186 research outputs found

    Computer Science and Game Theory: A Brief Survey

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    There has been a remarkable increase in work at the interface of computer science and game theory in the past decade. In this article I survey some of the main themes of work in the area, with a focus on the work in computer science. Given the length constraints, I make no attempt at being comprehensive, especially since other surveys are also available, and a comprehensive survey book will appear shortly.Comment: To appear; Palgrave Dictionary of Economic

    Bounding the Inefficiency of Altruism Through Social Contribution Games

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    We introduce a new class of games, called social contribution games (SCGs), where each player's individual cost is equal to the cost he induces on society because of his presence. Our results reveal that SCGs constitute useful abstractions of altruistic games when it comes to the analysis of the robust price of anarchy. We first show that SCGs are altruism-independently smooth, i.e., the robust price of anarchy of these games remains the same under arbitrary altruistic extensions. We then devise a general reduction technique that enables us to reduce the problem of establishing smoothness for an altruistic extension of a base game to a corresponding SCG. Our reduction applies whenever the base game relates to a canonical SCG by satisfying a simple social contribution boundedness property. As it turns out, several well-known games satisfy this property and are thus amenable to our reduction technique. Examples include min-sum scheduling games, congestion games, second price auctions and valid utility games. Using our technique, we derive mostly tight bounds on the robust price of anarchy of their altruistic extensions. For the majority of the mentioned game classes, the results extend to the more differentiated friendship setting. As we show, our reduction technique covers this model if the base game satisfies three additional natural properties

    The Robust Price of Anarchy of Altruistic Games

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    The path player game: A network game from the point of view of the network providers

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    We introduce the path player game, a noncooperative network game with a continuum of mutually dependent set of strategies. This game models network flows from the point of view of competing network operators. The players are represented by paths in the network. They have to decide how much flow shall be routed along their paths. The competitive nature of the game is due to the following two aspects: First, a capacity bound on the overall network flow links the decisions of the players. Second, edges may be shared by several players which might have conflicting goals. In this paper, we prove the existence of feasible and pure-strategy equilibria in path player games, which is a non-trivial task due to non-continuity of payoff functions and the infinite, mutually dependent strategy sets. We analyze different instances of path player games in more detail and present characterizations of equilibria for these cases

    Conflicting Congestion Effects in Resource Allocation Games

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