SearcharxivSearch

arXiv · 2605.09988

A Resource Allocation Game and its Equilibrium Strategies

Abstract

In this paper we propose a Bayesian game to allocate resources. In this game, there are $c$ units of resources to be allocated to $n$ players. Agent $i$ has a demand of $V_i$ units of resources and takes action $X_i$ according to a strategy function $s_i$, \ie $X_i=s_i(V_i)$. Payoffs are setup such that player $i$ is contented with no more than $V_i$ units of resources. We assume that resources are granted to the players on a smallest-request-first and all-or-nothing basis. For this game with two players, we analyze the equilibrium strategy functions mathematically within the family of alternating identity-and-flat (AIF) functions. We show that Nash equilibrium profiles consist of two identity functions, two AIF functions with a common switch point, or two AIF functions with one and three switch points, respectively. For an $n$-player game with a large $n$ and a large $c_n$ of order $O(n)$, we present a mean-field first order approximation and a second-order Gaussian approximation for its equilibrium strategy function. The first-order analysis obtains an equilibrium AIF function with one switch point. In Gaussian analysis of large games, we propose a construction algorithm. This construction algorithm begins in searching within the family of AIF functions. If a gradient conflict condition occurs, the game enters a chattering regime, in which players play a continuous, strictly increasing strategy function that is not an identity nor a flat function. Conceptually one can view the chattering regime as if players alternate between a slope-one strategy and a flat strategy infinitely fast in order to sustain a high payoff. We prove that the construction algorithm always obtains a Nash equilibrium and terminates in a finite number of steps. We present several numerical examples for the two player game as well as the Gaussian model.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Duan-Shin Lee. 2026-05-11. A Resource Allocation Game and its Equilibrium Strategies. https://arxiv.org/abs/2605.09988

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

MMS Allocation for Chores with Online Agent Arrivals

We study the fair allocation of $m$ indivisible chores to $n$ agents with subadditive cost functions arriving online in an arbitrary order. Upon an agent's arrival, we are informed of her cost function and must irrevocably assign her a set of chores. We focus on the Maximin Share (MMS) fairness notion and aim to compute an allocation in which all items are assigned, and no agent incurs a cost more than $\alpha$ times her MMS. Without any prior information about the instance (other than $n$ and $m$), we design an algorithm with a competitive ratio of $O(\min\{n, k\log^{1+\epsilon}k, \log m\})$ for any constant $\epsilon > 0$, where $k$ denotes the number of cost function types. Our bound matches the best known offline approximation guarantees for MMS under subadditive costs and is nearly optimal with respect to all three parameters: we show that even for binary additive cost functions, no online algorithm can achieve a competitive ratio of $o(\min\{n, k\log k, \log m\})$. We then consider the setting in which the $k$ cost function types are known in advance (though the realized types of arriving agents are not). For additive cost functions, we provide an algorithm with a competitive ratio of $O(\min\{\log k, \log(kn)/\log\log(kn)\})$, and show that constant-competitive algorithms do not exist for general $k$, even for the binary additive setting. For binary additive functions when $k \le n$, we propose a $3$-competitive algorithm and establish a lower bound of $2$.

cs.GT

Truncated Noisy Best-Response Algorithms: Toward Game Theoretic Learning with Safety Guarantees

We consider a game theoretic approach to solve multi-agent coordination problems with submodular maximization objectives. It is known for such problems that the Nash equilibria for the corresponding game are always within 50% of the optimal, but that the equilibria which achieve this worst-case bound are not stable. To exploit this instability, we propose a family of algorithms which we call Truncated Noisy Best-Response (TNBR) Algorithms. These algorithms are flexibly characterized by agents asynchronously and stochastically selecting actions from a neighbourhood of their best response payoffs. We compute bounds on the recurrent classes of TNBR algorithms' associated Markov chains. Our bounds fall into two categories: first, "Performance" bounds ensure that TNBR algorithms always have a high-value recurrent state; second, "Safety" bounds ensure that TNBR algorithms never have arbitrarily-bad recurrent states. Furthermore, these two types of bounds are linked by a waterbed-like effect: every game with a poor Safety guarantee necessarily has a favorable Performance guarantee.

cs.GT

Existence of the Core in Approval-Based Committee Elections

We settle the main open question in the theory of approval-based multi-winner elections: we show that there always exists a committee in the core. The core is a stability and group fairness concept. The proof introduces a new voting rule that optimizes an entropy-like objective function over committees and payment systems. All local optima of this objective function lie in the core, which implies that a core committee can be found in polynomial time.

cs.GT