Related papers: Flow-Based Network Creation Games
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…
Network Creation Games are a well-known approach for explaining and analyzing the structure, quality and dynamics of real-world networks like the Internet and other infrastructure networks which evolved via the interaction of selfish agents…
Understanding real-world networks has been a core research endeavor throughout the last two decades. Network Creation Games are a promising approach for this from a game-theoretic perspective. In these games, selfish agents corresponding to…
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,…
Today we rely on networks that are created and maintained by smart devices. For such networks, there is no governing central authority but instead the network structure is shaped by the decisions of selfish intelligent agents. A key…
We propose a new class of game-theoretic models for network formation in which strategies are not directly related to edge choices, but instead correspond more generally to the exertion of social effort. The observed social network is thus…
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…
Network Creation Games are an important framework for understanding the formation of real-world networks. These games usually assume a set of indistinguishable agents strategically buying edges at a uniform price leading to a network among…
Designing optimal interdependent networks is important for the robustness and efficiency of national critical infrastructures. Here, we establish a two-person game-theoretic model in which two network designers choose to maximize the global…
We study a game-theoretic variant of the maximum circulation problem. In a flow allocation game, we are given a directed flow network. Each node is a rational agent and can strategically allocate any incoming flow to the outgoing edges.…
In this paper we extend a popular non-cooperative network creation game (NCG) to allow for disconnected equilibrium networks. There are n players, each is a vertex in a graph, and a strategy is a subset of players to build edges to. For…
Congestion games are a classical type of games studied in game theory, in which n players choose a resource, and their individual cost increases with the number of other players choosing the same resource. In network congestion games…
Network creation games have been extensively studied, both from economists and computer scientists, due to their versatility in modeling individual-based community formation processes, which in turn are the theoretical counterpart of…
We introduce a network design game where the objective of the players is to design the interconnections between the nodes of two different networks $G_1$ and $G_2$ in order to maximize certain local utility functions. In this setting, each…
We study a network formation game where $n$ players, identified with the nodes of a directed graph to be formed, choose where to wire their outgoing links in order to maximize their PageRank centrality. Specifically, the action of every…
Network Design problems typically ask for a minimum cost sub-network from a given host network. This classical point-of-view assumes a central authority enforcing the optimum solution. But how should networks be designed to cope with…
Robustness is one of the key properties of nowadays networks. However, robustness cannot be simply enforced by design or regulation since many important networks, most prominently the Internet, are not created and controlled by a central…
We investigate a non-cooperative game-theoretic model for the formation of communication networks by selfish agents. Each agent aims for a central position at minimum cost for creating edges. In particular, the general model (Fabrikant et…
Social networks offer users new means of accessing information, essentially relying on "social filtering", i.e. propagation and filtering of information by social contacts. The sheer amount of data flowing in these networks, combined with…
Selfish Network Creation focuses on modeling real world networks from a game-theoretic point of view. One of the classic models by Fabrikant et al. [PODC'03] is the network creation game, where agents correspond to nodes in a network which…