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Martin Černý

Publications and source records attributed to Martin Černý.

10 recordsLinked to original sources

Active Value Querying to Minimize Additive Error in Subadditive Set Function Learning

Subadditive set functions play a pivotal role in computational economics (especially in combinatorial auctions), combinatorial optimization or artificial intelligence applications such as interpretable machine learning. However, specifying a set function requires assigning values to an exponentially large number of subsets in general, a task that is often resource-intensive in practice, particularly when the values derive from external sources such as retraining of machine learning models. A~simple omission of certain values introduces ambiguity that becomes even more significant when the incomplete set function has to be further optimized over. Motivated by the well-known result about inapproximability of subadditive functions using deterministic value queries with respect to a multiplicative error, we study a problem of approximating an unknown subadditive (or a subclass of thereof) set function with respect to an additive error -- i. e., we aim to efficiently close the distance between minimal and maximal completions. Our contributions are threefold: (i) a thorough exploration of minimal and maximal completions of different classes of set functions with missing values and an analysis of their resulting distance; (ii) the development of methods to minimize this distance over classes of set functions with a known prior, achieved by disclosing values of additional subsets in both offline and online manner; and (iii) empirical demonstrations of the algorithms' performance in practical scenarios.

cs.LG↗

Maximin Share Guarantees via Limited Cost-Sensitive Sharing

We study the problem of fairly allocating indivisible goods when limited sharing is allowed, that is, each good may be allocated to up to $k$ agents, while incurring a cost for sharing. While classic maximin share (MMS) allocations may not exist in many instances, we demonstrate that allowing controlled sharing can restore fairness guarantees that are otherwise unattainable in certain scenarios. (1) Our first contribution shows that exact maximin share (MMS) allocations are guaranteed to exist whenever goods are allowed to be cost-sensitively shared among at least half of the agents and the number of agents is even; for odd numbers of agents, we obtain a slightly weaker MMS guarantee. (2) We further design a Shared Bag-Filling Algorithm that guarantees a $(1 - C)(k - 1)$-approximate MMS allocation, where $C$ is the maximum cost of sharing a good. Notably, when $(1 - C)(k - 1) \geq 1$, our algorithm recovers an exact MMS allocation. (3) We additionally introduce the Sharing Maximin Share (SMMS) fairness notion, a natural extension of MMS to the $k$-sharing setting. (4) We show that SMMS allocations always exist under identical utilities and for instances with two agents. (5) We construct a counterexample to show the impossibility of the universal existence of an SMMS allocation. (6) Finally, we establish a connection between SMMS and constrained MMS (CMMS), yielding approximation guarantees for SMMS via existing CMMS results. These contributions provide deep theoretical insights for the problem of fair resource allocation when a limited sharing of resources are allowed in multi-agent environments.

cs.GT↗

A New Value for Cooperative Games on Intersection-Closed Systems

We introduce a new allocation rule, the uniform-dividend value (UD-value), for cooperative games whose characteristic function is incomplete. The UD-value assigns payoffs by distributing the total surplus of each family of indistinguishable coalitions uniformly among them. Our primary focus is on set systems that are intersection-closed, for which we show the UD-value is uniquely determined and can be interpreted as the expected Shapley value over all positive (i.e., nonnegative-surplus) extensions of the incomplete game. We compare the UD-value to two existing allocation rules for intersection-closed games: the R-value, defined as the Shapley value of a game that sets surplus of absent coalition values to zero, and the IC-value, tailored specifically for intersection-closed systems. We provide axiomatic characterizations of the UD-value motivated by characterizations of the IC-value and discuss further properties such as fairness and balanced contributions. Further, our experiments suggest that the UD-value and the R-value typically lie closer to each other than either does to the IC-value. Beyond intersection-closed systems, we find that while the UD-value is not always unique, a surprisingly large fraction of non-intersection-closed set systems still yield a unique UD-value, making it a practical choice in broader scenarios of incomplete cooperative games.

cs.GT↗

Reducing Optimism Bias in Incomplete Cooperative Games

Cooperative game theory has diverse applications in contemporary artificial intelligence, including domains like interpretable machine learning, resource allocation, and collaborative decision-making. However, specifying a cooperative game entails assigning values to exponentially many coalitions, and obtaining even a single value can be resource-intensive in practice. Yet simply leaving certain coalition values undisclosed introduces ambiguity regarding individual contributions to the collective grand coalition. This ambiguity often leads to players holding overly optimistic expectations, stemming from either inherent biases or strategic considerations, frequently resulting in collective claims exceeding the actual grand coalition value. In this paper, we present a framework aimed at optimizing the sequence for revealing coalition values, with the overarching goal of efficiently closing the gap between players' expectations and achievable outcomes in cooperative games. Our contributions are threefold: (i) we study the individual players' optimistic completions of games with missing coalition values along with the arising gap, and investigate its analytical characteristics that facilitate more efficient optimization; (ii) we develop methods to minimize this gap over classes of games with a known prior by disclosing values of additional coalitions in both offline and online fashion; and (iii) we empirically demonstrate the algorithms' performance in practical scenarios, together with an investigation into the typical order of revealing coalition values.

cs.GT↗

Stochastic cooperative games of risk averse players and application to multiple newsvendors problem

This paper studies the stochastic setting in cooperative games and suggests a solution concept based on second order stochastic dominance (SSD), which is often applied to robustly model risk averse behaviour of players in different economic and game theoretic models as it enables to model not specified levels of risk aversion among players. The main result of the paper connects this solution concept, \emph{SSD-core}, in case of uniform distribution of the game to cores of two deterministic cooperative games. Interestingly, balancedness of both of these games and convexity of one of these implies non-emptiness of the SSD-core. The opposite implication does not, in general, hold and leads to questions about intersections of cores of two games and their relations. Finally, we present an application of the SSD-core to the multiple newsvendors problem, where we provide a characterization of risk averse behaviour of players with an interpretation in terms of the model.

econ.TH↗

Approximations of solution concepts of cooperative games

The computation of a solution concept of a cooperative game usually depends on values of all coalitions. However, in some applications, values of some of the coalitions might be unknown due to various reasons. We introduce a method to approximate standard solution concepts based only on partial information given by a so called incomplete game. We demonstrate the ideas on the class of minimal incomplete games. Approximations are derived for different solution concepts including the Shapley value, the nucleolus, or the core. We show explicit formulas for approximations of some of the solution concepts and show how the approximability differs based on additional information about the game.

cs.GT↗

Positivity and convexity in incomplete cooperative games

Incomplete cooperative games generalise the classical model of cooperative games by omitting the values of some of the coalitions. This allows to incorporate uncertainty into the model and study the underlying games as well as possible payoff distribution based only on the partial information. In this paper we perform a systematic study of incomplete games, focusing on two important classes of cooperative games: positive and convex games. Regarding positivity, we generalise previous results for a special class of minimal incomplete games to general setting. We characterise non-extendability to a positive game by the existence of a certificate and provide a description of the set of positive extensions using its extreme games. The results are then used to obtain explicit formulas for several classes of incomplete games with special structures. The second part deals with convexity. We begin with considering the case of non-negative minimal incomplete games. Then we survey existing results in the related theory of set functions, namely providing context to the problem of completing partial functions. We provide a characterisation of extendability and a full description of the set of symmetric convex extensions. The set serves as an approximation of the set of convex extensions. Finally, we outline an entirely new perspective on a connection between incomplete cooperative games and cooperative interval games.

cs.GT↗

1-convex extensions of incomplete cooperative games and the average value

The model of incomplete cooperative games incorporates uncertainty into the classical model of cooperative games by considering a partial characteristic function. Thus the values for some of the coalitions are not known. The main focus of this paper is the class of 1-convex cooperative games under this framework. We are interested in two heavily intertwined questions. First, given an incomplete game, in which ways can we fill in the missing values to obtain a classical 1-convex game? Such complete games are called \emph{1-convex extensions}. For the class of minimal incomplete games (in which precisely the values of singletons and grand coalitions are known), we provide an answer in terms of a description of the set of 1-convex extensions. The description employs extreme points and extreme rays of the set. Second, how to determine in a rational, fair, and efficient way the payoffs of players based only on the known values of coalitions? Based on the description of the set of 1-convex extensions, we introduce generalisations of three solution concepts (values) for complete games, namely the $τ$-value, the Shapley value and the nucleolus. We consider two variants where we compute the centre of gravity of either extreme games or of a combination of extreme games and extreme rays. We show that all of the generalised values coincide for minimal incomplete games which allows to introduce the \emph{average value}. For this value, we provide three different axiomatisations based on axiomatic characterisations of the $τ$-value and the Shapley value for classical cooperative games. Finally, we turn our attention to \emph{incomplete games with defined upper vector}, asking the same questions and this time arriving to different conclusions. This provides a benchmark to test our tools and knowledge of the average value.

cs.GT↗

Interval matrices with Monge property

We generalize Monge property of real matrices for interval matrices. We define two classes of interval matrices with Monge property - in a strong and in a weak sense. We study fundamental properties of both classes. We show several different characterizations of the strong Monge property. For weak Monge property we give a polynomial characterization and several sufficient and necessary conditions. For both classes we study closure properties. We further propose a generalization of an algorithm by Deineko \& Filonenko which for a given matrix returns row and column permutations such that the permuted matrix is Monge if the permutations exist.

math.CO↗

Using Behavior Objects to Manage Complexity in Virtual Worlds

The quality of high-level AI of non-player characters (NPCs) in commercial open-world games (OWGs) has been increasing during the past years. However, due to constraints specific to the game industry, this increase has been slow and it has been driven by larger budgets rather than adoption of new complex AI techniques. Most of the contemporary AI is still expressed as hard-coded scripts. The complexity and manageability of the script codebase is one of the key limiting factors for further AI improvements. In this paper we address this issue. We present behavior objects - a general approach to development of NPC behaviors for large OWGs. Behavior objects are inspired by object-oriented programming and extend the concept of smart objects. Our approach promotes encapsulation of data and code for multiple related behaviors in one place, hiding internal details and embedding intelligence in the environment. Behavior objects are a natural abstraction of five different techniques that we have implemented to manage AI complexity in an upcoming AAA OWG. We report the details of the implementations in the context of behavior trees and the lessons learned during development. Our work should serve as inspiration for AI architecture designers from both the academia and the industry.

cs.AI↗