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          <dc:title>Node-Max-Cut and the Complexity of Equilibrium in Linear Weighted Congestion Games</dc:title>
          <dc:creator>Fotakis, Dimitris</dc:creator>
          <dc:creator>Kandiros, Vardis</dc:creator>
          <dc:creator>Lianeas, Thanasis</dc:creator>
          <dc:creator>Mouzakis, Nikos</dc:creator>
          <dc:creator>Patsilinakos, Panagiotis</dc:creator>
          <dc:creator>Skoulakis, Stratis</dc:creator>
          <dc:subject>PLS-completeness</dc:subject>
          <dc:subject>Local-Max-Cut</dc:subject>
          <dc:subject>Weighted Congestion Games</dc:subject>
          <dc:subject>Equilibrium Computation</dc:subject>
          <dc:description>In this work, we seek a more refined understanding of the complexity of local optimum computation for Max-Cut and pure Nash equilibrium (PNE) computation for congestion games with weighted players and linear latency functions. We show that computing a PNE of linear weighted congestion games is PLS-complete either for very restricted strategy spaces, namely when player strategies are paths on a series-parallel network with a single origin and destination, or for very restricted latency functions, namely when the latency on each resource is equal to the congestion. Our results reveal a remarkable gap regarding the complexity of PNE in congestion games with weighted and unweighted players, since in case of unweighted players, a PNE can be easily computed by either a simple greedy algorithm (for series-parallel networks) or any better response dynamics (when the latency is equal to the congestion). For the latter of the results above, we need to show first that computing a local optimum of a natural restriction of Max-Cut, which we call Node-Max-Cut, is PLS-complete. In Node-Max-Cut, the input graph is vertex-weighted and the weight of each edge is equal to the product of the weights of its endpoints. Due to the very restricted nature of Node-Max-Cut, the reduction requires a careful combination of new gadgets with ideas and techniques from previous work. We also show how to compute efficiently a (1+ε)-approximate equilibrium for Node-Max-Cut, if the number of different vertex weights is constant.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Dimitris Fotakis and Vardis Kandiros and Thanasis Lianeas and Nikos Mouzakis and Panagiotis Patsilinakos and Stratis Skoulakis</dc:contributor>
          <dc:date>2020</dc:date>
          <dc:relation>Is Part Of LIPIcs, Volume 168, 47th International Colloquium on Automata, Languages, and Programming (ICALP 2020)</dc:relation>
          <dc:type>InProceedings</dc:type>
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          <dc:identifier>doi:10.4230/LIPIcs.ICALP.2020.50</dc:identifier>
          <dc:identifier>urn:nbn:de:0030-drops-124573</dc:identifier>
          <dc:identifier>https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.ICALP.2020.50</dc:identifier>
          <dc:language>eng</dc:language>
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