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67
Selfish Unsplittable Flows
 Theoretical Computer Science
, 2004
"... What is the price of anarchy when unsplittable demands are routed selfishly in general networks with loaddependent edge delays? Motivated by this question we generalize the model of [14] to the case of weighted congestion games. We show that varying demands of users crucially affect the nature o ..."
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Cited by 67 (7 self)
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What is the price of anarchy when unsplittable demands are routed selfishly in general networks with loaddependent edge delays? Motivated by this question we generalize the model of [14] to the case of weighted congestion games. We show that varying demands of users crucially affect the nature of these games, which are no longer isomorphic to exact potential games, even for very simple instances. Indeed we construct examples where even a singlecommodity (weighted) network congestion game may have no pure Nash equilibrium.
Strong price of anarchy
 In SODA
, 2007
"... A strong equilibrium (Aumann 1959) is a pure Nash equilibrium which is resilient to deviations by coalitions. We define the strong price of anarchy to be the ratio of the worst case strong equilibrium to the social optimum. In contrast to the traditional price of anarchy, which quantifies the loss i ..."
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Cited by 55 (9 self)
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A strong equilibrium (Aumann 1959) is a pure Nash equilibrium which is resilient to deviations by coalitions. We define the strong price of anarchy to be the ratio of the worst case strong equilibrium to the social optimum. In contrast to the traditional price of anarchy, which quantifies the loss incurred due to both selfishness and lack of coordination, the strong price of anarchy isolates the loss originated from selfishness from that obtained due to lack of coordination. We study the strong price of anarchy in two settings, one of job scheduling and the other of network creation. In the job scheduling game we show that for unrelated machines the strong price of anarchy can be bounded as a function of the number of machines and the size of the coalition. For the network creation game we show that the strong price of anarchy is at most 2. In both cases we show that a strong equilibrium always exists, except for a well defined subset of network creation games. ∗ This work was supported in part by the IST Programme of the European Community, under the PASCAL
On spectrum sharing games
 In proc. of PODC 2004
, 2004
"... Each access point (AP) in a WiFi network must be assigned a channel for it to service users. There are only finitely many possible channels that can be assigned. Moreover, neighboring access points must use different channels so as to avoid interference. Currently these channels are assigned by admi ..."
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Cited by 55 (3 self)
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Each access point (AP) in a WiFi network must be assigned a channel for it to service users. There are only finitely many possible channels that can be assigned. Moreover, neighboring access points must use different channels so as to avoid interference. Currently these channels are assigned by administrators who carefully consider channel conflicts and network loads. Channel conflicts among APs operated by different entities are currently resolved in an ad hoc manner or not resolved at all. We view the channel assignment problem as a game, where the players are the service providers and APs are acquired sequentially. We consider the price of anarchy of this game, which is the ratio between the total coverage of the APs in the worst Nash equilibrium of the game and what the total coverage of the APs would be if the channel assignment were done by a central authority. We provide bounds on the price of anarchy depending on assumptions on the underlying network and the type of bargaining allowed between service providers. The key tool in the analysis is the identification of the Nash equilibria with the solutions to a maximal coloring problem in an appropriate graph. We relate the price of anarchy of these games to the approximation factor of local optimization algorithms for the maximum�colorable subgraph problem. We also study the speed of convergence in these games.
Computing Equilibria in MultiPlayer Games
 In Proceedings of the Annual ACMSIAM Symposium on Discrete Algorithms (SODA
, 2004
"... We initiate the systematic study of algorithmic issues involved in finding equilibria (Nash and correlated) in games with a large number of players; such games, in order to be computationally meaningful, must be presented in some succinct, gamespecific way. We develop a general framework for obta ..."
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Cited by 53 (3 self)
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We initiate the systematic study of algorithmic issues involved in finding equilibria (Nash and correlated) in games with a large number of players; such games, in order to be computationally meaningful, must be presented in some succinct, gamespecific way. We develop a general framework for obtaining polynomialtime algorithms for optimizing over correlated equilibria in such settings, and show how it can be applied successfully to symmetric games (for which we actually find an exact polytopal characterization), graphical games, and congestion games, among others. We also present complexity results implying that such algorithms are not possible in certain other such games. Finally, we present a polynomialtime algorithm, based on quantifier elimination, for finding a Nash equilibrium in symmetric games when the number of strategies is relatively small.
Routing without regret: On convergence to nash equilibria of regretminimizing algorithms in routing games
 In PODC
, 2006
"... Abstract There has been substantial work developing simple, efficient noregret algorithms for a wideclass of repeated decisionmaking problems including online routing. These are adaptive strategies an individual can use that give strong guarantees on performance even in adversariallychanging envi ..."
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Cited by 47 (6 self)
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Abstract There has been substantial work developing simple, efficient noregret algorithms for a wideclass of repeated decisionmaking problems including online routing. These are adaptive strategies an individual can use that give strong guarantees on performance even in adversariallychanging environments. There has also been substantial work on analyzing properties of Nash equilibria in routing games. In this paper, we consider the question: if each player in a routing game uses a noregret strategy, will behavior converge to a Nash equilibrium? In general games the answer to this question is known to be no in a strong sense, but routing games havesubstantially more structure. In this paper we show that in the Wardrop setting of multicommodity flow and infinitesimalagents, behavior will approach Nash equilibrium (formally, on most days, the cost of the flow will be close to the cost of the cheapest paths possible given that flow) at a rate that dependspolynomially on the players ' regret bounds and the maximum slope of any latency function. We also show that priceofanarchy results may be applied to these approximate equilibria, and alsoconsider the finitesize (noninfinitesimal) loadbalancing model of Azar [2].
Convergence issues in competitive games
 In APPROXRANDOM
, 2004
"... 3 that of optimal. For nplayer validutility games, in general, after one round we obtain a 1 2napproximate solution. For market sharing games we prove that one round of selfish response behavior of playersgives \Omega ( ..."
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Cited by 41 (9 self)
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3 that of optimal. For nplayer validutility games, in general, after one round we obtain a 1 2napproximate solution. For market sharing games we prove that one round of selfish response behavior of playersgives \Omega (
Distributed selfish load balancing
 In Proc. 17th Ann. ACM–SIAM Symp. on Discrete Algorithms (SODA
, 2006
"... Abstract. Suppose that a set of m tasks are to be shared as equally as possible amongst a set of n resources. A gametheoretic mechanism to find a suitable allocation is to associate each task with a “selfish agent”, and require each agent to select a resource, with the cost of a resource being the n ..."
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Cited by 31 (3 self)
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Abstract. Suppose that a set of m tasks are to be shared as equally as possible amongst a set of n resources. A gametheoretic mechanism to find a suitable allocation is to associate each task with a “selfish agent”, and require each agent to select a resource, with the cost of a resource being the number of agents to select it. Agents would then be expected to migrate from overloaded to underloaded resources, until the allocation becomes balanced. Recent work has studied the question of how this can take place within a distributed setting in which agents migrate selfishly without any centralized control. In this paper we discuss a natural protocol for the agents which combines the following desirable features: It can be implemented in a strongly distributed setting, uses no central control, and has good convergence properties. For m ≫ n, the system becomes approximately balanced (an ǫNash equilibrium) in expected time O(log log m). We show using a martingale technique that the process converges to a perfectly balanced allocation in expected time O(log log m + n 4). We also give a lower bound of Ω(max{log log m, n}) for the convergence time. 1. Introduction. Suppose
Fast and Compact: A Simple Class of Congestion Games
 In Proc. of the 20th Nat. Conference on Artificial Intelligence (AAAI
, 2005
"... We study a simple, yet rich subclass of congestion games that we call singleton games. These games are exponentially more compact than general congestion games. In contrast with some other compact subclasses, we show tractability of many natural gametheoretic questions, such as finding a sample or ..."
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Cited by 30 (0 self)
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We study a simple, yet rich subclass of congestion games that we call singleton games. These games are exponentially more compact than general congestion games. In contrast with some other compact subclasses, we show tractability of many natural gametheoretic questions, such as finding a sample or optimal Nash equilibrium. For best and betterresponse dynamics, we establish polynomial upper and lower bounds on the rate of convergence and present experimental results. We also consider a natural generalization of singleton games and show that many tractability results carry over.