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Pascal Lenzner

Publications and source records attributed to Pascal Lenzner.

At least 37 records · Page 2Linked to original sources

Equilibria and Convergence in Fire Sale Games

The complex interactions between algorithmic trading agents can have a severe influence on the functioning of our economy, as witnessed by recent banking crises and trading anomalies. A common phenomenon in these situations are fire sales, a contagious process of asset sales that trigger further sales. We study the existence and structure of equilibria in a game-theoretic model of fire sales. We prove that for a wide parameter range (e.g., convex price impact functions), equilibria exist and form a complete lattice. This is contrasted with a non-existence result for concave price impact functions. Moreover, we study the convergence of best-response dynamics towards equilibria when they exist. In general, best-response dynamics may cycle. However, in many settings they are guaranteed to converge to the socially optimal equilibrium when starting from a natural initial state. Moreover, we discuss a simplified variant of the dynamics that is less informationally demanding and converges to the same equilibria. We compare the dynamics in terms of convergence speed.

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Temporal Network Creation Games

Most networks are not static objects, but instead they change over time. This observation has sparked rigorous research on temporal graphs within the last years. In temporal graphs, we have a fixed set of nodes and the connections between them are only available at certain time steps. This gives rise to a plethora of algorithmic problems on such graphs, most prominently the problem of finding temporal spanners, i.e., the computation of subgraphs that guarantee all pairs reachability via temporal paths. To the best of our knowledge, only centralized approaches for the solution of this problem are known. However, many real-world networks are not shaped by a central designer but instead they emerge and evolve by the interaction of many strategic agents. This observation is the driving force of the recent intensive research on game-theoretic network formation models. In this work we bring together these two recent research directions: temporal graphs and game-theoretic network formation. As a first step into this new realm, we focus on a simplified setting where a complete temporal host graph is given and the agents, corresponding to its nodes, selfishly create incident edges to ensure that they can reach all other nodes via temporal paths in the created network. This yields temporal spanners as equilibria of our game. We prove results on the convergence to and the existence of equilibrium networks, on the complexity of finding best agent strategies, and on the quality of the equilibria. By taking these first important steps, we uncover challenging open problems that call for an in-depth exploration of the creation of temporal graphs by strategic agents.

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The Impact of Cooperation in Bilateral Network Creation

Many real-world networks, like the Internet, are not the result of central design but instead the outcome of the interaction of local agents who are selfishly optimizing for their individual utility. The famous Network Creation Game [Fabrikant et al., PODC 2003] enables us to understand such processes, their dynamics, and their outcomes in the form of equilibrium states. In this model, agents buy incident edges towards other agents for a price of $α$ and simultaneously try to minimize their buying cost and their total hop distance. Since in many real-world networks, e.g., social networks, consent from both sides is required to maintain a connection, Corbo and Parkes [PODC 2005] proposed a bilateral version of the Network Creation Game, in which mutual consent and payment are required in order to create edges. It is known that the bilateral version has a significantly higher Price of Anarchy, compared to the unilateral version. This is counter-intuitive, since cooperation should help to avoid socially bad states. We investigate this phenomenon by analyzing the Price of Anarchy of the bilateral version with respect to different solution concepts that allow for various degrees of cooperation among the agents. With this, we provide insights into what kind of cooperation is needed to ensure that socially good networks are created. We present a collection of asymptotically tight bounds on the Price of Anarchy that precisely map the impact of cooperation on the quality of tree networks and we find that weak forms of cooperation already yield a significantly improved Price of Anarchy. Moreover, for general networks we show that enhanced cooperation yields close to optimal networks for a wide range of edge prices.

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Schelling Games with Continuous Types

In most major cities and urban areas, residents form homogeneous neighborhoods along ethnic or socioeconomic lines. This phenomenon is widely known as residential segregation and has been studied extensively. Fifty years ago, Schelling proposed a landmark model that explains residential segregation in an elegant agent-based way. A recent stream of papers analyzed Schelling's model using game-theoretic approaches. However, all these works considered models with a given number of discrete types modeling different ethnic groups. We focus on segregation caused by non-categorical attributes, such as household income or position in a political left-right spectrum. For this, we consider agent types that can be represented as real numbers. This opens up a great variety of reasonable models and, as a proof of concept, we focus on several natural candidates. In particular, we consider agents that evaluate their location by the average type-difference or the maximum type-difference to their neighbors, or by having a certain tolerance range for type-values of neighboring agents. We study the existence and computation of equilibria and provide bounds on the Price of Anarchy and Stability. Also, we present simulation results that compare our models and shed light on the obtained equilibria for our variants.

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Single-Peaked Jump Schelling Games

Schelling games model the wide-spread phenomenon of residential segregation in metropolitan areas from a game-theoretic point of view. In these games agents of different types each strategically select a node on a given graph that models the residential area to maximize their individual utility. The latter solely depends on the types of the agents on neighboring nodes and it has been a standard assumption to consider utility functions that are monotone in the number of same-type neighbors. This simplifying assumption has recently been challenged since sociological poll results suggest that real-world agents actually favor diverse neighborhoods. We contribute to the recent endeavor of investigating residential segregation models with realistic agent behavior by studying Jump Schelling Games with agents having a single-peaked utility function. In such games, there are empty nodes in the graph and agents can strategically jump to such nodes to improve their utility. We investigate the existence of equilibria and show that they exist under specific conditions. Contrasting this, we prove that even on simple topologies like paths or rings such stable states are not guaranteed to exist. Regarding the game dynamics, we show that improving response cycles exist independently of the position of the peak in the utility function. Moreover, we show high almost tight bounds on the Price of Anarchy and the Price of Stability with respect to the recently proposed degree of integration, which counts the number of agents with a diverse neighborhood and which serves as a proxy for measuring the segregation strength. Last but not least, we show that computing a beneficial state with high integration is NP-complete and, as a novel conceptual contribution, we also show that it is NP-hard to decide if an equilibrium state can be found via improving response dynamics starting from a given initial state.

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The Swiss Gambit

In each round of a Swiss-system tournament, players of similar score are paired against each other. An intentional early loss therefore might lead to weaker opponents in later rounds and thus to a better final tournament result - a phenomenon known as the Swiss Gambit. To the best of our knowledge it is an open question whether this strategy can actually work. This paper provides answers based on an empirical agent-based analysis for the most prominent application area of the Swiss-system format, namely chess tournaments. We simulate realistic tournaments by employing the official FIDE pairing system for computing the player pairings in each round. We show that even though gambits are widely possible in Swiss-system chess tournaments, profiting from them requires a high degree of predictability of match results. Moreover, even if a Swiss Gambit succeeds, the obtained improvement in the final ranking is limited. Our experiments prove that counting on a Swiss Gambit is indeed a lot more of a risky gambit than a reliable strategy to improve the final rank.

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Tolerance is Necessary for Stability: Single-Peaked Swap Schelling Games

Residential segregation in metropolitan areas is a phenomenon that can be observed all over the world. Recently, this was investigated via game-theoretic models. There, selfish agents of two types are equipped with a monotone utility function that ensures higher utility if an agent has more same-type neighbors. The agents strategically choose their location on a given graph that serves as residential area to maximize their utility. However, sociological polls suggest that real-world agents are actually favoring mixed-type neighborhoods, and hence should be modeled via non-monotone utility functions. To address this, we study Swap Schelling Games with single-peaked utility functions. Our main finding is that tolerance, i.e., agents favoring fifty-fifty neighborhoods or being in the minority, is necessary for equilibrium existence on almost regular or bipartite graphs. Regarding the quality of equilibria, we derive (almost) tight bounds on the Price of Anarchy and the Price of Stability. In particular, we show that the latter is constant on bipartite and almost regular graphs.

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Network Creation with Homophilic Agents

Network Creation Games are an important framework for understanding the formation of real-world networks. These games usually assume a set of indistinguishable agents strategically buying edges at a uniform price leading to a network among them. However, in real life, agents are heterogeneous and their relationships often display a bias towards similar agents, say of the same ethnic group. This homophilic behavior on the agent level can then lead to the emergent global phenomenon of social segregation. We initiate the study of Network Creation Games with multiple types of homophilic agents and non-uniform edge cost. Specifically, we introduce and compare two models, focusing on the perception of same-type and different-type neighboring agents, respectively. Despite their different initial conditions, both our theoretical and experimental analysis show that the resulting stable networks are almost identical in the two models, indicating a robust structure of social networks under homophily. Moreover, we investigate the segregation strength of the formed networks and thereby offer new insights on understanding segregation.

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Social Distancing Network Creation

During a pandemic people have to find a trade-off between meeting others and staying safely at home. While meeting others is pleasant, it also increases the risk of infection. We consider this dilemma by introducing a game-theoretic network creation model in which selfish agents can form bilateral connections. They benefit from network neighbors, but at the same time, they want to maximize their distance to all other agents. This models the inherent conflict that social distancing rules impose on the behavior of selfish agents in a social network. Besides addressing this familiar issue, our model can be seen as the inverse to the well-studied Network Creation Game by Fabrikant et al. [PODC 2003] where agents aim at being as central as possible in the created network. Thus, our work is in-line with studies that compare minimization problems with their maximization versions. We look at two variants of network creation governed by social distancing. In the first variant, there are no restrictions on the connections being formed. We characterize optimal and equilibrium networks, and we derive asymptotically tight bounds on the Price of Anarchy and Price of Stability. The second variant is the model's generalization that allows restrictions on the connections that can be formed. As our main result, we prove that Swap-Maximal Routing-Cost Spanning Trees, an efficiently computable weaker variant of Maximum Routing-Cost Spanning Trees, actually resemble equilibria for a significant range of the parameter space. Moreover, we give almost tight bounds on the Price of Anarchy and Price of Stability. These results imply that, compared the well-studied inverse models, under social distancing the agents' selfish behavior has a significantly stronger impact on the quality of the equilibria, i.e., allowing socially much worse stable states.

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Efficiency and Stability in Euclidean Network Design

Network Design problems typically ask for a minimum cost sub-network from a given host network. This classical point-of-view assumes a central authority enforcing the optimum solution. But how should networks be designed to cope with selfish agents that own parts of the network? In this setting, agents will deviate from a minimum cost network if this decreases their individual cost. Hence, designed networks should be both efficient in terms of total cost and stable in terms of the agents' willingness to accept the network. We study this novel type of Network Design problem by investigating the creation of $(β,γ)$-networks, that are in $β$-approximate Nash equilibrium and have a total cost of at most $γ$ times the optimal cost, for the recently proposed Euclidean Generalized Network Creation Game by Bilò et al. [SPAA 2019]. There, $n$ agents corresponding to points in Euclidean space create costly edges among themselves to optimize their centrality in the created network. Our main result is a simple $\mathcal{O}(n^2)$-time algorithm that computes a $(β,β)$-network with low $β$ for any given set of points. Moreover, on integer grid point sets or random point sets our algorithm achieves a low constant $β$. Besides these results, we discuss a generalization of our algorithm to instances with arbitrary, even non-metric, edge lengths. Moreover, we show that no such positive results are possible when focusing on either optimal networks or perfectly stable networks as in both cases NP-hard problems arise, there exist instances with very unstable optimal networks, and there are instances for perfectly stable networks with high total cost. Along the way, we significantly improve several results from Bilò et al. and we asymptotically resolve their conjecture about the Price of Anarchy by providing a tight bound.

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Selfish Creation of Social Networks

Understanding real-world networks has been a core research endeavor throughout the last two decades. Network Creation Games are a promising approach for this from a game-theoretic perspective. In these games, selfish agents corresponding to nodes in a network strategically decide which links to form to optimize their centrality. Many versions have been introduced and analyzed, but none of them fits to modeling the evolution of social networks. In real-world social networks, connections are often established by recommendations from common acquaintances or by a chain of such recommendations. Thus establishing and maintaining a contact with a friend of a friend is easier than connecting to complete strangers. This explains the high clustering, i.e., the abundance of triangles, in real-world social networks. We propose and analyze a network creation model inspired by real-world social networks. Edges are formed in our model via bilateral consent of both endpoints and the cost for establishing and maintaining an edge is proportional to the distance of the endpoints before establishing the connection. We provide results for generic cost functions, which essentially only must be convex functions in the distance of the endpoints without the respective edge. For this broad class of cost functions, we provide many structural properties of equilibrium networks and prove (almost) tight bounds on the diameter, the Price of Anarchy and the Price of Stability. Moreover, as a proof-of-concept we show via experiments that the created equilibrium networks of our model indeed closely mimics real-world social networks. We observe degree distributions that seem to follow a power-law, high clustering, and low diameters. This can be seen as a promising first step towards game-theoretic network creation models that predict networks featuring all core real-world properties.

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Fair Tree Connection Games with Topology-Dependent Edge Cost

How do rational agents self-organize when trying to connect to a common target? We study this question with a simple tree formation game which is related to the well-known fair single-source connection game by Anshelevich et al. (FOCS'04) and selfish spanning tree games by Gourvès and Monnot (WINE'08). In our game agents correspond to nodes in a network that activate a single outgoing edge to connect to the common target node (possibly via other nodes). Agents pay for their path to the common target, and edge costs are shared fairly among all agents using an edge. The main novelty of our model is dynamic edge costs that depend on the in-degree of the respective endpoint. This reflects that connecting to popular nodes that have increased internal coordination costs is more expensive since they can charge higher prices for their routing service. In contrast to related models, we show that equilibria are not guaranteed to exist, but we prove the existence for infinitely many numbers of agents. Moreover, we analyze the structure of equilibrium trees and employ these insights to prove a constant upper bound on the Price of Anarchy as well as non-trivial lower bounds on both the Price of Anarchy and the Price of Stability. We also show that in comparison with the social optimum tree the overall cost of an equilibrium tree is more fairly shared among the agents. Thus, we prove that self-organization of rational agents yields on average only slightly higher cost per agent compared to the centralized optimum, and at the same time, it induces a more fair cost distribution. Moreover, equilibrium trees achieve a beneficial trade-off between a low height and low maximum degree, and hence these trees might be of independent interest from a combinatorics point-of-view. We conclude with a discussion of promising extensions of our model.

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A Strategic Routing Framework and Algorithms for Computing Alternative Paths

Traditional navigation services find the fastest route for a single driver. Though always using the fastest route seems desirable for every individual, selfish behavior can have undesirable effects such as higher energy consumption and avoidable congestion, even leading to higher overall and individual travel times. In contrast, strategic routing aims at optimizing the traffic for all agents regarding a global optimization goal. We introduce a framework to formalize real-world strategic routing scenarios as algorithmic problems and study one of them, which we call Single Alternative Path (SAP), in detail. There, we are given an original route between a single origin--destination pair. The goal is to suggest an alternative route to all agents that optimizes the overall travel time under the assumption that the agents distribute among both routes according to a psychological model, for which we introduce the concept of Pareto-conformity. We show that the SAP problem is NP-complete, even for such models. Nonetheless, assuming Pareto-conformity, we give multiple algorithms for different variants of SAP, using multi-criteria shortest path algorithms as subroutines. Moreover, we prove that several natural models are in fact Pareto-conform. The implementation of our algorithms serves as a proof of concept, showing that SAP can be solved in reasonable time even though the algorithms have exponential running time in the worst case.

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Geometric Network Creation Games

Network Creation Games are a well-known approach for explaining and analyzing the structure, quality and dynamics of real-world networks like the Internet and other infrastructure networks which evolved via the interaction of selfish agents without a central authority. In these games selfish agents which correspond to nodes in a network strategically buy incident edges to improve their centrality. However, past research on these games has only considered the creation of networks with unit-weight edges. In practice, e.g. when constructing a fiber-optic network, the choice of which nodes to connect and also the induced price for a link crucially depends on the distance between the involved nodes and such settings can be modeled via edge-weighted graphs. We incorporate arbitrary edge weights by generalizing the well-known model by Fabrikant et al.[PODC'03] to edge-weighted host graphs and focus on the geometric setting where the weights are induced by the distances in some metric space. In stark contrast to the state-of-the-art for the unit-weight version, where the Price of Anarchy is conjectured to be constant and where resolving this is a major open problem, we prove a tight non-constant bound on the Price of Anarchy for the metric version and a slightly weaker upper bound for the non-metric case. Moreover, we analyze the existence of equilibria, the computational hardness and the game dynamics for several natural metrics. The model we propose can be seen as the game-theoretic analogue of a variant of the classical Network Design Problem. Thus, low-cost equilibria of our game correspond to decentralized and stable approximations of the optimum network design.

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Flow-Based Network Creation Games

Network Creation Games(NCGs) model the creation of decentralized communication networks like the Internet. In such games strategic agents corresponding to network nodes selfishly decide with whom to connect to optimize some objective function. Past research intensively analyzed models where the agents strive for a central position in the network. This models agents optimizing the network for low-latency applications like VoIP. However, with today's abundance of streaming services it is important to ensure that the created network can satisfy the increased bandwidth demand. To the best of our knowledge, this natural problem of the decentralized strategic creation of networks with sufficient bandwidth has not yet been studied. We introduce Flow-Based NCGs where the selfish agents focus on bandwidth instead of latency. In essence, budget-constrained agents create network links to maximize their minimum or average network flow value to all other network nodes. Equivalently, this can also be understood as agents who create links to increase their connectivity and thus also the robustness of the network. For this novel type of NCG we prove that pure Nash equilibria exist, we give a simple algorithm for computing optimal networks, we show that the Price of Stability is 1 and we prove an (almost) tight bound of 2 on the Price of Anarchy. Last but not least, we show that our models do not admit a potential function.

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Topological Influence and Locality in Swap Schelling Games

Residential segregation is a wide-spread phenomenon that can be observed in almost every major city. In these urban areas residents with different racial or socioeconomic background tend to form homogeneous clusters. Schelling's famous agent-based model for residential segregation explains how such clusters can form even if all agents are tolerant, i.e., if they agree to live in mixed neighborhoods. For segregation to occur, all it needs is a slight bias towards agents preferring similar neighbors. Very recently, Schelling's model has been investigated from a game-theoretic point of view with selfish agents that strategically select their residential location. In these games, agents can improve on their current location by performing a location swap with another agent who is willing to swap. We significantly deepen these investigations by studying the influence of the underlying topology modeling the residential area on the existence of equilibria, the Price of Anarchy and on the dynamic properties of the resulting strategic multi-agent system. Moreover, as a new conceptual contribution, we also consider the influence of locality, i.e., if the location swaps are restricted to swaps of neighboring agents. We give improved almost tight bounds on the Price of Anarchy for arbitrary underlying graphs and we present (almost) tight bounds for regular graphs, paths and cycles. Moreover, we give almost tight bounds for grids, which are commonly used in empirical studies. For grids we also show that locality has a severe impact on the game dynamics.

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Convergence and Hardness of Strategic Schelling Segregation

The phenomenon of residential segregation was captured by Schelling's famous segregation model where two types of agents are placed on a grid and an agent is content with her location if the fraction of her neighbors which have the same type as her is at least $τ$, for some $0<τ<1$. Discontent agents simply swap their location with a randomly chosen other discontent agent or jump to a random empty cell. We analyze a generalized game-theoretic model of Schelling segregation which allows more than two agent types and more general underlying graphs modeling the residential area. For this we show that both aspects heavily influence the dynamic properties and the tractability of finding an optimal placement. We map the boundary of when improving response dynamics (IRD), i.e., the natural approach for finding equilibrium states, are guaranteed to converge. For this we prove several sharp threshold results where guaranteed IRD convergence suddenly turns into the strongest possible non-convergence result: a violation of weak acyclicity. In particular, we show such threshold results also for Schelling's original model, which is in contrast to the standard assumption in many empirical papers. Furthermore, we show that in case of convergence, IRD find an equilibrium in $\mathcal{O}(m)$ steps, where $m$ is the number of edges in the underlying graph and show that this bound is met in empirical simulations starting from random initial agent placements.

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From Hotelling to Load Balancing: Approximation and the Principle of Minimum Differentiation

Competing firms tend to select similar locations for their stores. This phenomenon, called the principle of minimum differentiation, was captured by Hotelling with a landmark model of spatial competition but is still the object of an ongoing scientific debate. Although consistently observed in practice, many more realistic variants of Hotelling's model fail to support minimum differentiation or do not have pure equilibria at all. In particular, it was recently proven for a generalized model which incorporates negative network externalities and which contains Hotelling's model and classical selfish load balancing as special cases, that the unique equilibria do not adhere to minimum differentiation. Furthermore, it was shown that for a significant parameter range pure equilibria do not exist. We derive a sharp contrast to these previous results by investigating Hotelling's model with negative network externalities from an entirely new angle: approximate pure subgame perfect equilibria. This approach allows us to prove analytically and via agent-based simulations that approximate equilibria having good approximation guarantees and that adhere to minimum differentiation exist for the full parameter range of the model. Moreover, we show that the obtained approximate equilibria have high social welfare.

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