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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Utility-Sharing Games: How to Improve the Eficiency with Limited Subsidies (short paper)</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vittorio Bilò</string-name>
          <email>vittorio.bilo@unisalento.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lucaleonardo Bove</string-name>
          <email>lucaleonardo.bove@unisalento.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cosimo Vinci</string-name>
          <email>cosimo.vinci@unisalento.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CAMPI Lab - Centre of Mathematics and Physics for Industry</institution>
          ,
          <addr-line>Lecce</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dipartimento di Ingegneria dell'Innovazione, Università del Salento</institution>
          ,
          <addr-line>Lecce</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Dipartimento di Matematica e Fisica “Ennio De Giorgi”, Università del Salento</institution>
          ,
          <addr-line>Lecce</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We consider the problem of improving the eficiency of utility-sharing games, by resorting to a limited amount of subsidies. Utility-sharing games model scenarios in which strategic and self-interested players interact with each other by selecting resources. Each resource produces a utility that depends on the number of players selecting it, and each of these players receives an equal share of this utility. As the players' selfish behavior may lead to pure Nash equilibria whose total utility is sub-optimal, previous work has resorted to subsidies, incentivizing the use of some resources, to contrast this phenomenon. In this work, we focus on the case in which the budget used to provide subsidies is bounded. We consider a class of mechanisms, called  -subsidy mechanisms, that allocate the budget in such a way that each player's payof is re-scaled up to a factor  ≥ 1. We design a specific sub-class of  -subsidy mechanisms, that can be implemented eficiently and distributedly by each resource, and evaluate their eficiency by providing upper bounds on their price of anarchy. These bounds are parametrized by both  and the underlying utility functions and are shown to be best-possible for  -subsidy mechanisms. Finally, we apply our results to the particular case of monomial utility functions of degree  ∈ (0, 1), and derive bounds on the price of anarchy that are parametrized by  and  .</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Utility Games</kwd>
        <kwd>Resource Allocation</kwd>
        <kwd>Subsidy Mechanisms</kwd>
        <kwd>Pure Nash Equilibrium</kwd>
        <kwd>Price of Anarchy</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In several real-life contexts arising from economics, operation research and computer science,
we face the necessity of allocating a set of utility-producing resources to agents, in such a way
that the total utility is maximized. For example, we could consider a scenario, connected with
management engineering, in which each resource models a project or a task to be completed,
and each agent is an employee of a company, or a server in a content delivery network, that
can be assigned to one of the tasks. It is reasonable to assume that, the more the number of
employees assigned to a task, the more the quality of the completed task (or the lower the
completion time, or the higher the probability that the task will be correctly completed). Indeed,
the employees assigned to the same task can work in team, and it is expected that the resulting
quality improves as the working team includes new members.</p>
      <p>When completed, each task generates a profit (i.e., a utility) that is proportional to the
resulting quality, and this profit (or a percentage of it) is equally shared among the employees
who contributed to the task. As the number of employees and tasks could be very high, the
presence of a centralized coordinator imposing all the assignments might be impracticable.
Therefore, a decentralized implementation of the system, where each worker autonomously
decides which task she wants to contribute to, is a more reasonable choice. To describe the
efects of decentralization, we consider a game representation of the system in which each
worker acts as a player who aims at maximizing the fraction of the profit that she receives (i.e.,
her payof). This creates an interplay of strategic behavior, in which players compete with each
other by selecting the tasks (i.e., the resources) that maximize their payof. This may lead to
suboptimal outcomes, in which the total utility is lower than the one achievable by a central
authority imposing an optimal assignment of players to resources.</p>
      <p>
        Algorithmic game theory [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] ofers several tools to describe how the strategic choices of the
players may afect the total utility achieved by all resources. First, the notion of pure Nash
equilibrium [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], that is an outcome in which no player can increase her payof by unilaterraly
deviating to another strategic choice, is used to model stable solutions arising from selfish behavior.
Then, the Price of Anarchy [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], which compares the total utility of any pure Nash equilibrium
against the optimal total utility achievable in a centralized and coordinated environment, is
adopted to quantify the lack of cooperation and coordination.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Our Contribution</title>
      <p>
        Given the dificulties in coordinating the players’ strategic behavior, a reasonable approach to
convey them toward better pure Nash equilibria is that of providing subsidies encouraging the
use of certain resources. Several works [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref5 ref6 ref7 ref8 ref9">5, 6, 7, 8, 9, 10, 11, 12</xref>
        ] showed the efectiveness of this
idea, by designing ad-hoc subsidy allocation mechanisms that are able to improve the price of
anarchy. The amount of subsidies that these mechanisms require, however, can be very high,
thus limiting their applicability to most real-life contexts, where budgets are usually severely
constrained.
      </p>
      <p>
        In this work, we show how to improve the eficiency of decentralized allocation systems,
when the total amount of subsidies available to each resource is somewhat constrained by the
total utility that can be generated by the resource itself. We model allocation systems as a class
of games, called utility-sharing games, which constitutes a subclass of the general framework
of monotone valid utility games defined in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], and is similar and/or equivalent to other game
classes studied in [
        <xref ref-type="bibr" rid="ref9">14, 15, 16, 17, 9, 18, 19</xref>
        ]. In utility-sharing games, we have a finite set of
players, a finite set of resources available to the players, and each resource is associated with
a certain utility function whose value is equally shared among the players selecting it. Each
player aims at maximizing her payof , given by the fraction of utility she receives.
      </p>
      <p>The main novelty of this work is the design and the analysis of  -subsidy mechanisms ( -SMs),
a new class of subsidy allocation mechanisms that, parametrized by a value  ≥ 1, allocate to
resource, so that the players’ payofs can be re-scaled up by a multiplicative factor  .
each resource an amount of subsidies that is at most  − 1 times the utility produced by the</p>
      <sec id="sec-2-1">
        <title>2.1. Eficiency of  -SMs for General Utility Functions</title>
        <p>We provide tight bounds on the price of anarchy guaranteed by  -SMs for several classes of
utility-sharing games. In particular, the obtained results hold for payof-regular functions, which
are very general payof functions whose related utility functions satisfy some weak regularity
properties (e.g., monotonicity and concavity).
 ∈ N and a payof-regular function  , let</p>
        <p>To improve the eficiency of utility-sharing games with payof-regular functions, we consider
a sub-class of  -SMs, called optimal-congestion-based  -SMs, that can be computed and executed
in polynomial time. In particular, an optimal-congestion-based  -SM Π ( * ) assigns to each
resource  a subsidy that depends on the congestion of  under a given optimal strategy prolfie
 * and the strategy profile played in the game. In the following theorem, we provide upper
bounds on the resulting price of anarchy that depend on  , the number of players , and the
class of utility functions of the game. We first give some preliminary notations. Given  ≥ 1,
 , ( ) :=</p>
        <p>sup
,∈N≥ 0:≥ ≥ ≥ 0,&gt;0
  () − 
︂(
1</p>
        <p>︂)
 () ( ())− 1;
  () := sup∈N  , ().
furthermore, given a class of payof-regular functions , let  , () := sup∈  , ( ) and
we have that PoA(SG, Π ( * )) ≤ 
+  , () ≤</p>
        <p>+   ().
1
1
Theorem 1. Let  be a class of payof-regular functions. Given a game SG with at most  ≥ 2
players and payof functions in , and given an optimal-congestion-based  -SM Π ( * ) for SG,</p>
        <p>We also show that optimal-congestion-based mechanisms achieve the best-possible
performances within the general class of  -SMs, that is, no  -SM can further lower our bounds on
the price of anarchy.</p>
        <p>Theorem 2. Let  be a class of payof-regular functions. For any  &gt;
exists a utility-sharing game SG with at most  players and payof functions in
0 and  ∈ N≥ 2, there
 such that, for
any  -SM Π for SG, the price of anarchy of SG under Π is higher than 1/ +  , () −  .</p>
        <p>Finally, the following corollary of Theorem 1 and Theorem 2 provides a tight bound on the
price of anarchy that depends on the number of players only, under mild assumptions on the
considered utility functions.</p>
        <p>︂(</p>
        <p>1 )︂
Corollary 1. Let SG be a utility-sharing game with at most  ≥
regular functions. For any optimal-congestion-based  -SM Π ( * ) for SG, we have that
2 players and
payofPoA(SG, Π ( * )) ≤ 1 + 1

1</p>
        <p>−  ≤ 1 + 1 . Furthermore, no  -SM can achieve, for general
payof-regular functions, a better price of anarchy.
1.8
1.6
1.2
A
o</p>
        <p>1, the price of anarchy under optimal-based-congestion
 -SMs for games when the underlying utility functions are not specified (Corollaries 1), while the blue
line represents the price of anarchy of games whose utility functions are monomials of degree 1/2 (a
case of Theorem 3).</p>
        <p>
          We have that, for any utility-sharing game and suficiently large
 ≥
1, all pure Nash
equilibria induced by optimal-congestion-based  -SMs maximize the total utility. Thus, our
approach guarantees the same performance of the subsidy allocation mechanisms studied in [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ],
that, diferently from ours, may fail under some budget limitations. Furthermore, for 
= 1, we
re-obtain the tight bounds on the price of anarchy for utility-sharing games without subsidies,
already shown in [
          <xref ref-type="bibr" rid="ref9">9, 18</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. The Case of Monomial Utility Functions</title>
        <p>
          As a case study, we apply our general results to the specific case of utility functions representable
as monomials of fixed degree  ∈ [
          <xref ref-type="bibr" rid="ref1">0, 1</xref>
          ].
have PoA(SG, Π ( * )) ≤
achieve, in general, a better price of anarchy.
        </p>
        <p>1
− 

Theorem 3. . Given  ∈ (0, 1), a utility-sharing game SG with utility functions of type
() =  ·  for some  &gt; 0 and an optimal-congestion-based  -SM Π ( * ) for SG, we
+ , with  = min {︁( ) 1− 1  , 1}︁ . Furthermore, no  -SM can</p>
        <p>As an example, we consider the case of  = 12 . By Theorem 3, we have that the price of
anarchy under optimal-congestion-based  -SMs of games SG with monomial utility functions
of type () =  · 1/2 is equal to  2+4 for  &lt;
4
2, and equal to 1 for  ≥
2. In Figure 1, we
functions.
see how the price of anarchy varies over  ≥ 1, and we compare it with the case of general</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Further Related Work</title>
      <p>An extended version of the results presented in this work appeared in [20].</p>
      <p>
        The first general game-theoretic model for decentralized resource allocation systems with
payof-maximizing players is that of monotone valid utility games [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], where the payof
functions satisfy some mild assumptions, such as monotonicity and submodularity w.r.t. the
selected resources. In this seminal paper, a tight bound of 2 on the price of anarchy of monotone
valid utility games is provided. Subsequently, several (sub)classes of monotone valid utility
games have been introduced and studied. A work that is strictly close to ours is [18], which
studies the price of anarchy of (an equivalent model of) utility-sharing games, and provided
tight bounds that are parametrized by the number of players and the considered utility functions;
tight bounds on the price of anarchy for more general settings in which the set of available
resources is player-specific is also provided. Papers [
        <xref ref-type="bibr" rid="ref9">15, 9</xref>
        ] model strategic project selection as
specific instantiations of monotone valid utility games, and provide more specific bounds on
the price of anarchy and other eficiency metrics (such as the price of stability [ 21]). In [17, 19],
the eficiency of specific monotone valid utility games where, diferently from our model of
utility-sharing games the sharing rules do not necessarily split each resource utility in an equal
way among the players selecting it, has been considered.
      </p>
      <p>
        The problem of determining mechanisms improving the price of anarchy in utility-sharing
games (so as for their variants and/or generalizations) has been widely considered in the
literature. In [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], it is shown how to assign a credit (i.e., a subsidy) to each project, so as to
guarantee that any pure Nash equilibrium is an optimal strategy profile. A considerable amount
of work [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref6 ref7 ref8">6, 7, 8, 10, 11, 12</xref>
        ] shows how to modify the payofs of the players participating in
utility-sharing games (e.g., via subsidies), with the purpose of improving the eficiency of pure
Nash equilibria; in particular, tight bounds on the resulting price of anarchy, that depend on the
considered class of utility functions, are provided.
      </p>
      <p>
        Utility-sharing games are strictly related to the cost-minimization game-theoretic model
of congestion games [22, 23]. Congestion games are resource selection games with a finite set
of cost-minimizing players and a finite set of resources, where each player selects a subset
of resources (among a finite collection that is player-specific), and the cost of each selected
resource is a function of the number of players selecting it. The problem of measuring the
price of anarchy of congestion games has been a hot-topic in algorithm game theory in the
last two decades [24, 25, 26, 27], and several works have provided upper and lower bounds
depending on the considered cost-functions [28, 29, 30, 31, 32, 33, 34, 35] or the structure of
the players’ strategies [36, 29, 37, 31, 38, 39, 40, 33, 41]. Furthermore, several works have
also focused on the design and analysis of mechanisms to improve the price of anarchy, e.g.,
taxation mechanisms [
        <xref ref-type="bibr" rid="ref8">42, 43, 44, 8, 45, 46, 47</xref>
        ], Stackelberg strategies [48, 33, 49, 50],
coordinationmechanisms [51, 52, 53] and cost-sharing mechanisms [51, 54, 55].
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Future Works</title>
      <p>Our work leaves several research directions on the problem of improving the eficiency in utility
sharing games via limited subsidies.</p>
      <p>First of all, our subsidy mechanisms dynamically depend on the actual congestion of each
resource. Thus, it would be interesting to show how the eficiency can be improved if subsidies
do not depend on the current game configuration. Another research direction could be that
of finding subsidy (or taxing) mechanisms with limited budget for more general variants of
utility-sharing games, where players can also be cost-minimizers (as in congestion games [23])
and/or have diferent weights and/or can select diferent subsets of resources). Finally, still with
the aim of improving the eficiency of the considered games, it would be also interesting to
consider other mechanisms than subsidy disbursements (e.g., Stackelberg strategies [49]).
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