Cake cutting really is not a piece of cake

We consider the well-known cake cutting problem in which a protocol wants to divide a cake among n ≥ 2 players in such a way that each player believes that they got a fair share. The standard Robertson-Webb model allows the protocol to make two types of queries, Evaluation and Cut, to the players. A deterministic divide-and-conquer protocol with complexity O(n log n) is known. We provide the first an Ω(n log n) lower bound on the complexity of any deterministic protocol in the standard model. This improves previous lower bounds, in that the protocol is allowed to assign to a player a piece that is a union of intervals and only guarantee approximate fairness. We accomplish this by lower bounding the complexity to find, for a single player, a piece of cake that is both rich in value, and thin in width. We then introduce a version of cake cutting in which the players are able to cut with only finite precision. In this case, we can extend the Ω(n log n) lower bound to include randomized protocols.