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Haris Aziz

Publications and source records attributed to Haris Aziz.

142 records · Page 8Linked to original sources

False-Name Manipulations in Weighted Voting Games

Weighted voting is a classic model of cooperation among agents in decision-making domains. In such games, each player has a weight, and a coalition of players wins the game if its total weight meets or exceeds a given quota. A players power in such games is usually not directly proportional to his weight, and is measured by a power index, the most prominent among which are the Shapley-Shubik index and the Banzhaf index.In this paper, we investigate by how much a player can change his power, as measured by the Shapley-Shubik index or the Banzhaf index, by means of a false-name manipulation, i.e., splitting his weight among two or more identities. For both indices, we provide upper and lower bounds on the effect of weight-splitting. We then show that checking whether a beneficial split exists is NP-hard, and discuss efficient algorithms for restricted cases of this problem, as well as randomized algorithms for the general case. We also provide an experimental evaluation of these algorithms. Finally, we examine related forms of manipulative behavior, such as annexation, where a player subsumes other players, or merging, where several players unite into one. We characterize the computational complexity of such manipulations and provide limits on their effects. For the Banzhaf index, we describe a new paradox, which we term the Annexation Non-monotonicity Paradox.

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Cake Cutting Algorithms for Piecewise Constant and Piecewise Uniform Valuations

Cake cutting is one of the most fundamental settings in fair division and mechanism design without money. In this paper, we consider different levels of three fundamental goals in cake cutting: fairness, Pareto optimality, and strategyproofness. In particular, we present robust versions of envy-freeness and proportionality that are not only stronger than their standard counter-parts but also have less information requirements. We then focus on cake cutting with piecewise constant valuations and present three desirable algorithms: CCEA (Controlled Cake Eating Algorithm), MEA (Market Equilibrium Algorithm) and CSD (Constrained Serial Dictatorship). CCEA is polynomial-time, robust envy-free, and non-wasteful. It relies on parametric network flows and recent generalizations of the probabilistic serial algorithm. For the subdomain of piecewise uniform valuations, we show that it is also group-strategyproof. Then, we show that there exists an algorithm (MEA) that is polynomial-time, envy-free, proportional, and Pareto optimal. MEA is based on computing a market-based equilibrium via a convex program and relies on the results of Reijnierse and Potters [24] and Devanur et al. [15]. Moreover, we show that MEA and CCEA are equivalent to mechanism 1 of Chen et. al. [12] for piecewise uniform valuations. We then present an algorithm CSD and a way to implement it via randomization that satisfies strategyproofness in expectation, robust proportionality, and unanimity for piecewise constant valuations. For the case of two agents, it is robust envy-free, robust proportional, strategyproof, and polynomial-time. Many of our results extend to more general settings in cake cutting that allow for variable claims and initial endowments. We also show a few impossibility results to complement our algorithms.

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Shapley Meets Shapley

This paper concerns the analysis of the Shapley value in matching games. Matching games constitute a fundamental class of cooperative games which help understand and model auctions and assignments. In a matching game, the value of a coalition of vertices is the weight of the maximum size matching in the subgraph induced by the coalition. The Shapley value is one of the most important solution concepts in cooperative game theory. After establishing some general insights, we show that the Shapley value of matching games can be computed in polynomial time for some special cases: graphs with maximum degree two, and graphs that have a small modular decomposition into cliques or cocliques (complete k-partite graphs are a notable special case of this). The latter result extends to various other well-known classes of graph-based cooperative games. We continue by showing that computing the Shapley value of unweighted matching games is #P-complete in general. Finally, a fully polynomial-time randomized approximation scheme (FPRAS) is presented. This FPRAS can be considered the best positive result conceivable, in view of the #P-completeness result.

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The Computational Complexity of Random Serial Dictatorship

In social choice settings with linear preferences, random dictatorship is known to be the only social decision scheme satisfying strategyproofness and ex post efficiency. When also allowing indifferences, random serial dictatorship (RSD) is a well-known generalization of random dictatorship that retains both properties. RSD has been particularly successful in the special domain of random assignment where indifferences are unavoidable. While executing RSD is obviously feasible, we show that computing the resulting probabilities is #P-complete and thus intractable, both in the context of voting and assignment.

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Stable marriage and roommate problems with individual-based stability

Research regarding the stable marriage and roommate problem has a long and distinguished history in mathematics, computer science and economics. Stability in this context is predominantly core stability or one of its variants in which each deviation is by a group of players. There has been little focus in matching theory on stability concepts such as Nash stability and individual stability in which the deviation is by a single player. Such stability concepts are suitable especially when trust for the other party is limited, complex coordination is not feasible, or when only unmatched agents can be approached. Furthermore, weaker stability notions such as individual stability may in principle circumvent the negative existence and computational complexity results in matching theory. We characterize the computational complexity of checking the existence and computing individual-based stable matchings for the marriage and roommate settings. One of our key computational results for the stable marriage setting also carries over to different classes of hedonic games for which individual-based stability has already been of much interest.

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Existence of Stability in Hedonic Coalition Formation Games

In this paper, we examine \emph{hedonic coalition formation games} in which each player's preferences over partitions of players depend only on the members of his coalition. We present three main results in which restrictions on the preferences of the players guarantee the existence of stable partitions for various notions of stability. The preference restrictions pertain to \emph{top responsiveness} and \emph{bottom responsiveness} which model optimistic and pessimistic behavior of players respectively. The existence results apply to natural subclasses of \emph{additive separable hedonic games} and \emph{hedonic games with \B-preferences}. It is also shown that our existence results cannot be strengthened to the case of stronger known stability concepts.

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Testing Substitutability of Weak Preferences

In many-to-many matching models, substitutable preferences constitute the largest domain for which a pairwise stable matching is guaranteed to exist. In this note, we extend the recently proposed algorithm of Hatfield et al. [3] to test substitutability of weak preferences. Interestingly, the algorithm is faster than the algorithm of Hatfield et al. by a linear factor on the domain of strict preferences.

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

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. Both $\mathcal{W}$- and W-hedonic games are equivalent if individual rationality is assumed. It is also shown that for B- or $\mathcal{W}$-hedonic games, checking whether a Nash stable partition or an individually stable partition exists is NP-complete even in some cases for strict preferences. We identify a key source of intractability in compact coalition formation games in which preferences over players are extended to preferences over coalitions.

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Complexity of coalition structure generation

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 coalitional games provided that player types are known and the number of player types is bounded by a constant. As a corollary, we obtain a polynomial-time algorithm to compute an optimal partition for weighted voting games with a constant number of weight values and for coalitional skill games with a constant number of skills. We also consider well-studied and well-motivated coalitional games defined compactly on combinatorial domains. For these games, we characterize the complexity of computing an optimal coalition structure by presenting polynomial-time algorithms, approximation algorithms, or NP-hardness and inapproximability lower bounds.

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Path coalitional games

We present a general framework to model strategic aspects and stable and fair resource allocations in networks via variants and generalizations of path coalitional games. In these games, a coalition of edges or vertices is successful if it can enable an s-t path. We present polynomial-time algorithms to compute and verify least core payoffs of cost-based generalizations of path coalitional games and their duals, thereby settling a number of open problems. The least core payoffs of path coalitional games are completely characterized and a polynomial-time algorithm for computing the nucleolus of edge path coalitional games on undirected series-parallel graphs is presented.

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Optimal Partitions in Additively Separable Hedonic Games

We conduct a computational analysis of fair and optimal partitions in additively separable hedonic games. We show that, for strict preferences, a Pareto optimal partition can be found in polynomial time while verifying whether a given partition is Pareto optimal is coNP-complete, even when preferences are symmetric and strict. Moreover, computing a partition with maximum egalitarian or utilitarian social welfare or one which is both Pareto optimal and individually rational is NP-hard. We also prove that checking whether there exists a partition which is both Pareto optimal and envy-free is $Σ_{2}^{p}$-complete. Even though an envy-free partition and a Nash stable partition are both guaranteed to exist for symmetric preferences, checking whether there exists a partition which is both envy-free and Nash stable is NP-complete.

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Computing voting power in easy weighted voting games

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. It depends on the number of coalitions in which the agent is the difference in the coalition winning or losing. It is well known that computing Banzhaf indices in a weighted voting game is NP-hard. We give a comprehensive classification of weighted voting games which can be solved in polynomial time. Among other results, we provide a polynomial ($O(k{(\frac{n}{k})}^k)$) algorithm to compute the Banzhaf indices in weighted voting games in which the number of weight values is bounded by $k$.

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Wiretapping a hidden network

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. We efficiently compute a unique partition of the edges of the graph, called the prime-partition, and find the set of pure strategies of the hider that are best responses against every maxmin strategy of the wiretapper. Using these special pure strategies of the hider, which we call omni-connected-spanning-subgraphs, we define a partial order on the elements of the prime-partition. From the partial order, we obtain a linear number of simple two-variable inequalities that define the maxmin-polytope, and a characterization of its extreme points. Our definition of the partial order allows us to find all equilibrium strategies of the wiretapper that minimize the number of pure best responses of the hider. Among these strategies, we efficiently compute the unique strategy that maximizes the least punishment that the hider incurs for playing a pure strategy that is not a best response. Finally, we show that this unique strategy is the nucleolus of the recently studied simple cooperative spanning connectivity game.

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Spanning connectivity games

The Banzhaf index, Shapley-Shubik index and other voting power indices measure the importance of a player in a coalitional game. We consider a simple coalitional game called the spanning connectivity game (SCG) based on an undirected, unweighted multigraph, where edges are players. We examine the computational complexity of computing the voting power indices of edges in the SCG. It is shown that computing Banzhaf values and Shapley-Shubik indices is #P-complete for SCGs. Interestingly, Holler indices and Deegan-Packel indices can be computed in polynomial time. Among other results, it is proved that Banzhaf indices can be computed in polynomial time for graphs with bounded treewidth. It is also shown that for any reasonable representation of a simple game, a polynomial time algorithm to compute the Shapley-Shubik indices implies a polynomial time algorithm to compute the Banzhaf indices. As a corollary, computing the Shapley value is #P-complete for simple games represented by the set of minimal winning coalitions, Threshold Network Flow Games, Vertex Connectivity Games and Coalitional Skill Games.

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False name manipulations in weighted voting games: splitting, merging and annexation

An important aspect of mechanism design in social choice protocols and multiagent systems is to discourage insincere and manipulative behaviour. We examine the computational complexity of false-name manipulation in weighted voting games which are an important class of coalitional voting games. Weighted voting games have received increased interest in the multiagent community due to their compact representation and ability to model coalitional formation scenarios. Bachrach and Elkind in their AAMAS 2008 paper examined divide and conquer false-name manipulation in weighted voting games from the point of view of Shapley-Shubik index. We analyse the corresponding case of the Banzhaf index and check how much the Banzhaf index of a player increases or decreases if it splits up into sub-players. A pseudo-polynomial algorithm to find the optimal split is also provided. Bachrach and Elkind also mentioned manipulation via merging as an open problem. In the paper, we examine the cases where a player annexes other players or merges with them to increase their Banzhaf index or Shapley-Shubik index payoff. We characterize the computational complexity of such manipulations and provide limits to the manipulation. The annexation non-monotonicity paradox is also discovered in the case of the Banzhaf index. The results give insight into coalition formation and manipulation.

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Complexity of comparison of influence of players in simple games

Coalitional voting games appear in different forms in multi-agent systems, social choice and threshold logic. In this paper, the complexity of comparison of influence between players in coalitional voting games is characterized. The possible representations of simple games considered are simple games represented by winning coalitions, minimal winning coalitions, weighted voting game or a multiple weighted voting game. The influence of players is gauged from the viewpoint of basic player types, desirability relations and classical power indices such as Shapley-Shubik index, Banzhaf index, Holler index, Deegan-Packel index and Chow parameters. Among other results, it is shown that for a simple game represented by minimal winning coalitions, although it is easy to verify whether a player has zero or one voting power, computing the Banzhaf value of the player is #P-complete. Moreover, it is proved that multiple weighted voting games are the only representations for which it is NP-hard to verify whether the game is linear or not. For a simple game with a set W^m of minimal winning coalitions and n players, a O(n.|W^m|+(n^2)log(n)) algorithm is presented which returns `no' if the game is non-linear and returns the strict desirability ordering otherwise. The complexity of transforming simple games into compact representations is also examined.

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