<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Utility-Sharing Games: How to Improve the Eficiency with Limited Subsidies</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>In this work, 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 selfinterested 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 suboptimal, 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="ref1">1</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="ref2">2</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="ref3">3</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>
      <p>
        Our Contribution. 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 ref4 ref5 ref6 ref7 ref8 ref9">4, 5, 6, 7, 8, 9, 10, 11</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="ref12">12</xref>
        ], and is similar and/or equivalent to other game
classes studied in [
        <xref ref-type="bibr" rid="ref13 ref14 ref8">13, 14, 15, 16, 8, 17, 18</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
each resource an amount of subsidies that is at most  − 1 times the utility produced by the
resource, so that the players’ payofs can be re-scaled up by a multiplicative factor  .</p>
      <p>We provide tight bounds on the price of anarchy guaranteed by  -SMs for several classes of
utility-sharing games. In particular, we resort to a particular sub-class of  -SMs, called
optimalcongestion-based  -SMs, that can be computed and executed in polynomial time (Theorem 1),
and 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 (Theorem 2); we also provide simpler
bounds that depend on  and  only (Corollary 1).</p>
      <p>
        Conversely, we show that optimal-congestion-based mechanisms achieve best-possible
performances within the general class of  -SMs, that is, no  -SM can further lower our bounds
on the price of anarchy (Theorem 3, Corollaries 2 and 3). Finally, 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>
        ]
(Theorem 4).
      </p>
      <p>
        We point out that, for any utility-sharing game and suficiently large  ≥ 1, all pure Nash
equilibria induced by optimal-congestion-based  -SMs maximize the total utility (Remark 1).
Thus, our approach guarantees the same performance of the subsidy allocation mechanisms
studied in [
        <xref ref-type="bibr" rid="ref8">8</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 (Remark 2), already shown in [
        <xref ref-type="bibr" rid="ref8">8, 17</xref>
        ].
      </p>
      <p>
        Further Related Work. 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="ref12">12</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.
      </p>
      <p>
        A work that is strictly close to ours is [17], 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="ref14 ref8">14, 8</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 [19]). In [16, 18], 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="ref8">8</xref>
        ], it is shown how to assigns 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 ref5 ref6 ref7 ref9">5, 6, 7, 9, 10, 11</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 [20, 21]. 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. In particular, utility-sharing games
can be seen as the payof-maximization version of congestion games with symmetric players
[22, 23] (that is, all players can share all resources) and singleton strategies (that is, each player
can select exactly one resource). 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
costfunctions [28, 29, 30, 31, 32, 22, 33, 34] or the structure of the players’ strategies [35, 29, 36, 31,
37, 38, 39, 22, 23]. Furthermore, several works have also focused on the design and analysis
of mechanisms to improve the price of anarchy. The following classes of mechanisms have
been widely studied: taxation mechanisms [
        <xref ref-type="bibr" rid="ref7">40, 41, 42, 7, 43, 44, 45</xref>
        ], where each player, instead
of receiving a subsidy, is charged a tax; Stackelberg strategies [46, 22, 47, 48], in which a fraction
of the players can be controlled by a central authority; coordination-mechanisms [49, 50, 51],
where the order in which players are processed is decided by a local policy implemented on
each resource; cost-sharing mechanisms [49, 52, 53], that decide the rules to share the cost of
each resource among the players selecting it.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Model and Definitions</title>
      <p>Given an integer  ≥ 1, let [] := {1, 2, . . . , } denote the set of the first  positive integers.
Given an integer ℎ ≥ 0, N≥ ℎ denotes the set of natural numbers higher or equal to ℎ, and
N := N≥ 1 denotes the set of natural numbers.</p>
      <p>Utility-Sharing Games. A utility-sharing game is formally defined as a tuple SG =
(, , ()∈) where  = [] is a set of  players,  = {1, . . . , } is a set of 
resources and  : N≥ 0 → R≥ 0 is a non-negative (resource) utility function associated with each
resource  ∈ . We further assume that (i) (0) = 0, (ii) () &gt; 0 for some  ∈ N, and  is
(iii) non-decreasing and (iv) concave in N≥ 0; in particular, (i) holds since a resource without
players does not produce any utility, (ii) has been considered to avoid the presence of resources
that do not produce any utility, (iii) holds since the more the players, the higher the utility, and
(iv) holds since the contribution of a player who joins a resource decreases as the congestion of
that resource increases.</p>
      <p>
        A strategy profile (or assignment)  = ( )∈ is a configuration in which each player  has
selected resource  =   ∈ , and   denotes the strategy of player  in  . The congestion
( ) := |{ ∈  :   = }| of resource  in strategy profile  is the total amount of players
selecting  in  . Given a strategy profile  , the payof of player  is defined as ( ) :=
  (  ( ))/  ( ). Informally, we assume that the utility achieved on each resource is
equally shared among the players selecting it, and this fraction of utility determines the payof
of each player. The total utility function SUM( ) := ∑︀∈ (( )) is equal to the sum of
all resource utilities. We have that SUM( ) = ∑︀∈ (( )) = ∑︀∈ |{ ∈  :   =
}| ·  (  ( () )) = ∑︀∈ ( ), that is, the total utility can be seen as the sum of all payofs,
i.e., it is a social welfare function that is proportional to the overall satisfaction of all players.
Pure Nash Equilibria and Price of Anarchy. All players aim at maximizing their payofs,
regardless of the others. As a reasonable outcome of selfish behavior, we consider the notion of
pure Nash equilibrium [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Given a strategy profile  , a player  ∈  and a resource , let ( − , )
denote the strategy profile  ′ in which player  chooses resource  (that is,  ′ = ), and all other
players choose the same resource as in  (that is,  ℎ′ =  ℎ for any ℎ ∈  ∖{}). A strategy profile
 is a pure Nash equilibrium if, for any player  and resource  ∈ , we have ( ) ≥ ( − , ),
that is, no player improves her payof by deviating to another resource. Given a utility-sharing
game SG, let SP(SG) denote the set of strategy profiles of SG, and PNE(SG) denote the set of
pure Nash equilibria of SG; furthermore, let OPT(SG) = max ∈ (SG) SUM( ) denote the
maximum total utility achievable in SG.
      </p>
      <p>
        A universal metric to measure the impact of selfishness on the total utility is the price of
anarchy [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Given a utility-sharing game SG, the price of anarchy (PoA) of SG is defined as
      </p>
      <p>OPT(SG) , that is, the worst-case ratio between the optimal total
PoA(SG) = max ∈PNE(SG) SUM( )
utility and that achieved by any pure Nash equilibrium of SG. We observe that, the lower the
price of anarchy, the lower the impact of selfish behavior in terms of total utility.
Subsidy Mechanisms. We assume that each resource can implement a local policy that,
by means of a subsidy, may increase the payofs of players selecting it, up to a maximum
factor  ≥ 1. We refer to this set of local policies as  -subsidy mechanisms ( -SMs). In
particular, an  -subsidy mechanism Π takes as input a utility-sharing game SG and returns a
new utility-sharing game SG = (, , (′)∈ ) that will be played in place of SG, where
each utility function ′ is called perceived utility of resource , and verifies the following
properties: (i) ′() = () +  () for any  ∈ N≥ 0, for an opportune non-negative subsidy
function  ; (ii) the subsidy function   is locally computed by resource , based only on the
knowledge of the initial game SG and the congestion ( ) of  in a given strategy profile  ;
(iii)  () ≤ ( − 1) · (), that is, ′() ≤  (), for any  ∈ N≥ 0. We observe that the
perceived utilities ′ lead to a new players’ payof ′( ) = (  (  ( ))+ (  ( )))/  ( ),
for any strategy profile  of SGΠ and player  ∈  .</p>
      <p>In the following, we provide some justifications on the above properties characterizing  -SMs.
Property (i) states that the perceived utility is equal to the overall value given by the utility
and the additional subsidy (determined by  ) assigned by the mechanism to each resource;
then, both the utility and the subsidy are shared by the players selecting the resource, thus
leading to new players’ payofs. Property (ii) is motivated by the fact that the mechanism can
be reasonably executed in a distributed way, where each resource uses its local information on
the congestion, without knowing the congestion of the other resources. Finally, property (iii) is
motivated by scenarios in which the subsidies, because of some budget constraints, are limited
by a factor  of the utility achievable by each resource.</p>
      <p>Given an  -SM Π for SG, the price of anarchy of SG under Π is defined as PoA(SG, Π ) =</p>
      <p>OPT(SG) , where PNE(SG ) is the set of pure Nash equilibria of the game SG
max ∈PNE(SG ) SUM( )
induced by Π , OPT(SG) is the optimal total utility of the initial game SG and SUM( ) is the
total utility computed according to the utility-functions of the initial game SG. Informally, the
price of anarchy of a game SG under an  -SM Π measures how bad is a pure Nash equilibrium
of the game modified by Π compared with the optimal total utility, but considering as total
utility functions those related to the initial game SG. The modelling choice for which subsidies
are not taken into account in the total utility appearing in the price of anarchy is motivated by
the realistic scenario in which players receive money as subsidies, and then the same amount
of money is lost by the central authority (e.g., a governmental entity) who disburses them.
Thus, the overall contribution to the social welfare of subsidies is null, that is, the social welfare
continues to be equal to the total utility without subsidies.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Computation and Eficiency of  -SMs</title>
      <p>In this section, we first define a specific  -SM that is polynomial-time computable and executable,
and then we measure its eficiency by providing bounds on the resulting price of anarchy. We
ifrst provide some preliminary notation. We say that a function  : N≥ 0 → R≥ 0 is payof-regular
if the function  defined as () :=  ·  () is a proper utility function (that is,  determines
the payof associated with utility function ). Given a class of payof-regular functions , let
ℒ() := { : () =  ·  ·  (),  ∈ ,  &gt; 0} denote the family of utility functions whose
related payof functions, up to a scaling factor, belong to . The following proposition, whose
proof is deferred to the full version of the paper, shows some useful properties of payof-regular
functions.</p>
      <p>Proposition 1. Each payof-regular function is non-increasing and positive in N.</p>
      <sec id="sec-3-1">
        <title>3.1. Computation</title>
        <p>Fix  ≥ 1. Given a game SG = (, , ()∈ ) and an optimal strategy profile  * of SG, let
Π ( * ) be an  -SM for SG that returns a new utility-sharing game SG = (, , (′)∈ )
with perceived utility functions ′ defined as follows. For any  ∈ N≥ 0 and strategy profile  :
′() =
{︃(),</p>
        <p>if ( ) ≥ ( * ),
 · (), if ( ) &lt; ( * ).
(1)
Such an  -SM is called optimal-congestion-based. We observe that optimal-congestion-based
 -SMs encourage the use of resources whose congestion in the optimal strategy profile is
higher than that in the played strategy profile, and this is done by increasing the utility of such
resources by a factor of  .</p>
        <p>In the following theorem, we show that optimal-based-congestion  -SMs, under mild
assumptions, can be computed and executed in polynomial time.</p>
        <p>Theorem 1. Given  ≥ 1 and a utility-sharing game SG with utility functions in ℒ(), with
 containing payof-regular functions only, we can compute and execute in polynomial time an
optimal-based-congestion  -SM for SG.</p>
        <p>Sketch. We observe that, once an optimal strategy profile  * of SG is computed, then the  -SM
Π ( * ) can be executed in polynomial time. Thus, to show the claim, it is suficient to show
that an optimal strategy profile  * for SG can be computed in polynomial time. To compute an
optimal strategy profile  * of SG, we can apply a greedy algorithm that processes all players
following the ordering induced by their indices, and each processed player  ∈  is assigned to
obviously runs in polynomial time.
under the strategy profile obtained after assigning the first
the resource  that minimizes the quantity (− 1, + 1) − (− 1,), where ties are broken
in favor of the resource with lower index, and − 1, denotes the congestion of resource 

− 1 players. This greedy algorithm</p>
        <p>The proof that the strategy profile returned by the greedy algorithm is optimal for SG is
based on the concavity of the utility functions , and is deferred to the full version.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Eficiency</title>
        <p>In the following, we provide an upper bound on the price of anarchy under
optimal-congestionbased  -SMs, that is parametrized by the considered class of utility functions; furthermore, we
show that, under mild assumptions on the considered utility functions, no  -SM can improve
the eficiency achieved by optimal-congestion-based  -SMs, that is, the latter are essentially
the best possible  -SMs mechanisms.</p>
        <p>PoA Upper Bounds.</p>
        <p>We first give some preliminary notation. Given a payof-regular function
 , let
 , ( ) :=</p>
        <p>sup
,∈N≥ 0:≥ ≥ ≥ 0,&gt;0</p>
        <p>︂(
  () − 
1
 ()</p>
        <p>︂)
and   () := sup∈N  , ().
we observe that  , ( ) ≥ 1</p>
        <p>− 1/ (indeed, it is suficient to set  =  in the argument of the
supremum to get a value equal to 1 − 1/ ); furthermore, the denominator appearing in the
righthand part of the definition is always non-zero, as each utility function  () is positive in  &gt; 0
(by Proposition 1). Given a class of payof-regular functions , let  , () := sup∈  , ( )
SG, we have that
Theorem 2. Let  be a class of payof-regular functions. Given a game SG with at most  ≥ 2
players and utility functions in ℒ(), and given an optimal-congestion-based  -SM Π ( * ) for
PoA(SG, Π ( * )) ≤ 
Sketch. Let SG = (, , ()∈ ) be a utility-sharing game with utility functions in ℒ(),
and let  * be a social optimum of SG. Let  be a pure Nash equilibrium of the game SG
obtained after applying the  -SM Π ( * ). Let  and  be the congestions of each resource
 ∈  in  * and  , respectively.</p>
        <p>For each  ∈  such that  ≥  , we have that
by definition of  , (). On the other hand, for any  ∈  such that  &gt;  , we have that
() − ( − ) ( + 1) ≤ () − ( − ) () = () ≤ (),
integrality of  and  ).
where   ( ) ≥</p>
        <p>( + 1) ≥   ( ) trivially holds if  = 0, and holds even if  &gt; 0,
since  is payof-regular (thus, non-increasing by Proposition 1) and  + 1 ≤  (by the
(2)
(3)</p>
        <p>Now, we recall that each utility function  :=  of SG can be written as () :=
 ·  · (), with  &gt; 0 and  ∈ . Thus, as  is a pure Nash equilibrium in the new game
SG , we observe that the value of each utility function ′ := ′ achieved when playing  in
SG is equal to ′() = ′ ·  · (), where
′ =
{︃,
 · , if  &lt; 
if  ≥ , ;
analogously, the payof function of each player in the new game</p>
        <sec id="sec-3-2-1">
          <title>SG when playing the equilib</title>
          <p>rium  is equal to ′ · (). Thus, since  is an equilibrium in game SG and all payof-regular
functions are non-increasing (by Proposition 1), for each pair of resources (, ℎ), we have that
′() ≥ ℎ′ℎ(ℎ + 1).
deferred to the full version):
Furthermore, as ∑︀∈  = | | = ∑︀∈ , we have the following equality (whose proof is
∑︁
∈:≥ 
( − ) =</p>
          <p>∑︁
∈:&gt;
( − ).</p>
          <p>By combining (5) and (6), we obtain the following inequality:
∑︁ ( − ) ′() −</p>
          <p>∑︁ ( − ) ′( + 1) ≥ 0.
:≥</p>
          <p>:&lt;
following inequalities (a more detailed list of inequalities is deferred to the full version):
By combining (2), (3) and (7), and by exploiting the definition of ′ given in (4), we get the
∑︁ ( − )
:&lt;
= 
⏞′
⏟</p>
          <p>⎤
( + 1)⎦
(8)
(4)
(5)
(6)
(7)
(9)
(10)
(11)
∑︁   , ()() +
() ⎦ + ⎣</p>
          <p>∑︁ ()⎦

1
︂)
⎤
⎡
︂)
⎤
⎤
∑︁</p>
          <p>︂( 1
+  , ()︂) ∑︁ (),</p>
          <p>∈
∑︁ () +</p>
          <p>∑︁ ( − ) ⏞′⏟ () −
⎡
1
 ⎣
:≥</p>
          <p>1
∑︁  (() − ( − ) ( + 1))⎦
=

1
⎤</p>
          <p>︂) ⎤
︂) ⎤</p>
          <p>⎡
:&lt;
∑︁  
:&lt;
︂( 1
(indeed, we already observed at the beginning of this section that 1 − 1/ ≤  , ()).
where (8) follows from (7), (9) follows from (2) and (3), and (10) holds since 1/ +  , () ≥ 1
Therefore, from (11) we have that ∑︀∈    ( ) ≤</p>
          <p>∑︀∈    ( ),
︂( 1</p>
          <p>PoA(SG, Π ( * )) = ∑︀∈ ()
∑︀∈ ()</p>
          <p>∑︀∈ ()
= ∑︀∈ () ≤ 
1
+  , ().</p>
          <p>Remark 1 (Optimal PoA via  -SMs). Given a class of payof-regular functions  and a game
SG = (, , ()∈ ) with utility functions in ℒ(), if we apply to SG an
optimal-basedcongestion SM with  &gt;</p>
          <p>
            mmainx∈∈,,∈∈[[]](((())//)) , we have that the resulting pure Nash equilibrium
 necessarily coincides with the optimal strategy profile  * which the SM is based on (the
proof of this property is deferred to the full version). Thus, the price of anarchy becomes 1, and
we re-obtain the optimal performance of the subsidy mechanisms considered in [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ].
          </p>
          <p>The following corollary of 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.
based  -SM Π ( * ) for SG, we have that
Corollary 1. Let SG be a utility-sharing game with at most  ≥
in a class ℒ(), with  containing payof-regular functions only. For any
optimal-congestion2 players and utility functions
PoA(SG, Π ( * )) ≤ 1 +

1 (︂</p>
          <p>1 )︂
1
−  ≤ 1 + .</p>
          <p>1
Proof. To prove the claim it is suficient to show that
Indeed, by combining the previous inequality with Theorem 2, we get
 (︀  () − 1  ())︀</p>
          <p>If  = 0, inequality (12) trivially holds. If  ≥ 1, we have that
proper utility functions only) and (13) holds since  ≥ 1 and  ≤ .
where the first inequality follows from the fact that the functions of the type  ·  () are
necessarily non-decreasing (as they belong to a class ℒ() that contains, by assumptions,
(12)
(13)
PoA Lower Bounds. In the following theorem, whose full proof is deferred to the full version,
we show that no  -SM can outperform the worst-case eficiency achieved by
optimal-basedcongestion  -SMs.</p>
          <p>Theorem 3. Let  be a class of payof-regular functions. For any  &gt;
0 and  ∈ N≥ 2, there
exists a utility-sharing game SG with at most  players such that, for any  -SM Π for SG, the
price of anarchy of SG under Π is higher than 1/ +  , () −  .</p>
          <p>Sketch. Fix  &gt; 0 and  ∈ N≥ 2. By definition of supremum, we have that there exist ,  ∈ N0
with  ≥  ≥  and  &gt; 0, and  ∈  such that 1 +
Consider a game SG = (, , ()∈) with  = | | ≤  players and a set  of  −  + 1
resources. Set ′ :=  ∖ {1} = {2, . . . , − +1}. The utility function of resource 1 is
1() := 1 ·  ·  (), with 1 := 1, while the utility function of each resource  ∈ ′ is
 () := 2() =: 2 ·  ·  (), with 2 :=  (1)</p>
          <p>() . One can show that, for any  -SM Π , the
ratio between the total utilities of  * and  , the claim follows.
strategy profile  in which all players choose resource 1 is a pure Nash equilibrium under the
application of Π . Now, let  * be the strategy profile in which  players choose resource 1,
while each of the remaining  −  players chooses a diferent resource in ′. By estimating the</p>
          <p>We also have the following corollary of Theorem 3, that provides a lower bound that does
not depend on the maximum number of players (the proof is deferred to the full version).
Corollary 2. Let  be a class of payof-regular functions. For any  &gt; 0, there exists a
utilitysharing game SG 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 3 and Corollary 2 shows that the upper bound
provided in Corollary 1 is tight (the proof is deferred to the full version).
such that, for any  -SM Π for SG, the price of anarchy of SG under Π is at least 1+ 1 (︀ 1

Corollary 3. (i) For any  ∈ N≥ 2, there exists a utility-sharing game SG with at most  players
− 1 )︀ .
(ii) Furthermore, for any  &gt;</p>
          <p>0, there exists a game SG such that the price of anarchy of SG
under Π is higher than 1 + 1 −  .</p>
          <p>
            Remark 2 (PoA without subsidies). If  = 1, an optimal-congestion-based  -SM does not change
the utility functions of the original game. Thus, the tight bounds provided in Theorems 2-3
and Corollaries 1-3 with  = 1 are also tight bounds on the price of anarchy of utility-sharing
games without the use of any subsidy mechanism, that is, we can re-obtain the tight bounds on
the price of anarchy provided in [
            <xref ref-type="bibr" rid="ref8">8, 17</xref>
            ].
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. The Case of Monomial Utility Functions</title>
      <p>In the following result, we apply Theorems 2 and 3 to characterize the price of anarchy under
optimal-congestion-based  -SMs of games with monomial utility-functions of fixed degree
 ∈ (0, 1) (the proof is deferred to the full version).
1.8
1.6</p>
      <p>1, the price of anarchy under optimal-based-congestion
 -SMs for games when the underlying utility functions are not specified (Corollaries 1 and 3), while
the blue line represents the price of anarchy of games whose utility functions are monomials of degree
1/2 (a case of Theorem 4). From this comparison, we observe that the bounds on the price of anarchy
that depend on the specific class of utility functions (Theorems 2 and 3) may be definitely more precise
than the bounds which depend on  only (Corollaries 1 and 3).
have PoA(SG, Π ( * )) ≤
achieve, in general, a better price of anarchy.</p>
      <p>1
− 

Theorem 4. . 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
Remark 3 (PoA without subsidies (cont.)). For  = 1, the tight bounds provided in Corollary 4
are also tight bounds on the price of anarchy of utility-sharing games with monomial profit
functions without the use of any  -SM, that is, we can re-obtain the tight bounds on the price
of anarchy provided in [17].</p>
      <p>In the following example we show an application of Theorem 4 with  = 12 .
4
 2+4 for  &lt;</p>
      <p>2, and equal to 1 for  ≥
over  ≥ 1, and we compare it with the case of general functions.</p>
      <p>Example 1. By applying Theorem 4, we have that the price of anarchy under
optimal-congestionbased  -SMs of games SG with monomial utility functions of type () =  · 1/2 is equal to
2. In Figure 1, we see how the price of anarchy varies</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion and Future Works</title>
      <p>In this work, we have shown how to reduce the price of anarchy in a large class of
resourceselection games with utility-maximizing players, by resorting to a limited amount of subsidies
that can be distributed among resources and is subsequently shared among the players who use
them.</p>
      <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
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utility-sharing games, where players can also be cost-minimizers (as in congestion games [21])
and/or have diferent weights and/or can select diferent subsets of resources).</p>
      <p>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 [47]).
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