相关论文: The Price of Universal Temporal Reachability
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…
A crucial aspect of research is understanding how real-world networks, such as transportation and information networks, are formed. A prominent model for such networks was introduced by \cite{fabrikant_network_2003} and extended by…
Network creation games investigate complex networks from a game-theoretic point of view. Based on the original model by Fabrikant et al. [PODC'03] many variants have been introduced. However, almost all versions have the drawback that edges…
A great variety of systems in nature, society and technology -- from the web of sexual contacts to the Internet, from the nervous system to power grids -- can be modeled as graphs of vertices coupled by edges. The network structure,…
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…
Most networks are not static objects, but instead they change over time. This observation has sparked rigorous research on temporal graphs within the last years. In temporal graphs, we have a fixed set of nodes and the connections between…
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…
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…
Networks observed in real world like social networks, collaboration networks etc., exhibit temporal dynamics, i.e. nodes and edges appear and/or disappear over time. In this paper, we propose a generative, latent space based, statistical…
We consider a multilevel network game, where nodes can improve their communication costs by connecting to a high-speed network. The $n$ nodes are connected by a static network and each node can decide individually to become a gateway to the…
We model the formation of networks as the result of a game where by players act selfishly to get the portfolio of links they desire most. The integration of player strategies into the network formation model is appropriate for…
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…
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 propose a model of discrete time dynamic congestion games with atomic players and a single source-destination pair. The latencies of edges are composed by free-flow transit times and possible queuing time due to capacity constraints. We…
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 study the structure and evolution of the Internet's Autonomous System (AS) interconnection topology as a game with heterogeneous players. In this network formation game, the utility of a player depends on the network structure, e.g., the…
In the swap game (SG) selfish players, each of which is associated to a vertex, form a graph by edge swaps, i.e., a player changes its strategy by simultaneously removing an adjacent edge and forming a new edge (Alon et al., 2013). The cost…
We introduce a simple network formation model for social networks. Agents are nodes, connecting to another agent by building a directed edge (or accepting a connection from another agent) has a cost, and reaching (or being reached by) other…
In general, the games are played on a host graph, where each node is a selfish independent agent (player) and each edge has a fixed link creation cost \alpha. Together the agents create a network (a subgraph of the host graph) while…
Many real-world networks, like the Internet, are not the result of central design but instead the outcome of the interaction of local agents who are selfishly optimizing for their individual utility. The famous Network Creation Game…