Related papers: The Max-Distance Network Creation Game on General …
We experimentally study effort provision and network formation in the linear-quadratic game characterized by positive externality and complementarity of effort choices among network neighbors. We compare experimental outcomes to the…
We consider the problem of self-healing in peer-to-peer networks that are under repeated attack by an omniscient adversary. We assume that, over a sequence of rounds, an adversary either inserts a node with arbitrary connections or deletes…
The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…
In this paper, we propose a multi-player extension of the minimum cost flow problem inspired by a transportation problem that arises in modern transportation industry. We associate one player with each arc of a directed network, each trying…
The robustness of multiagent systems can be affected by mistakes or behavioral biases (e.g., risk-aversion, altruism, toll-sensitivity), with some agents playing the "wrong game." This can change the set of equilibria, and may in turn harm…
We consider non-atomic network congestion games with heterogeneous players where the latencies of the paths are subject to some bounded deviations. This model encompasses several well-studied extensions of the classical Wardrop model which…
The Bonacich centrality is a well-known measure of the relative importance of nodes in a network. This notion is, for example, at the core of Google's PageRank algorithm. In this paper we study a network formation game where each player…
This is the first paper to address the topology structure of Job Edge-Fog interconnection network in the perspective of network creation game. A two level network creation game model is given, in which the first level is similar to the…
In this paper, we develop a hierarchical Bayesian game framework for automated dynamic offset selection. Users compete to maximize their throughput by picking the best locally serving radio access network (RAN) with respect to their own…
One of the natural objectives of the field of the social networks is to predict agents' behaviour. To better understand the spread of various products through a social network arXiv:1105.2434 introduced a threshold model, in which the nodes…
Flows over time enable a mathematical modeling of traffic that changes as time progresses. In order to evaluate these dynamic flows from a game theoretical perspective we consider the price of anarchy (PoA). In this paper we study the…
In this work, we introduce graphical modelsfor multi-player game theory, and give powerful algorithms for computing their Nash equilibria in certain cases. An n-player game is given by an undirected graph on n nodes and a set of n local…
A mobile agent, starting from a node $s$ of a simple undirected connected graph $G=(V,E)$, has to explore all nodes and edges of $G$ using the minimum number of edge traversals. To do so, the agent uses a deterministic algorithm that allows…
We analyze a network formation game in a strategic setting where payoffs of individuals depend only on their immediate neighbourhood. We call these payoffs as localized payoffs. In this game, the payoff of each individual captures (1) the…
We introduce and analyze greedy equilibria (GE) for the well-known model of selfish network creation by Fabrikant et al.[PODC'03]. GE are interesting for two reasons: (1) they model outcomes found by agents which prefer smooth adaptations…
Classical game theory is a powerful framework to analyze the strategic interactions among rational players. However, in many real-life scenarios, players choose actions based on their inherent natural tendencies rather than deliberate…
We study network growth from a fixed set of initially isolated nodes placed at random on the surface of a sphere. The growth mechanism we use adds edges to the network depending on strictly local gain and cost criteria. Only nodes that are…
We introduce the class of modified Schelling games in which there are different types of agents who occupy the nodes of a location graph; agents of the same type are friends, and agents of different types are enemies. Every agent is…
In cost sharing games, the existence and efficiency of pure Nash equilibria fundamentally depends on the method that is used to share the resources' costs. We consider a general class of resource allocation problems in which a set of…
Many distributed systems can be modeled as network games: a collection of selfish players that communicate in order to maximize their individual utilities. The performance of such games can be evaluated through the costs of the system…