Scheduling Games with Machine-Dependent Priority Lists
We consider a scheduling game in which jobs try to minimize their completion time by choosing a machine to be processed on. Each machine uses an individual priority list to decide on the order according to which the jobs on the machine are processed. We characterize four classes of instances in which a pure Nash equilibrium (NE) is guaranteed to exist, and show, by means of an example, that none of these characterizations can be relaxed. We then bound the performance of Nash equilibria for each of these classes with respect to the makespan of the schedule and the sum of completion times. We also analyze the computational complexity of several problems arising in this model. For instance, we prove that it is NP-hard to decide whether a NE exists, and that even for instances with identical machines, for which a NE is guaranteed to exist, it is NP-hard to approximate the best NE within a factor of 2-1/m-ϵ for all ϵ>0. In addition, we study a generalized model in which players' strategies are subsets of resources, each having its own priority list over the players. We show that in this general model, even unweighted symmetric games may not have a pure NE, and we bound the price of anarchy with respect to the total players' costs.
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