86,694 research outputs found
Allocation Rules for Network Games
Previous allocation rules for network games, such as the Myerson Value, implicitly or explicitly take the network structure as fixed. In many situations, however, the network structure can be altered by players. This means that the value of alternative network structures (not just sub-networks) can and should influence the allocation of value among players on any given network structure. I present a family of allocation rules that incorporate information about alternative network structures when allocating value.networks, network games, allocation rules
Allocation Rules for Network Games
Previous allocation rules for network games, such as the Myerson Value, implicitly or explicitly take the network structure as fixed. In many situations, however, the network structure can be altered by players. This means that the value of alternative network structures (not just sub-networks) can and should influence the allocation of value among players on any given network structure. I present a family of allocation rules that incorporate information about alternative network structures when allocating value.Networks, Network Games, Allocation Rules, Cooperative Games
Allocation Rules for Network Games
Previous allocation rules for network games, such as the Myerson Value, implicitly or
explicitly take the network structure as fixed. In many situations, however, the network
structure can be altered by players. This means that the value of alternative network
structures (not just sub-networks) can and should influence the allocation of value among players on any given network structure. I present a family of allocation rules that incorporate information about alternative network structures when allocating value
Link Monotonic Allocation Schemes
A network is a graph where the nodes represent players and the links represent bilateral interaction between the players. A reward game assigns a value to every network on a fixed set of players. An allocation scheme specifies how to distribute the worth of every network among the players. This allocation scheme is link monotonic if extending the network does not decrease the payoff of any player. We characterize the class of reward games that have a link monotonic allocation scheme. Two allocation schemes for reward games are studied, the Myerson allocation scheme and the position allocation scheme, which are both based on allocation rules for communication situations. We introduce two notions of convexity in the setting of reward games and with these notions of convexity we characterize the classes of reward games where the Myerson allocation scheme and the position allocation scheme are link monotonic. As a by-product we find a characterization of the Myerson value and the position value on the class of reward games using potentials.network;reward game;monotonic allocation scheme
Allocation Rules for Network Games
Previous allocation rules for network games, such as the Myerson Value, implicitly or
explicitly take the network structure as fixed. In many situations, however, the network
structure can be altered by players. This means that the value of alternative network
structures (not just sub-networks) can and should influence the allocation of value among players on any given network structure. I present a family of allocation rules that incorporate information about alternative network structures when allocating value
Resource allocation for massively multiplayer online games using fuzzy linear assignment technique
This paper investigates the possible use of fuzzy system and Linear Assignment Problem (LAP) for resource allocation for Massively Multiplayer Online Games (MMOGs). Due to the limitation of design capacity of such complex MMOGs, resources available in the game cannot be unlimited. Resources in this context refer to items used to support the game play and activities in the MMOGs, also known as in-game resources. As for network resources, it is also one of the important research areas for MMOGs due to the increasing number of players. One of the main objectives is to ensure the Quality of Service (QoS) in the MMOGs environment for each player. Regardless, which context the resource is defined, the proposed method can still be used. Simulated results based on the network resources to ensure QoS shows that the proposed method could be an alternative
A Survey of Models of Network Formation: Stability and Efficiency
I survey the recent literature on the formation of networks. I provide definitions of network games, a number of examples of models from the literature, and discuss some of what is known about the (in)compatibility of overall societal welfare with individual incentives to form and sever links
Multiagent Maximum Coverage Problems: The Trade-off Between Anarchy and Stability
The price of anarchy and price of stability are three well-studied
performance metrics that seek to characterize the inefficiency of equilibria in
distributed systems. The distinction between these two performance metrics
centers on the equilibria that they focus on: the price of anarchy
characterizes the quality of the worst-performing equilibria, while the price
of stability characterizes the quality of the best-performing equilibria. While
much of the literature focuses on these metrics from an analysis perspective,
in this work we consider these performance metrics from a design perspective.
Specifically, we focus on the setting where a system operator is tasked with
designing local utility functions to optimize these performance metrics in a
class of games termed covering games. Our main result characterizes a
fundamental trade-off between the price of anarchy and price of stability in
the form of a fully explicit Pareto frontier. Within this setup, optimizing the
price of anarchy comes directly at the expense of the price of stability (and
vice versa). Our second results demonstrates how a system-operator could
incorporate an additional piece of system-level information into the design of
the agents' utility functions to breach these limitations and improve the
system's performance. This valuable piece of system-level information pertains
to the performance of worst performing agent in the system.Comment: 14 pages, 4 figure
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