No Arabic abstract
Coalitional games are mathematical models suited to analyze scenarios where players can collaborate by forming coalitions in order to obtain higher worths than by acting in isolation. A fundamental problem for coalitional games is to single out the most desirable outcomes in terms of appropriate notions of worth distributions, which are usually called solution concepts. Motivated by the fact that decisions taken by realistic players cannot involve unbounded resources, recent computer science literature reconsidered the definition of such concepts by advocating the relevance of assessing the amount of resources needed for their computation in terms of their computational complexity. By following this avenue of research, the paper provides a complete picture of the complexity issues arising with three prominent solution concepts for coalitional games with transferable utility, namely, the core, the kernel, and the bargaining set, whenever the game worth-function is represented in some reasonable compact form (otherwise, if the worths of all coalitions are explicitly listed, the input sizes are so large that complexity problems are---artificially---trivial). The starting investigation point is the setting of graph games, about which various open questions were stated in the literature. The paper gives an answer to these questions, and in addition provides new insights on the setting, by characterizing the computational complexity of the three concepts in some relevant generalizations and specializations.
We study decentralized markets with the presence of middlemen, modeled by a non-cooperative bargaining game in trading networks. Our goal is to investigate how the network structure of the market and the role of middlemen influence the markets efficiency and fairness. We introduce the concept of limit stationary equilibrium in a general trading network and use it to analyze how competition among middlemen is influenced by the network structure, how endogenous delay emerges in trade and how surplus is shared between producers and consumers.
We give solutions to two fundamental computational problems in ontology-based data access with the W3C standard ontology language OWL 2 QL: the succinctness problem for first-order rewritings of ontology-mediated queries (OMQs), and the complexity problem for OMQ answering. We classify OMQs according to the shape of their conjunctive queries (treewidth, the number of leaves) and the existential depth of their ontologies. For each of these classes, we determine the combined complexity of OMQ answering, and whether all OMQs in the class have polynomial-size first-order, positive existential, and nonrecursive datalog rewritings. We obtain the succinctness results using hypergraph programs, a new computational model for Boolean functions, which makes it possible to connect the size of OMQ rewritings and circuit complexity.
Bargaining networks model the behavior of a set of players that need to reach pairwise agreements for making profits. Nash bargaining solutions are special outcomes of such games that are both stable and balanced. Kleinberg and Tardos proved a sharp algorithmic characterization of such outcomes, but left open the problem of how the actual bargaining process converges to them. A partial answer was provided by Azar et al. who proposed a distributed algorithm for constructing Nash bargaining solutions, but without polynomial bounds on its convergence rate. In this paper, we introduce a simple and natural model for this process, and study its convergence rate to Nash bargaining solutions. At each time step, each player proposes a deal to each of her neighbors. The proposal consists of a share of the potential profit in case of agreement. The share is chosen to be balanced in Nashs sense as far as this is feasible (with respect to the current best alternatives for both players). We prove that, whenever the Nash bargaining solution is unique (and satisfies a positive gap condition) this dynamics converges to it in polynomial time. Our analysis is based on an approximate decoupling phenomenon between the dynamics on different substructures of the network. This approach may be of general interest for the analysis of local algorithms on networks.
A key question in cooperative game theory is that of coalitional stability, usually captured by the notion of the emph{core}--the set of outcomes such that no subgroup of players has an incentive to deviate. However, some coalitional games have empty cores, and any outcome in such a game is unstable. In this paper, we investigate the possibility of stabilizing a coalitional game by using external payments. We consider a scenario where an external party, which is interested in having the players work together, offers a supplemental payment to the grand coalition (or, more generally, a particular coalition structure). This payment is conditional on players not deviating from their coalition(s). The sum of this payment plus the actual gains of the coalition(s) may then be divided among the agents so as to promote stability. We define the emph{cost of stability (CoS)} as the minimal external payment that stabilizes the game. We provide general bounds on the cost of stability in several classes of games, and explore its algorithmic properties. To develop a better intuition for the concepts we introduce, we provide a detailed algorithmic study of the cost of stability in weighted voting games, a simple but expressive class of games which can model decision-making in political bodies, and cooperation in multiagent settings. Finally, we extend our model and results to games with coalition structures.
There has been much work on exhibiting mechanisms that implement various bargaining solutions, in particular, the Kalai-Smorodinsky solution cite{moulin1984implementing} and the Nash Bargaining solution. Another well-known and axiomatically well-studied solution is the lexicographic maxmin solution. However, there is no mechanism known for its implementation. To fill this gap, we construct a mechanism that implements the lexicographic maxmin solution as the unique subgame perfect equilibrium outcome in the n-player setting. As is standard in the literature on implementation of bargaining solutions, we use the assumption that any player can grab the entire surplus. Our mechanism consists of a binary game tree, with each node corresponding to a subgame where the players are allowed to choose between two outcomes. We characterize novel combinatorial properties of the lexicographic maxmin solution which are crucial to the design of our mechanism.