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SIGECOM
2006
ACM
96views ECommerce» more  SIGECOM 2006»
15 years 3 months ago
Non-cooperative multicast and facility location games
We consider a multicast game with selfish non-cooperative players. There is a special source node and each player is interested in connecting to the source by making a routing de...
Chandra Chekuri, Julia Chuzhoy, Liane Lewin-Eytan,...
SIGECOM
2006
ACM
142views ECommerce» more  SIGECOM 2006»
15 years 3 months ago
Computing the optimal strategy to commit to
In multiagent systems, strategic settings are often analyzed under the assumption that the players choose their strategies simultaneously. However, this model is not always realis...
Vincent Conitzer, Tuomas Sandholm
SIGECOM
2006
ACM
139views ECommerce» more  SIGECOM 2006»
15 years 3 months ago
Playing games in many possible worlds
In traditional game theory, players are typically endowed with exogenously given knowledge of the structure of the game—either full omniscient knowledge or partial but fixed in...
Matt Lepinski, David Liben-Nowell, Seth Gilbert, A...
SIGECOM
2006
ACM
143views ECommerce» more  SIGECOM 2006»
15 years 3 months ago
The computational complexity of nash equilibria in concisely represented games
Games may be represented in many different ways, and different representations of games affect the complexity of problems associated with games, such as finding a Nash equilib...
Grant Schoenebeck, Salil P. Vadhan
SIGMETRICS
2006
ACM
174views Hardware» more  SIGMETRICS 2006»
15 years 3 months ago
Understanding the management of client perceived response time
Understanding and managing the response time of web services is of key importance as dependence on the World Wide Web continues to grow. We present Remote Latency-based Management...
David P. Olshefski, Jason Nieh