56 research outputs found

    Topological influence and locality in swap Schelling games

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    Residential segregation is a wide-spread phenomenon that can be observed in almost every major city. In these urban areas residents with different racial or socioeconomic background tend to form homogeneous clusters. Schelling’s famous agent-based model for residential segregation explains how such clusters can form even if all agents are tolerant, i.e., if they agree to live in mixed neighborhoods. For segregation to occur, all it needs is a slight bias towards agents preferring similar neighbors. Very recently, Schelling’s model has been investigated from a game-theoretic point of view with selfish agents that strategically select their residential location. In these games, agents can improve on their current location by performing a location swap with another agent who is willing to swap. We significantly deepen these investigations by studying the influence of the underlying topology modeling the residential area on the existence of equilibria, the Price of Anarchy and on the dynamic properties of the resulting strategic multi-agent system. Moreover, as a new conceptual contribution, we also consider the influence of locality, i.e., if the location swaps are restricted to swaps of neighboring agents. We give improved almost tight bounds on the Price of Anarchy for arbitrary underlying graphs and we present (almost) tight bounds for regular graphs, paths and cycles. Moreover, we give almost tight bounds for grids, which are commonly used in empirical studies. For grids we also show that locality has a severe impact on the game dynamics

    On the tree conjecture for the network creation game

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    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 buy incident edges for the price of alpha per edge to minimize their total distance to all other nodes. The model is well-studied but still has intriguing open problems. The most famous conjectures state that the price of anarchy is constant for all alpha and that for alpha >= n all equilibrium networks are trees. We introduce a novel technique for analyzing stable networks for high edge-price alpha and employ it to improve on the best known bounds for both conjectures. In particular we show that for alpha > 4n-13 all equilibrium networks must be trees, which implies a constant price of anarchy for this range of alpha. Moreover, we also improve the constant upper bound on the price of anarchy for equilibrium trees

    The Max-Distance Network Creation Game on General Host Graphs

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    In this paper we study a generalization of the classic \emph{network creation game} in the scenario in which the nn players sit on a given arbitrary \emph{host graph}, which constrains the set of edges a player can activate at a cost of α0\alpha \geq 0 each. This finds its motivations in the physical limitations one can have in constructing links in practice, and it has been studied in the past only when the routing cost component of a player is given by the sum of distances to all the other nodes. Here, we focus on another popular routing cost, namely that which takes into account for each player its \emph{maximum} distance to any other player. For this version of the game, we first analyze some of its computational and dynamic aspects, and then we address the problem of understanding the structure of associated pure Nash equilibria. In this respect, we show that the corresponding price of anarchy (PoA) is fairly bad, even for several basic classes of host graphs. More precisely, we first exhibit a lower bound of Ω(n/(1+α))\Omega (\sqrt{ n / (1+\alpha)}) for any α=o(n)\alpha = o(n). Notice that this implies a counter-intuitive lower bound of Ω(n)\Omega(\sqrt{n}) for very small values of α\alpha (i.e., edges can be activated almost for free). Then, we show that when the host graph is restricted to be either kk-regular (for any constant k3k \geq 3), or a 2-dimensional grid, the PoA is still Ω(1+min{α,nα})\Omega(1+\min\{\alpha, \frac{n}{\alpha}\}), which is proven to be tight for α=Ω(n)\alpha=\Omega(\sqrt{n}). On the positive side, if αn\alpha \geq n, we show the PoA is O(1)O(1). Finally, in the case in which the host graph is very sparse (i.e., E(H)=n1+k|E(H)|=n-1+k, with k=O(1)k=O(1)), we prove that the PoA is O(1)O(1), for any α\alpha.Comment: 17 pages, 4 figure

    Topological influence and locality in swap schelling games

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    Residential segregation is a wide-spread phenomenon that can be observed in almost every major city. In these urban areas residents with different racial or socioeconomic background tend to form homogeneous clusters. Schelling’s famous agent-based model for residential segregation explains how such clusters can form even if all agents are tolerant, i.e., if they agree to live in mixed neighborhoods. For segregation to occur, all it needs is a slight bias towards agents preferring similar neighbors. Very recently, Schelling’s model has been investigated from a game-theoretic point of view with selfish agents that strategically select their residential location. In these games, agents can improve on their current location by performing a location swap with another agent who is willing to swap. We significantly deepen these investigations by studying the influence of the underlying topology modeling the residential area on the existence of equilibria, the Price of Anarchy and on the dynamic properties of the resulting strategic multi-agent system. Moreover, as a new conceptual contribution, we also consider the influence of locality, i.e., if the location swaps are restricted to swaps of neighboring agents. We give improved almost tight bounds on the Price of Anarchy for arbitrary underlying graphs and we present (almost) tight bounds for regular graphs, paths and cycles. Moreover, we give almost tight bounds for grids, which are commonly used in empirical studies. For grids we also show that locality has a severe impact on the game dynamics
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