Congestion games, load balancing, and price of anarchy

  • Authors:
  • Anshul Kothari;Subhash Suri;Csaba D. Tóth;Yunhong Zhou

  • Affiliations:
  • Computer Science Depart., University of California, Santa Barbara, CA;Computer Science Depart., University of California, Santa Barbara, CA;Computer Science Depart., University of California, Santa Barbara, CA;HP Labs, Palo Alto, CA

  • Venue:
  • CAAN'04 Proceedings of the First international conference on Combinatorial and Algorithmic Aspects of Networking
  • Year:
  • 2004

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Abstract

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.