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Adrian Vetta

Adrian Vetta contributes to research discovery and scholarly infrastructure.

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Published work

11 published item(s)

preprint2026arXiv

Cities at Play: Improving Equilibria in Urban Neighbourhood Games

How should cities invest to improve social welfare when individuals respond strategically to local conditions? We model this question using a game-theoretic version of Schelling's bounded neighbourhood model, where agents choose neighbourhoods based on concave, non-monotonic utility functions reflecting local population. While naive improvements may worsen outcomes - analogous to Braess' paradox - we show that carefully designed, small-scale investments can reliably align individual incentives with societal goals. Specifically, modifying utilities at a total cost of at most $0.81 ε^2 \cdot \texttt{opt}$ guarantees that every resulting Nash equilibrium achieves a social welfare of at least $ε\cdot \texttt{opt}$, where $\texttt{opt}$ is the optimum social welfare. Our results formalise how targeted interventions can transform supra-negative outcomes into supra-positive returns, offering new insights into strategic urban planning and decentralised collective behaviour.

preprint2026arXiv

Computing Thiele Rules on Interval Elections and their Generalizations

Approval-based committee voting has received significant attention in the social choice community. Among the studied rules, Thiele rules, and especially Proportional Approval Voting (PAV), stand out for desirable properties such as proportional representation, Pareto optimality, and support monotonicity. Their main drawback is that computing a Thiele outcome is NP-hard in general. A glimpse of hope comes from the fact that Thiele rules are better behaved under structured preferences. On the candidate interval (CI) domain, they are computable in polynomial time via a linear program (LP) that has a totally unimodular constraint matrix. Surprisingly, this approach fails for the related voter interval (VI) domain, and the complexity of the problem has repeatedly been posed as an open question. Our main result resolves this question: although the relevant matrix is not totally unimodular, the ``standard'' LP still admits at least one optimal integral solution, and we provide a fast algorithm for finding it. Our technique naturally extends to the voter-candidate interval (VCI) domain, also known as the 1-dimensional voter-candidate range (1D-VCR) domain, and to the linearly consistent (LC) domain, both of which generalize the candidate and voter interval domains. Although both the VCI and LC domains have been studied in social choice, their relationship was unknown. We show, through connections to graph theory, that LC strictly contains VCI. We also provide an alternative definition of LC that is closer in spirit to VCI and has a natural interpretation in approval elections; this equivalence may be of independent interest. Finally, we study an alternative tree-based generalization of VCI and show that Thiele rules become NP-hard to compute on this domain.

preprint2024arXiv

Gerrymandering Planar Graphs

We study the computational complexity of the map redistricting problem (gerrymandering). Mathematically, the electoral district designer (gerrymanderer) attempts to partition a weighted graph into $k$ connected components (districts) such that its candidate (party) wins as many districts as possible. Prior work has principally concerned the special cases where the graph is a path or a tree. Our focus concerns the realistic case where the graph is planar. We prove that the gerrymandering problem is solvable in polynomial time in $λ$-outerplanar graphs, when the number of candidates and $λ$ are constants and the vertex weights (voting weights) are polynomially bounded. In contrast, the problem is NP-complete in general planar graphs even with just two candidates. This motivates the study of approximation algorithms for gerrymandering planar graphs. However, when the number of candidates is large, we prove it is hard to distinguish between instances where the gerrymanderer cannot win a single district and instances where the gerrymanderer can win at least one district. This immediately implies that the redistricting problem is inapproximable in polynomial time in planar graphs, unless P=NP. This conclusion appears terminal for the design of good approximation algorithms -- but it is not. The inapproximability bound can be circumvented as it only applies when the maximum number of districts the gerrymanderer can win is extremely small, say one. Indeed, for a fixed number of candidates, our main result is that there is a constant factor approximation algorithm for redistricting unweighted planar graphs, provided the optimal value is a large enough constant.

preprint2022arXiv

A Recursive Measure of Voting Power that Satisfies Reasonable Postulates

We design a recursive measure of voting power based on partial as well as full voting efficacy. Classical measures, by contrast, incorporate solely full efficacy. We motivate our design by representing voting games using a division lattice and via the notion of random walks in stochastic processes, and show the viability of our recursive measure by proving it satisfies a plethora of postulates that any reasonable voting measure should satisfy. These include the iso-invariance, dummy, dominance, donation, minimum-power bloc, and quarrel postulates.

preprint2022arXiv

The Blocker Postulates for Measures of Voting Power

A proposed measure of voting power should satisfy two conditions to be plausible: first, it must be conceptually justified, capturing the intuitive meaning of what voting power is; second, it must satisfy reasonable postulates. This paper studies a set of postulates, appropriate for a priori voting power, concerning blockers (or vetoers) in a binary voting game. We specify and motivate five such postulates, namely, two subadditivity blocker postulates, two minimum-power blocker postulates, each in weak and strong versions, and the added-blocker postulate. We then test whether three measures of voting power, namely the classic Penrose-Banzhaf measure, the classic Shapley-Shubik index, and the newly proposed Recursive Measure, satisfy these postulates. We find that the first measure fails four of the postulates, the second fails two, while the third alone satisfies all five postulates. This work consequently adds to the plausibility of the Recursive Measure as a reasonable measure of voting power.

preprint2021arXiv

Improved Two Sample Revenue Guarantees via Mixed-Integer Linear Programming

We study the performance of the Empirical Revenue Maximizing (ERM) mechanism in a single-item, single-seller, single-buyer setting. We assume the buyer's valuation is drawn from a regular distribution $F$ and that the seller has access to {\em two} independently drawn samples from $F$. By solving a family of mixed-integer linear programs (MILPs), the ERM mechanism is proven to guarantee at least $.5914$ times the optimal revenue in expectation. Using solutions to these MILPs, we also show that the worst-case efficiency of the ERM mechanism is at most $.61035$ times the optimal revenue. These guarantees improve upon the best known lower and upper bounds of $.558$ and $.642$, respectively, of [Daskalakis & Zampetakis, '20].

preprint2020arXiv

How Many Freemasons Are There? The Consensus Voting Mechanism in Metric Spaces

We study the evolution of a social group when admission to the group is determined via consensus or unanimity voting. In each time period, two candidates apply for membership and a candidate is selected if and only if all the current group members agree. We apply the spatial theory of voting where group members and candidates are located in a metric space and each member votes for its closest (most similar) candidate. Our interest focuses on the expected cardinality of the group after $T$ time periods. To evaluate this we study the geometry inherent in dynamic consensus voting over a metric space. This allows us to develop a set of techniques for lower bounding and upper bounding the expected cardinality of a group. We specialize these methods for two-dimensional metric spaces. For the unit ball the expected cardinality of the group after $T$ time periods is $Θ(T^{1/8})$. In sharp contrast, for the unit square the expected cardinality is at least $Ω(\ln T)$ but at most $O(\ln T \cdot \ln\ln T )$.

preprint2020arXiv

The Price of Anarchy of Two-Buyer Sequential Multiunit Auctions

We study the efficiency of sequential multiunit auctions with two-buyers and complete information. For general valuation functions, we show that the price of anarchy is exactly $1/T$ for auctions with $T$ items for sale. For concave valuation functions, we show that the price of anarchy is bounded below by $1-1/e\simeq 0.632$. This bound is asymptotically tight as the number of items sold tends to infinity.

preprint2020arXiv

Two-Buyer Sequential Multiunit Auctions with No Overbidding

We study equilibria in two-buyer sequential second-price (or first-price) auctions for identical goods. Buyers have weakly decreasing incremental values, and we make a behavioural no-overbidding assumption: the buyers do not bid above their incremental values. Structurally, we show equilibria are intrinsically linked to a greedy bidding strategy. We then prove three results. First, any equilibrium consists of three phases: a competitive phase, a competition reduction phase and a monopsony phase. In particular, there is a time after which one buyer exhibits monopsonistic behaviours. Second, the declining price anomaly holds: prices weakly decrease over time at any equilibrium in the no-overbidding game, a fact previously known for equilibria with overbidding. Third, the price of anarchy of the sequential auction is exactly $1 - 1/e$.

preprint2013arXiv

Routing Regardless of Network Stability

We examine the effectiveness of packet routing in this model for the broad class next-hop preferences with filtering. Here each node v has a filtering list D(v) consisting of nodes it does not want its packets to route through. Acceptable paths (those that avoid nodes in the filtering list) are ranked according to the next-hop, that is, the neighbour of v that the path begins with. On the negative side, we present a strong inapproximability result. For filtering lists of cardinality at most one, given a network in which an equilibrium is guaranteed to exist, it is NP-hard to approximate the maximum number of packets that can be routed to within a factor of O(n^{1-ε}), for any constant ε>0. On the positive side, we give algorithms to show that in two fundamental cases every packet will eventually route with probability one. The first case is when each node's filtering list contains only itself, that is, D(v)={v}. Moreover, with positive probability every packet will be routed before the control plane reaches an equilibrium. The second case is when all the filtering lists are empty, that is, $\mathcal{D}(v)=\emptyset$. Thus, with probability one packets will route even when the nodes don't care if their packets cycle! Furthermore, with probability one every packet will route even when the control plane has em no equilibrium at all.

preprint2012arXiv

On the Implications of Lookahead Search in Game Playing

Lookahead search is perhaps the most natural and widely used game playing strategy. Given the practical importance of the method, the aim of this paper is to provide a theoretical performance examination of lookahead search in a wide variety of applications. To determine a strategy play using lookahead search}, each agent predicts multiple levels of possible re-actions to her move (via the use of a search tree), and then chooses the play that optimizes her future payoff accounting for these re-actions. There are several choices of optimization function the agents can choose, where the most appropriate choice of function will depend on the specifics of the actual game - we illustrate this in our examples. Furthermore, the type of search tree chosen by computationally-constrained agent can vary. We focus on the case where agents can evaluate only a bounded number, $k$, of moves into the future. That is, we use depth $k$ search trees and call this approach {\em k-lookahead search}. We apply our method in five well-known settings: AdWord auctions; industrial organization (Cournot's model); congestion games; valid-utility games and basic-utility games; cost-sharing network design games. We consider two questions. First, what is the expected social quality of outcome when agents apply lookahead search? Second, what interactive behaviours can be exhibited when players use lookahead search?