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2004
Springer

Congestion Games, Load Balancing, and Price of Anarchy

10 years 3 months ago
Congestion Games, Load Balancing, and Price of Anarchy
Imagine a set of self-interested clients, each of whom must choose a server from a permissible set. A server’s latency is inversely proportional to its speed, but it grows linearly with (or, more generally, as the pth power of) the number of clients matched to it. Many emerging Internet-centric applications such as peer-to-peer networks, multi-player online games and distributed computing platforms exhibit such interaction of self-interested users. This interaction is naturally modeled as a congestion game, which we call server matching. In this overview paper, we summarize results of our ongoing work on the analysis of the server matching game, and suggest some promising directions for future research.
Anshul Kothari, Subhash Suri, Csaba D. Tóth
Added 01 Jul 2010
Updated 01 Jul 2010
Type Conference
Year 2004
Where CAAN
Authors Anshul Kothari, Subhash Suri, Csaba D. Tóth, Yunhong Zhou
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