In the usual models of cooperative game theory, the outcome of a coalition formation process is either the grand coalition or a coalition structure that consists of disjoint coalitions. However, in many domains where coalitions are associated with tasks, an agent may be involved in executing more than one task, and thus may distribute his resources among several coalitions. To tackle such scenarios, we introduce a model for cooperative games with overlapping coalitions-or overlapping coalition formation (OCF) games. We then explore the issue of stability in this setting. In particular, we introduce a notion of the core, which generalizes the corresponding notion in the traditional (non-overlapping) scenario. Then, under some quite general conditions, we characterize the elements of the core, and show that any element of the core maximizes the social welfare. We also introduce a concept of balancedness for overlapping coalitional games, and use it to characterize coalition structures that can be extended to elements of the core. Finally, we generalize the notion of convexity to our setting, and show that under some natural assumptions convex games have a non-empty core. Moreover, we introduce two alternative notions of stability in OCF that allow a wider range of deviations, and explore the relationships among the corresponding definitions of the core, as well as the classic (non-overlapping) core and the Aubin core. We illustrate the general properties of the three cores, and also study them from a computational perspective, thus obtaining additional insights into their fundamental structure.
We give the analysis of the computational complexity of coalition structure generation over graphs. Given an undirected graph G = (N,E) and a valuation function v : P(N) \to R over the subsets of nodes, the problem is to find a partition of N into connected subsets, that maximises the sum of the components values. This problem is generally NP-complete; in particular, it is hard for a defined class of valuation functions which are independent of disconnected members - that is, two nodes have no effect on each other's marginal contribution to their vertex separator. Nonetheless, for all such functions we provide bounds on the complexity of coalition structure generation over general and minor-free graphs. Our proof is constructive and yields algorithms for solving corresponding instances of the problem. Furthermore, we derive linear time bounds for graphs of bounded treewidth. However, as we show, the problem remains NP-complete for planar graphs, and hence, for any K_k minor free graphs where k \geq 5. Moreover, a 3-SAT problem with m clauses can be represented by a coalition structure generation problem over a planar graph with O(m^2) nodes. Importantly, our hardness result holds for a particular subclass of valuation functions, termed edge sum, where the value of each subset of nodes is simply determined by the sum of given weights of the edges in the induced subgraph.Comment: arXiv admin note: text overlap with arXiv:1102.174
Abstract. We study the existence of pure strategy Nash equilibria (PSNE) in integer-splittable weighted congestion games (ISWCGs), where agents can strategically assign different amounts of demand to different resources, but must distribute this demand in fixed-size parts. Such scenarios arise in a wide range of application domains, including job scheduling and network routing, where agents have to allocate multiple tasks and can assign a number of tasks to a particular selected resource. Specifically, in an ISWCG, an agent has a certain total demand (aka weight) that it needs to satisfy, and can do so by requesting one or more integer units of each resource from an element of a given collection of feasible subsets.1 Each resource is associated with a unit-cost function of its level of congestion; as such, the cost to an agent for using a particular resource is the product of the resource unit-cost and the number of units the agent requests. While general ISWCGs do not admit PSNE (Rosenthal, 1973b), the restricted subclass of these games with linear unit-cost functions has been shown to possess a potential function (Meyers, 2006), and hence, PSNE. However, the linearity of costs may not be necessary for the existence of equilibria in pure strategies. Thus, in this paper we prove that PSNE always exist for a larger class of convex and monotonically increasing unit-costs. On the other hand, our result is accompanied by a limiting asumption on the structure of agents' strategy sets: specifically, each agent is associated with its set of accessible resources, and can distribute its demand across any subset of these resources. Importantly, we show that neither monotonicity nor convexity on its own guarantees this result. Moreover, we give a counterexample with monotone and semi-convex cost functions, thus distinguishing ISWCGs from the class of infinitely-splittable congestion games for which the conditions of monotonicity and semi-convexity have been shown to be sufficient for PSNE existence (Rosen, 1965). Furthermore, we demonstrate that the finite improvement path property (FIP) does not hold for convex increasing ISWCGs. Thus, in contrast to the case with linear costs, a potential function argument cannot be used to prove our result. Instead, we provide a procedure that converges to an equilibrium from an arbitrary initial strategy profile, and in doing so show that ISWCGs with convex increasing unit-cost functions are weakly acyclic.
Abstract. Congestion games-in which players strategically choose from a set of "resources" and derive utilities that depend on the congestion on each resourceare important in a wide range of applications. However, to date, such games have been constrained to use utility functions that are linear sums with respect to resources. To remove this restriction, this paper provides a significant generalisation to the case where a player's payoff can be given by any real-valued function over the set of possible congestion vectors. Under reasonable assumptions on the structure of player strategy spaces, we constructively prove the existence of a pure strategy equilibrium for the very wide class of these generalised games in which player utility functions are congestion-averse-i.e., monotonic, submodular and independent of irrelevant alternatives. Although, as we show, these games do not admit a generalised ordinal potential function (and hence-the finite improvement property), any such game does possess a Nash equilibrium in pure strategies. A polynomial time algorithm for computing such an equilibrium is presented.
We define a new class of games, congestion games with loaddependent failures (CGLFs), which generalizes the well-known class of congestion games, by incorporating the issue of resource failures into congestion games. In a CGLF, agents share a common set of resources, where each resource has a cost and a probability of failure. Each agent chooses a subset of the resources for the execution of his task, in order to maximize his own utility. The utility of an agent is the difference between his benefit from successful task completion and the sum of the costs over the resources he uses. CGLFs possess two novel features. It is the first model to incorporate failures into congestion settings, which results in a strict generalization of congestion games. In addition, it is the first model to consider load-dependent failures in such framework, where the failure probability of each resource depends on the number of agents selecting this resource. Although, as we show, CGLFs do not admit a potential function, and in general do not have a pure strategy Nash equilibrium, our main theorem proves the existence of a pure strategy Nash equilibrium in every CGLF with identical resources and nondecreasing cost functions.
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