Related papers: Greedy Selfish Network Creation
We consider a Gaussian interference channel with independent direct and cross link channel gains, each of which is independent and identically distributed across time. Each transmitter-receiver user pair aims to maximize its long-term…
We consider the problem of computing Nash Equilibria of action-graph games (AGGs). AGGs, introduced by Bhat and Leyton-Brown, is a succinct representation of games that encapsulates both "local" dependencies as in graphical games, and…
We introduce a new class of games called the networked common goods game (NCGG), which generalizes the well-known common goods game. We focus on a fairly general subclass of the game where each agent's utility functions are the same across…
We provide asymptotic approximations to the distribution of statistics that are obtained from network data for limiting sequences that let the number of nodes (agents) in the network grow large. Network formation is permitted to be…
We reconsider the training objective of Generative Adversarial Networks (GANs) from the mixed Nash Equilibria (NE) perspective. Inspired by the classical prox methods, we develop a novel algorithmic framework for GANs via an…
We consider aggregative games with affine coupling constraints, where agents have partial information on the aggregate value and can only communicate with neighbouring agents. We propose a single-layer distributed algorithm that reaches a…
We develop a scheme based on active learning to compute equilibria in a generalized Nash equilibrium problem (GNEP). Specifically, an external observer (or entity), with little knowledge on the multi-agent process at hand, collects sensible…
We study an online allocation problem with sequentially arriving items and adversarially chosen agent values, with the goal of balancing fairness and efficiency. Our goal is to study the performance of algorithms that achieve strong…
We introduce the use of generative adversarial learning to compute equilibria in general game-theoretic settings, specifically the generalized Nash equilibrium (GNE) in pseudo-games, and its specific instantiation as the competitive…
Caching networks can reduce the routing costs of accessing contents by caching contents closer to users. However, cache nodes may belong to different entities and behave selfishly to maximize their own benefits, which often lead to…
Recently Bramoulle and Kranton presented a model for the provision of public goods over a network and showed the existence of a class of Nash equilibria called specialized equilibria wherein some agents exert maximum effort while other…
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…
This paper addresses the problem of distributed online generalized Nash equilibrium (GNE) learning for multi-cluster games with delayed feedback information. Specifically, each agent in the game is assumed to be informed a sequence of local…
In this paper, a distributed non-model based seeking algorithm which combines the extremum seeking control (ESC) jointly with learning algorithms is proposed to seek a generalized Nash equilibrium (GNE) for a class of noncooperative games…
We study Nash equilibria and the price of anarchy in the classical model of Network Creation Games introduced by Fabrikant et al. In this model every agent (node) buys links at a prefixed price $\alpha>0$ in order to get connected to the…
Shared-constraint games are noncooperative $N$-player games where players are coupled through a common coupling constraint. It is known that such games admit two kinds of equilibria -- generalized Nash equilibria (GNE) and variational…
Studying the impact of cooperation in strategic settings is one of the cornerstones of algorithmic game theory. Intuitively, allowing more cooperation yields equilibria that are more beneficial for the society of agents. However, for many…
Networked public goods games model scenarios in which self-interested agents decide whether or how much to invest in an action that benefits not only themselves, but also their network neighbors. Examples include vaccination, security…
Network slicing to enable resource sharing among multiple tenants --network operators and/or services-- is considered a key functionality for next generation mobile networks. This paper provides an analysis of a well-known model for…
We introduce a simple network formation model for social networks. Agents are nodes, connecting to another agent by building a directed edge (or accepting a connection from another agent) has a cost, and reaching (or being reached by) other…