Search arXivSearch

arXiv · 2510.05460

Fair metric distortion for matching with preferences

Abstract

We consider the matching problem in the metric distortion framework. There are $n$ agents and $n$ items occupying points in a shared metric space, and the goal is to design a matching mechanism that outputs a low-cost matching between the agents and items, using only agents' ordinal rankings of the candidates by distance. A mechanism has distortion $α$ if it always outputs a matching whose cost is within a factor of $α$ of the optimum, in every instance regardless of the metric space. Typically, the cost of a matching is measured in terms of the total distance between matched agents and items, but this measure can incentivize unfair outcomes where a handful of agents bear the brunt of the cost. With this in mind, we consider how the metric distortion problem changes when the cost is instead measured in terms of the maximum cost of any agent. We show that while these two notions of distortion can in general differ by a factor of $n$, the distortion of a variant of the state-of-the-art mechanism, RepMatch, actually improves from $O(n^2)$ under the sum objective to $O(n^{1.58})$ under the max objective. We also show that for any fairness objective defined by a monotone symmetric norm, this algorithm guarantees distortion $O(n^2)$.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Jabari Hastings, Prasanna Ramakrishnan. 2025-10-06. Fair metric distortion for matching with preferences. https://arxiv.org/abs/2510.05460

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