English

Network Creation Games with Local Information and Edge Swaps

Artificial Intelligence 2019-11-13 v1 Distributed, Parallel, and Cluster Computing Computer Science and Game Theory

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 nn players starting from a tree converges to an equilibrium with a constant Price of Anarchy (PoA) within O(n3)O(n^3) edge swaps (Lenzner, 2011). We focus on SGs where each player knows the subgraph induced by players within distance kk. 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 O(n3)O(n^3) edge swaps irrespective of the value of kk, (ii) the PoA is Θ(n)\Theta(n) for k=1,2,3k=1,2,3, and (iii) the PoA is constant for k4k \geq 4. We then introduce weakly pessimistic players and optimistic players and show that these less pessimistic players achieve constant PoA for k3k \leq 3 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}
}
R2 v1 2026-06-23T12:12:44.514Z