Two Papers accepted at the 10th Symposium on Algorithmic Game Theory (SAGT 2017)
The Symposium on Algorithmic Game Theory (SAGT) is one of the premier international conferences specialized on the thriving field of Algorithmic Game Theory. The upcoming SAGT 2017 will be held in L'Aquila, Italy.
Our research group contributes the two following papers to SAGT 2017:
Chauhan, Ankit; Lenzner, Pascal; Melnichenko, Anna; Molitor, LouiseSelfish Network Creation with Non-Uniform Edge Cost. Symposium on Algorithmic Game Theory (SAGT) 2017
Friedrich, Tobias; Ihde, Sven; Keßler, Christoph; Lenzner, Pascal; Neubert, Stefan; Schumann, DavidEfficient Best Response Computation for Strategic Network Formation under Attack. Symposium on Algorithmic Game Theory (SAGT) 2017
Inspired by real world examples, e.g. the Internet, researchers have introduced an abundance of strategic games to study natural phenomena in networks. Unfortunately, almost all of these games have the conceptual drawback of being computationally intractable, i.e. computing a best response strategy or checking if an equilibrium is reached is NP-hard. Thus, a main challenge in the field is to find tractable realistic network formation models. We address this challenge by investigating a very recently introduced model by Goyal et al. [WINE'16] which focuses on robust networks in the presence of a strong adversary who attacks (and kills) nodes in the network and lets this attack spread virus-like to neighboring nodes and their neighbors. Our main result is to establish that this natural model is one of the few exceptions which are both realistic and computationally tractable. In particular, we answer an open question of Goyal et al. by providing an efficient algorithm for computing a best response strategy, which implies that deciding whether the game has reached a Nash equilibrium can be done efficiently as well. Our algorithm essentially solves the problem of computing a minimal connection to a network which maximizes the reachability while hedging against severe attacks on the network infrastructure and may thus be of independent interest.
Chauhan, Ankit; Lenzner, Pascal; Melnichenko, Anna; Münn, MartinOn Selfish Creation of Robust Networks. Symposium on Algorithmic Game Theory (SAGT) 2016: 141-152
Robustness is one of the key properties of nowadays networks. However, robustness cannot be simply enforced by design or regulation since many important networks, most prominently the Internet, are not created and controlled by a central authority. Instead, Internet-like networks emerge from strategic decisions of many selfish agents. Interestingly, although lacking a coordinating authority, such naturally grown networks are surprisingly robust while at the same time having desirable properties like a small diameter. To investigate this phenomenon we present the first simple model for selfish network creation which explicitly incorporates agents striving for a central position in the network while at the same time protecting themselves against random edge-failure. We show that networks in our model are diverse and we prove the versatility of our model by adapting various properties and techniques from the non-robust versions which we then use for establishing bounds on the Price of Anarchy. Moreover, we analyze the computational hardness of finding best possible strategies and investigate the game dynamics of our model.
Lenzner, PascalOn Dynamics in Basic Network Creation Games. Symposium on Algorithmic Game Theory (SAGT) 2011: 254-265
We initiate the study of game dynamics in the Sum Basic Network Creation Game, which was recently introduced by Alon et al.[SPAA'10]. In this game players are associated to vertices in a graph and are allowed to "swap" edges, that is to remove an incident edge and insert a new incident edge. By performing such moves, every player tries to minimize her connection cost, which is the sum of distances to all other vertices. When played on a tree, we prove that this game admits an ordinal potential function, which implies guaranteed convergence to a pure Nash Equilibrium. We show a cubic upper bound on the number of steps needed for any improving response dynamic to converge to a stable tree and propose and analyse a best response dynamic, where the players having the highest cost are allowed to move. For this dynamic we show an almost tight linear upper bound for the convergence speed. Furthermore, we contrast these positive results by showing that, when played on general graphs, this game allows best response cycles. This implies that there cannot exist an ordinal potential function and that fundamentally different techniques are required for analysing this case. For computing a best response we show a similar contrast: On the one hand we give a linear-time algorithm for computing a best response on trees even if players are allowed to swap multiple edges at a time. On the other hand we prove that this task is NP-hard even on simple general graphs, if more than one edge can be swapped at a time. The latter addresses a proposal by Alon et al..