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Non-cooperative Tree Creation

机译:非合作树创建

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摘要

In this paper we consider the connection game, a simple network design game with independent selfish agents that was introduced by Anshelevich et al. In addition we present a generalization called backbone game to model hierarchical network and backbone link creation between existing network structures. In contrast to the connection game each player considers a number of groups of terminals and wants to connect at least one terminal from each group into a network. In both games we focus on an important subclass of tree games, in which every feasible network is guaranteed to be connected. For tree connection games, in which every player holds 2 terminals, we show that there is a Nash equilibrium as cheap as the optimum network. We give a polynomial time algorithm to find a cheap (2+ε)-approximate Nash equilibrium, which can be generalized to a cheap (3.1 + ε)-approximate Nash equilibrium for the case of any number of terminals per player. This improves the guarantee of the only previous algorithm for the problem, which returns a (4.65 + ε)-approximate Nash equilibrium. Tightness results for the analysis of all algorithms are derived. For single source backbone games, in which each player wants to connect one group to a common source, there is a Nash equilibrium as cheap as the optimum network and a polynomial time algorithm to find a cheap (1 + ε)-approximate Nash equilibrium.
机译:在本文中,我们考虑连接游戏,这是一个简单的网络设计游戏,具有由Anshelevich等人引入的独立自私代理。此外,我们提出了一种称为骨干游戏的概括,以模拟分层网络和现有网络结构之间的骨干链路创建。与连接游戏相比,每个玩家考虑多组终端,并且希望将至少一个终端从每个组连接到网络中。在这两个游戏中,我们专注于树游戏的重要子类,其中保证了每个可行的网络。对于树连接游戏,每个玩家持有2个终端,我们表明存在纳入均衡与最佳网络一样便宜。我们提供多项式时间算法,找到一个廉价(2 +ε) - 千克的纳什平衡,这可以推广到廉价的(3.1 +ε) - 每个玩家的任何终端的终端的替代纳什均衡。这提高了唯一一个问题的算法的保证,它返回(4.65 +ε) - 千克纳什均衡。派生了对所有算法进行分析的紧密结果。对于单源骨干游戏,每个玩家想要将一个组连接到公共来源,有一个纳入均衡与最佳网络和多项式时间算法一样便宜,找到廉价(1 +ε) - 千克纳什均衡。

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