Hedonic Games with Graph-Restricted Communication

Hedonic Games with Graph-Restricted Communication

Hedonic Games with Graph-restricted Communication Ayumi Igarashi Edith Elkind University of Oxford University of Oxford Oxford, United Kingdom Oxford, United Kingdom [email protected] [email protected] ABSTRACT diaries. Such restrictions on communication structure can be nat- We study hedonic coalition formation games in which cooperation urally described by undirected graphs, by identifying agents with among the players is restricted by a graph structure: a subset of nodes, communication links with edges, and feasible coalitions players can form a coalition if and only if they are connected in the with connected subgraphs. In the context of cooperative transfer- given graph. We investigate the complexity of finding stable out- able utility games this model was proposed in the seminal paper of comes in such games, for several notions of stability. In particular, Myerson [19], and has received a considerable amount of attention we provide an efficient algorithm that finds an individually stable since then. In contrast, very little is known about hedonic games partition for an arbitrary hedonic game on an acyclic graph. We also with graph-restricted communication, though some existing results introduce a new stability concept—in-neighbor stability—which is for general non-transferable utility games have implications for this tailored for our setting. We show that the problem of finding an in- setting. In particular, the famous result of Demange [9] concerning neighbor stable outcome admits a polynomial-time algorithm if the stability in cooperative games on trees extends to non-transferable underlying graph is a path, but is NP-hard for arbitrary trees even utility games, and implies that every hedonic game whose com- for additively separable hedonic games; for symmetric additively munication structure is acyclic admits a core stable partition (we separable games we obtain a PLS-hardness result. discuss this result in more detail in Section 5). However, no at- tempt has been made to obtain similar results for other hedonic games solution concepts, or to explore algorithmic implications of General Terms constraints on the communication structure (such as acyclicity or Algorithms, Economics, Theory having a small number of connected subgraphs) for computing the core and other solutions. The goal of this paper is to make the first Keywords step towards filling this gap. Hedonic games, coalition formation, communication structure, trees Our contribution Inspired by Demange’s work, we focus on he- donic games on acyclic graphs. We consider several well-studied 1. INTRODUCTION notions of stability for hedonic games, such as individual stabil- ity, Nash stability, core stability and strict core stability (see Sec- In human and multiagent societies, agents often need to form coali- tion 2 for definitions), and ask two questions: (1) does acyclicity tions in order to achieve their goals. The coalition formation pro- of the communication structure guarantee the existence of a stable cess is guided by agents’ beliefs about the performance of each po- outcome? (2) does it lead to an efficient algorithm for comput- tential coalition. Many important aspects of coalition formation can ing a stable outcome, and if not, are there additional constraints be studied using the formalism of hedonic games [3, 6]. In these on the communication structure that can be used to obtain such games, each agent has preferences over all coalitions that she can as algorithm? We remark that, in general, to represent the prefer- be a part of, and an outcome is a partition of agents into coalitions. ences of a player in an n-player hedonic game, we need to specify An important consideration in this context is coalitional stability: 2n−1(2n−1 − 1)=2 values, which may be problematic if we are in- an outcome should be resistant to individual/group deviations, with terested in algorithms whose running time is polynomial in n. We different types of deviations giving rise to different notions of sta- consider two approaches to circumvent this difficulty: (a) working bility (such as core stability, individual stability, Nash stability, etc.; in the oracle model, where an algorithm may submit a query of the see the recent survey of Aziz and Savani [2] for an overview). form (i; X; Y ) where X and Y are two coalitions that both contain The standard model of hedonic games does not impose any re- i, and learn in unit time whether i prefers X to Y , Y to X or is strictions on which coalitions may form. However, in reality we indifferent between them; (b) considering specific succinct repre- often encounter constraints on coalition formation. Consider, for sentations of hedonic games, such as additively separable hedonic instance, an international network of natural gas pipelines. It seems games [6], which can be described using n(n − 1) numbers. unlikely that two cities disconnected in the network would be able We observe that Demange’s algorithm for the core runs in time to coordinate a trading agreement without any help from interme- that is polynomial in the number of connected subtrees of the un- derlying graph G (in the oracle model), and use similar ideas to ob- Appears in: Proceedings of the 15th International Conference on Au- tain an algorithm for finding an outcome that is both core stable and tonomous Agents and Multiagent Systems (AAMAS 2016), individually stable as well as an algorithm for finding a Nash stable J. Thangarajah, K. Tuyls, C. Jonker, S. Marsella (eds.), outcome (if it exists). The running time of these algorithms can May 9–13, 2016, Singapore. Copyright c 2016, International Foundation for Autonomous Agents and be bounded in the same way; in particular, they run in polynomial Multiagent Systems (www.ifaamas.org). All rights reserved. time when G is a path. However, we show that when G is a star, 242 finding a core stable, strictly core stable or Nash stable outcome if X i Y , but Y 6i X. Similarly, let ∼i denote the indifference is NP-hard, even if we restrict ourselves to very simple subclasses relation induced by i, i.e., X ∼i Y if X i Y and Y i X. of additively separable hedonic games. For symmetric additively An important subclass of hedonic games is additively separa- separable hedonic games, we show that the PLS-hardness result for ble games. These games model situations where each player has a Nash stability [13] holds even if G is a star. specific value for every other player, and ranks coalitions accord- In contrast, acyclicity turns out to be sufficient for individual sta- ing to the total value of their members [6]. Formally, a preference bility: we show that every hedonic game on an acyclic graph admits profile (i)i2N is said to be additively separable if there exists a an individually stable partition, and, moreover, such a partition can utility matrix U : N × N ! R such that for each i 2 N and P be computed in time polynomial in the number of players (in the each X; Y 2 Ni we have X i Y if and only if j2X U(i; j) ≥ oracle model). We believe that this result is remarkable, since in P j2Y U(i; j) [6]. Without loss of generality, we will assume that the absence of communication constraints finding an individually U(i; i) = 0 for each i 2 N. An additively separable preference stable outcome is hard even for (symmetric) additively separable is said to be symmetric if the utility matrix U : N × N ! R hedonic games [22, 13], and finding a Nash stable outcome in such is symmetric, i.e., U(i; j) = U(j; i) for all i; j 2 N. Dim- games remains hard even for games on stars (Section 6). itrov et al. [10] studied a subclass of additively separable prefer- Another contribution of our paper is a new stability concept that ences, which they called enemy-oriented preferences. Under these is tailored specifically to hedonic games on graphs, and captures preferences each player considers every other player to be either a the intuition that, to join a group, a player should be approved by friend or an enemy, and has strong aversion towards her enemies: the members of the group who know him. The resulting solution U(i; j) 2 f1; −|Njg for each i; j 2 N with i 6= j. concept, which we call in-neighbor stability, lies between Nash sta- An outcome of a hedonic game is a partition of players into dis- bility and individual stability. However, we show that from the al- joint coalitions. Given a partition π of N and a player i 2 N, gorithmic perspective it behaves similarly to Nash stability; in par- let π(i) denote the unique coalition in π that contains i. The first ticular, finding an in-neighbor stable outcome is NP-hard for addi- stability concept we will introduce is individual rationality, which tively separable hedonic games on stars and PLS-hard for symmet- is often considered to be a minimum requirement that solutions ric additively separable hedonic games on stars. Our computational should satisfy. A partition π of N is said to be individually ra- complexity results are summarized in Table 1. tional if all players weakly prefer their own coalitions to staying Related work Sung and Dimitrov [22] were the first to consider alone, i.e., π(i) i fig for all i 2 N. complexity issues in additively separable hedonic games (ASHGs); The core is one of the most studied solution concepts in hedonic they prove that it is NP-hard to determine if a game admits a core games [11, 3, 6]. A coalition X ⊆ N strongly blocks a partition π stable, strict core stable, individually stable, or Nash sable outcome of N if X i π(i) for all i 2 X; it weakly blocks π if X i π(i) (see also [20]).

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    9 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us