Papers for

online marketplaces

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Fair random assignment methods guarantee low envy for four agents

Envy-Free Decompositions of Random Assignments: Settling Four Agents, and What Lies Beyond

Abstract: A random assignment of n indivisible objects to n agents is specified by its assignment matrix and implemented by drawing a deterministic assignment from a Birkhoff-von Neumann decomposition. Kawase et al. observed that the choice of decomposition matters for fairness: a matrix that is envy-free in the sense of stochastic dominance (SD-EF) can be decomposed so that some agent envies another with probability close to 1. They call a decomposition Dec-EF if every agent envies every other agent with probability at most 1/2, proved that every SD-EF matrix admits a Dec-EF decomposition when n <= 3 or when there are at most two distinct preferences, and left the general case open. We settle the first open case: every SD-EF matrix with four agents admits a Dec-EF decomposition. The worst case over the SD-EF polytope of a profile is attained at a vertex, and our computer-aided proof enumerates all 26,927 vertices for the 762 profiles up to symmetry in exact arithmetic and certifies each by a rational decomposition. The same method settles five agents with at most four distinct preferences and the probabilistic serial rule for all five-agent profiles, and adversarial search up to seven agents finds no counterexample. For general n, an envy-budget identity shows that 1/2 is the best possible threshold. We prove that every SD-EF matrix with at most two distinct rows admits a Dec-EF decomposition, and that the maximum-entropy decomposition is Dec-EF whenever all agents but two share a preference; the latter proof rests on a new monotonicity lemma for weighted least-squares rankings. In general, natural decompositions fail: greedy Birkhoff-von Neumann can come arbitrarily close to envy probability (n-1)/n, and maximum entropy fails at n = 4 when all preferences differ. Deciding whether an arbitrary random assignment, not necessarily SD-EF, admits a Dec-EF decomposition is strongly NP-complete.

Mon 28 SeptComputer Science and Game Theory
The gist
When giving out things randomly to people, it's important to be fair so nobody feels jealous of someone else's share. The authors focus on a fairness idea called envy-freeness and prove that for four people, there is always a way to mix assignments so nobody envies another more than half the time. They use computer verification to check all possible cases for four people and show similar positive results for five agents under some conditions. They also find that for bigger groups, deciding fairness is much harder, and some natural methods don't always keep envy low.
Open → 2609.35192v1

Fair online item allocation improves equality without losing much value

Prophet Inequalities Beyond Utilitarian Social Welfare

Abstract: In the classical i.i.d. prophet-inequality problem, a single item is allocated to one of $n$ agents who arrive sequentially, with values drawn independently from a known distribution. When an agent arrives, their value is revealed, and the algorithm must immediately allocate the item or continue. The usual objective is utilitarian welfare: the expected value of the recipient. Guarantees for this objective extend to allocating $m$ indivisible items to sequentially arriving agents with i.i.d.\ additive values. Utilitarian welfare, however, ignores how expected utility is distributed across agents. Motivated by a rich literature in fair division, we instead evaluate an online rule by its generalized $p$-mean welfare, which includes utilitarian welfare at $p=1$, Nash welfare (the geometric mean of utilities) at $p=0$, and egalitarian welfare (the minimum utility) as $p\to-\infty$. When the number of items is large, we show that this many-item fair-division problem is captured exactly by a single-item prophet problem evaluated by the $p$-mean of agents' expected utilities. We characterize this single-item problem: every online rule is weakly Pareto dominated by a quantile-threshold rule, and an optimal egalitarian rule equalizes agents' expected utilities. We prove that for every $n$, the online optimum is at least $Γ\approx0.7059$ times the prophet's egalitarian welfare; by monotonicity of generalized means, the same guarantee holds for every $p\le1$. Further, for egalitarian welfare, the optimal ratio converges to $Γ$ as $n\to\infty$. Thus, asymptotically, optimizing egalitarian rather than utilitarian welfare costs only about four percentage points relative to the classical utilitarian ratio of $0.7451$. Finally, when $m=n$, the worst-case competitive ratio converges to zero as $n\to\infty$ for every $p\le0$, showing that the large-item assumption is necessary.

Mon 21 SeptComputer Science and Game Theory
The gist
This paper looks at how to share items fairly among people who arrive one after another and reveal what they want. Instead of only trying to make the total value as big as possible, the authors measure fairness using various averages that balance overall value and individual fairness. They find that you can get close to the best fairness possible even when deciding who gets items on the spot. Their work shows that focusing more on fairness does not cost much compared to just maximizing total value, but some technical assumptions are needed for good performance.
Open → 2609.25424v1

Centralized scheduling reduces regret in serial dictatorship matching problems

Exact Regret Frontiers and Externality Scheduling in Centralized Serial-Dictatorship Bandits

Abstract: Exploration in centralized serial-dictatorship matching bandits must use complete matchings, so learning one player--arm pair can impose regret on others. We study this externality under a known common priority order and Gaussian rewards with unit variance. We show that the matching-level Graves--Lai constraints reduce to finitely many pairwise exploration quotas and, at top-choice-separated instances, yield a polynomial-size marginal linear program. At these instances, the exact attainable set of expected logarithmic regret coefficients is $G(θ)\Xset(θ)$, where $\Xset$ is the feasible matching-allocation set and $G$ maps allocations to player regret. The usual upper-closed Graves--Lai region can be strictly larger despite having the same Pareto-minimal boundary. We further show that identical exploration quotas can induce very different regret through their scheduling. Finally, we construct estimate--solve--track policies, uniformly good on the full row-strict class, that attain every fixed positively weighted optimum without assuming optimizer uniqueness. Every Pareto-minimal point is pointwise attainable, possibly through an instance-calibrated target.

Thu 17 SeptComputer Science and Game Theory
The gist
When multiple players choose items in a fixed order, trying out one choice to learn its value can cause regret for others waiting their turn. The paper by the authors studies how to balance this learning so that the total regret across players is minimized, using a mathematical model assuming known priorities and Gaussian noise. They find a precise way to describe all possible regret outcomes and show how the scheduling of learning actions affects regret differently even under the same constraints. They also develop policies that can reach optimal trade-offs in regret without assuming a unique solution.
Open → 2609.19963v1