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Daniel Schmand

Publications and source records attributed to Daniel Schmand.

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Separating Feasibility and Movement in Solution Discovery: The Case of Path Discovery

We study solution discovery, where the goal is to obtain a feasible solution to a problem from an initial configuration by a bounded sequence of local moves. In many applications, however, the graph that defines which vertex sets are feasible is not the same as the graph that governs how tokens, agents, or resources may move. Existing models such as token sliding and token jumping typically do not distinguish the problem graph and the movement graph. Motivated by this mismatch, we introduce a directed weighted two-graph model that cleanly separates feasibility from movement. A problem graph specifies the desired combinatorial objects, while a movement graph specifies admissible relocations and their costs. This yields a flexible framework that captures asymmetry, heterogeneous movement constraints, and weighted transitions, while subsuming classical discovery models as special cases. We investigate this model through \textsc{Path Discovery} and \textsc{Shortest Path Discovery}, where the task is to realize a vertex set containing an $s$-$t$-path or a shortest $s$-$t$-path in the problem graph. These problems are particularly natural in applications, since directed and weighted shortest paths are among the most fundamental algorithmic primitives. At the same time, previous work has already shown that discovery can be computationally hard even when the underlying optimization problem is easy. Our results show that this phenomenon persists, and becomes especially rich, in the two-graph setting. We obtain a detailed complexity picture, identifying tractable cases as well as strong hardness results.

cs.DM

Network Creation Games with 2-Neighborhood Maximization

Network creation games are well-established for investigating the decentralized formation of communication networks, like the Internet or social networks. In these games, selfish agents that correspond to network nodes strategically create costly edges to maximize their centrality in the formed network. We depart from this by focusing on the simpler objective of maximizing the 2-neighborhood. This seems natural for social networks, as an agent's connection benefit is typically provided by her neighbors and their neighbors but not by strangers further away. For this natural model, we study the existence, the structure and the quality both of Nash equilibria (NE) and greedy equilibria (GE). We give structural results on the existence of degree-2 paths and cycles, and we provide tight constant bounds on the diameter. In contrast to most previous network creation game research, our bounds on the diameter are independent of edge cost $\alpha$ and the number of agents $n$. Also, bounding the diameter does not imply bounding the price of anarchy, which calls for other methods. Using them, we obtain non-trivial bounds on the price of anarchy, including a $\Omega(\log(\frac{n}{\alpha}))$ lower bound for NE, and a tight linear bound for GE for low $\alpha$.

cs.GT

On the Price of Anarchy in Packet Routing Games with FIFO

We investigate packet routing games in which network users selfishly route themselves through a network over discrete time, aiming to reach the destination as quickly as possible. Conflicts due to limited capacities are resolved by the first-in, first-out (FIFO) principle. Building upon the line of research on packet routing games initiated by Werth et al., we derive the first non-trivial bounds for packet routing games with FIFO. Specifically, we show that the price of anarchy is at most 2 for the important and well-motivated class of uniformly fastest route equilibria introduced by Scarsini et al. on any linear multigraph. We complement our results with a series of instances on linear multigraphs, where the price of stability converges to at least $\frac{e}{e-1}$. Furthermore, our instances provide a lower bound for the price of anarchy of continuous Nash flows over time on linear multigraphs which establishes the first lower bound of $\frac{e}{e-1}$ on a graph class where the monotonicity conjecture is proven by Correa et al.

cs.GT

Solution discovery via reconfiguration for problems in P

In the recently introduced framework of solution discovery via reconfiguration [Fellows et al., ECAI 2023], we are given an initial configuration of $k$ tokens on a graph and the question is whether we can transform this configuration into a feasible solution (for some problem) via a bounded number $b$ of small modification steps. In this work, we study solution discovery variants of polynomial-time solvable problems, namely Spanning Tree Discovery, Shortest Path Discovery, Matching Discovery, and Vertex/Edge Cut Discovery in the unrestricted token addition/removal model, the token jumping model, and the token sliding model. In the unrestricted token addition/removal model, we show that all four discovery variants remain in P. For the toking jumping model we also prove containment in P, except for Vertex/Edge Cut Discovery, for which we prove NP-completeness. Finally, in the token sliding model, almost all considered problems become NP-complete, the exception being Spanning Tree Discovery, which remains polynomial-time solvable. We then study the parameterized complexity of the NP-complete problems and provide a full classification of tractability with respect to the parameters solution size (number of tokens) $k$ and transformation budget (number of steps) $b$. Along the way, we observe strong connections between the solution discovery variants of our base problems and their (weighted) rainbow variants as well as their red-blue variants with cardinality constraints.

cs.DM

Solving Woeginger's Hiking Problem: Wonderful Partitions in Anonymous Hedonic Games

A decade ago, Gerhard Woeginger posed an open problem that became well-known as "Woeginger's Hiking Problem": Consider a group of $n$ people that want to go hiking; everyone expresses preferences over the size of their hiking group in the form of an interval between $1$ and $n$. Is it possible to efficiently assign the $n$ people to a set of hiking subgroups so that every person approves the size of their assigned subgroup? The problem is also known as efficiently deciding if an instance of an anonymous Hedonic Game with interval approval preferences admits a wonderful partition. We resolve the open problem in the affirmative by presenting an $O(n^5)$ time algorithm for Woeginger's Hiking Problem. Our solution is based on employing a dynamic programming approach for a specific rectangle stabbing problem from computational geometry. Moreover, we propose natural, more demanding extensions of the problem, e.g., maximizing the number of satisfied participants and variants with single-peaked preferences, and show that they are also efficiently solvable. Last but not least, we employ our solution to efficiently compute a partition that maximizes the egalitarian welfare for anonymous single-peaked Hedonic Games.

cs.GT

On Solution Discovery via Reconfiguration

The dynamics of real-world applications and systems require efficient methods for improving infeasible solutions or restoring corrupted ones by making modifications to the current state of a system in a restricted way. We propose a new framework of solution discovery via reconfiguration for constructing a feasible solution for a given problem by executing a sequence of small modifications starting from a given state. Our framework integrates and formalizes different aspects of classical local search, reoptimization, and combinatorial reconfiguration. We exemplify our framework on a multitude of fundamental combinatorial problems, namely Vertex Cover, Independent Set, Dominating Set, and Coloring. We study the classical as well as the parameterized complexity of the solution discovery variants of those problems and explore the boundary between tractable and intractable instances.

cs.CC

Prophet Inequalities over Time

In this paper, we introduce an over-time variant of the well-known prophet inequality with i.i.d. random variables. Instead of stopping with one realized value at some point in the process, we decide for each step how long we select the value. Then we cannot select another value until this period is over. The goal is to maximize the expectation of the sum of selected values. We describe the structure of the optimal stopping rule and give upper and lower bounds on the prophet inequality. In online algorithms terminology, this corresponds to bounds on the competitive ratio of an online algorithm. We give a surprisingly simple algorithm with a single threshold that results in a prophet inequality of $\approx 0.396$ for all input lengths $n$. Additionally, as our main result, we present a more advanced algorithm resulting in a prophet inequality of $\approx 0.598$ when the number of steps tends to infinity. We complement our results by an upper bound that shows that the best possible prophet inequality is at most $1/\varphi \approx 0.618$, where $\varphi$ denotes the golden ratio.

cs.DS

Asynchronous Opinion Dynamics in Social Networks

Opinion spreading in a society decides the fate of elections, the success of products, and the impact of political or social movements. The model by Hegselmann and Krause is a well-known theoretical model to study such opinion formation processes in social networks. In contrast to many other theoretical models, it does not converge towards a situation where all agents agree on the same opinion. Instead, it assumes that people find an opinion reasonable if and only if it is close to their own. The system converges towards a stable situation where agents sharing the same opinion form a cluster, and agents in different clusters do not \mbox{influence each other.} We focus on the social variant of the Hegselmann-Krause model where agents are connected by a social network and their opinions evolve in an iterative process. When activated, an agent adopts the average of the opinions of its neighbors having a similar opinion. By this, the set of influencing neighbors of an agent may change over time. To the best of our knowledge, social Hegselmann-Krause systems with asynchronous opinion updates have only been studied with the complete graph as social network. We show that such opinion dynamics with random agent activation are guaranteed to converge for any social network. We provide an upper bound of $\mathcal{O}(n|E|^2 (\varepsilon/\delta)^2)$ on the expected number of opinion updates until convergence, where $|E|$ is the number of edges of the social network. For the complete social network we show a bound of $\mathcal{O}(n^3(n^2 + (\varepsilon/\delta)^2))$ that represents a major improvement over the previously best upper bound of $\mathcal{O}(n^9 (\varepsilon/\delta)^2)$. Our bounds are complemented by simulations that indicate asymptotically matching lower bounds.

cs.DS

Bicriteria Nash Flows over Time

Flows over time are a natural way to incorporate flow dynamics that arise in various applications such as traffic networks. In this paper we introduce a natural variant of the deterministic fluid queuing model in which users aim to minimize their costs subject to arrival at their destination before a pre-specified deadline. We determine the existence and the structure of Nash flows over time and fully characterize the price of anarchy for this model. The price of anarchy measures the ratio of the quality of the equilibrium and the quality of the optimum flow, where we evaluate the quality using two different natural performance measures: the throughput for a given deadline and the makespan for a given amount of flow. While it turns out that both prices of anarchy can be unbounded in general, we provide tight bounds for the important subclass of parallel path networks. Surprisingly, the two performance measures yield different results here.

cs.GT

A Greedy Algorithm for the Social Golfer and the Oberwolfach Problem

Inspired by the increasing popularity of Swiss-system tournaments in sports, we study the problem of predetermining the number of rounds that can be guaranteed in a Swiss-system tournament. Matches of these tournaments are usually determined in a myopic round-based way dependent on the results of previous rounds. Together with the hard constraint that no two players meet more than once during the tournament, at some point it might become infeasible to schedule a next round. For tournaments with $n$ players and match sizes of $k\geq2$ players, we prove that we can always guarantee $\lfloor \frac{n}{k(k-1)} \rfloor$ rounds. We show that this bound is tight. This provides a simple polynomial time constant factor approximation algorithm for the social golfer problem. We extend the results to the Oberwolfach problem. We show that a simple greedy approach guarantees at least $\lfloor \frac{n+4}{6} \rfloor$ rounds for the Oberwolfach problem. This yields a polynomial time $\frac{1}{3+ε}$-approximation algorithm for any fixed $ε>0$ for the Oberwolfach problem. Assuming that El-Zahar's conjecture is true, we improve the bound on the number of rounds to be essentially tight.

cs.DM

Flow Allocation Games

We study a game-theoretic variant of the maximum circulation problem. In a flow allocation game, we are given a directed flow network. Each node is a rational agent and can strategically allocate any incoming flow to the outgoing edges. Given the strategy choices of all agents, a maximal circulation that adheres to the chosen allocation strategies evolves in the network. Each agent wants to maximize the amount of flow through her node. Flow allocation games can be used to express strategic incentives of clearing in financial networks. We provide a cumulative set of results on the existence and computational complexity of pure Nash and strong equilibria, as well as tight bounds on the (strong) prices of anarchy and stability. Our results show an interesting dichotomy: Ranking strategies over individual flow units allow to obtain optimal strong equilibria for many objective functions. In contrast, more intuitive ranking strategies over edges can give rise to unfavorable incentive properties.

cs.GT

The Online Best Reply Algorithm for Resource Allocation Problems

We study the performance of a best reply algorithm for online resource allocation problems with a diseconomy of scale. In an online resource allocation problem, we are given a set of resources and a set of requests that arrive in an online manner. Each request consists of a set of feasible allocations and an allocation is a set of resources. The total cost of an allocation vector is given by the sum of the resources' costs, where each resource's cost depends on the total load on the resource under the allocation vector. We analyze the natural online procedure where each request is allocated greedily to a feasible set of resources that minimizes the individual cost of that particular request. In the literature, this algorithm is also known as a one-round walk-in congestion games starting from the empty state. For unweighted resource allocation problems with polynomial cost functions with maximum degree $d$, upper bounds on the competitive ratio of this greedy algorithm were known only for the special cases $d\in\{1, 2, 3\}$. In this paper, we show a general upper bound on the competitive ratio of $d(d / W(\frac{1.2d-1}{d+1}))^{d+1}$ for the unweighted case where $W$ denotes the Lambert-W function on $\mathbb{R}_{\geq 0}$. For the weighted case, we show that the competitive ratio of the greedy algorithm is bounded from above by $(d/W(\frac{d}{d+1}))^{d+1}$.

cs.DS

Network Investment Game with Wardrop Followers

We study a two-sided network investment game consisting of two sets of players, called providers and users. The game is set in two stages. In the first stage, providers aim to maximize their profit by investing in bandwidth of cloud computing services. The investments of the providers yield a set of usable services for the users. In the second stage, each user wants to process a task and therefore selects a bundle of services so as to minimize the total processing time. We assume the total processing time to be separable over the chosen services and the processing time of each service to depend on the utilization of the service and the installed bandwidth. We provide insights on how competition between providers affects the total costs of the users and show that every game on a series-parallel graph can be reduced to an equivalent single edge game when analyzing the set of subgame perfect Nash equilibria.

cs.GT

Hiring Secretaries over Time: The Benefit of Concurrent Employment

We consider a stochastic online problem where $n$ applicants arrive over time, one per time step. Upon arrival of each applicant their cost per time step is revealed, and we have to fix the duration of employment, starting immediately. This decision is irrevocable, i.e., we can neither extend a contract nor dismiss a candidate once hired. In every time step, at least one candidate needs to be under contract, and our goal is to minimize the total hiring cost, which is the sum of the applicants' costs multiplied with their respective employment durations. We provide a competitive online algorithm for the case that the applicants' costs are drawn independently from a known distribution. Specifically, the algorithm achieves a competitive ratio of 2.965 for the case of uniform distributions. For this case, we give an analytical lower bound of 2 and a computational lower bound of 2.148. We then adapt our algorithm to stay competitive even in settings with one or more of the following restrictions: (i) at most two applicants can be hired concurrently; (ii) the distribution of the applicants' costs is unknown; (iii) the total number $n$ of time steps is unknown. On the other hand, we show that concurrent employment is a necessary feature of competitive algorithms by proving that no algorithm has a competitive ratio better than $Ω(\sqrt{n} / \log n)$ if concurrent employment is forbidden.

cs.DS

Robust Flows over Time: Models and Complexity Results

We study dynamic network flows with uncertain input data under a robust optimization perspective. In the dynamic maximum flow problem, the goal is to maximize the flow reaching the sink within a given time horizon $T$, while flow requires a certain travel time to traverse an edge. In our setting, we account for uncertain travel times of flow. We investigate maximum flows over time under the assumption that at most $Γ$ travel times may be prolonged simultaneously due to delay. We develop and study a mathematical model for this problem. As the dynamic robust flow problem generalizes the static version, it is NP-hard to compute an optimal flow. However, our dynamic version is considerably more complex than the static version. We show that it is NP-hard to verify feasibility of a given candidate solution. Furthermore, we investigate temporally repeated flows and show that in contrast to the non-robust case (that is, without uncertainties) they no longer provide optimal solutions for the robust problem, but rather yield a worst case optimality gap of at least $T$. We finally show that the optimality gap is at most $O(ηk \log T)$, where $η$ and $k$ are newly introduced instance characteristics and provide a matching lower bound instance with optimality gap $Ω(\log T)$ and $η= k = 1$. The results obtained in this paper yield a first step towards understanding robust dynamic flow problems with uncertain travel times.

cs.DM

Additive Stabilizers for Unstable Graphs

Stabilization of graphs has received substantial attention in recent years due to its connection to game theory. Stable graphs are exactly the graphs inducing a matching game with non-empty core. They are also the graphs that induce a network bargaining game with a balanced solution. A graph with weighted edges is called stable if the maximum weight of an integral matching equals the cost of a minimum fractional weighted vertex cover. If a graph is not stable, it can be stabilized in different ways. Recent papers have considered the deletion or addition of edges and vertices in order to stabilize a graph. In this work, we focus on a fine-grained stabilization strategy, namely stabilization of graphs by fractionally increasing edge weights. We show the following results for stabilization by minimum weight increase in edge weights (min additive stabilizer): (i) Any approximation algorithm for min additive stabilizer that achieves a factor of $O(|V|^{1/24-ε})$ for $ε>0$ would lead to improvements in the approximability of densest-$k$-subgraph. (ii) Min additive stabilizer has no $o(\log{|V|})$ approximation unless NP=P. Results (i) and (ii) together provide the first super-constant hardness results for any graph stabilization problem. On the algorithmic side, we present (iii) an algorithm to solve min additive stabilizer in factor-critical graphs exactly in poly-time, (iv) an algorithm to solve min additive stabilizer in arbitrary-graphs exactly in time exponential in the size of the Tutte set, and (v) a poly-time algorithm with approximation factor at most $\sqrt{|V|}$ for a super-class of the instances generated in our hardness proofs.

cs.DM

Sharing Non-Anonymous Costs of Multiple Resources Optimally

In cost sharing games, the existence and efficiency of pure Nash equilibria fundamentally depends on the method that is used to share the resources' costs. We consider a general class of resource allocation problems in which a set of resources is used by a heterogeneous set of selfish users. The cost of a resource is a (non-decreasing) function of the set of its users. Under the assumption that the costs of the resources are shared by uniform cost sharing protocols, i.e., protocols that use only local information of the resource's cost structure and its users to determine the cost shares, we exactly quantify the inefficiency of the resulting pure Nash equilibria. Specifically, we show tight bounds on prices of stability and anarchy for games with only submodular and only supermodular cost functions, respectively, and an asymptotically tight bound for games with arbitrary set-functions. While all our upper bounds are attained for the well-known Shapley cost sharing protocol, our lower bounds hold for arbitrary uniform cost sharing protocols and are even valid for games with anonymous costs, i.e., games in which the cost of each resource only depends on the cardinality of the set of its users.

cs.GT