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  1. Transactions on Parallel Computing (TOPC)
  2. ACM Transactions on Parallel Computing (TOPC) : Volume 3
  3. Issue 1(Special Issue for SPAA 2014), August 2016
  4. Locality-Based Network Creation Games
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ACM Transactions on Parallel Computing (TOPC) : Volume 3
Issue 3, December 2016
Issue 2, August 2016
Issue 1(Special Issue for SPAA 2014), August 2016
Introduction to the Special Issue on SPAA 2014
Executing Dynamic Data-Graph Computations Deterministically Using Chromatic Scheduling
Competitively Scheduling Tasks with Intermediate Parallelizability
On Computing Maximal Independent Sets of Hypergraphs in Parallel
Locality-Based Network Creation Games
Parallel Peeling Algorithms
Experimental Analysis of Space-Bounded Schedulers
ACM Transactions on Parallel Computing (TOPC) : Volume 2
ACM Transactions on Parallel Computing (TOPC) : Volume 1

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Locality-Based Network Creation Games

Content Provider ACM Digital Library
Author Leucci, Stefano Gualà, Luciano Bilò, Davide Proietti, Guido
Copyright Year 2016
Abstract Network creation games have been extensively studied, both by economists and computer scientists, due to their versatility in modeling individual-based community formation processes. These processes, in turn, are the theoretical counterpart of several economics, social, and computational applications on the Internet. In their several variants, these games model the tension of a player between the player’s two antagonistic goals: to be as close as possible to the other players and to activate a cheapest possible set of links. However, the generally adopted assumption is that players have a common and complete information about the ongoing network, which is quite unrealistic in practice. In this article, we consider a more compelling scenario in which players have only limited information about the network in whicy they are embedded. More precisely, we explore the game-theoretic and computational implications of assuming that players have a complete knowledge of the network structure only up to a given radius $\textit{k},$ which is one of the most qualified local-knowledge models used in distributed computing. In this respect, we define a suitable equilibrium concept, and we provide a comprehensive set of upper and lower bounds to the price of anarchy for the entire range of values of $\textit{k}$ and for the two classic variants of the game, namely, those in which a player’s cost—besides the activation cost of the owned links—depends on the maximum/sum of all distances to the other nodes in the network, respectively. These bounds are assessed through an extensive set of experiments.
Starting Page 1
Ending Page 26
Page Count 26
File Format PDF
ISSN 23294949
e-ISSN 23294957
DOI 10.1145/2938426
Volume Number 3
Issue Number 1
Journal ACM Transactions on Parallel Computing (TOPC)
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2016-07-18
Publisher Place New York
Access Restriction One Nation One Subscription (ONOS)
Subject Keyword Game theory Local knowledge Network creation games Price of anarchy
Content Type Text
Resource Type Article
Subject Hardware and Architecture Modeling and Simulation Computer Science Applications Software Computational Theory and Mathematics
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