Network creation games model the autonomous formation of an interconnected system of selfish users. In particular, when the network will serve as a digital communication infrastructure, each user is identified by a node of the network, and contributes to the build-up process by strategically balancing between her building cost (i.e., the number of links she personally activates in the network) and her usage cost (i.e., some function of the distance in the sought network to the other players). When the corresponding game is analyzed, the generally adopted assumption is that players have a common and complete information about the evolving network topology, which is quite unrealistic though, due to the massive size this may have in practice. In this paper, we thus relax this assumption, by instead letting the players have only a partial knowledge of the network. To this respect, we make use of three popular traceroute-based knowledge models used in network discovering (i.e., the activity of reconstructing the topology of an unknown network through queries at its nodes), namely: (i) distance vector, (ii) shortest-path tree view, and (iii) layered view. For all these models, we provide exhaustive answers to the canonical algorithmic game theoretic questions: convergence, computational complexity for a player of selecting a best response, and tight bounds to the price of anarchy, all of them computed w.r.t. a suitable (and unifying) equilibrium concept.

Bilò, D., Guala', L., Leucci, S., Proietti, G. (2014). Network Creation Games with Traceroute-Based Strategies. In Structural Information and Communication Complexity (pp.210-223). Springer International Publishing [10.1007/978-3-319-09620-9_17].

Network Creation Games with Traceroute-Based Strategies

GUALA', LUCIANO;
2014-01-01

Abstract

Network creation games model the autonomous formation of an interconnected system of selfish users. In particular, when the network will serve as a digital communication infrastructure, each user is identified by a node of the network, and contributes to the build-up process by strategically balancing between her building cost (i.e., the number of links she personally activates in the network) and her usage cost (i.e., some function of the distance in the sought network to the other players). When the corresponding game is analyzed, the generally adopted assumption is that players have a common and complete information about the evolving network topology, which is quite unrealistic though, due to the massive size this may have in practice. In this paper, we thus relax this assumption, by instead letting the players have only a partial knowledge of the network. To this respect, we make use of three popular traceroute-based knowledge models used in network discovering (i.e., the activity of reconstructing the topology of an unknown network through queries at its nodes), namely: (i) distance vector, (ii) shortest-path tree view, and (iii) layered view. For all these models, we provide exhaustive answers to the canonical algorithmic game theoretic questions: convergence, computational complexity for a player of selecting a best response, and tight bounds to the price of anarchy, all of them computed w.r.t. a suitable (and unifying) equilibrium concept.
Structural Information and Communication Complexity - 21st International Colloquium, SIROCCO 2014
Takayama, Japan
2014
21
Rilevanza internazionale
contributo
2014
2014
Settore INF/01 - INFORMATICA
English
http://www.scopus.com/inward/record.url?eid=2-s2.0-84905379476&partnerID=40&md5=dd121a3f1b8a530515f055b6a438c98f
Intervento a convegno
Bilò, D., Guala', L., Leucci, S., Proietti, G. (2014). Network Creation Games with Traceroute-Based Strategies. In Structural Information and Communication Complexity (pp.210-223). Springer International Publishing [10.1007/978-3-319-09620-9_17].
Bilò, D; Guala', L; Leucci, S; Proietti, G
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2108/102049
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