28 research outputs found
On the Tree Conjecture for the Network Creation Game
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\u2703] 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
Strategic Facility Location with Clients that Minimize Total Waiting Time
We study a non-cooperative two-sided facility location game in which
facilities and clients behave strategically. This is in contrast to many other
facility location games in which clients simply visit their closest facility.
Facility agents select a location on a graph to open a facility to attract as
much purchasing power as possible, while client agents choose which facilities
to patronize by strategically distributing their purchasing power in order to
minimize their total waiting time. Here, the waiting time of a facility depends
on its received total purchasing power. We show that our client stage is an
atomic splittable congestion game, which implies existence, uniqueness and
efficient computation of a client equilibrium. Therefore, facility agents can
efficiently predict client behavior and make strategic decisions accordingly.
Despite that, we prove that subgame perfect equilibria do not exist in all
instances of this game and that their existence is NP-hard to decide. On the
positive side, we provide a simple and efficient algorithm to compute
3-approximate subgame perfect equilibria.Comment: To appear at the 37th AAAI Conference on Artificial Intelligence
(AAAI-23), full versio
Fair Tree Connection Games with Topology-Dependent Edge Cost
How do rational agents self-organize when trying to connect to a common
target? We study this question with a simple tree formation game which is
related to the well-known fair single-source connection game by Anshelevich et
al. (FOCS'04) and selfish spanning tree games by Gourv\`es and Monnot
(WINE'08). In our game agents correspond to nodes in a network that activate a
single outgoing edge to connect to the common target node (possibly via other
nodes). Agents pay for their path to the common target, and edge costs are
shared fairly among all agents using an edge. The main novelty of our model is
dynamic edge costs that depend on the in-degree of the respective endpoint.
This reflects that connecting to popular nodes that have increased internal
coordination costs is more expensive since they can charge higher prices for
their routing service.
In contrast to related models, we show that equilibria are not guaranteed to
exist, but we prove the existence for infinitely many numbers of agents.
Moreover, we analyze the structure of equilibrium trees and employ these
insights to prove a constant upper bound on the Price of Anarchy as well as
non-trivial lower bounds on both the Price of Anarchy and the Price of
Stability. We also show that in comparison with the social optimum tree the
overall cost of an equilibrium tree is more fairly shared among the agents.
Thus, we prove that self-organization of rational agents yields on average only
slightly higher cost per agent compared to the centralized optimum, and at the
same time, it induces a more fair cost distribution. Moreover, equilibrium
trees achieve a beneficial trade-off between a low height and low maximum
degree, and hence these trees might be of independent interest from a
combinatorics point-of-view. We conclude with a discussion of promising
extensions of our model.Comment: Accepted at FSTTCS 2020, full versio
Improving ranking quality and fairness in Swiss-system chess tournaments
The International Chess Federation (FIDE) imposes a voluminous and complex
set of player pairing criteria in Swiss-system chess tournaments and endorses
computer programs that are able to calculate the prescribed pairings. The
purpose of these formalities is to ensure that players are paired fairly during
the tournament and that the final ranking corresponds to the players' true
strength order. We contest the official FIDE player pairing routine by
presenting alternative pairing rules. These can be enforced by computing
maximum weight matchings in a carefully designed graph. We demonstrate by
extensive experiments that a tournament format using our mechanism 1) yields
fairer pairings in the rounds of the tournament and 2) produces a final ranking
that reflects the players' true strengths better than the state-of-the-art FIDE
pairing system