We study the problem of determining an envy-free allocation of indivisible goods among multiple agents with additive valuations. EFX, which stands for envy-freeness up to any good, is a well-studied relaxation of the envy-free allocation problem and has been shown to exist for specific scenarios. EFX is known to exist for three agents, and for any number of agents when there are only two types of valuations. EFX allocations are also known to exist for four agents with at most one good unallocated. In this paper, we show that EFX exists with at most k-2 goods unallocated for any number of agents having k distinct valuations. Additionally, we show that complete EFX allocations exist when all but two agents have identical valuations.
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We study fair division of indivisible chores among n agents with additive cost functions using the popular fairness notion of maximin share (MMS). Since MMS allocations do not always exist for more than two agents, the goal has been to improve its approximations and identify interesting special cases where MMS allocations exist. We show the existence of · 1-out-of-9n/11 MMS allocations, which improves the state-of-the-art factor of 1-out-of-3n/4. · MMS allocations for factored instances, which resolves an open question posed by Ebadian et al. (2021). · 15/13-MMS allocations for personalized bivalued instances, improving the state-of-the-art factor of 13/11. We achieve these results by leveraging the HFFD algorithm of Huang and Lu (2021). Our approach also provides polynomial-time algorithms for computing an MMS allocation for factored instances and a 15/13-MMS allocation for personalized bivalued instances.
Beginning with Witkowski et al. (2023), recent work on forecasting competitions has addressed incentive problems with the common winner-take-all mechanism. Frongillo et al. (2021) propose a competition mechanism based on Multiplicative Weights, an online learning algorithm. They show that their mechanism selects an epsilon-optimal forecaster with high probability using only O(log(n)/epsilon^2) events. These works, together with all prior work on this problem thus far, assume that events are independent. We prove the first accuracy and approximate truthfulness guarantees for forecasting competitions with correlated events. To quantify correlation, we introduce a notion of block correlation, which allows each event to be strongly correlated with up to b others and weakly correlated with the rest. We show that under distributions with this correlation, the Multiplicative Weights mechanism retains its epsilon-optimal guarantee using O(b^2 log(n)/epsilon^2) events. Our proof involves a novel concentration bound for correlated random variables which may be of broader interest.
We consider committee election of k >= 3 (out of m >= k + 1) candidates, where the voters and the candidates are associated with locations on the real line. Each voter’s cardinal preferences over candidates correspond to her distance to the candidate locations, and each voter’s cardinal preferences over committees is defined as her distance to the nearest candidate elected in the committee. We consider a setting where the true distances and the locations are unknown. We can nevertheless have access to degraded information which consists of an order of candidates for each voter. We investigate the best possible distortion (a worst-case performance criterion) w.r.t. the social cost achieved by deterministic committee election rules based on ordinal preferences submitted by n voters and few additional distance queries. We show that for any k >= 3, the best possible distortion of any deterministic rule that uses at most k−3 distance queries cannot be bounded by any function of n, m and k. We present deterministic rules for k-committee election with distortion of O(n) with O(k) distance queries and O(1) with O(k log(n)) distance queries.
In this paper, we consider the problem of fair division of indivisible goods, where the allocation of goods impacts society. Specifically, we introduce a second valuation function for each agent, which determines the social impact of allocating a good to the agent. Such impact is considered desirable for the society -- the higher, the better. Our goal is to understand how to allocate goods fairly from the agents' perspective while maintaining society as happy as possible. To this end, we measure the impact on society using the utilitarian social welfare, and provide both possibility and impossibility results. Our findings reveal that achieving good approximations, better than linear in the number of agents, is not possible while ensuring fairness to the agents. These impossibility results can be attributed to the fact that agents are completely unconscious of their social impact. Consequently, we explore scenarios where agents are socially aware, by introducing related fairness notions, and demonstrate that an appropriate definition of fairness is compatible with the social objective.
Imagine we want to split a group of agents into teams in the most efficient way, considering that each agent has their own preferences about their teammates. This scenario is modeled by the extensively studied Coalition Formation problem. Here, we study a version of this problem where each team must additionally be of bounded size. We conduct a systematic algorithmic study, providing several intractability results as well as multiple exact algorithms that scale well as the input grows (FPT), which could prove useful in practice. Our main contribution is an algorithm that deals efficiently with tree-like structures (bounded treewidth) for ``small'' teams. We complement this result by proving that our algorithm is asymptotically optimal. Particularly, there can be no algorithm that vastly outperforms the one we present, under reasonable theoretical assumptions, even when considering star-like structures (bounded vertex cover number).
We study fair mechanisms for the classic job scheduling problem on unrelated machines with the objective of minimizing the makespan. This problem is equivalent to minimizing the egalitarian social cost in the fair division of chores. The two prevalent fairness notions in the fair division literature are envy-freeness and proportionality. Prior work has established that no envy-free mechanism can provide better than an Ω(log m / log log m)-approximation to the optimal makespan, where m is the number of machines, even when payments to the machines are allowed. In strong contrast to this impossibility, our main result demonstrates that there exists a proportional mechanism (with payments) that achieves a 3/2-approximation to the optimal makespan, and this ratio is tight. To prove this result, we provide a full characterization of allocation functions that can be made proportional with payments. Furthermore, we show that for instances with normalized costs, there exists a proportional mechanism that achieves the optimal makespan. We conclude with important directions for future research concerning other fairness notions, including relaxations of envy-freeness. Notably, we show that the technique leading to the impossibility result for envy-freeness does not extend to its relaxations.
Coalition formation over graphs is a well studied class of games whose players are vertices and feasible coalitions must be connected subgraphs. In this setting, the existence and computation of equilibria, under various notions of stability, has attracted a lot of attention. However, the natural process by which players, starting from any feasible state, strive to reach an equilibrium after a series of unilateral improving deviations, has been less studied. We investigate the convergence of dynamics towards individually stable outcomes under the following perspective: what are the most general classes of preferences and graph topologies guaranteeing convergence? To this aim, on the one hand, we cover a hierarchy of preferences, ranging from the most general to a subcase of additively separable preferences, including individually rational and monotone cases. On the other hand, given that convergence may fail in graphs admitting a cycle even in our most restrictive preference class, we analyze acyclic graph topologies such as trees, paths, and stars.
The map of elections framework is a methodology for visualizing and analyzing election datasets. So far, the framework was restricted to elections that have equal numbers of candidates, equal numbers of voters, and where all the (ordinal) votes rank all the candidates. We extend it to the case of elections of different sizes, where the votes can be top-truncated. We use our results to present a visualization of a large fragment of the Preflib database.
Motivated by applications such as online labor markets we consider a variant of the stochastic multi-armed bandit problem where we have a collection of arms representing strategic agents with different performance characteristics. The platform (principal) chooses an agent in each round to complete a task. Unlike the standard setting, when an arm is pulled it can modify its reward by absorbing it or improving it at the expense of a higher cost. The principle has to solve a mechanism design problem to incentivize the arms to give their best performance. However, since even with an effective mechanism agents may still deviate from rational behavior, the principal wants a robust algorithm that also gives a non-vacuous guarantee on the total accumulated rewards under non-equilibrium behavior. In this paper, we introduce a class of bandit algorithms that meet the two objectives of performance incentivization and robustness simultaneously. We do this by identifying a collection of intuitive properties that a bandit algorithm has to satisfy to achieve these objectives. Finally, we show that settings where the principal has no information about the arms' performance characteristics can be handled by combining ideas from second price auctions with our algorithms.
We study a model of temporal voting where there is a fixed time horizon, and at each round the voters report their preferences over the available candidates and a single candidate is selected. Prior work has adapted popular notions of justified representation as well as voting rules that provide strong representation guarantees from the multiwinner election setting to this model. In our work, we focus on the complexity of verifying whether a given outcome offers proportional representation. We show that in the temporal setting verification is strictly harder than in multiwinner voting, but identify natural special cases that enable efficient algorithms.
Mean field games (MFGs) tractably model behavior in large agent populations. The literature on learning MFG equilibria typically focuses on finding Nash equilibria (NE), which assume perfectly rational agents and are hence implausible in many realistic situations. To overcome these limitations, we incorporate bounded rationality into MFGs by leveraging the well-known concept of quantal response equilibria (QRE). Two novel types of MFG QRE enable the modeling of large agent populations where individuals only noisily estimate the true objective. We also introduce a second source of bounded rationality to MFGs by restricting the agents' planning horizon. The resulting novel receding horizon (RH) MFGs are combined with QRE and existing approaches to model different aspects of bounded rationality in MFGs. We formally define MFG QRE and RH MFGs and compare them to existing equilibrium concepts such as entropy-regularized NE. Subsequently, we design generalized fixed point iteration and fictitious play algorithms to learn QRE and RH equilibria. After a theoretical analysis, we give different examples to evaluate the capabilities of our learning algorithms and outline practical differences between the equilibrium concepts.
A fundamental task in multi-agent systems is to match n agents to n alternatives (e.g., resources or tasks). This is often done by eliciting agents' ordinal rankings over the alternatives rather than their exact numerical utilities. While this simplifies elicitation, the incomplete information leads to inefficiency, captured by a worst-case measure called distortion. Recent work shows that making just a few cardinal utility queries per agent can significantly improve the distortion, with Amanatidis et al. (2024) achieving O(√n) distortion with two queries per agent. We generalize their result by achieving O(n^(1/λ)) distortion with λ queries per agent, for any constant λ, which is optimal up to a constant factor given a previous lower bound by Amanatidis et al. (2022). We extend this finding to the general social choice problem of selecting one of m alternatives based on n agents' preferences, achieving O((min{n, m})^(1/λ)) distortion with λ queries per agent, for any constant λ, which is also optimal given prior results. Thus, our work settles open questions regarding the optimal distortion achievable with a fixed number of cardinal value queries in both settings.
To model complex real-world systems, such as traders in stock markets, or the dissemination of contagious diseases, graphon mean-field games (GMFG) have been proposed to model many agents. Despite the empirical success, our understanding of GMFG is limited. Popular algorithms such as mirror descent are deployed but remain unknown for their convergence properties. In this work, we give the first last-iterate convergence rate of mirror descent in regularized monotone GMFG. In tabular monotone GMFG with finite state and action spaces and under bandit feedback, we show a last-iterate convergence rate of O(T^{-1/4}). Moreover, when exact knowledge of costs and transitions is available, we improve this convergence rate to O(T^{-1}), matching the existing convergence rate observed in strongly convex games. In linear GMFG, our algorithm achieves a last-iterate convergence rate of O(T^{-1/5}). Finally, we verify the performance of the studied algorithms by empirically testing them against fictitious play in a variety of tasks.
Social media platforms are responsible for collecting and disseminating vast quantities of content. Recently, however, they have also begun enlisting users in helping annotate this content - for example, to provide context or label disinformation. However, users may act strategically, sometimes reflecting biases (e.g. political) about the "right" label. How can social media platforms design their systems to use human time most efficiently? Historically, competition over multiple items has been explored in the Colonel Blotto game setting. However, they were originally designed to model two centrally-controlled armies competing over zero-sum "items", a specific scenario with limited modern-day application. In this work, we propose and study Private Blotto game, a variant with the key difference that individual agents act independently, without being coordinated by a central "Colonel". We completely characterize the Nash stability of this game and how this impacts the amount of "misallocated effort" of users on unimportant items. We show that the outcome function (aggregating multiple labels on a single item) has a critical impact, and specifically contrast a majority rule outcome (the median) as compared to a smoother outcome function (mean). In general, for median outcomes we show that instances without stable arrangements only occur for relatively few numbers of agents, but stable arrangements may have very high levels of misallocated effort. For mean outcome functions, we show that unstable arrangements can occur even for arbitrarily large numbers of agents, but when stable arrangements exist, they always have low misallocated effort. We conclude by discussing implications our results have for motivating examples in social media platforms and political competition.
Majority illusion is a phenomenon in social networks wherein the decision by the majority of the network is not the same as one's personal social circle's majority, leading to an incorrect perception of the majority in a large network. We present polynomial-time algorithms which completely eliminate majority illusion by altering as few connections in the network as possible. Eliminating majority illusion ensures each neighbourhood in the network has at least a 1/2-fraction of the majority winner. This result is surprising as partially eliminating majority illusion is NP-hard. We generalize the majority illusion problem to an arbitrary fraction p and show that the problem of ensuring all neighbourhoods in the network contain at least a p-fraction of nodes consistent with a given preference is NP-hard, for nearly all values of p.
In the recently introduced model of fair partitioning of friends, there is a set of agents located on the vertices of an underlying graph that indicates the friendships between the agents. The task is to partition the graph into k balanced-sized groups, keeping in mind that the value of an agent for a group is equal to the number of edges they have in that group. The goal is to construct partitions that are "fair", i.e., no agent would like to replace an agent in a different group. We generalize the standard model by considering utilities for the agents that are beyond binary and additive. Having this as our foundation, our contribution is threefold: (a) we adapt several fairness notions that have been developed in the fair division literature to our setting; (b) we give several existence guarantees supported by polynomial-time algorithms; (c) we initiate the study of the computational (and parameterized) complexity of the model and provide an almost complete landscape of the (in)tractability frontier for our fairness concepts.
We initiate the study of computing envy-free allocations of indivisible items in the extension setting, i.e., when some part of the allocation is fixed and the task is to allocate the remaining items. In view of the NP-hardness of the problem, we investigate whether - and under which conditions - one can obtain fixed-parameter algorithms for computing a solution in settings where most of the allocation is already fixed. Our results provide a broad complexity-theoretic classification of the problem which includes: (a) fixed-parameter algorithms tailored to settings with few distinct types of agents or items; (b) lower bounds which exclude the generalization of these positive results to more general settings. We conclude by showing that - unlike when computing allocations from scratch - the non-algorithmic question of whether more relaxed EF1 or EFX allocations exist can be completely resolved in the extension setting.
In Tennenholtz’s program equilibrium, players of a game submit programs to play on their behalf. Each program receives the other programs’ source code and outputs an action. This can model interactions involving AI agents, mutually transparent institutions, or commitments. Tennenholtz 2004 (https://doi.org/10.1016/j.geb.2004.02.002) proves a folk theorem for program games, but the equilibria constructed are very brittle. We therefore consider simulation-based programs – i.e., programs that work by running opponents’ programs. These are relatively robust (in particular, two programs that act the same are treated the same) and are more practical than proof-based approaches. Oesterheld’s (2019, https://doi.org/10.1007/s11238-018-9679-3) epsilon-Grounded-pi-Bot is such an approach. Unfortunately, it is not generally applicable to games of three or more players, and only allows for a limited range of equilibria in two player games. In this paper, we propose a generalisation to Oesterheld’s (2019) epsilon-Grounded-pi-Bot. We prove a folk theorem for our programs in a setting with access to a shared source of randomness. We then characterise their equilibria in a setting without shared randomness. Both with and without shared randomness, we achieve a much wider range of equilibria than Oesterheld’s (2019) epsilon-Grounded-pi-Bot. Finally, we explore the limits of simulation-based program equilibrium, showing that the Tennenholtz folk theorem cannot be attained by simulation-based programs without access to shared randomness.
We study temporal fair division, whereby a set of agents are allocated a (possibly different) set of goods on each day for a period of days. We study this setting, as well as a number of its special cases formed by the restrictions to two agents, same goods on each day, identical preferences, or combinations thereof, and chart out the landscape of achieving two types of fairness guarantees simultaneously: fairness on each day (per day) and fairness over time (up to each day, or the weaker version, overall). In the most general setting, we prove that there always exists an allocation that is stochastically-dominant envy-free up to one good (SD-EF1) per day and proportional up to one good (PROP1) overall, and when all the agents have identical preferences, we show that SD-EF1 per day and SD-EF1 overall can be guaranteed. For the case of two agents, we prove that SD-EF1 per day and EF1 up to each day can be guaranteed using an envy balancing technique. We provide counterexamples for other combinations that establish our results as among the best guarantees possible, but also leave open some tantalizing questions.