Related papers: Selfishness need not be bad: a general proof
In this paper, we introduce an improved upper bound for the efficiency of Nash equilibria in utilitarian scheduling games on related machines. The machines have varying speeds and adhere to the Shortest Processing Time (SPT) policy as the…
The reliability and security of a user in an interconnected system depends on all users' collective effort in security. Consequently, investments in security technologies by strategic users is typically modeled as a public good problem,…
Network creation games are well-established for investigating the decentralized formation of communication networks, like the Internet or social networks. In these games, selfish agents that correspond to network nodes strategically create…
We consider a general class of nonzero-sum $N$-player stochastic games with impulse controls, where players control the underlying dynamics with discrete interventions. We adopt a verification approach and provide sufficient conditions for…
In this paper we consider an extension to the classical definition of congestion games (CG) in which multiple users share the same set of resources and their payoff for using any resource is a function of the total number of users sharing…
Self-testing has been a rich area of study in quantum information theory. It allows an experimenter to interact classically with a black box quantum system and to test that a specific entangled state was present and a specific set of…
We consider multi-agent decision making where each agent optimizes its convex cost function subject to individual and coupling constraints. The constraint sets are compact convex subsets of a Euclidean space. To learn Nash equilibria, we…
The subset sum algorithm is a natural heuristic for the classical Bin Packing problem: In each iteration, the algorithm finds among the unpacked items, a maximum size set of items that fits into a new bin. More than 35 years after its first…
We consider the classical machine scheduling, where $n$ jobs need to be scheduled on $m$ machines, and where job $j$ scheduled on machine $i$ contributes $p_{i,j}\in \mathbb{R}$ to the load of machine $i$, with the goal of minimizing the…
We study the repeated congestion game, in which multiple populations of players share resources, and make, at each iteration, a decentralized decision on which resources to utilize. We investigate the following question: given a model of…
We give exponential lower bounds on the Price of Stability (PoS) of weighted congestion games with polynomial cost functions. In particular, for any positive integer $d$ we construct rather simple games with cost functions of degree at most…
We study a class of stochastic dynamic games that exhibit strategic complementarities between players; formally, in the games we consider, the payoff of a player has increasing differences between her own state and the empirical…
In this paper we consider the problem of distributed channel allocation in large networks under the frequency-selective interference channel. Performance is measured by the weighted sum of achievable rates. First we present a natural…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
We study the extent to which decentralized cost-sharing protocols can achieve good price of anarchy (PoA) bounds in network cost-sharing games with $n$ agents. We focus on the model of resource-aware protocols, where the designer has prior…
In mean-payoff games, the objective of the protagonist is to ensure that the limit average of an infinite sequence of numeric weights is nonnegative. In energy games, the objective is to ensure that the running sum of weights is always…
We study the price of anarchy of mechanisms in the presence of risk-averse agents. Previous work has focused on agents with quasilinear utilities, possibly with a budget. Our model subsumes this as a special case but also captures that…
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…
In stochastic dynamic games, when the number of players is sufficiently large and the interactions between agents depend on empirical state distribution, one way to approximate the original game is to introduce infinite-population limit of…
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…