arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 1808.04882cs.GTcs.LO
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带时钟的定时网络游戏

Timed Network Games with Clocks

Guy Avni, Shibashis Guha, Orna Kupferman

摘要:

网络游戏被广泛用作自私资源分配问题的模型。在经典模型中,每个玩家选择一条连接她的源顶点和目标顶点的路径。遍历一条边的代价取决于{ \em load},即遍历该边的参与者的数量,因此,它抽象了不同用户在不同时间和不同持续时间使用资源的事实,这在现实中对确定用户的代价起着重要作用。例如,当在通信网络中传输分组、在道路网络中路由交通或在生产系统中处理任务时,资源的实际共享和拥塞关键地取决于时间。在\cite{AGK17}中,我们介绍了{ \em定时网络游戏},它为网络游戏添加了时间组件。网络中的每个顶点$v$与成本函数相关联,该成本函数将$v$上的负载映射到玩家为在具有该负载的情况下在$v$中停留一个时间单位而支付的价格。网络中的每条边都由它可以被遍历的时间间隔来保护,这迫使玩家在顶点上花费时间。在这项工作中,我们显着扩展的方式可以被称为定时网络游戏的时间。在我们研究的模型中,网络配备了{ \em clocks},并且,如在时间自动机中,边缘由时钟值的约束来保护,并且它们的遍历可能涉及一些时钟的重置。我们认为,更强的模型捕捉到许多现实的网络。时钟的加入打破了我们在\cite{AGK17}中开发的技术,我们开发了新的技术,以表明经典网络游戏的积极结果可以延续到更强的定时设置。

英文摘要:

Network games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertices. The cost of traversing an edge depends on the {\em load}; namely, number of players that traverse it. Thus, it abstracts the fact that different users may use a resource at different times and for different durations, which plays an important role in determining the costs of the users in reality. For example, when transmitting packets in a communication network, routing traffic in a road network, or processing a task in a production system, actual sharing and congestion of resources crucially depends on time. In \cite{AGK17}, we introduced {\em timed network games}, which add a time component to network games. Each vertex $v$ in the network is associated with a cost function, mapping the load on $v$ to the price that a player pays for staying in $v$ for one time unit with this load. Each edge in the network is guarded by the time intervals in which it can be traversed, which forces the players to spend time in the vertices. In this work we significantly extend the way time can be referred to in timed network games. In the model we study, the network is equipped with {\em clocks}, and, as in timed automata, edges are guarded by constraints on the values of the clocks, and their traversal may involve a reset of some clocks. We argue that the stronger model captures many realistic networks. The addition of clocks breaks the techniques we developed in \cite{AGK17} and we develop new techniques in order to show that positive results on classic network games carry over to the stronger timed setting.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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