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Synthesis of finite-state controllers from high-level specifications in multi-agent systems can be reduced to solving multi-player concurrent games over finite graphs. The complexity of solving such games with qualitative objectives for…
We consider flows over time within the deterministic queueing model and study the solution concept of instantaneous dynamic equilibrium (IDE) in which flow particles select at every decision point a currently shortest path. The length of…
Inspired by the path coordination problem arising from robo-taxis, warehouse management, and mixed-vehicle routing problems, we model a group of heterogeneous players responding to stochastic demands as a congestion game under Markov…
This article studies the user behavior in non-atomic congestion games. We consider non-atomic congestion games with continuous and non-decreasing functions and investigate the limit of the price of anarchy when the total user volume…
In this paper, we consider a heterogeneous traffic network with multiple users classes which differ considerably in their path selection objective. In particular, we consider two classes of users: ones who seek to minimize social cost…
We investigate packet routing games in which network users selfishly route themselves through a network over discrete time, aiming to reach the destination as quickly as possible. Conflicts due to limited capacities are resolved by the…
Network creation games model the creation and usage costs of networks formed by n selfish nodes. Each node v can buy a set of edges, each for a fixed price \alpha > 0. Its goal is to minimize its private costs, i.e., the sum (SUM-game,…
We generalize the notions of user equilibrium and system optimum to non-atomic congestion games with stochastic demands. We establish upper bounds on the price of anarchy for three different settings of link cost functions and demand…
Internet and graphs are very much related. The graphical structure of internet has been studied extensively to provide efficient solutions to routing and other problems. But most of these studies assume a central authority which controls…
Self-interested routing polices from individual users in a system can collectively lead to poor aggregate congestion in routing networks. The introduction of altruistic agents, whose goal is to benefit other agents in the system, can…
We consider the interaction among agents engaging in a driving task and we model it as general-sum game. This class of games exhibits a plurality of different equilibria posing the issue of equilibrium selection. While selecting the most…
Network games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertices. The cost of traversing an edge depends on the {\em load};…
We study a variant of Vickrey's classic bottleneck model. In our model there are $n$ agents and each agent strategically chooses when to join a first-come-first-served observable queue. Agents dislike standing in line and they take actions…
Predicting selfish behavior in public environments by considering Nash equilibria is a central concept of game theory. For the dynamic traffic assignment problem modeled by a flow over time game, in which every particle tries to reach its…
Queueing networks are typically modelled assuming that the arrival process is exogenous, and unaffected by admission control, scheduling policies, etc. In many situations, however, users choose the time of their arrival strategically,…
We consider a queuing network that opens at a specified time, where customers are non-atomic and belong to different classes. Each class has its own route, and as is typical in the literature, the costs are a linear function of waiting and…
We consider optimal control of a stochastic network,where service is controlled to prevent buffer overflow. We use a risk-sensitive escape time criterion, which in comparison to the ordinary escape time criteria heavily penalizes exits…
We consider clustering games in which the players are embedded in a network and want to coordinate (or anti-coordinate) their strategy with their neighbors. The goal of a player is to choose a strategy that maximizes her utility given the…
This paper addresses a class of network games played by dynamic agents using their outputs. Unlike most existing related works, the Nash equilibrium in this work is defined by functions of agent outputs instead of full agent states, which…
Westudy how a planner can design dynamic interventions to overcome status-quo inertia in living temporal games, where strategic agents control their state (active, sleep, partially dead) on a temporal network. Building on the…