We study the impact of combinatorial structure in congestion games on the complexity of computing pure Nash equilibria and the convergence time of best response sequences. In particular, we investigate which properties of the strategy spaces of individual players ensure a polynomial convergence time. We show that if the strategy space of each player consists of the bases of a matroid over the set of resources, then the lengths of all best response sequences are polynomially bounded in the number of players and resources. We also prove that this result is tight, that is, the matroid property is a necessary and sufficient condition on the players' strategy spaces for guaranteeing polynomial-time convergence to a Nash equilibrium. In addition, we present an approach that enables us to devise hardness proofs for various kinds of combinatorial games, including first results about the hardness of market sharing games and congestion games for overlay network design. Our approach also yields a short proof for the PLS-completeness of network congestion games. In particular, we show that network congestion games are PLS-complete for directed and undirected networks even in case of linear latency functions.
2-Opt is probably the most basic local search heuristic for the TSP. This heuristic achieves amazingly good results on "real world" Euclidean instances both with respect to running time and approximation ratio. There are numerous experimental studies on the performance of 2-Opt. However, the theoretical knowledge about this heuristic is still very limited. Not even its worst case running time on 2-dimensional Euclidean instances was known so far. We clarify this issue by presenting, for every p ∈ N, a family of L p instances on which 2-Opt can take an exponential number of steps. Previous probabilistic analyses were restricted to instances in which n points are placed uniformly at random in the unit square [0, 1] 2 , where it was shown that the expected number of steps is bounded byÕ(n 10) for Euclidean instances. We consider a more advanced model of probabilistic instances in which the points can be placed independently according to general distributions on [0, 1] d , for an arbitrary d ≥ 2. In particular, we allow different distributions for different points. We study the expected number of local improvements in terms of the number n of points and the maximal density φ of the probability distributions. We show an upper bound on the expected length of any 2-Opt improvement path ofÕ(n 4+1/3 • φ 8/3
Unlike standard congestion games, weighted congestion games and congestion games with player-specific delay functions do not necessarily possess pure Nash equilibria. It is known, however, that there exist pure equilibria for both of these variants in the case of singleton congestion games, i.e., if the players' strategy spaces contain only sets of cardinality one. In this paper, we investigate how far such a property on the players' strategy spaces guaranteeing the existence of pure equilibria can be extended. We show that both weighted and player-specific congestion games admit pure equilibria in the case of matroid congestion games, i.e., if the strategy space of each player consists of the bases of a matroid on the set of resources. We also show that the matroid property is the maximal property that guarantees pure equilibria without taking into account how the strategy spaces of different players are interweaved. Additionally, our analysis of player-specific matroid congestion games yields a polynomial time algorithm for computing pure equilibria. We also address questions related to the convergence time of such games. For player-specific matroid congestion games, in which the best response dynamics may cycle, we show that from every state there exists a short sequences of better responses to an equilibrium. For weighted matroid congestion games, we present a superpolynomial lower bound on the convergence time of the best response dynamics showing that players do not even converge in pseudopolynomial time
The k-means method is one of the most widely used clustering algorithms, drawing its popularity from its speed in practice. Recently, however, it was shown to have exponential worst-case running time. In order to close the gap between practical performance and theoretical analysis, the k-means method has been studied in the model of smoothed analysis. But even the smoothed analyses so far are unsatisfactory as the bounds are still super-polynomial in the number n of data points.In this paper, we settle the smoothed running time of the k-means method. We show that the smoothed number of iterations is bounded by a polynomial in n and 1/σ, where σ is the standard deviation of the Gaussian perturbations. This means that if an arbitrary input data set is randomly perturbed, then the k-means method will run in expected polynomial time on that input set. * Supported by a fellowship within the Postdoc-Program of the German Academic Exchange Service (DAAD).
The k -means method is one of the most widely used clustering algorithms, drawing its popularity from its speed in practice. Recently, however, it was shown to have exponential worst-case running time. In order to close the gap between practical performance and theoretical analysis, the k -means method has been studied in the model of smoothed analysis. But even the smoothed analyses so far are unsatisfactory as the bounds are still super-polynomial in the number n of data points. In this article, we settle the smoothed running time of the k -means method. We show that the smoothed number of iterations is bounded by a polynomial in n and 1/ σ , where σ is the standard deviation of the Gaussian perturbations. This means that if an arbitrary input data set is randomly perturbed, then the k -means method will run in expected polynomial time on that input set.
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