

  207. Route Distribution Incentives.

    Authors: Joud Khoury, Chaouki T. Abdallah, Kate Krause, Jorge Crichigno
    Subjects: Computer Science and Game Theory
    Abstract

    We present an incentive model for route distribution in the context of path
    vector routing protocols and we focus on the Border Gateway Protocol (BGP). BGP
    is the de-facto protocol for interdomain routing on the Internet. We model BGP
    route distribution and computation using a game in which a BGP speaker
    advertises its prefix to its direct neighbors promising them a reward for
    further distributing the route deeper into the network, the neighbors do the
    same thing with their neighbors, and so on.

  208. The Stackelberg Minimum Spanning Tree Game.

    Authors: Jean Cardinal, Erik D. Demaine, Samuel Fiorini, Gwena&#xeb;l Joret, Ilan Newman, Oren Weimann, Stefan Langerman
    Subjects: Computer Science and Game Theory
    Abstract

    We consider a one-round two-player network pricing game, the Stackelberg
    Minimum Spanning Tree game or StackMST.

  209. The Stackelberg Minimum Spanning Tree Game on Planar and Bounded-Treewidth Graphs.

    Authors: Jean Cardinal, Erik D. Demaine, Samuel Fiorini, Gwena&#xeb;l Joret, Ilan Newman, Oren Weimann
    Subjects: Computer Science and Game Theory
    Abstract

    The Stackelberg Minimum Spanning Tree Game is a two-level combinatorial
    pricing problem introduced at WADS'07. The game is played on a graph
    (representing a network), whose edges are colored either red or blue, and where
    the red edges have a given fixed cost (representing the competitor's prices).
    The first player chooses an assignment of prices to the blue edges, and the
    second player then buys the cheapest spanning tree, using any combination of
    red and blue edges. The goal of the first player is to maximize the total price
    of purchased blue edges.

  210. The Shield that Never Was: Societies with Single-Peaked Preferences are More Open to Manipulation and Control.

    Authors: P. Faliszewski, E. Hemaspaandra, L. A. Hemaspaandra, J. Rothe
    Subjects: Computer Science and Game Theory
    Abstract

    Much work has been devoted, during the past twenty years, to using complexity
    to protect elections from manipulation and control. Many results have been
    obtained showing NP-hardness shields, and recently there has been much focus on
    whether such worst-case hardness protections can be bypassed by frequently
    correct heuristics or by approximations. This paper takes a very different
    approach: We argue that when electorates follow the canonical political science
    model of societal preferences the complexity shield never existed in the first
    place.

  211. One-Counter Markov Decision Processes.

    Authors: Tom&#xe1;&#x161; Br&#xe1;zdil, V&#xe1;clav Bro&#x17e;ek, Kousha Etessami, Anton&#xed;n Ku&#x10d;era, Dominik Wojtczak
    Subjects: Computer Science and Game Theory
    Abstract

    We study the computational complexity of central analysis problems for
    One-Counter Markov Decision Processes (OC-MDPs), a class of finitely-presented,
    countable-state MDPs. OC-MDPs are equivalent to a controlled extension of
    (discrete-time) Quasi-Birth-Death processes (QBDs), a stochastic model studied
    heavily in queueing theory and applied probability. They can thus be viewed as
    a natural ``adversarial'' version of a classic stochastic model. Alternatively,
    they can also be viewed as a natural probabilistic/controlled extension of
    classic one-counter automata.

  212. Qualitative Analysis of Partially-observable Markov Decision Processes.

    Authors: Krishnendu Chatterjee, Laurent Doyen, Thomas A. Henzinger
    Subjects: Computer Science and Game Theory
    Abstract

    We study observation-based strategies for partially-observable Markov
    decision processes (POMDPs) with omega-regular objectives. An observation-based
    strategy relies on partial information about the history of a play, namely, on
    the past sequence of observations. We consider the qualitative analysis
    problem: given a POMDP with an omega-regular objective, whether there is an
    observation-based strategy to achieve the objective with probability~1
    (almost-sure winning), or with positive probability (positive winning). Our
    main results are twofold.

  213. Envy-Free Makespan Approximation.

    Authors: Edith Cohen, Michal Feldman, Amos Fiat, Haim Kaplan, Svetlana Olonetsky
    Subjects: Computer Science and Game Theory
    Abstract

    We study envy-free mechanisms for scheduling tasks on unrelated machines
    (agents) that approximately minimize the makespan. For indivisible tasks, we
    put forward an envy-free poly-time mechanism that approximates the minimal
    makespan to within a factor of $O(\log m)$, where $m$ is the number of
    machines. We also show a lower bound of $\Omega(\log m / \log\log m)$. This
    improves the recent result of Hartline {\sl et al.} \cite{Ahuva:2008} who give
    an upper bound of $(m+1)/2$, and a lower bound of $2-1/m$.

  214. Price of Anarchy for Greedy Auctions.

    Authors: Brendan Lucier, Allan Borodin
    Subjects: Computer Science and Game Theory
    Abstract

    We consider mechanisms for utilitarian combinatorial allocation problems,
    where agents are not assumed to be single-minded. This class of problems
    includes combinatorial auctions, multi-unit auctions, unsplittable flow
    problems, profit-maximizing scheduling, and others. We study the price of
    anarchy for such mechanisms, which is a bound on the approximation ratio
    obtained at any mixed Nash equilibrium. We demonstrate that a broad class of
    greedy approximation algorithms can be implemented as mechanisms for which the
    price of anarchy nearly matches the performance of the original algorithm.

  215. Strong Nash Equilibria in Games with the Lexicographical Improvement Property.

    Authors: Tobias Harks, Max Klimm, Rolf H. Moehring
    Subjects: Computer Science and Game Theory
    Abstract

    We introduce a class of finite strategic games with the property that every
    deviation of a coalition of players that is profitable to each of its members
    strictly decreases the lexicographical order of a certain function defined on
    the set of strategy profiles. We call this property the Lexicographical
    Improvement Property (LIP) and show that it implies the existence of a
    generalized strong ordinal potential function.

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