Bounded-Distance Network Creation Games

Davide Bilò, Luciano Gualà, Guido Proietti
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引用次数: 23

Abstract

A network creation game simulates a decentralized and noncooperative construction of a communication network. Informally, there are n players sitting on the network nodes, which attempt to establish a reciprocal communication by activating, thereby incurring a certain cost, any of their incident links. The goal of each player is to have all the other nodes as close as possible in the resulting network, while buying as few links as possible. According to this intuition, any model of the game must then appropriately address a balance between these two conflicting objectives. Motivated by the fact that a player might have a strong requirement about her centrality in the network, we introduce a new setting in which a player who maintains her (maximum or average) distance to the other nodes within a given bound incurs a cost equal to the number of activated edges; otherwise her cost is unbounded. We study the problem of understanding the structure of pure Nash equilibria of the resulting games, which we call MaxBD and SumBD, respectively. For both games, we show that when distance bounds associated with players are nonuniform, then equilibria can be arbitrarily bad. On the other hand, for MaxBD, we show that when nodes have a uniform bound D ≥ 3 on the maximum distance, then the price of anarchy (PoA) is lower and upper bounded by 2 and O(n1/⌊log3 D ⌋+1), respectively (i.e., PoA is constant as soon as D is Ω(nε), for any ε > 0), while for the interesting case D=2, we are able to prove that the PoA is Ω(&sqrt;n) and O(&sqrt;n log n). For the uniform SumBD, we obtain similar (asymptotically) results and moreover show that PoA becomes constant as soon as the bound on the average distance is 2ω(&sqrt;log n).
远距离网络创作游戏
网络创建游戏模拟了一个分散的、非合作的通信网络构建。非正式地,有n个玩家坐在网络节点上,他们试图通过激活任何事件链接来建立互惠通信,从而产生一定的成本。每个玩家的目标是在最终网络中尽可能靠近所有其他节点,同时购买尽可能少的链接。根据这种直觉,任何游戏模型都必须在这两个相互冲突的目标之间找到平衡。由于玩家可能对自己在网络中的中心性有强烈的要求,我们引入了一种新的设置,即在给定范围内保持与其他节点(最大或平均)距离的玩家所产生的成本等于激活边的数量;否则,她的代价是无限的。我们研究的问题是理解最终博弈的纯纳什均衡的结构,我们分别称之为MaxBD和SumBD。对于这两个博弈,我们证明了当与参与者相关的距离界限是非均匀的,那么均衡可以是任意差的。另一方面,对于MaxBD,我们证明了当节点在最大距离上有一致界D≥3时,则无政府状态(PoA)的价格分别为2和O(n1/⌊log3 D⌋+1)(即,对于任何ε > 0,只要D= Ω(nε), PoA是常数),而对于有趣的情况D=2,我们能够证明PoA为Ω(&sqrt;n)和O(&sqrt;n log n)。我们得到了类似的(渐近的)结果,并且表明PoA在平均距离的边界为2ω(&sqrt;log n)时就成为常数。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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