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Paul Spirakis

Publications and source records attributed to Paul Spirakis.

21 records · Page 2Linked to original sources

The Price of Anarchy is Unbounded for Congestion Games with Superpolynomial Latency Costs

We consider non-cooperative unsplittable congestion games where players share resources, and each player's strategy is pure and consists of a subset of the resources on which it applies a fixed weight. Such games represent unsplittable routing flow games and also job allocation games. The congestion of a resource is the sum of the weights of the players that use it and the player's cost function is the sum of the utilities of the resources on its strategy. The social cost is the total weighted sum of the player's costs. The quality of Nash equilibria is determined by the price of anarchy ($PoA$) which expresses how much worse is the social outcome in the worst equilibrium versus the optimal coordinated solution. In the literature the predominant work has only been on games with polynomial utility costs, where it has been proven that the price of anarchy is bounded by the degree of the polynomial. However, no results exist on general bounds for non-polynomial utility functions. Here, we consider general versions of these games in which the utility of each resource is an arbitrary non-decreasing function of the congestion. In particular, we consider a large family of superpolynomial utility functions which are asymptotically larger than any polynomial. We demonstrate that for every such function there exist games for which the price of anarchy is unbounded and increasing with the number of players (even if they have infinitesimal weights) while network resources remain fixed. We give tight lower and upper bounds which show this dependence on the number of players. Furthermore we provide an exact characterization of the $PoA$ of all congestion games whose utility costs are bounded above by a polynomial function. Heretofore such results existed only for games with polynomial cost functions.

cs.GT↗

The "Hot Potato" Case: Challenges in Multiplayer Pervasive Games Based on Ad hoc Mobile Sensor Networks and the Experimental Evaluation of a Prototype Game

In this work, we discuss multiplayer pervasive games that rely on the use of ad hoc mobile sensor networks. The unique feature in such games is that players interact with each other and their surrounding environment by using movement and presence as a means of performing game-related actions, utilizing sensor devices. We discuss the fundamental issues and challenges related to these type of games and the scenarios associated with them. We also present and evaluate an example of such a game, called the "Hot Potato", developed using the Sun SPOT hardware platform. We provide a set of experimental results, so as to both evaluate our implementation and also to identify issues that arise in pervasive games which utilize sensor network nodes, which show that there is great potential in this type of games.

cs.HC↗

On the performance of approximate equilibria in congestion games

We study the performance of approximate Nash equilibria for linear congestion games. We consider how much the price of anarchy worsens and how much the price of stability improves as a function of the approximation factor $ε$. We give (almost) tight upper and lower bounds for both the price of anarchy and the price of stability for atomic and non-atomic congestion games. Our results not only encompass and generalize the existing results of exact equilibria to $ε$-Nash equilibria, but they also provide a unified approach which reveals the common threads of the atomic and non-atomic price of anarchy results. By expanding the spectrum, we also cast the existing results in a new light. For example, the Pigou network, which gives tight results for exact Nash equilibria of selfish routing, remains tight for the price of stability of $ε$-Nash equilibria but not for the price of anarchy.

cs.GT↗