2,699 research outputs found
Tree Nash Equilibria in the Network Creation Game
In the network creation game with n vertices, every vertex (a player) buys a
set of adjacent edges, each at a fixed amount {\alpha} > 0. It has been
conjectured that for {\alpha} >= n, every Nash equilibrium is a tree, and has
been confirmed for every {\alpha} >= 273n. We improve upon this bound and show
that this is true for every {\alpha} >= 65n. To show this, we provide new and
improved results on the local structure of Nash equilibria. Technically, we
show that if there is a cycle in a Nash equilibrium, then {\alpha} < 65n.
Proving this, we only consider relatively simple strategy changes of the
players involved in the cycle. We further show that this simple approach cannot
be used to show the desired upper bound {\alpha} < n (for which a cycle may
exist), but conjecture that a slightly worse bound {\alpha} < 1.3n can be
achieved with this approach. Towards this conjecture, we show that if a Nash
equilibrium has a cycle of length at most 10, then indeed {\alpha} < 1.3n. We
further provide experimental evidence suggesting that when the girth of a Nash
equilibrium is increasing, the upper bound on {\alpha} obtained by the simple
strategy changes is not increasing. To the end, we investigate the approach for
a coalitional variant of Nash equilibrium, where coalitions of two players
cannot collectively improve, and show that if {\alpha} >= 41n, then every such
Nash equilibrium is a tree
On a Bounded Budget Network Creation Game
We consider a network creation game in which each player (vertex) has a fixed
budget to establish links to other players. In our model, each link has unit
price and each agent tries to minimize its cost, which is either its local
diameter or its total distance to other players in the (undirected) underlying
graph of the created network. Two versions of the game are studied: in the MAX
version, the cost incurred to a vertex is the maximum distance between the
vertex and other vertices, and in the SUM version, the cost incurred to a
vertex is the sum of distances between the vertex and other vertices. We prove
that in both versions pure Nash equilibria exist, but the problem of finding
the best response of a vertex is NP-hard. We take the social cost of the
created network to be its diameter, and next we study the maximum possible
diameter of an equilibrium graph with n vertices in various cases. When the sum
of players' budgets is n-1, the equilibrium graphs are always trees, and we
prove that their maximum diameter is Theta(n) and Theta(log n) in MAX and SUM
versions, respectively. When each vertex has unit budget (i.e. can establish
link to just one vertex), the diameter of any equilibrium graph in either
version is Theta(1). We give examples of equilibrium graphs in the MAX version,
such that all vertices have positive budgets and yet the diameter is
Omega(sqrt(log n)). This interesting (and perhaps counter-intuitive) result
shows that increasing the budgets may increase the diameter of equilibrium
graphs and hence deteriorate the network structure. Then we prove that every
equilibrium graph in the SUM version has diameter 2^O(sqrt(log n)). Finally, we
show that if the budget of each player is at least k, then every equilibrium
graph in the SUM version is k-connected or has diameter smaller than 4.Comment: 28 pages, 3 figures, preliminary version appeared in SPAA'1
Collaboration in Social Networks
The very notion of social network implies that linked individuals interact
repeatedly with each other. This allows them not only to learn successful
strategies and adapt to them, but also to condition their own behavior on the
behavior of others, in a strategic forward looking manner. Game theory of
repeated games shows that these circumstances are conducive to the emergence of
collaboration in simple games of two players. We investigate the extension of
this concept to the case where players are engaged in a local contribution game
and show that rationality and credibility of threats identify a class of Nash
equilibria -- that we call "collaborative equilibria" -- that have a precise
interpretation in terms of sub-graphs of the social network. For large network
games, the number of such equilibria is exponentially large in the number of
players. When incentives to defect are small, equilibria are supported by local
structures whereas when incentives exceed a threshold they acquire a non-local
nature, which requires a "critical mass" of more than a given fraction of the
players to collaborate. Therefore, when incentives are high, an individual
deviation typically causes the collapse of collaboration across the whole
system. At the same time, higher incentives to defect typically support
equilibria with a higher density of collaborators. The resulting picture
conforms with several results in sociology and in the experimental literature
on game theory, such as the prevalence of collaboration in denser groups and in
the structural hubs of sparse networks
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