Related papers: A characterization of 2-player mechanisms for sche…
In this paper we show that payment computation essentially does not present any obstacle in designing truthful mechanisms, even for multi-parameter domains, and even when we can only call the allocation rule once. We present a general…
We study a setting in which a principal selects an agent to execute a collection of tasks according to a specified priority sequence. Agents, however, have their own individual priority sequences according to which they wish to execute the…
We study the design of truthful mechanisms that do not use payments for the generalized assignment problem (GAP) and its variants. An instance of the GAP consists of a bipartite graph with jobs on one side and machines on the other.…
Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite…
We consider two-player stochastic games played on a finite state space for an infinite number of rounds. The games are concurrent: in each round, the two players (player 1 and player 2) choose their moves independently and simultaneously;…
We consider a dynamic mechanism design problem where an auctioneer sells an indivisible good to groups of buyers in every round, for a total of $T$ rounds. The auctioneer aims to maximize their discounted overall revenue while adhering to a…
We consider a facility location game in which $n$ agents reside at known locations on a path, and $k$ heterogeneous facilities are to be constructed on the path. Each agent is adversely affected by some subset of the facilities, and is…
The problem of peer prediction is to elicit information from agents in settings without any objective ground truth against which to score reports. Peer prediction mechanisms seek to exploit correlations between signals to align incentives…
We consider k-Facility Location games, where n strategic agents report their locations on the real line, and a mechanism maps them to k facilities. Each agent seeks to minimize his connection cost, given by a nonnegative increasing function…
We consider perfect-information reachability stochastic games for 2 players on infinite graphs. We identify a subclass of such games, and prove two interesting properties of it: first, Player Max always has optimal strategies in games from…
We analyze, both analytically and numerically, the self-organization of a system of "selfish" adaptive agents playing an arbitrary iterated pairwise game (defined by a 2X2 payoff matrix). Examples of possible games to play are: the…
Assignment games represent a tractable yet versatile model of two-sided markets with transfers. We study the likely properties of the core of randomly generated assignment games. If the joint productivities of every firm and worker are…
We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a)…
We develop a tool akin to the revelation principle for dynamic mechanism-selection games in which the designer can only commit to short-term mechanisms. We identify a canonical class of mechanisms rich enough to replicate the outcomes of…
Recent literature highlights the advantages of implementing social rules via dynamic game forms. We characterize when truth-telling remains a dominant strategy in gradual mechanisms implementing strategy-proof social rules, where agents…
This paper studies allocation mechanisms in max-flow games with players' capacities as private information. We first show that no core-selection mechanism is truthful: there may exist a player whose payoff increases if she under-reports her…
In this paper, we study online double auctions, where multiple sellers and multiple buyers arrive and depart dynamically to exchange one commodity. We show that there is no deterministic online double auction that is truthful and…
We study a budget-aggregation setting in which a number of voters report their ideal distribution of a budget over a set of alternatives, and a mechanism aggregates these reports into an allocation. Ideally, such mechanisms are truthful,…
We consider a classic many-to-one matching setting, where participants need to be assigned to teams based on the preferences of both sides. Unlike most of the matching literature, we aim to provide fairness not only to participants, but…
We study online mechanisms for preemptive scheduling with deadlines, with the goal of maximizing the total value of completed jobs. This problem is fundamental to deadline-aware cloud scheduling, but there are strong lower bounds even for…