论文标题
基于流的网络创建游戏
Flow-Based Network Creation Games
论文作者
论文摘要
网络创建游戏(NCGS)模拟了像Internet这样的分散通信网络的创建。在这样的游戏中,与网络节点相对应的战略代理会自私地决定与谁连接以优化某些目标功能。过去的研究深入分析了代理在网络中争取中心位置的模型。该对代理为VVOIP等低延迟应用程序优化网络。但是,借助当今的大量流服务,重要的是要确保创建的网络可以满足带宽增加的需求。据我们所知,尚未研究具有足够带宽的网络的分散战略创建的自然问题。 我们介绍基于流动的NCG,自私的代理专注于带宽而不是延迟。从本质上讲,预算受限的代理创建网络链接,以最大化其最小或平均网络流量值对所有其他网络节点。同等地,这也可以理解为创建链接以提高其连接性以及因此网络鲁棒性的链接的代理。对于这种新型的NCG类型,我们证明存在纯净的NASH平衡,我们给出了一种用于计算最佳网络的简单算法,我们表明稳定性的价格是1,我们证明了(几乎)紧密的2限制了无政府状态的价格。最后但并非最不重要的一点是,我们表明我们的模型不承认潜在功能。
Network Creation Games(NCGs) model the creation of decentralized communication networks like the Internet. In such games strategic agents corresponding to network nodes selfishly decide with whom to connect to optimize some objective function. Past research intensively analyzed models where the agents strive for a central position in the network. This models agents optimizing the network for low-latency applications like VoIP. However, with today's abundance of streaming services it is important to ensure that the created network can satisfy the increased bandwidth demand. To the best of our knowledge, this natural problem of the decentralized strategic creation of networks with sufficient bandwidth has not yet been studied. We introduce Flow-Based NCGs where the selfish agents focus on bandwidth instead of latency. In essence, budget-constrained agents create network links to maximize their minimum or average network flow value to all other network nodes. Equivalently, this can also be understood as agents who create links to increase their connectivity and thus also the robustness of the network. For this novel type of NCG we prove that pure Nash equilibria exist, we give a simple algorithm for computing optimal networks, we show that the Price of Stability is 1 and we prove an (almost) tight bound of 2 on the Price of Anarchy. Last but not least, we show that our models do not admit a potential function.