Network Creation Games with Local Information and Edge Swaps
Abstract
In the swap game (SG) selfish players, each of which is associated to a vertex, form a graph by edge swaps, i.e., a player changes its strategy by simultaneously removing an adjacent edge and forming a new edge (Alon et al., 2013). The cost of a player considers the average distance to all other players or the maximum distance to other players. Any SG by players starting from a tree converges to an equilibrium with a constant Price of Anarchy (PoA) within edge swaps (Lenzner, 2011). We focus on SGs where each player knows the subgraph induced by players within distance . Therefore, each player cannot compute its cost nor a best response. We first consider pessimistic players who consider the worst-case global graph. We show that any SG starting from a tree (i) always converges to an equilibrium within edge swaps irrespective of the value of , (ii) the PoA is for , and (iii) the PoA is constant for . We then introduce weakly pessimistic players and optimistic players and show that these less pessimistic players achieve constant PoA for at the cost of best response cycles.
Keywords
Cite
@article{arxiv.1911.04743,
title = {Network Creation Games with Local Information and Edge Swaps},
author = {Shotaro Yoshimura and Yukiko Yamauchi},
journal= {arXiv preprint arXiv:1911.04743},
year = {2019}
}