24.9GTMar 23
Individual Rationality in Constrained Hedonic Games: Additively Separable and Fractional PreferencesFoivos Fioravantes, Harmender Gahlawat, Nikolaos Melissinos et al.
Hedonic games are an archetypal problem in coalition formation, where a set of selfish agents want to partition themselves into stable coalitions. In this work, we focus on two natural constraints on the possible outcomes. First, we require that exactly k coalitions are created. Then, loosely following the model of Bilò et al. (AAAI 2022), we assume that each of the k coalitions is additionally associated with a lower and upper bound on its size. The notion of stability that we study is that of individual rationality (IR), which requires that no agent strictly prefers to be alone compared to being in his or her coalition. Although IR is trivially satisfiable even in the most general models of hedonic games, the complexity picture of deciding whether an IR allocation exists, considering the above constraints, is unexpectedly rich. We reveal that tractable fragments of this computational problem require surprisingly nontrivial arguments, even if we restrict ourselves to additively separable and fractional hedonic games. Our tractability results, achieved by exploiting the structure of the underlying preference graph, are also complemented by their intractability counterparts, painting a fairly complete picture of the tractability landscape of this problem.
52.5GTMar 19
Optimal Path Planning in Hostile EnvironmentsAndrzej Kaczmarczyk, Šimon Schierreich, Nicholas Axel Tanujaya et al.
Coordinating agents through hazardous environments, such as aid-delivering drones navigating conflict zones or field robots traversing deployment areas filled with obstacles, poses fundamental planning challenges. We introduce and analyze the computational complexity of a new multi-agent path planning problem that captures this setting. A group of identical agents begins at a common start location and must navigate a graph-based environment to reach a common target. The graph contains hazards that eliminate agents upon contact but then enter a known cooldown period before reactivating. In this discrete-time, fully-observable, deterministic setting, the planning task is to compute a movement schedule that maximizes the number of agents reaching the target. We first prove that, despite the exponentially large space of feasible plans, optimal plans require only polynomially-many steps, establishing membership in NP. We then show that the problem is NP-hard even when the environment graph is a tree. On the positive side, we present a polynomial-time algorithm for graphs consisting of vertex-disjoint paths from start to target. Our results establish a rich computational landscape for this problem, identifying both intractable and tractable fragments.