Related papers: Inoculation strategies for bounded degree graphs
We study the sum classic network creation game introduced by Fabrikant et al. in which $n$ players conform a network buying links at individual price $\alpha$. When studying this model we are mostly interested in \emph{Nash equilibria}…
In this paper, we study the problem of minimizing the spread of a viral epidemic when immunization takes a non-negligible amount of time to take into effect. Specifically, our problem is to determine which set of nodes to be vaccinated when…
Consider a random graph, having a pre-specified degree distribution F but other than that being uniformly distributed, describing the social structure (friendship) in a large community. Suppose one individual in the community is externally…
We study the curing of epidemics of a network contagion, which is modelled using a variation of the classical Polya urn process that takes into account spatial infection among neighbouring nodes. We introduce several quantities for…
We investigate the vulnerabilities of consensus-based distributed optimization protocols to nodes that deviate from the prescribed update rule (e.g., due to failures or adversarial attacks). We first characterize certain fundamental…
We introduce a novel technique to give bounds to the entangled value of non-local games. The technique is based on a class of graphs used by Cabello, Severini and Winter in 2010. The upper bound uses the famous Lov\'asz theta number and is…
Game-theoretic models relevant for computer science applications usually feature a large number of players. The goal of this paper is to develop an analytical framework for bounding the price of anarchy in such models. We demonstrate the…
Viral spread on large graphs has many real-life applications such as malware propagation in computer networks and rumor (or misinformation) spread in Twitter-like online social networks. Although viral spread on large graphs has been…
We consider the min-cost multicast problem (under network coding) with multiple correlated sources where each terminal wants to losslessly reconstruct all the sources. We study the inefficiency brought forth by the selfish behavior of the…
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…
The spread of an infection, a contagion, meme, emotion, message and various other spreadable objects have been discussed in several works. Burning and firefighting have been discussed in particular on static graphs. Graph burning simulates…
The total isolation game is played on a graph $G$ by two players who take turns playing a vertex such that if $S$ is the set of already played vertices, then a vertex can be selected only if it is adjacent to a vertex that belongs to a…
This article investigates selfish behavior in games where players are embedded in a social context. A framework is presented which allows us to measure the Windfall of Friendship, i.e., how much players benefit (compared to purely selfish…
The dynamics of infectious diseases spread is crucial in determining their risk and offering ways to contain them. We study sequential vaccination of individuals in networks. In the original (deterministic) version of the Firefighter…
A central question in algorithmic game theory is to measure the inefficiency (ratio of costs) of Nash equilibria (NE) with respect to socially optimal solutions. The two established metrics used for this purpose are price of anarchy (POA)…
The Internet has emerged as perhaps the most important network in modern computing, but rather miraculously, it was created through the individual actions of a multitude of agents rather than by a central planning authority. This motivates…
It is conjectured that the game domination number is at most $3n/5$ for every $n$-vertex graph which does not contain isolated vertices. It was proved in the recent years that the conjecture holds for several graph classes, including the…
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…
We study a family of closely-related distributed graph problems, which we call degree splitting, where roughly speaking the objective is to partition (or orient) the edges such that each node's degree is split almost uniformly. Our findings…
We study {\em bottleneck routing games} where the social cost is determined by the worst congestion on any edge in the network. In the literature, bottleneck games assume player utility costs determined by the worst congested edge in their…