The competitiveness of on-line assignments
Journal of Algorithms
Theoretical Improvements in Algorithmic Efficiency for Network Flow Problems
Journal of the ACM (JACM)
Computationally feasible VCG mechanisms
Proceedings of the 2nd ACM conference on Electronic commerce
Algorithms, games, and the internet
STOC '01 Proceedings of the thirty-third annual ACM symposium on Theory of computing
Journal of the ACM (JACM)
Selfish traffic allocation for server farms
STOC '02 Proceedings of the thiry-fourth annual ACM symposium on Theory of computing
Tight bounds for worst-case equilibria
SODA '02 Proceedings of the thirteenth annual ACM-SIAM symposium on Discrete algorithms
The Structure and Complexity of Nash Equilibria for a Selfish Routing Game
ICALP '02 Proceedings of the 29th International Colloquium on Automata, Languages and Programming
Near-optimal network design with selfish agents
Proceedings of the thirty-fifth annual ACM symposium on Theory of computing
Load balancing in the L/sub p/ norm
FOCS '95 Proceedings of the 36th Annual Symposium on Foundations of Computer Science
Proceedings of the twenty-second annual symposium on Principles of distributed computing
Selfish routing
Selfish load balancing and atomic congestion games
Proceedings of the sixteenth annual ACM symposium on Parallelism in algorithms and architectures
Convergence time to Nash equilibria
ICALP'03 Proceedings of the 30th international conference on Automata, languages and programming
STACS'99 Proceedings of the 16th annual conference on Theoretical aspects of computer science
The effect of collusion in congestion games
Proceedings of the thirty-eighth annual ACM symposium on Theory of computing
Mediated Equilibria in Load-Balancing Games
WINE '09 Proceedings of the 5th International Workshop on Internet and Network Economics
Faster algorithms for semi-matching problems
ICALP'10 Proceedings of the 37th international colloquium conference on Automata, languages and programming
WINE'11 Proceedings of the 7th international conference on Internet and Network Economics
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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.