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Nick Gravin

Publications and source records attributed to Nick Gravin.

48 records · Page 3Linked to original sources

Budget Feasible Mechanism Design: From Prior-Free to Bayesian

Budget feasible mechanism design studies procurement combinatorial auctions where the sellers have private costs to produce items, and the buyer(auctioneer) aims to maximize a social valuation function on subsets of items, under the budget constraint on the total payment. One of the most important questions in the field is "which valuation domains admit truthful budget feasible mechanisms with `small' approximations (compared to the social optimum)?" Singer showed that additive and submodular functions have such constant approximations. Recently, Dobzinski, Papadimitriou, and Singer gave an O(log^2 n)-approximation mechanism for subadditive functions; they also remarked that: "A fundamental question is whether, regardless of computational constraints, a constant-factor budget feasible mechanism exists for subadditive functions." We address this question from two viewpoints: prior-free worst case analysis and Bayesian analysis. For the prior-free framework, we use an LP that describes the fractional cover of the valuation function; it is also connected to the concept of approximate core in cooperative game theory. We provide an O(I)-approximation mechanism for subadditive functions, via the worst case integrality gap I of LP. This implies an O(log n)-approximation for subadditive valuations, O(1)-approximation for XOS valuations, and for valuations with a constant I. XOS valuations are an important class of functions that lie between submodular and subadditive classes. We give another polynomial time O(log n/loglog n) sub-logarithmic approximation mechanism for subadditive valuations. For the Bayesian framework, we provide a constant approximation mechanism for all subadditive functions, using the above prior-free mechanism for XOS valuations as a subroutine. Our mechanism allows correlations in the distribution of private information and is universally truthful.

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In Defense of Bureaucracy in the Metric Facility Location Problem

Our work is devoted to the metric facility location problem and addresses the selfish behavior of the players. It contributes to the line of work initiated by Procaccia and Tennenholtz [EC09] on approximate mechanism design without money. We explore and argue for an intuitive and simple rule of complexity O(nk),a so-called proportionality mechanism. The mechanism works in k consecutive rounds,each time choosing a random player at whose position to place the next facility; each time the probabilities of players to be picked are distributed proportionally to their distances to the current set of the facilities. Lu et al. [EC10] showed that the proportionality rule is incentive compatible for k=1,2, but fails to be so for k>2. We tweak the model slightly such that for any k, the proportionality mechanism becomes incentive compatible. In the new model we allow the government to be bureaucratic, i.e., to have the power of to force each player to choose from only a specific set of available facilities. In the proportionality mechanism, we force every player that receives a facility at his reported location to connect to exactly that facility. We extend the proportionality mechanism to a more general setting with a private network of facilities already present in the metric space and show that it is truthful as well. We further show that for any fixed k, the proportionality rule achieves in expectation a constant approximation guarantee to the optimal solution; namely at most a ratio of 4k. On the other hand, we show a lower bound of ln k(1+o(1)), and we suspect the truth to be closer to this lower bound. Thus, our work is the first among those on incentive compatible facility location that treats effectively (with a constant factor of approximation) the general case of an arbitrary number of facilities.

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Approximate Pure Nash Equilibria in Weighted Congestion Games: Existence, Efficient Computation, and Structure

We consider structural and algorithmic questions related to the Nash dynamics of weighted congestion games. In weighted congestion games with linear latency functions, the existence of (pure Nash) equilibria is guaranteed by potential function arguments. Unfortunately, this proof of existence is inefficient and computing equilibria is such games is a {\sf PLS}-hard problem. The situation gets worse when superlinear latency functions come into play; in this case, the Nash dynamics of the game may contain cycles and equilibria may not even exist. Given these obstacles, we consider approximate equilibria as alternative solution concepts. Do such equilibria exist? And if so, can we compute them efficiently? We provide positive answers to both questions for weighted congestion games with polynomial latency functions by exploiting an "approximation" of such games by a new class of potential games that we call $Ψ$-games. This allows us to show that these games have $d!$-approximate equilibria, where $d$ is the maximum degree of the latency functions. Our main technical contribution is an efficient algorithm for computing O(1)-approximate equilibria when $d$ is a constant. For games with linear latency functions, the approximation guarantee is $\frac{3+\sqrt{5}}{2}+O(γ)$ for arbitrarily small $γ>0$; for latency functions with maximum degree $d\geq 2$, it is $d^{2d+o(d)}$. The running time is polynomial in the number of bits in the representation of the game and $1/γ$. As a byproduct of our techniques, we also show the following structural statement for weighted congestion games with polynomial latency functions of maximum degree $d\geq 2$: polynomially-long sequences of best-response moves from any initial state to a $d^{O(d^2)}$-approximate equilibrium exist and can be efficiently identified in such games as long as $d$ is constant.

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On proper colorings of hypergraphs

Let $\mathcal{H}$ be a hypergraph of maximal vertex degree $Δ$, such that each its hyperedge contains at least $δ$ vertices. Let $k=\lceil\frac{2Δ}δ\rceil$. We prove that (i) The hypergraph $\mathcal{H}$ admits proper vertex coloring in $k+1$ colors. (ii) The hypergraph $\mathcal{H}$ admits proper vertex coloring in $k$ colors, if $δ\ge 3$ and $k\ge 3$. As a consequence of these results we derive upper bounds on the number of colors in dynamic colorings.

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Competitive Auctions for Markets with Positive Externalities

In digital goods auctions, there is an auctioneer who sells an item with unlimited supply to a set of potential buyers, and the objective is to design truthful auction to maximize the total profit of the auctioneer. Motivated from an observation that the values of buyers for the item could be interconnected through social networks, we study digital goods auctions with positive externalities among the buyers. This defines a multi-parameter auction design problem where the private valuation of every buyer is a function of other winning buyers. The main contribution of this paper is a truthful competitive mechanism for subadditive valuations. Our competitive result is with respect to a new solution benchmark $\mathcal{F}^{(3)}$; on the other hand, we show a surprising impossibility result if comparing to the benchmark $\mathcal{F}^{(2)}$, where the latter has been used quite successfully in digital goods auctions without extenalities \cite{Goldberg2006}. Our results from $\mathcal{F}^{(2)}$ to $\mathcal{F}^{(3)}$ could be considered as the loss of optimal profit at the cost of externalities.

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Efficient computation of approximate pure Nash equilibria in congestion games

Congestion games constitute an important class of games in which computing an exact or even approximate pure Nash equilibrium is in general {\sf PLS}-complete. We present a surprisingly simple polynomial-time algorithm that computes O(1)-approximate Nash equilibria in these games. In particular, for congestion games with linear latency functions, our algorithm computes $(2+ε)$-approximate pure Nash equilibria in time polynomial in the number of players, the number of resources and $1/ε$. It also applies to games with polynomial latency functions with constant maximum degree $d$; there, the approximation guarantee is $d^{O(d)}$. The algorithm essentially identifies a polynomially long sequence of best-response moves that lead to an approximate equilibrium; the existence of such short sequences is interesting in itself. These are the first positive algorithmic results for approximate equilibria in non-symmetric congestion games. We strengthen them further by proving that, for congestion games that deviate from our mild assumptions, computing $ρ$-approximate equilibria is {\sf PLS}-complete for any polynomial-time computable $ρ$.

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Mechanism Design without Money via Stable Matching

Mechanism design without money has a rich history in social choice literature. Due to the strong impossibility theorem by Gibbard and Satterthwaite, exploring domains in which there exist dominant strategy mechanisms is one of the central questions in the field. We propose a general framework, called the generalized packing problem (\gpp), to study the mechanism design questions without payment. The \gpp\ possesses a rich structure and comprises a number of well-studied models as special cases, including, e.g., matroid, matching, knapsack, independent set, and the generalized assignment problem. We adopt the agenda of approximate mechanism design where the objective is to design a truthful (or strategyproof) mechanism without money that can be implemented in polynomial time and yields a good approximation to the socially optimal solution. We study several special cases of \gpp, and give constant approximation mechanisms for matroid, matching, knapsack, and the generalized assignment problem. Our result for generalized assignment problem solves an open problem proposed in \cite{DG10}. Our main technical contribution is in exploitation of the approaches from stable matching, which is a fundamental solution concept in the context of matching marketplaces, in application to mechanism design. Stable matching, while conceptually simple, provides a set of powerful tools to manage and analyze self-interested behaviors of participating agents. Our mechanism uses a stable matching algorithm as a critical component and adopts other approaches like random sampling and online mechanisms. Our work also enriches the stable matching theory with a new knapsack constrained matching model.

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Translational tilings by a polytope, with multiplicity

We study the problem of covering R^d by overlapping translates of a convex body P, such that almost every point of R^d is covered exactly k times. Such a covering of Euclidean space by translations is called a k-tiling. The investigation of tilings (i.e. 1-tilings in this context) by translations began with the work of Fedorov and Minkowski. Here we extend the investigations of Minkowski to k-tilings by proving that if a convex body k-tiles R^d by translations, then it is centrally symmetric, and its facets are also centrally symmetric. These are the analogues of Minkowski's conditions for 1-tiling polytopes. Conversely, in the case that P is a rational polytope, we also prove that if P is centrally symmetric and has centrally symmetric facets, then P must k-tile R^d for some positive integer k.

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Dynamics of Profit-Sharing Games

An important task in the analysis of multiagent systems is to understand how groups of selfish players can form coalitions, i.e., work together in teams. In this paper, we study the dynamics of coalition formation under bounded rationality. We consider settings where each team's profit is given by a convex function, and propose three profit-sharing schemes, each of which is based on the concept of marginal utility. The agents are assumed to be myopic, i.e., they keep changing teams as long as they can increase their payoff by doing so. We study the properties (such as closeness to Nash equilibrium or total profit) of the states that result after a polynomial number of such moves, and prove bounds on the price of anarchy and the price of stability of the corresponding games.

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On the Continuous CNN Problem

In the (discrete) CNN problem, online requests appear as points in $\mathbb{R}^2$. Each request must be served before the next one is revealed. We have a server that can serve a request simply by aligning either its $x$ or $y$ coordinate with the request. The goal of the online algorithm is to minimize the total $L_1$ distance traveled by the server to serve all the requests. The best known competitive ratio for the discrete version is 879 (due to Sitters and Stougie). We study the continuous version, in which, the request can move continuously in $\mathbb{R}^2$ and the server must continuously serve the request. A simple adversarial argument shows that the lower bound on the competitive ratio of any online algorithm for the continuous CNN problem is 3. Our main contribution is an online algorithm with competitive ratio $3+2 \sqrt{3} \approx 6.464$. Our analysis is tight. The continuous version generalizes the discrete orthogonal CNN problem, in which every request must be $x$ or $y$ aligned with the previous request. Therefore, Our result improves upon the previous best competitive ratio of 9 (due to Iwama and Yonezawa).

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On the Approximability of Budget Feasible Mechanisms

Budget feasible mechanisms, recently initiated by Singer (FOCS 2010), extend algorithmic mechanism design problems to a realistic setting with a budget constraint. We consider the problem of designing truthful budget feasible mechanisms for general submodular functions: we give a randomized mechanism with approximation ratio $7.91$ (improving the previous best-known result 112), and a deterministic mechanism with approximation ratio $8.34$. Further we study the knapsack problem, which is special submodular function, give a $2+\sqrt{2}$ approximation deterministic mechanism (improving the previous best-known result 6), and a 3 approximation randomized mechanism. We provide a similar result for an extended knapsack problem with heterogeneous items, where items are divided into groups and one can pick at most one item from each group. Finally we show a lower bound of approximation ratio of $1+\sqrt{2}$ for deterministic mechanisms and 2 for randomized mechanisms for knapsack, as well as the general submodular functions. Our lower bounds are unconditional, which do not rely on any computational or complexity assumptions.

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Frugal Mechanism Design via Spectral Techniques

We study the design of truthful mechanisms for set systems, i.e., scenarios where a customer needs to hire a team of agents to perform a complex task. In this setting, frugality [Archer&Tardos'02] provides a measure to evaluate the "cost of truthfulness", that is, the overpayment of a truthful mechanism relative to the "fair" payment. We propose a uniform scheme for designing frugal truthful mechanisms for general set systems. Our scheme is based on scaling the agents' bids using the eigenvector of a matrix that encodes the interdependencies between the agents. We demonstrate that the r-out-of-k-system mechanism and the \sqrt-mechanism for buying a path in a graph [Karlin et. al'05] can be viewed as instantiations of our scheme. We then apply our scheme to two other classes of set systems, namely, vertex cover systems and k-path systems, in which a customer needs to purchase k edge-disjoint source-sink paths. For both settings, we bound the frugality of our mechanism in terms of the largest eigenvalue of the respective interdependency matrix. We show that our mechanism is optimal for a large subclass of vertex cover systems satisfying a simple local sparsity condition. For k-path systems, while our mechanism is within a factor of k + 1 from optimal, we show that it is, in fact, optimal, when one uses a modified definition of frugality proposed in [Elkind et al.'07]. Our lower bound argument combines spectral techniques and Young's inequality, and is applicable to all set systems. As both r-out-of-k systems and single path systems can be viewed as special cases of k-path systems, our result improves the lower bounds of [Karlin et al.'05] and answers several open questions proposed in that paper.

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