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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Non-obvious Manipulability in Hedonic Games with Friends Appreciation Preferences</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michele Flammini</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Fomenko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giovanna Varricchio</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Gran Sasso Science Institute</institution>
          ,
          <addr-line>L'Aquila</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Calabria</institution>
          ,
          <addr-line>Rende</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We study non-obvious manipulability (NOM), a relaxed form of strategyproofness, in the context of Hedonic Games (HGs) with Friends Appreciation (FA) preferences. In HGs, the aim is to partition agents into coalitions according to their preferences, which solely depend on the coalition they are assigned to. Under FA preferences, agents consider any other agent either a friend or an enemy, preferring coalitions with more friends and, in case of ties, the ones with fewer enemies. Prior research established that computing a welfare maximizing (optimum) partition for FA preferences is not strategyproof, and the best-known approximation to the optimum subject to strategyproofness is linear in the number of agents. In this work, we explore NOM to improve approximation results. We first prove the existence of a NOM mechanism that always outputs the optimum; however, we also demonstrate that the computation of an optimal partition is NP-hard. In turn, we also propose a NOM mechanism guaranteeing a (4 + (1))-approximation in polynomial time. Finally, we briefly discuss NOM in the case of Enemies Aversion (EA) preferences, the counterpart of FA, where agents give priority to coalitions with fewer enemies and show that no mechanism computing the optimum can be NOM.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Hedonic Games</kwd>
        <kwd>Strategyproofness</kwd>
        <kwd>Non-obvious Manipulability</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Hedonic Games (HGs) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] are a game-theoretic model describing the coalition formation of selfish
agents and have been extensively studied in the literature (e.g.,[
        <xref ref-type="bibr" rid="ref2 ref3 ref4 ref5 ref6 ref7 ref8">2, 3, 4, 5, 6, 7, 8</xref>
        ]). In such games, the
objective is to partition a set of agents into disjoint coalitions, with each agent’s satisfaction determined
solely by the members of her coalition. Diferent HG classes capture various social preferences, such as
additively separable HGs (ASHGs) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] or HGs with friends appreciation (FA) preferences [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. A recent
stream of research is focusing on designing strategyproof (SP) mechanisms [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] which can prevent
agents from manipulating the outcome by misrepresenting their preferences. Unfortunately, combining
strategyproofness with good social welfare – defined as the sum of the agents’ utilities in the outcome –
is challenging: even in the simple case of FA preferences the best-known SP mechanism guarantees
an approximation of the optimal social welfare linear in the number of agents [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Strategyproofness
has also been studied in several game-theoretic settings and turned out to be often incompatible with
other desirable properties or even impossible to achieve [
        <xref ref-type="bibr" rid="ref13 ref14 ref15 ref16">13, 14, 15, 16</xref>
        ]. Moreover, according to the
definition of strategyproofness, to successfully manipulate, an agent has to possess the knowledge
of others’ strategies and deeply understand the underlying mechanics of the game; otherwise, she
might end up with an outcome that is worse than the one she attempted to avoid. However, the ability
of a cognitively limited agent to satisfy this requirement seems unrealistic, leading to the notion of
non-obviously manipulable (NOM) mechanisms, which are unlikely to be manipulated in practice [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
Our Contribution. We initiated the study of NOM within the context of HGs, focusing specifically
on FA preferences. Our contribution is threefold: i) we show that a NOM mechanism that computes
a social welfare-maximizing partition always exists (Theorem 1); ii) we prove that the underlying
optimization problem is NP-hard (Theorem 2); iii) we design a polynomial-time NOM mechanism
achieving a (4 + (1))-approximation (Theorem 3). Finally, we complement these results demonstrating
that optimality and NOM may be incompatible in HGs; we show this under the simple and natural
class with enemies aversion (EA) preferences, the counterpart to FA, where agents prioritize minimizing
enemies. Further details can be found in the conference version of this work [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
Related Work. Alongside the extensive research on HGs [
        <xref ref-type="bibr" rid="ref19 ref20 ref21 ref22 ref4 ref5 ref6 ref8">19, 20, 8, 21, 5, 4, 6, 22</xref>
        ], the classes with FA
and EA preferences have received extensive attention [
        <xref ref-type="bibr" rid="ref23 ref24">23, 24, 25, 26, 27</xref>
        ]. In terms of strategyproofness,
part of the literature has focused on SP mechanisms that ensure some form of stability [
        <xref ref-type="bibr" rid="ref10 ref23">10, 23, 28, 29</xref>
        ].
More recently, attention has shifted toward approximating maximum social welfare [
        <xref ref-type="bibr" rid="ref11 ref12 ref15">11, 30, 15, 12</xref>
        ];
however, the strategyproofness requirement may have a negative impact on the quality of the outcome.
For instance, in the FA setting, the best-known SP mechanism achieves only a linear approximation in
the number of agents [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In turn, in the case of EA, the best-known polynomial algorithm achieves a
linear approximation in the number of agents, while a constant approximation ratio is possible when
time complexity is not a concern [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. For ASHGs, a superclass of FA and EA preferences, it has been
shown that no SP mechanism can guarantee a bounded approximation ratio [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        In contrast to strategyproofness, recently, non-obvious manipulability has been introduced [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. This
notion turned out to be a relaxation good enough to circumvent the inherent impossibility results of
strategyprofness in several game-theoretic settings [31, 32, 33]. Since in HGs strategyproof mechanisms
fail to approximate the maximum social welfare within a constant ratio or are computationally ineficient,
this provides us with additional motivation to study NOM mechanisms in this setting.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Preliminaries</title>
      <p>In the classical framework of HGs, we are given a set of  agents, denoted by  = {1, . . . , }, and
aim to create a disjoint partition  = { 1, . . . , } such that ∪ℎ=1ℎ =  and ℎ ∩  = ∅ for
ℎ ̸= . Such a partition is also called an outcome or a coalition structure. We denote by Π the set of
all possible outcomes of the game, i.e., all possible partitions, and by () the coalition that agent 
belongs to in a given outcome  ∈ Π . The main characteristic of HGs is that agents, when evaluating an
outcome, consider only the coalition they belong to, and not how the other agents aggregate. A simple
yet interesting scenario for HGs is when each agent  partitions the others into a set of friends  and
a set of enemies , with  ∪  =  ∖ {} and  ∩  = ∅. Here, the agents’ preferences depend
solely on how many friends and enemies are in their own coalition. Specifically, in this work we focus
on friends appreciation (FA) preferences, where agents give priority to the number of friends in their
coalition (the higher the better) and in case of ties prefer coalitions with fewer enemies. Games with FA
preferences are a proper subclass of ASHGs, where each agent  has a value () for every other agent
 and her utility for being in a given coalition  ∈  is () = ∑︀∈∖{} (). To comply with the
FA preferences,  can be defined as () = 1, if  ∈ , and () = − 1 , if  ∈ .Since the utility
of an agent depends only on the coalition she belongs to, we might write () to denote (()) . An
FA instance is given by ℐ = ( , {}∈ ).</p>
      <p>One of the main challenges in HGs is to find a partition that maximizes the overall happiness of
the agents measured by the social welfare (SW). Specifically, in an HG instance ℐ the utilitarian social
welfare of a partition  is given by SW() = ∑︀∈ () . We call social optimum, or simply optimum,
any outcome OPT in arg max∈Π SW() and denote by opt the value SW(OPT).</p>
      <p>A very convenient representation of an FA instance ℐ is by a directed unweighted graph where
the agents are the vertices. With  being  ∖ { ∪ {}}, it is suficient to represent only friendship
relationships through edges: if for  ̸=  {, } is an edge of this graph, it means  ∈ ; otherwise,  ∈ .
We call this graph the friendship graph of ℐ and denote it by  = ( ,  ), where  = {{, } |  ∈ }.
Strategyproofness and Non-obvious Manipulability. The sets  and  might be private
information of the agent ; therefore, to compute the outcome, we need to receive this information from
the agents. Let us denote by d = (1, . . . , ) the agents’ declarations vector, where  contains the
1
information related to agent . We assume direct revelation, and hence () ∈ {1, −  } represents
the value  declared for an agent . We denote by  the space of feasible declarations d. For our
convenience, we denote by d− the agents’ declarations except the one of , by − the set of all feasible
d− , and by  the feasible declarations for .</p>
      <p>In this setting, the natural challenge is to design algorithms, a.k.a. mechanisms, inducing truthful
behavior of the agents. We shall denote by ℳ a mechanism and by ℳ(d) the output of the mechanism
– a partition upon the declaration d of the agents. The agents might be strategic, which means that
an agent  could declare  ̸= , where  ∈  is the real information of agent , also called her real
type. For this reason, the design of mechanisms preventing manipulations is fundamental. The most
desirable characteristic for such kind of mechanisms is strategyproofness.</p>
      <p>Definition 1 (Strategyproofness and Manipulability). A mechanism ℳ is said to be strategyproof (SP)
if, for each  ∈  having real type , and any declaration of the other agents d− , (ℳ(, d− )) ≥
(ℳ(, d− )) holds true for any possible false declaration  ̸=  of agent .</p>
      <p>In turn, a mechanism is said to be manipulable if there exists an agent , a real type  and declarations
d− and  ̸=  such that this condition does not hold. Then, such  is called a manipulation.</p>
      <p>Since SP mechanisms may be quite ineficient w.r.t. the truthful opt, we aim to understand if
mechanisms satisfying milder conditions lead to more eficient outcomes. Considering that  might be
unaware of which are the declarations d− of the other agents, she could not be able to determine
a manipulation without knowing d− . Thus, we next consider a relaxation of SP where an agent 
decides to misreport her true values only if it is clearly profitable for her. Given a mechanism ℳ, let us
denote by Π (, ℳ) = {ℳ(, d− ) | d− ∈ − } , the space of possible outcomes of ℳ given the
declaration  of . Notice the space Π (, ℳ) is finite.</p>
      <p>Definition 2 (Non-obvious Manipulability). A mechanism ℳ is said to be non-obviously manipulable
(NOM) if for every  ∈  , real type , and any other declaration  the following hold true:
Condition 1 (best case): max () ≥ max ()</p>
      <p>∈Π (,ℳ) ∈Π (,ℳ)
Condition 2 (worst case): min () ≥ min ()</p>
      <p>∈Π (,ℳ) ∈Π (,ℳ)
If there exist , , and  such that Condition 1 or 2 is violated, then, ℳ is obviously manipulable and 
is an obvious manipulation.</p>
      <sec id="sec-2-1">
        <title>Observation 1. Strategyproofness implies non-obvious manipulability.</title>
        <p>In what follows, we always denote by  the real type of  and by  = || and  = ||, where 
and  are the truthful set of friends and enemies of , respectively.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. An optimal and NOM mechanism</title>
      <p>
        In [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], it has been shown that no strategyproof mechanism can have an approximation better than 2.
In contrast, we next show there is a way to simultaneously guarantee optimality and NOM.
      </p>
      <sec id="sec-3-1">
        <title>Theorem 1. There exists a mechanism ℳOPT that is optimal and NOM.</title>
        <p>To show the theorem, we at first need to understand which are the worst/best outcomes for  in the
space of possible outcomes of the optimal mechanism when  reports . We will then compare their
utility for  with the worst/best outcomes for any other feasible . Also, since in the worst/best case
instances there might be more than one optimum, we have to define a tie-breaking rule. One of the
possible ways to do it while maintaining non-obvious manipulability is to choose the optimal partition
minimizing the number of coalitions.</p>
        <p>When  truthfully reports , in the best case,  ends up in the coalition  = {} ∪ , which happens
when d− is so that  is a bidirectional clique in the friendship graph  and all other nodes are
· · ·

· · ·</p>
        <p>(a) Octopus graph.</p>
        <p />
        <p>· · ·
ℎ
isolated. This coalition is of maximum utility for , and therefore the best case cannot be improved by
any misreport  ̸= . Understanding the worst case upon any possible declaration, instead, is less
trivial. When truthfully reporting, it is achieved when d− induces in  a specific graph structure:
Definition 3 (Octopus Graph). Given an agent  and  ⊆  ∖ {} ,  = ( ,  ) is an -centered
octopus graph with the head  if i)  is a bidirectional clique in  ; ii) for each  ∈ , {, } ∈  ; iii)
for each  ∈  ∖  and  ∈  ∖ ({} ∪ ), none of {, }, {, }, {, } belongs to  while {, } may
belong to  . See Figure 1a for an example.</p>
        <p>Then, if  consists of  and max{⌈︀ 2 ⌉︀ − | |, 0} ’s friends, then, regardless of ’s preferences, in
the optimum  ends up in the coalition  ∪{}, which is in fact the worst case by truthfully reporting. To
prove it is not possible to improve the worst case reporting  ̸= , we use another graph structure, the
generalized octopus graph, where agents from  ∖ ({} ∪ ) may form arbitrary cliques (see Figure 1b).
Then, Condition 2 is not violated as we show that a) for generalized octopus graphs, the space of possible
optimal outcomes coincides with the corresponding space for any friendship graph and b) there is no
generalized octopus graph where in the optimal outcome  ends up in the coalition worse than  ∪ {}.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Computing the optimum is NP-hard</title>
      <p>In this section, we show that, unfortunately, computing an optimum partition is NP-hard.</p>
      <sec id="sec-4-1">
        <title>Theorem 2. For FA preferences, computing the optimum is NP-hard.</title>
        <p>Theorem 2 is proven with a reduction from the following 3-Partition problem:
Input: A ground set {1, 2, . . . , 3} of 3 elements such that for some  &gt; 0: (i) ∑︀3ℎ=1 ℎ =  ;
(ii) for each ℎ ∈ [3], ℎ ∈ N; (iii) for each ℎ ∈ [3], 4 &lt; ℎ &lt; 2 .</p>
        <p>Question: Does there exist a partition of the ground set into  disjoint subsets 1, . . . ,  such that,
for every  ∈ [],  = {1, 2, 3} and 1 + 2 + 3 =  ?</p>
        <p>Let us note that in the standard formulation of 3-Partition, condition (iii) is usually not required,
however, the problem remains strongly NP-hard even under such a condition [34]. Moreover,
condition (iii) also implies that for any  ⊆ { 1, 2, . . . , 3} if ∑︀∈  =  , then || = 3. Consequently,
any partition into subsets, each having sum  , is a partition into triples.</p>
        <p>Given a 3-Partition instance, we construct the graph  representing an FA instance as follows:
Element-cliques: Each of these cliques represents a specific element in the ground set of the 3-Partition
instance: For every ℎ ∈ [3], we create a bidirectional clique ℎ of size ℎ.</p>
        <p>Set-cliques: We create  bidirectional cliques 1 , . . . ,  each one of size  = 42 . The choice
of  is made in such a way that we can use the cliques 1 , . . . ,  to interpret a coalition in an
optimum partition, for the FA instance, as a triple in a partition for the 3-Partition instance.
Connections between cliques: We add ℎ bidirectional edges between ℎ and each  in such a way
that there is exactly one bidirectional edge between each vertex of ℎ and some node in  . Since
|ℎ| = ℎ &lt; , this is always possible.</p>
        <p>Notice that the number of agents is  = ∑︀3ℎ=1 ℎ +  =  + 43 ; thus, with 3-Partition
being strongly NP-hard the correctness of the reduction proves the NP-hardness of our problem.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. An approximation mechanism</title>
      <p>
        For the sake of achieving NOM in polynomial time, in this section, we present a (4+(1))-approximation
mechanism. We recall that in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] it was shown that creating a coalition for each weakly connected
component of  is SP and guarantees an -approximation to the optimum. This is so far the best
approximation achieved by an SP mechanism. The bad performances of this mechanism can be attributed
to the fact that when  is weakly connected but really sparse (e.g., a directed path), it would be
convenient to split the unique weakly connected component of  into smaller coalitions.
      </p>
      <p>To circumvent this, our mechanism partitions the agents into two sets, 1 and 2, of size ⌈︀  ⌉︀ and ⌊︀ 2 ⌋︀ ,
2
respectively. It then updates 1 and 2, through the subroutine ImproveSW more formally described
in the full paper. ImproveSW repeatedly tries to improve SW({1, 2}) by swapping two agents, that
is, simultaneously moving  ∈ 1 to 2 and  ∈ 2 to 1, or moving an agent from the largest to the
smallest coalition (in case the two sets have the same size the algorithm will never perform a move).
ImproveSW terminates when no swap or move can increase the SW. The mechanism then computes
the weakly connected components in 1 and 2 which will be the coalitions of the returned partition.</p>
      <p>To show the mechanism is NOM, the initialization of {1, 2} will be crucial. The mechanism will
create the initial {1, 2} by greedily adding agents to the set 1 in the following way: At first, it inserts
an agent  ∈  with highest () , then, iteratively proceeds by including an agent  ∈  (1) ∖ 1 with
highest () – ties broken arbitrarily. This process continues until 1 contains exactly ⌈ 2 ⌉ agents. If
at some point  (1) ∖ 1 = ∅, the mechanism selects a new agent  ∈  ∖ 1 with highest () , and
proceeds as before. We call this partition a greedy 2-partition of  . In summary:
Mechanism ℳ1. Given  and the declarations d, it creates a greedy 2-partition {1, 2}. Then,
while possible, it updates the partition using ImproveSW: {1, 2} ← ImproveSW( 1, 2). Finally, it
computes 1, . . . , , the weakly connected components in 1 and 2, and returns  = { 1, . . . , }.</p>
      <sec id="sec-5-1">
        <title>Theorem 3. For FA instances, Mechanism ℳ2 is NOM and guarantees a (4 + (1))-approximation of</title>
        <p>the optimum in polynomial time.</p>
        <p>We note that our approach is similar to the 4-approximating local search algorithm for the Max-Cut
problem in directed and unweighted graphs. However, due to the presence of weights {− 1 , 1}, our
approximation factor slightly deteriorates.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion</title>
      <p>
        In this paper, we investigated NOM in HGs with FA preferences, aiming at designing mechanisms
optimizing the social welfare while preventing manipulation. Despite proving that computing a
welfaremaximizing partition is NP-hard, we showed that a NOM mechanism having a constant approximation
always exists. Moreover, if time complexity is not a concern, there exists a NOM and optimal mechanism
as well. Interestingly enough, we were also able to show that it is not always the case that optimality is
compatible with NOM. In particular, an optimal outcome cannot be NOM when agents have Enemies
Aversion (EA) preferences, the natural counterpart of FA preferences, where agents give priority to
coalitions with fewer enemies, and when the number of enemies is the same, they prefer coalitions with
a higher number of friends, i.e., () ∈ {1, −} , for  ̸= . Independent of interest, our approximation
algorithm represents the first deterministic constant-factor approximation for FA preferences; this is an
interesting contrast to EA preferences for which it is known to be hard to approximate the optimum
within a factor of (1− ) [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. We refer the interested reader to the full paper for further details [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>The authors have not employed any Generative AI tools.
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