Related papers: Selfishness need not be bad: a general proof
We consider colorful bin packing games in which selfish players control a set of items which are to be packed into a minimum number of unit capacity bins. Each item has one of $m\geq 2$ colors and cannot be packed next to an item of the…
In communication systems where users share common resources, users' selfish behavior usually results in suboptimal resource utilization. There have been extensive works that model communication systems with selfish users as one-shot games…
There have been great efforts in studying the cascading behavior in social networks such as the innovation diffusion, etc. Game theoretically, in a social network where individuals choose from two strategies: A (the innovation) and B (the…
In this work we completely characterize how the frequency with which each player participates in the game dynamics affects the possibility of reaching efficient states, i.e., states with an approximation ratio within a constant factor from…
To what extent does the structure of the players' strategy space influence the efficiency of decentralized solutions in congestion games? In this work, we investigate whether better performance are possible when restricting to load…
This work focuses on the design of taxes in atomic congestion games, a commonly studied model for competitive resource sharing. While most related studies focus on optimizing either the worst- or best-case performance (i.e., Price of…
Atomic congestion games are a classic topic in network design, routing, and algorithmic game theory, and are capable of modeling congestion and flow optimization tasks in various application areas. While both the price of anarchy for such…
In this paper, we investigate Nash-regret minimization in congestion games, a class of games with benign theoretical structure and broad real-world applications. We first propose a centralized algorithm based on the optimism in the face of…
We define and analyze the notion of variational Wardrop equilibrium for nonatomic aggregative games with an infinity of players types. These equilibria are characterized through an infinite-dimensional variational inequality. We show, under…
We study the inefficiency of mixed equilibria, expressed as the price of anarchy, of all-pay auctions in three different environments: combinatorial, multi-unit and single-item auctions. First, we consider item-bidding combinatorial…
Energy games are infinite two-player games played in weighted arenas with quantitative objectives that restrict the consumption of a resource modeled by the weights, e.g., a battery that is charged and drained. Typically, upper and/or lower…
The decisions that human beings make to allocate time has significant bearing on economic output and to the sustenance of social networks. The time allocation problem motivates our formal analysis of the resource allocation game, where…
We study a class of games which model the competition among agents to access some service provided by distributed service units and which exhibit congestion and frustration phenomena when service units have limited capacity. We propose a…
Motivated by the scarcity of accurate payoff feedback in practical applications of game theory, we examine a class of learning dynamics where players adjust their choices based on past payoff observations that are subject to noise and…
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…
Establishing the existence of Nash equilibria for partially observed stochastic dynamic games is known to be quite challenging, with the difficulties stemming from the noisy nature of the measurements available to individual players…
A popular formalism for multiagent control applies tools from game theory, casting a multiagent decision problem as a cooperation-style game in which individual agents make local choices to optimize their own local utility functions in…
Priced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the…
We consider normal-form games with $n$ players and two strategies for each player, where the payoffs are i.i.d. random variables with some distribution $F$ and we consider issues related to the pure equilibria in the game as the number of…
Under what conditions do the behaviors of players, who play a game repeatedly, converge to a Nash equilibrium? If one assumes that the players' behavior is a discrete-time or continuous-time rule whereby the current mixed strategy profile…