We consider the well-studied game-theoretic version of machine scheduling in which jobs correspond to self-interested users and machines correspond to resources. Here each user chooses a machine trying to minimize her own cost, and such selfish behavior typically results in some equilibrium which is not globally optimal: An equilibrium is an allocation where no user can reduce her own cost by moving to another machine, which in general need not minimize the makespan, i.e., the maximum load over the machines.
We provide tight bounds on two well-studied notions in algorithmic game theory, namely, the price of anarchy and the strong price of anarchy on machine scheduling setting which lies in between the related and the unrelated machine case. Both notions study the social cost (makespan) of the worst equilibrium compared to the optimum, with the strong price of anarchy restricting to a stronger form of equilibria. Our results extend a prior study comparing the price of anarchy to the strong price of anarchy for two related machines (Epstein, Acta Informatica 2010), thus providing further insights on the relation between these concepts. Our exact bounds give a qualitative and quantitative comparison between the two models. The bounds also show that the setting is indeed easier than the two unrelated machines: In the latter, the strong price of anarchy is $2$, while in ours it is strictly smaller.
We analyze the network congestion game with atomic players, asymmetric strategies, and the maximum latency among all players as social cost. This important social cost function is much less understood than the average latency. We show that the price of anarchy is at most two, when the network is a ring and the link latencies are linear. Our bound is tight. This is the first sharp bound for the maximum latency objective.
We consider a game-theoretical problem called selfish 2-dimensional bin packing game, a generalization of the 1-dimensional case already treated in the literature. In this game, the items to be packed are rectangles, and the bins are unit squares. The game starts with a set of items arbitrarily packed in bins. The cost of an item is defined as the ratio between its area and the total occupied area of the respective bin. Each item is a selfish player that wants to minimize its cost. A migration of an item to another bin is allowed only when its cost is decreased. We show that this game always c…
We reconsider the well-studied Selfish Routing game with affine latency functions. The Price of Anarchy for this class of games takes maximum value 4/3; this maximum is attained already for a simple network of two parallel links, known as Pigou's network. We improve upon the value 4/3 by means of Coordination Mechanisms. We increase the latency functions of the edges in the network, i.e., if $\ell_e(x)$ is the latency function of an edge $e$, we replace it by $\hat{\ell}_e(x)$ with $\ell_e(x) \le \hat{\ell}_e(x)$ for all $x$. Then an adversary fixes a demand rate as input. The engineered Price…
This article studies the user behavior in non-atomic congestion games. We consider non-atomic congestion games with continuous and non-decreasing functions and investigate the limit of the price of anarchy when the total user volume approaches infinity. We deepen the knowledge on {\em asymptotically well designed games} \cite{Wu2017Selfishness}, {\em limit games} \cite{Wu2017Selfishness}, {\em scalability} \cite{Wu2017Selfishness} and {\em gaugeability} \cite{Colini2017b} that were recently used in the limit analyses of the price of anarchy for non-atomic congestion games. We develop a unified…
This paper examines the behavior of the price of anarchy as a function of the traffic inflow in nonatomic congestion games with multiple origin-destination (O/D) pairs. Empirical studies in real-world networks show that the price of anarchy is close to 1 in both light and heavy traffic, thus raising the question: can these observations be justified theoretically? We first show that this is not always the case: the price of anarchy may remain a positive distance away from 1 for all values of the traffic inflow, even in simple three-link networks with a single O/D pair and smooth, convex costs. …
We consider the min-cost multicast problem (under network coding) with multiple correlated sources where each terminal wants to losslessly reconstruct all the sources. We study the inefficiency brought forth by the selfish behavior of the terminals in this scenario by modeling it as a noncooperative game among the terminals. The degradation in performance due to the lack of regulation is measured by the {\it Price of Anarchy} (POA), which is defined as the ratio between the cost of the worst possible \textit{Wardrop equilibrium} and the socially optimum cost. Our main result is that in contras…
We consider the capacitated selfish replication (CSR) game with binary preferences, over general undirected networks. We first show that such games have an associated ordinary potential function, and hence always admit a pure-strategy Nash equilibrium (NE). Further, when the minimum degree of the network and the number of resources are of the same order, there exists an exact polynomial time algorithm which can find a NE. Following this, we study the price of anarchy of such games, and show that it is bounded above by 3; we further provide some instances for which the price of anarchy is at le…
We study a pricing game in multi-hop relay networks where nodes price their services and route their traffic selfishly and strategically. In this game, each node (1) announces pricing functions which specify the payments it demands from its respective customers depending on the amount of traffic they route to it and (2) allocates the total traffic it receives to its service providers. The profit of a node is the difference between the revenue earned from servicing others and the cost of using others' services. We show that the socially optimal routing of such a game can always be induced by an…
Path selection by selfish agents has traditionally been studied by comparing social optima and equilibria in the Wardrop model, i.e., by investigating the Price of Anarchy in selfish routing. In this work, we refine and extend the traditional selfish-routing model in order to answer questions that arise in emerging path-aware Internet architectures. The model enables us to characterize the impact of different degrees of congestion information that users possess. Furthermore, it allows us to analytically quantify the impact of selfish routing, not only on users, but also on network operators. B…
Among the many functions a Smart City must support, transportation dominates in terms of resource consumption, strain on the environment, and frustration of its citizens. We study transportation networks under two different routing policies, the commonly assumed selfish user-centric routing policy and a socially-optimal system-centric one. We consider a performance metric of efficiency - the Price of Anarchy (PoA) - defined as the ratio of the total travel latency cost under selfish routing over the corresponding quantity under socially-optimal routing. We develop a data-driven approach to est…
We consider clustering games in which the players are embedded in a network and want to coordinate (or anti-coordinate) their strategy with their neighbors. The goal of a player is to choose a strategy that maximizes her utility given the strategies of her neighbors. Recent studies show that even very basic variants of these games exhibit a large Price of Anarchy: A large inefficiency between the total utility generated in centralized outcomes and equilibrium outcomes in which players selfishly try to maximize their utility. Our main goal is to understand how structural properties of the netwo…
We study the inefficiency of equilibria for various classes of games when players are (partially) altruistic. We model altruistic behavior by assuming that player i's perceived cost is a convex combination of 1-α_i times his direct cost and α_i times the social cost. Tuning the parameters α_i allows smooth interpolation between purely selfish and purely altruistic behavior. Within this framework, we study altruistic extensions of linear congestion games, fair cost-sharing games and valid utility games. We derive (tight) bounds on the price of anarchy of these games for several solution concept…
We study Nash equilibria and the price of anarchy in the classic model of Network Creation Games introduced by Fabrikant, Luthra, Maneva, Papadimitriou and Shenker in 2003. This is a selfish network creation model where players correspond to nodes in a network and each of them can create links to the other $n-1$ players at a prefixed price $α> 0$. The player's goal is to minimise the sum of her cost buying edges and her cost for using the resulting network. One of the main conjectures for this model states that the price of anarchy, i.e. the relative cost of the lack of coordination, is consta…
In general, the games are played on a host graph, where each node is a selfish independent agent (player) and each edge has a fixed link creation cost α. Together the agents create a network (a subgraph of the host graph) while selfishly minimizing the link creation costs plus the sum of the distances to all other players (usage cost). In this paper, we pursue two important facets of the network creation game. First, we study extensively a natural version of the game, called the cooperative model, where nodes can collaborate and share the cost of creating any edge in the host graph. We prove t…
We investigate traffic routing both from the perspective of theory as well as real world data. First, we introduce a new type of games: $θ$-free flow games. Here, commuters only consider, in their strategy sets, paths whose free-flow costs (informally their lengths) are within a small multiplicative $(1+θ)$ constant of the optimal free-flow cost path connecting their source and destination, where $θ\geq0$. We provide an exhaustive analysis of tight bounds on PoA($θ$) for arbitrary classes of cost functions, both in the case of general congestion/routing games as well as in the special case of …
This paper studies the performance of Mobile Ad hoc Networks (MANETs) when the nodes, that form a Poisson point process, selfishly choose their Medium Access Probability (MAP). We consider goodput and delay as the performance metric that each node is interested in optimizing taking into account the transmission energy costs. We introduce a pricing scheme based on the transmission energy requirements and compute the symmetric Nash equilibria of the game in closed form. It is shown that by appropriately pricing the nodes, the selfish behavior of the nodes can be used to achieve the social optimu…
Network creation games investigate complex networks from a game-theoretic point of view. Based on the original model by Fabrikant et al. [PODC'03] many variants have been introduced. However, almost all versions have the drawback that edges are treated uniformly, i.e. every edge has the same cost and that this common parameter heavily influences the outcomes and the analysis of these games. We propose and analyze simple and natural parameter-free network creation games with non-uniform edge cost. Our models are inspired by social networks where the cost of forming a link is proportional to the…
In load balancing problems there is a set of clients, each wishing to select a resource from a set of permissible ones, in order to execute a certain task. Each resource has a latency function, which depends on its workload, and a client's cost is the completion time of her chosen resource. Two fundamental variants of load balancing problems are {\em selfish load balancing} (aka. {\em load balancing games}), where clients are non-cooperative selfish players aimed at minimizing their own cost solely, and {\em online load balancing}, where clients appear online and have to be irrevocably assigne…
Traditional selfish routing literature quantifies inefficiency in transportation systems with single-attribute costs using price-of-anarchy (PoA), and provides various technical approaches (e.g. marginal cost pricing) to improve PoA of the overall network. Unfortunately, practical transportation systems have dynamic, multi-attribute costs and the state-of-the-art technical approaches proposed in the literature are infeasible for practical deployment. In this paper, we offer a paradigm shift to selfish routing via characterizing idiosyncratic, multi-attribute costs at boundedly-rational travele…
We present new coordination mechanisms for scheduling selfish jobs on $m$ unrelated machines. A coordination mechanism aims to mitigate the impact of selfishness of jobs on the efficiency of schedules by defining a local scheduling policy on each machine. The scheduling policies induce a game among the jobs and each job prefers to be scheduled on a machine so that its completion time is minimum given the assignments of the other jobs. We consider the maximum completion time among all jobs as the measure of the efficiency of schedules. The approximation ratio of a coordination mechanism quantif…
The reliability and security of a user in an interconnected system depends on all users' collective effort in security. Consequently, investments in security technologies by strategic users is typically modeled as a public good problem, known as the Interdependent Security (IDS) game. The equilibria for such games are often inefficient, as selfish users free-ride on positive externalities of others' contributions. In this paper, we present a mechanism that implements the socially optimal equilibrium in an IDS game through a message exchange process, in which users submit proposals about the se…
The Price of Anarchy (PoA) is a well-established game-theoretic concept to shed light on coordination issues arising in open distributed systems. Leaving agents to selfishly optimize comes with the risk of ending up in sub-optimal states (in terms of performance and/or costs), compared to a centralized system design. However, the PoA relies on strong assumptions about agents' rationality (e.g., resources and information) and interactions, whereas in many distributed systems agents interact locally with bounded resources. They do so repeatedly over time (in contrast to "one-shot games"), and th…
Max-Planck-Institut für Informatik(马克斯·普朗克信息学研究所);University of Athens(雅典大学);Patras University(帕特雷大学)
We study the performance of approximate Nash equilibria for linear congestion games. We consider how much the price of anarchy worsens and how much the price of stability improves as a function of the approximation factor $ε$. We give (almost) tight upper and lower bounds for both the price of anarchy and the price of stability for atomic and non-atomic congestion games. Our results not only encompass and generalize the existing results of exact equilibria to $ε$-Nash equilibria, but they also provide a unified approach which reveals the common threads of the atomic and non-atomic price of ana…
Algorithmic-matching sites offer users access to an unprecedented number of potential mates. However, they also pose a principal-agent problem with a potential moral hazard. The agent's interest is to maximize usage of the Web site, while the principal's interest is to find the best possible romantic partners. This creates a conflict of interest: optimally matching users would lead to stable couples and fewer singles using the site, which is detrimental for the online dating industry. Here, we borrow the notion of Price-of-Anarchy from game theory to quantify the decrease in social efficiency …
We investigate the behavior of a large number of selfish users that are able to switch dynamically between multiple wireless access-points (possibly belonging to different standards) by introducing an iterated non-cooperative game. Users start out completely uneducated and naive but, by using a fixed set of strategies to process a broadcasted training signal, they quickly evolve and converge to an evolutionarily stable equilibrium. Then, in order to measure efficiency in this steady state, we adapt the notion of the price of anarchy to our setting and we obtain an explicit analytic estimate fo…
Network Creation Games are a well-known approach for explaining and analyzing the structure, quality and dynamics of real-world networks like the Internet and other infrastructure networks which evolved via the interaction of selfish agents without a central authority. In these games selfish agents which correspond to nodes in a network strategically buy incident edges to improve their centrality. However, past research on these games has only considered the creation of networks with unit-weight edges. In practice, e.g. when constructing a fiber-optic network, the choice of which nodes to conn…
We consider the interaction among agents engaging in a driving task and we model it as general-sum game. This class of games exhibits a plurality of different equilibria posing the issue of equilibrium selection. While selecting the most efficient equilibrium (in term of social cost) is often impractical from a computational standpoint, in this work we study the (in)efficiency of any equilibrium players might agree to play. More specifically, we bound the equilibrium inefficiency by modeling driving games as particular type of congestion games over spatio-temporal resources. We obtain novel gu…
In this paper we extend a popular non-cooperative network creation game (NCG) to allow for disconnected equilibrium networks. There are n players, each is a vertex in a graph, and a strategy is a subset of players to build edges to. For each edge a player must pay a cost α, and the individual cost for a player represents a trade-off between edge costs and shortest path lengths to all other players. We extend the model to a penalized game (PCG), for which we reduce the penalty counted towards the individual cost for a pair of disconnected players to a finite value β. Our analysis concentrates o…
During a pandemic people have to find a trade-off between meeting others and staying safely at home. While meeting others is pleasant, it also increases the risk of infection. We consider this dilemma by introducing a game-theoretic network creation model in which selfish agents can form bilateral connections. They benefit from network neighbors, but at the same time, they want to maximize their distance to all other agents. This models the inherent conflict that social distancing rules impose on the behavior of selfish agents in a social network. Besides addressing this familiar issue, our mo…
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 $α$ 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 $α$ and that for $α\geq n$ all equilibrium networks are trees. We introduce a novel technique for analyzing stab…
Two important metrics for measuring the quality of routing paths are the maximum edge congestion $C$ and maximum path length $D$. Here, we study bicriteria in routing games where each player $i$ selfishly selects a path that simultaneously minimizes its maximum edge congestion $C_i$ and path length $D_i$. We study the stability and price of anarchy of two bicriteria games: - {\em Max games}, where the social cost is $\max(C,D)$ and the player cost is $\max(C_i, D_i)$. We prove that max games are stable and convergent under best-response dynamics, and that the price of anarchy is bounded above …
Today mobile users are intensively interconnected thanks to the emerging mobile social networks, where they share location-based information with each other when traveling on different routes and visit different areas of the city. In our model the information collected is aggregated over all users' trips and made publicly available as a public good. Due to information overlap, the total useful content amount increases with the diversity in path choices made by the users, and it is crucial to motivate selfish users to choose different paths despite the potentially higher costs associated with t…
We consider a fundamental game theoretic problem concerning selfish users contributing packets to an M/M/1 queue. In this game, each user controls its own input rate so as to optimize a desired tradeoff between throughput and delay. We first show that the original game has an inefficient Nash Equilibrium (NE), with a Price of Anarchy (PoA) that scales linearly or worse in the number of users. In order to improve the outcome efficiency, we propose an easily implementable mechanism design whereby the server randomly drops packets with a probability that is a function of the total arrival rate. W…
In cost sharing games, the existence and efficiency of pure Nash equilibria fundamentally depends on the method that is used to share the resources' costs. We consider a general class of resource allocation problems in which a set of resources is used by a heterogeneous set of selfish users. The cost of a resource is a (non-decreasing) function of the set of its users. Under the assumption that the costs of the resources are shared by uniform cost sharing protocols, i.e., protocols that use only local information of the resource's cost structure and its users to determine the cost shares, we e…
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 Gourvès 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…
We consider a game-theoretic setting in which selfish individuals compete over resources of varying quality. The motivating example is a group of animals that disperse over patches of food of different abundances. In such scenarios, individuals are biased towards selecting the higher quality patches, while, at the same time, aiming to avoid costly collisions or overlaps. Our goal is to investigate the impact of collision costs on the parallel coverage of resources by the whole group. Consider M sites, where a site x has value f(x). We think of f(x) as the reward associated with site x, and ass…
We study social cost losses in Facility Location games, where $n$ selfish agents install facilities over a network and connect to them, so as to forward their local demand (expressed by a non-negative weight per agent). Agents using the same facility share fairly its installation cost, but every agent pays individually a (weighted) connection cost to the chosen location. We study the Price of Stability (PoS) of pure Nash equilibria and the Price of Anarchy of strong equilibria (SPoA), that generalize pure equilibria by being resilient to coalitional deviations. A special case of recently studi…
In the electricity market, it is quite common that the market participants make "selfish" strategies to harvest the maximum profits for themselves, which may cause the social benefit loss and impair the sustainability of the society in the long term. Regarding this issue, in this work, we will discuss how the social profit can be improved through strategic demand response (DR) management. Specifically, we explore two interaction mechanisms in the market: Nash equilibrium (NE) and Stackelberg equilibrium (SE) among utility companies (UCs) and user-UC interactions, respectively. At the user side…
We consider colorful bin packing games in which selfish players control a set of items which are to be packed into a minimum number of unit capacity bins. Each item has one of $m\geq 2$ colors and cannot be packed next to an item of the same color. All bins have the same unitary cost which is shared among the items it contains, so that players are interested in selecting a bin of minimum shared cost. We adopt two standard cost sharing functions: the egalitarian cost function which equally shares the cost of a bin among the items it contains, and the proportional cost function which shares the …
In a decentralized system with $m$ machines, we study the selfish scheduling problem where each user strategically chooses which machine to use. Each machine incurs a cost, which is a function of the total load assigned to it, and some cost-sharing mechanism distributes this cost among the machine's users. The users choose a machine aiming to minimize their own share of the cost, so the cost-sharing mechanism induces a game among them. We approach this problem from the perspective of a designer who can select which cost-sharing mechanism to use, aiming to minimize the price of anarchy (PoA) of…