Search arXivSearch

arXiv · 2501.00976

Non-obvious Manipulability in Hedonic Games with Friends Appreciation Preferences

Abstract

In this paper, 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. Our goal is to design mechanisms that prevent manipulations while optimizing social welfare. 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. To address this complexity, we focus on approximation mechanisms and propose a NOM mechanism guaranteeing a $(4+o(1))$-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.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Michele Flammini, Maria Fomenko, Giovanna Varricchio. 2025-01-01. Non-obvious Manipulability in Hedonic Games with Friends Appreciation Preferences. https://arxiv.org/abs/2501.00976

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Learning in Structured Stackelberg Games

We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as security games and AI safety, we show how this additional structure can help the leader learn a utility-maximizing policy in both the online and distributional settings. In the online setting, we first prove that standard learning-theoretic measures of complexity do not characterize the difficulty of the leader's learning task. Notably, we find that there exists a learning-theoretic measure of complexity, analogous to the Littlestone dimension in online classification, that tightly characterizes the leader's instance-optimal regret. We term this the Stackelberg-Littlestone dimension, and leverage it to provide a provably optimal online learning algorithm. In the distributional setting, we provide analogous results by showing that two new dimensions control the sample complexity upper- and lower-bound.

cs.GT

Equilibrium and Infeasibility: A new solution concept for games

Addressing infeasibility in non-cooperative games has become an important topic, as many problems across different applications face this issue. In this paper, we propose a new solution concept for generalized games with possibly infeasible individual constraints. A solution is defined as the limit of a sequence of generalized Nash equilibria induced by games with penalty terms relaxing the individual constraints. Existence is established for a broad range of games and we provide conditions allowing to characterize a $ψ$-penalized solution as a strategy profile maximizing every player's utility over all her penalty minimizing strategies. A variation of Divide-the-Dollar serves as an illustrative example. We further establish the compatibility with the GNE and the solution to the Nash bargaining.

cs.GT

Subgame-Perfect Nash Equilibria of Plurality Voting with Abstention: a PSPACE-Completeness Result for Restricted Ballots

We consider sequential Plurality elections in which each voter may abstain or vote for a single candidate. Each voter assigns utilities to all candidates; for each voter, this induces a (weak) order over the candidates. Ties are resolved uniformly at random, and voting has a small positive cost, so that a voter prefers to abstain when their vote cannot change the election outcome. We consider a variant of this model where, for each voter, we additionally specify a prefix of her ranking, so that she is only allowed to vote for a candidate from that prefix (or abstain). We prove that for this variant of the model, deciding whether a designated candidate is among the election winners in a subgame-perfect equilibrium of the associated extensive-form game is PSPACE-complete. This partially resolves an open problem from the work of Desmedt and Elkind [2010].

cs.GT