Search arXivSearch

arXiv · 2602.11404

The Distortion of Prior-Independent b-Matching Mechanisms

Abstract

In a setting where $m$ items need to be partitioned among $n$ agents, we evaluate the performance of mechanisms that take as input each agent's \emph{ordinal preferences}, i.e., their ranking of the items from most- to least-preferred. The standard measure for evaluating ordinal mechanisms is the \emph{distortion}, and the vast majority of the literature on distortion has focused on worst-case analysis, leading to some overly pessimistic results. We instead evaluate the distortion of mechanisms with respect to their expected performance when the agents' preferences are generated stochastically. We first show that no ordinal mechanism can achieve a distortion better than $e/(e-1)\approx 1.582$, even if each agent needs to receive exactly one item (i.e., $m=n$) and every agent's values for different items are drawn i.i.d.\ from the same known distribution. We then complement this negative result by proposing an ordinal mechanism that achieves the optimal distortion of $e/(e-1)$ even if each agent's values are drawn from an agent-specific distribution that is unknown to the mechanism. To further refine our analysis, we also optimize the \emph{distortion gap}, i.e., the extent to which an ordinal mechanism approximates the optimal distortion possible for the instance at hand, and we propose a mechanism with a near-optimal distortion gap of $1.076$. Finally, we also evaluate the distortion and distortion gap of simple mechanisms that have a one-pass structure.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Ioannis Caragiannis, Vasilis Gkatzelis, Sebastian Homrighausen. 2026-02-11. The Distortion of Prior-Independent b-Matching Mechanisms. https://arxiv.org/abs/2602.11404

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