Friedrich, Tobias; Gawendowicz, Hans; Lenzner, Pascal; Melnichenko, Anna Social Distancing Network CreationAlgorithmica 2023
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. (in: PODC 2003, pp 347–351, 2003. https://doi.org/10.1145/872035.872088), where agents aim at being as central as possible in the created network. We look at two variants of network creation governed by social distancing. Firstly, a variant without connection restrictions, where we characterize optimal and equilibrium networks, and derive asymptotically tight bounds on the Price of Anarchy and Price of Stability. The second variant allows connection restrictions. 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 under social distancing the agents’ selfishness has a strong impact on the quality of the equilibria.
Friedrich, Tobias; Lenzner, Pascal; Molitor, Louise; Seifert, Lars Single-Peaked Jump Schelling GamesInternational Symposium on Algorithmic Game Theory (SAGT) 2023
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.
Krogmann, Simon; Lenzner, Pascal; Skopalik, Alexander Strategic Facility Location with Clients that Minimize Total Waiting TimeConference on Artificial Intelligence (AAAI) 2023: 5714–5721
We study a non-cooperative two-sided facility location game in which facilities and clients behave strategically. This is in contrast to many other facility location games in which clients simply visit their closest facility. Facility agents select a location on a graph to open a facility to attract as much purchasing power as possible, while client agents choose which facilities to patronize by strategically distributing their purchasing power in order to minimize their total waiting time. Here, the waiting time of a facility depends on its received total purchasing power. We show that our client stage is an atomic splittable congestion game, which implies existence, uniqueness and efficient computation of a client equilibrium. Therefore, facility agents can efficiently predict client behavior and make strategic decisions accordingly. Despite that, we prove that subgame perfect equilibria do not exist in all instances of this game and that their existence is NP-hard to decide. On the positive side, we provide a simple and efficient algorithm to compute 3-approximate subgame perfect equilibria.
Cseh, Ágnes; Führlich, Pascal; Lenzner, Pascal The Swiss GambitAutonomous Agents and Multi-Agent Systems (AAMAS) 2023
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.
Bertschinger, Nils; Hoefer, Martin; Krogmann, Simon; Lenzner, Pascal; Schuldenzucker, Steffen; Wilhelmi, Lisa Equilibria and Convergence in Fire Sale GamesAutonomous Agents and Multiagent Systems (AAMAS) 2023: 215–223
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.
Friedrich, Tobias; Lenzner, Pascal; Molitor, Louise; Seifert, Lars Single-Peaked Jump Schelling GamesAutonomous Agents and Multiagent Systems (AAMAS) 2023: 2899–2901
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.
Khomutovskiy, Ivan; Dunker, Rebekka; Dierking, Jessica; Egbert, Julian; Helms, Christian; Schöllkopf, Finn; Casel, Katrin; Fischbeck, Philipp; Friedrich, Tobias; Isaac, Davis; Krogmann, Simon; Lenzner, Pascal Applying Skeletons to Speed Up the Arc-Flags Routing AlgorithmSIAM Symposium on Algorithm Engineering and Experiments (ALENEX) 2023: 110–122
The Single-Source Shortest Path problem is classically solved by applying Dijkstra's algorithm. However, the plain version of this algorithm is far too slow for real-world applications such as routing in large road networks. To amend this, many speed-up techniques have been developed that build on the idea of computing auxiliary data in a preprocessing phase, that is used to speed up the queries. One well-known example is the Arc-Flags algorithm that is based on the idea of precomputing edge flags to make the search more goal-directed. To explain the strong practical performance of such speed-up techniques, several graph parameters have been introduced. The skeleton dimension is one such parameter that has already been used to derive runtime bounds for some speed-up techniques. Moreover, it was experimentally shown to be low in real-world road networks. We introduce a method to incorporate skeletons, the underlying structure behind the skeleton dimension, to improve routing speed-up techniques even further. As a proof of concept, we develop new algorithms called SKARF and SKARF+ that combine skeletons with Arc-Flags, and demonstrate via extensive experiments on large real-world road networks that SKARF+ yields a significant reduction of the search space and the query time of about 30% to 40% over Arc-Flags. We also prove theoretical bounds on the query time of SKARF, which is the first time an Arc-Flags variant has been analyzed in terms of skeleton dimension.
Bilò, Davide; Cohen, Sarel; Friedrich, Tobias; Gawendowicz, Hans; Klodt, Nicolas; Lenzner, Pascal; Skretas, George Temporal Network Creation GamesInternational Joint Conference on Artificial Intelligence (IJCAI) 2023: 2511–2519
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.
Bilò, Davide; Bilò, Vittorio; Döring, Michelle; Lenzner, Pascal; Molitor, Louise; Schmidt, Jonas Schelling Games with Continuous TypesInternational Joint Conference on Artificial Intelligence (IJCAI) 2023: 2520–2527
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.
Gadea Harder, Jonathan; Krogmann, Simon; Lenzner, Pascal; Skopalik, Alexander Strategic Resource Selection with Homophilic AgentsInternational Joint Conference on Artificial Intelligence (IJCAI) 2023: 2701–2709
The strategic selection of resources by selfish agents is a classic research direction, with Resource Selection Games and Congestion Games as prominent examples. In these games, agents select available resources and their utility then depends on the number of agents using the same resources. This implies that there is no distinction between the agents, i.e., they are anonymous. We depart from this very general setting by proposing Resource Selection Games with heterogeneous agents that strive for joint resource usage with similar agents. So, instead of the number of other users of a given resource, our model considers agents with different types and the decisive feature is the fraction of same-type agents among the users. More precisely, similarly to Schelling Games, there is a tolerance threshold \(\tau \in [0,1]\) which specifies the agents' desired minimum fraction of same-type agents on a resource. Agents strive to select resources where at least a \(\tau\)-fraction of those resources' users have the same type as themselves. For \(\tau=1\), our model generalizes Hedonic Diversity Games with a peak at \(1\). For our general model, we consider the existence and quality of equilibria and the complexity of maximizing social welfare. Additionally, we consider a bounded rationality model, where agents can only estimate the utility of a resource, since they only know the fraction of same-type agents on a given resource, but not the exact numbers. Thus, they cannot know the impact a strategy change would have on a target resource. Interestingly, we show that this type of bounded rationality yields favorable game-theoretic properties and specific equilibria closely approximate equilibria of the full knowledge setting.
Friedrich, Tobias; Gawendowicz, Hans; Lenzner, Pascal; Zahn, Arthur The Impact of Cooperation in Bilateral Network CreationACM Symposium on Principles of Distributed Computing (PODC) 2023
Many real-world networks, like the Internet or social networks, are not the result of central design but instead the outcome of the interaction of local agents that selfishly optimize their individual utility. The well-known Network Creation Game by Fabrikant, Luthra, Maneva, Papadimitriou, and Shenker [PODC 2003] models this. There, agents corresponding to network nodes buy incident edges towards other agents for a price of \(\alpha > 0\) 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 establish and 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 this cooperative version has a significantly higher Price of Anarchy compared to the unilateral version. On the first glance this is counter-intuitive, since cooperation should help to avoid socially bad states. However, in the bilateral version only a very restrictive form of cooperation is considered. We investigate this trade-off between the amount of cooperation and the Price of Anarchy by analyzing the bilateral version with respect to 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. As a first step in this direction, we focus on tree networks and present a collection of asymptotically tight bounds on the Price of Anarchy that precisely map the impact of cooperation. Most strikingly, we find that weak forms of cooperation already yield a significantly improved Price of Anarchy. In particular, the cooperation of coalitions of size 3 is enough to achieve constant bounds. Moreover, for general networks we show that enhanced cooperation yields close to optimal networks for a wide range of edge prices. Along the way, we disprove an old conjecture by Corbo and Parkes [PODC 2005].