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Guido Schäfer

Publications and source records attributed to Guido Schäfer.

26 records · Page 2Linked to original sources

Budget-Feasible Mechanism Design for Non-Monotone Submodular Objectives: Offline and Online

The framework of budget-feasible mechanism design studies procurement auctions where the auctioneer (buyer) aims to maximize his valuation function subject to a hard budget constraint. We study the problem of designing truthful mechanisms that have good approximation guarantees and never pay the participating agents (sellers) more than the budget. We focus on the case of general (non-monotone) submodular valuation functions and derive the first truthful, budget-feasible and $O(1)$-approximate mechanisms that run in polynomial time in the value query model, for both offline and online auctions. Prior to our work, the only $O(1)$-approximation mechanism known for non-monotone submodular objectives required an exponential number of value queries. At the heart of our approach lies a novel greedy algorithm for non-monotone submodular maximization under a knapsack constraint. Our algorithm builds two candidate solutions simultaneously (to achieve a good approximation), yet ensures that agents cannot jump from one solution to the other (to implicitly enforce truthfulness). Ours is the first mechanism for the problem where---crucially---the agents are not ordered with respect to their marginal value per cost. This allows us to appropriately adapt these ideas to the online setting as well. To further illustrate the applicability of our approach, we also consider the case where additional feasibility constraints are present. We obtain $O(p)$-approximation mechanisms for both monotone and non-monotone submodular objectives, when the feasible solutions are independent sets of a $p$-system. With the exception of additive valuation functions, no mechanisms were known for this setting prior to our work. Finally, we provide lower bounds suggesting that, when one cares about non-trivial approximation guarantees in polynomial time, our results are asymptotically best possible.

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The Curse of Ties in Congestion Games with Limited Lookahead

We introduce a novel framework to model limited lookahead in congestion games. Intuitively, the players enter the game sequentially and choose an optimal action under the assumption that the $k-1$ subsequent players play subgame-perfectly. Our model naturally interpolates between outcomes of greedy best-response ($k=1$) and subgame-perfect outcomes ($k=n$, the number of players). We study the impact of limited lookahead (parameterized by $k$) on the stability and inefficiency of the resulting outcomes. As our results reveal, increased lookahead does not necessarily lead to better outcomes; in fact, its effect crucially depends on the existence of ties and the type of game under consideration. More specifically, already for very simple network congestion games we show that subgame-perfect outcomes (full lookahead) can be unstable, whereas greedy best-response outcomes (no lookahead) are known to be stable. We show that this instability is due to player indifferences (ties). If the game is generic (no ties exist) then all outcomes are stable, independent of the lookahead $k$. In particular, this implies that the price of anarchy of $k$-lookahead outcomes (for arbitrary $k$) equals the standard price of anarchy. For special cases of cost-sharing games and consensus games we show that no lookahead leads to stable outcomes. Again this can be resolved by removing ties, though for cost-sharing games only full lookahead provides stable outcomes. We also identify a class of generic cost-sharing games for which the inefficiency decreases as the lookahead $k$ increases.

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Path deviations outperform approximate stability in heterogeneous congestion games

We consider non-atomic network congestion games with heterogeneous players where the latencies of the paths are subject to some bounded deviations. This model encompasses several well-studied extensions of the classical Wardrop model which incorporate, for example, risk-aversion, altruism or travel time delays. Our main goal is to analyze the worst-case deterioration in social cost of a perturbed Nash flow (i.e., for the perturbed latencies) with respect to an original Nash flow. We show that for homogeneous players perturbed Nash flows coincide with approximate Nash flows and derive tight bounds on their inefficiency. In contrast, we show that for heterogeneous populations this equivalence does not hold. We derive tight bounds on the inefficiency of both perturbed and approximate Nash flows for arbitrary player sensitivity distributions. Intuitively, our results suggest that the negative impact of path deviations (e.g., caused by risk-averse behavior or latency perturbations) is less severe than approximate stability (e.g., caused by limited responsiveness or bounded rationality). We also obtain a tight bound on the inefficiency of perturbed Nash flows for matroid congestion games and homogeneous populations if the path deviations can be decomposed into edge deviations. In particular, this provides a tight bound on the Price of Risk-Aversion for matroid congestion games.

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Tight Inefficiency Bounds for Perception-Parameterized Affine Congestion Games

Congestion games constitute an important class of non-cooperative games which was introduced by Rosenthal in 1973. In recent years, several extensions of these games were proposed to incorporate aspects that are not captured by the standard model. Examples of such extensions include the incorporation of risk sensitive players, the modeling of altruistic player behavior and the imposition of taxes on the resources. These extensions were studied intensively with the goal to obtain a precise understanding of the inefficiency of equilibria of these games. In this paper, we introduce a new model of congestion games that captures these extensions (and additional ones) in a unifying way. The key idea here is to parameterize both the perceived cost of each player and the social cost function of the system designer. Intuitively, each player perceives the load induced by the other players by an extent of ρ, while the system designer estimates that each player perceives the load of all others by an extent of σ. The above mentioned extensions reduce to special cases of our model by choosing the parameters ρ and σ accordingly. As in most related works, we concentrate on congestion games with affine latency functions here. Despite the fact that we deal with a more general class of congestion games, we manage to derive tight bounds on the price of anarchy and the price of stability for a large range of pa- rameters. Our bounds provide a complete picture of the inefficiency of equilibria for these perception-parameterized congestion games. As a result, we obtain tight bounds on the price of anarchy and the price of stability for the above mentioned extensions. Our results also reveal how one should "design" the cost functions of the players in order to reduce the price of anar- chy.

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The Impact of Worst-Case Deviations in Non-Atomic Network Routing Games

We introduce a unifying model to study the impact of worst-case latency deviations in non-atomic selfish routing games. In our model, latencies are subject to (bounded) deviations which are taken into account by the players. The quality deterioration caused by such deviations is assessed by the $\textit{Deviation Ratio}$, i.e., the worst-case ratio of the cost of a Nash flow with respect to deviated latencies and the cost of a Nash flow with respect to the unaltered latencies. This notion is inspired by the $\textit{Price of Risk Aversion}$ recently studied by Nikolova and Stier-Moses. Here we generalize their model and results. In particular, we derive tight bounds on the Deviation Ratio for multi-commodity instances with a common source and arbitrary non-negative and non-decreasing latency functions. These bounds exhibit a linear dependency on the size of the network (besides other parameters). In contrast, we show that for general multi-commodity networks an exponential dependency is inevitable. We also improve recent smoothness results to bound the Price of Risk Aversion.

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On the Inefficiency of Standard Multi-Unit Auctions

We study two standard multi-unit auction formats for allocating multiple units of a single good to multi-demand bidders. The first one is the Discriminatory Auction, which charges every winner his winning bids. The second is the Uniform Price Auction, which determines a uniform price to be paid per unit. Variants of both formats find applications ranging from the allocation of state bonds to investors, to online sales over the internet, facilitated by popular online brokers. For these formats, we consider two bidding interfaces: (i) standard bidding, which is most prevalent in the scientific literature, and (ii) uniform bidding, which is more popular in practice. In this work, we evaluate the economic inefficiency of both multi-unit auction formats for both bidding interfaces, by means of upper and lower bounds on the Price of Anarchy for pure Nash equilibria and mixed Bayes-Nash equilibria. Our developments improve significantly upon bounds that have been obtained recently in [Markakis, Telelis, ToCS 2014] and [Syrgkanis, Tardos, STOC 2013] for submodular valuation functions. Moreover, we consider for the first time bidders with subadditive valuation functions for these auction formats. Our results signify that these auctions are nearly efficient, which provides further justification for their use in practice.

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Efficient Equilibria in Polymatrix Coordination Games

We consider polymatrix coordination games with individual preferences where every player corresponds to a node in a graph who plays with each neighbor a separate bimatrix game with non-negative symmetric payoffs. In this paper, we study $α$-approximate $k$-equilibria of these games, i.e., outcomes where no group of at most $k$ players can deviate such that each member increases his payoff by at least a factor $α$. We prove that for $α\ge 2$ these games have the finite coalitional improvement property (and thus $α$-approximate $k$-equilibria exist), while for $α< 2$ this property does not hold. Further, we derive an almost tight bound of $2α(n-1)/(k-1)$ on the price of anarchy, where $n$ is the number of players; in particular, it scales from unbounded for pure Nash equilibria ($k = 1)$ to $2α$ for strong equilibria ($k = n$). We also settle the complexity of several problems related to the verification and existence of these equilibria. Finally, we investigate natural means to reduce the inefficiency of Nash equilibria. Most promisingly, we show that by fixing the strategies of $k$ players the price of anarchy can be reduced to $n/k$ (and this bound is tight).

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Bounding the Inefficiency of Altruism Through Social Contribution Games

We introduce a new class of games, called social contribution games (SCGs), where each player's individual cost is equal to the cost he induces on society because of his presence. Our results reveal that SCGs constitute useful abstractions of altruistic games when it comes to the analysis of the robust price of anarchy. We first show that SCGs are altruism-independently smooth, i.e., the robust price of anarchy of these games remains the same under arbitrary altruistic extensions. We then devise a general reduction technique that enables us to reduce the problem of establishing smoothness for an altruistic extension of a base game to a corresponding SCG. Our reduction applies whenever the base game relates to a canonical SCG by satisfying a simple social contribution boundedness property. As it turns out, several well-known games satisfy this property and are thus amenable to our reduction technique. Examples include min-sum scheduling games, congestion games, second price auctions and valid utility games. Using our technique, we derive mostly tight bounds on the robust price of anarchy of their altruistic extensions. For the majority of the mentioned game classes, the results extend to the more differentiated friendship setting. As we show, our reduction technique covers this model if the base game satisfies three additional natural properties.

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