763 research outputs found
Multi-Player Diffusion Games on Graph Classes
We study competitive diffusion games on graphs introduced by Alon et al. [1]
to model the spread of influence in social networks. Extending results of
Roshanbin [8] for two players, we investigate the existence of pure Nash
equilibria for at least three players on different classes of graphs including
paths, cycles, grid graphs and hypercubes; as a main contribution, we answer an
open question proving that there is no Nash equilibrium for three players on (m
x n) grids with min(m, n) >= 5. Further, extending results of Etesami and Basar
[3] for two players, we prove the existence of pure Nash equilibria for four
players on every d-dimensional hypercube.Comment: Extended version of the TAMC 2015 conference version now discussing
hypercube results (added details for the proof of Proposition 1
Choosing Products in Social Networks
We study the consequences of adopting products by agents who form a social
network. To this end we use the threshold model introduced in Apt and Markakis,
arXiv:1105.2434, in which the nodes influenced by their neighbours can adopt
one out of several alternatives, and associate with such each social network a
strategic game between the agents. The possibility of not choosing any product
results in two special types of (pure) Nash equilibria.
We show that such games may have no Nash equilibrium and that determining the
existence of a Nash equilibrium, also of a special type, is NP-complete. The
situation changes when the underlying graph of the social network is a DAG, a
simple cycle, or has no source nodes. For these three classes we determine the
complexity of establishing whether a (special type of) Nash equilibrium exists.
We also clarify for these categories of games the status and the complexity
of the finite improvement property (FIP). Further, we introduce a new property
of the uniform FIP which is satisfied when the underlying graph is a simple
cycle, but determining it is co-NP-hard in the general case and also when the
underlying graph has no source nodes. The latter complexity results also hold
for verifying the property of being a weakly acyclic game.Comment: 15 pages. Appeared in Proc. of the 8th International Workshop on
Internet and Network Economics (WINE 2012), Lecture Notes in Computer Science
7695, Springer, pp. 100-11
A Dynamic Game of Technology Diffusion under an Emission Trading Regulation: A Pilot Experiment
In this paper we investigate how the interaction between the product and the emission permit markets may affect firms' propensity to adopt cleaner technologies. The adoption of a cleaner technology has the direct effect of reducing the compliance cost of the firm, but it also involves a strategic decision, if the industry is not perfectly competitive. We look at this problem from both a theoretical and an experimental point of view. We develop a model of duopoly, in which two firms engage in quantity competition in the output market and behave as price takers in the permit market. Firms have the possibility of investing in a cleaner production technology, which is available on the market at some cost. We set up a dynamic game over an infinite horizon in order to investigate firms' investment decisions: in each period, each firm decides whether to invest in the new technology or not. The stationary equilibria to this game crucially depend on both the cost of switching to the cleanest technology and the emission cap. Technology diffusion is one of the possible equilibria of the game. In order to test the predictions of the theory, we design and implement an "innovation experiment" that replicates the "innovation game". The results of our pilot experiment suggest that firms' behaviour will eventually lead to innovation diffusion.tradable permits; technology adoption; oligopoly; laboratory experiments
Information Diffusion on Social Networks
In this thesis we model the diffusion of information on social networks. A game
played on a specific type of graph generator, the iterated local transitivity
model, is examined. We study how the dynamics of the game change as the
graph grows, and the relationship between properties of the game on a graph
initially and properties of the game later in the graph’s development. We
show that, given certain conditions, for the iterated local transitivity model
it is possible to predict the existence of a Nash equilibrium at any point in
the graph’s growth. We give sufficient conditions for the existence of Nash
Equilibria on star graphs, cliques and trees. We give some results on potential
games on the iterated local transitivity model.
Chapter 2 provides an introduction to graph properties, and describes various
early graph models. Chapter 3 describes some models for online social
networks, and introduces the iterated local transitivity model which we use
later in the thesis. In Chapter 4 various models for games played on networks
are examined. We study a model for competitive information diffusion on
star graphs, cliques and trees, and we provide conditions for the existence of
Nash Equilibria on these. This model for competitive information diffusion is
studied in detail for the iterated local transitivity model in Chapter 5. We
discuss potential games in Chapter 6 and their existence on the iterated local
transitivity model. We conclude with some suggestions on how to extend and
develop upon the work done in this thesis
Firefighting as a game
The Firefighter Problem was proposed in 1995 [16] as a deterministic discrete-time model for the spread (and containment) of a fire. Its applications reach from real fires to the spreading of diseases and the containment of floods. Furthermore, it can be used to model the spread of computer viruses or viral marketing in communication networks.
In this work, we study the problem from a game-theoretical perspective. Such a context seems very appropriate when applied to large networks, where entities may act and make decisions based on their own interests, without global coordination.
We model the Firefighter Problem as a strategic game where there is one player for each time step who decides where to place the firefighters. We show that the Price of Anarchy is linear in the general case, but at most 2 for trees. We prove that the quality of the equilibria improves when allowing coalitional cooperation among players. In general, we have that the Price of Anarchy is in T(n/k) where k is the coalition size. Furthermore, we show that there are topologies which have a constant Price of Anarchy even when constant sized coalitions are considered.Peer ReviewedPostprint (author’s final draft
Mean-Field-Type Games in Engineering
A mean-field-type game is a game in which the instantaneous payoffs and/or
the state dynamics functions involve not only the state and the action profile
but also the joint distributions of state-action pairs. This article presents
some engineering applications of mean-field-type games including road traffic
networks, multi-level building evacuation, millimeter wave wireless
communications, distributed power networks, virus spread over networks, virtual
machine resource management in cloud networks, synchronization of oscillators,
energy-efficient buildings, online meeting and mobile crowdsensing.Comment: 84 pages, 24 figures, 183 references. to appear in AIMS 201
- …