Pascal Lenzner

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46ranked-venue papers
1as first author
29since 2021 · last 2026
0000-0002-3010-1019ORCID · verified

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Theory of computation · 22 · 1 first-author · 10 since 2021Artificial intelligence and machine learning · 17 · 16 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 11 since 2021Applied, interdisciplinary, general and emerging computing · 10 · 1 first-author · 3 since 2021Systems, architecture and hardware · 6 · 3 since 2021
YearPublicationVenuePosition
2026 Optimal Welfare in Noncooperative Network Formation Under Attack
abstract
Communication networks are essential for our economy and our everyday lives. This makes them lucrative targets for attacks. Today, we see an ongoing battle between criminals that try to disrupt our key communication networks and security professionals that try to mitigate these attacks. However, today's networks, like the Internet or peer-to-peer networks among smart devices, are not controlled by a single authority, but instead consist of many independently administrated entities that are interconnected. Thus, both the decisions of how to interconnect and how to secure against potential attacks are taken in a decentralized way by selfish agents. This strategic setting, with agents that want to interconnect and potential attackers that want to disrupt the network, was captured via an influential game-theoretic model by Goyal, Jabbari, Kearns, Khanna, and Morgenstern (WINE 2016). We revisit this model and show improved tight bounds on the achieved robustness of networks created by selfish agents. As our main result, we show that such networks can resist attacks of a large class of potential attackers, i.e., these networks maintain asymptotically optimal welfare post attack. This improves several bounds and resolves an open problem. Along the way, we show the counter-intuitive result, that attackers that aim at minimizing the social welfare post attack do not actually inflict the greatest possible damage.
Natan Doubez, Pascal Lenzner, Marcus Wunderlich
AAAI2
2026 Temporal network creation games: the impact of non-locality and terminals
Davide Bilò, Sarel Cohen, Tobias Friedrich 0001, Hans Gawendowicz, Nicolas Klodt, Pascal Lenzner, George Skretas
Auton. Agents Multi Agent Syst.6
2025 Strategic Network Creation for Enabling Greedy Routing
abstract
Today we rely on networks that are created and maintained by smart devices. For such networks, there is no governing central authority but instead the network structure is shaped by the decisions of selfish intelligent agents. A key property of such communication networks is that they should be easy to navigate for routing data. For this, a common approach is greedy routing, where every device simply routes data to a neighbor that is closer to the respective destination. Networks of intelligent agents can be analyzed via a game-theoretic approach and in the last decades many variants of network creation games have been proposed and analyzed. In this paper we present the first game-theoretic network creation model that incorporates greedy routing, i.e., the strategic agents in our model are embedded in some metric space and strive for creating a network among themselves where all-pairs greedy routing is enabled. Besides this, the agents optimize their connection quality within the created network by aiming for greedy routing paths with low stretch. For our model, we analyze the existence of (approximate)-equilibria and the computational hardness in different underlying metric spaces. E.g., we characterize the set of equilibria in 1-2-metrics and tree metrics and show that Nash equilibria always exist. For Euclidean space, the setting which is most relevant in practice, we prove that equilibria are not guaranteed to exist but that the well-known Θ-graph construction yields networks having a low stretch that are game-theoretically almost stable. For general metric spaces, we show that approximate equilibria exist where the approximation factor depends on the cost of maintaining any link.
Julian Berger, Tobias Friedrich 0001, Pascal Lenzner, Paraskevi Machaira, Janosch Ruff
AAAI3
2025 Network Creation Games with 2-Neighborhood Maximization
Merlin de La Haye, Pascal Lenzner, Daniel Schmand, Nicole Schröder
CIAC (2)2
2025 Temporal Network Creation Games: The Impact of Non-Locality and Terminals
Davide Bilò, Sarel Cohen, Tobias Friedrich 0001, Hans Gawendowicz, Nicolas Klodt, Pascal Lenzner, George Skretas
AAMAS6
2025 The Bakers and Millers Game with Restricted Locations
Simon Krogmann, Pascal Lenzner, Alexander Skopalik
AAMAS2
2025 Social Welfare in Battery Charging Games
Simon Krogmann, Pascal Lenzner, Alexander Skopalik, Tobias Sträubig
SAGT2
2025 Cooperation in Bilateral Generalized Network Creation
Hans Gawendowicz, Pascal Lenzner, Lukas Weyand
WINE2
2024 How to Reduce Temporal Cliques to Find Sparse Spanners
abstract
Many real-world networks, such as transportation or trade networks, are dynamic in the sense that the edge set may change over time, but these changes are known in advance. This behavior is captured by the temporal graphs model, which has recently become a trending topic in theoretical computer science. A core open problem in the field is to prove the existence of linear-size temporal spanners in temporal cliques, i.e., sparse subgraphs of complete temporal graphs that ensure all-pairs reachability via temporal paths. So far, the best known result is the existence of temporal spanners with $\mathcal{O}(n\log n)$ many edges. We present significant progress towards proving that linear-size temporal spanners exist in all temporal cliques. We adapt techniques used in previous works and heavily expand and generalize them to provide a simpler and more intuitive proof of the $\mathcal{O}(n\log n)$ bound. Moreover, we use our novel approach to show that a large class of temporal cliques, called edge-pivot graphs, admit linear-size temporal spanners. To contrast this, we investigate other classes of temporal cliques that do not belong to the class of edge-pivot graphs. We introduce two such graph classes and we develop novel techniques for establishing the existence of linear temporal spanners in these graph classes as well.
Sebastian Angrick, Ben Bals, Tobias Friedrich 0001, Hans Gawendowicz, Niko Hastrich, Nicolas Klodt, Pascal Lenzner, Jonas Schmidt 0002, George Skretas, Armin Wells
ESA7
2024 Solving Woeginger's Hiking Problem: Wonderful Partitions in Anonymous Hedonic Games
abstract
A decade ago, Gerhard Woeginger posed an open problem that became well-known as “Woeginger’s Hiking Problem”: Consider a group of n people that want to go hiking; everyone expresses preferences over the size of their hiking group in the form of an interval between 1 and n. Is it possible to efficiently assign the n people to a set of hiking subgroups so that every person approves the size of their assigned subgroup? The problem is also known as efficiently deciding if an instance of an anonymous Hedonic Game with interval approval preferences admits a wonderful partition. We resolve the open problem in the affirmative by presenting an O(n5) time algorithm for Woeginger’s Hiking Problem. Our solution is based on employing a dynamic programming approach for a specific rectangle stabbing problem from computational geometry. Moreover, we propose natural, more demanding extensions of the problem, e.g., maximizing the number of satisfied participants and variants with single-peaked preferences, and show that they are also efficiently solvable. Last but not least, we employ our solution to efficiently compute a partition that maximizes the egalitarian welfare for anonymous single-peaked Hedonic Games.
Andrei Constantinescu 0001, Pascal Lenzner, Rebecca Reiffenhäuser, Daniel Schmand, Giovanna Varricchio
ICALP2
2024 Equilibria in Two-Stage Facility Location with Atomic Clients
Simon Krogmann, Pascal Lenzner, Alexander Skopalik, Marc Uetz, Marnix C. Vos
IJCAI2
2024 Asynchronous opinion dynamics in social networks
abstract
Abstract Opinion spreading in a society decides the fate of elections, the success of products, and the impact of political or social movements. A prominent model to study opinion formation processes is due to Hegselmann and Krause. It has the distinguishing feature that stable states do not necessarily show consensus, i.e., the population of agents might not agree on the same opinion. We focus on the social variant of the Hegselmann–Krause model. There arenagents, which are connected by a social network. Their opinions evolve in an iterative, asynchronous process, in which agents are activated one after another at random. When activated, an agent adopts the average of the opinions of its neighbors having a similar opinion (where similarity of opinions is defined using a parameter $$\varepsilon $$ ε ). Thus, the set of influencing neighbors of an agent may change over time. We show that such opinion dynamics are guaranteed to converge for any social network. We provide an upper bound of $${\text {O}}(n|E|^2 (\varepsilon /\delta )^2)$$ O(n|E|2(ε/δ)2) on the expected number of opinion updates until convergence to a stable state, where $$|E|$$ |E| is the number of edges of the social network, and $$\delta $$ δ is a parameter of the stability concept. For the complete social network we show a bound of $${\text {O}}(n^3(n^2 + (\varepsilon /\delta )^2))$$ O(n3(n2+(ε/δ)2)) that represents a major improvement over the previously best upper bound of $${\text {O}}(n^9 (\varepsilon /\delta )^2)$$ O(n9(ε/δ)2) .
Petra Berenbrink, Martin Hoefer 0001, Dominik Kaaser, Pascal Lenzner, Malin Rau, Daniel Schmand
Distributed Comput.4
2024 Geometric Network Creation Games
abstract
Abstract. Network creation games are a well-known approach for explaining and analyzing the structure, quality, and dynamics of real-world networks that evolved via the interaction of selfish agents without a central authority. In these games selfish agents corresponding to nodes in a network strategically buy incident edges to improve their centrality. However, past research on these games only considered the creation of networks with unit-weight edges. In practice, e.g., when constructing a fiber-optic network, the choice of which nodes to connect and also the induced price for a link crucially depend on the distance between the involved nodes, and such settings can be modeled via edge-weighted graphs. We incorporate arbitrary edge weights by generalizing the well-known model by Fabrikant et al. [ Proceedings of PODC ’03, ACM, 2003, pp. 347–351] to edge-weighted host graphs and focus on the geometric setting where the weights are induced by the distances in some metric space. In stark contrast to the state of the art for the unit-weight version, where the price of anarchy is conjectured to be constant and where resolving this is a major open problem, we prove a tight nonconstant bound on the price of anarchy for the metric version and a slightly weaker upper bound for the nonmetric case. Moreover, we analyze the existence of equilibria, the computational hardness, and the game dynamics for several natural metrics. The model we propose can be seen as the game-theoretic analogue of the classical network design problem. Thus, low-cost equilibria of our game correspond to decentralized and stable approximations of the optimum network design.
Davide Bilò, Tobias Friedrich 0001, Pascal Lenzner, Anna Melnichenko
SIAM J. Discret. Math.3
2023 Strategic Facility Location with Clients That Minimize Total Waiting Time
abstract
We study a non-cooperative two-sided facility location game in which facilities and clients behave strategically. This is in contrast to many other facility location games in which clients simply visit their closest facility. Facility agents select a location on a graph to open a facility to attract as much purchasing power as possible, while client agents choose which facilities to patronize by strategically distributing their purchasing power in order to minimize their total waiting time. Here, the waiting time of a facility depends on its received total purchasing power. We show that our client stage is an atomic splittable congestion game, which implies existence, uniqueness and efficient computation of a client equilibrium. Therefore, facility agents can efficiently predict client behavior and make strategic decisions accordingly. Despite that, we prove that subgame perfect equilibria do not exist in all instances of this game and that their existence is NP-hard to decide. On the positive side, we provide a simple and efficient algorithm to compute 3-approximate subgame perfect equilibria.
Simon Krogmann, Pascal Lenzner, Alexander Skopalik
AAAI2
2023 Applying Skeletons to Speed Up the Arc-Flags Routing Algorithm
abstract
The Single-Source Shortest Path problem is classically solved by applying Dijkstra's algorithm. However, the plain version of this algorithm is far too slow for real-world applications such as routing in large road networks. To amend this, many speed-up techniques have been developed that build on the idea of computing auxiliary data in a preprocessing phase, that is used to speed up the queries. One well-known example is the Arc-Flags algorithm that is based on the idea of precomputing edge flags to make the search more goal-directed. To explain the strong practical performance of such speed-up techniques, several graph parameters have been introduced. The skeleton dimension is one such parameter that has already been used to derive runtime bounds for some speed-up techniques. Moreover, it was experimentally shown to be low in real-world road networks.
Ivan Khomutovskiy, Rebekka Dunker, Jessica Dierking, Julian Egbert, Christian Helms, Finn Schöllkopf, Katrin Casel, Philipp Fischbeck, Tobias Friedrich 0001, Davis Issac, Simon Krogmann, Pascal Lenzner
ALENEX12
2023 Schelling Games with Continuous Types
abstract
In most major cities and urban areas, residents form homogeneous neighborhoods along ethnic or socioeconomic lines. This phenomenon is widely known as residential segregation and has been studied extensively. Fifty years ago, Schelling proposed a landmark model that explains residential segregation in an elegant agent-based way. A recent stream of papers analyzed Schelling's model using game-theoretic approaches. However, all these works considered models with a given number of discrete types modeling different ethnic groups. We focus on segregation caused by non-categorical attributes, such as household income or position in a political left-right spectrum. For this, we consider agent types that can be represented as real numbers. This opens up a great variety of reasonable models and, as a proof of concept, we focus on several natural candidates. In particular, we consider agents that evaluate their location by the average type-difference or the maximum type-difference to their neighbors, or by having a certain tolerance range for type-values of neighboring agents.We study the existence and computation of equilibria and provide bounds on the Price of Anarchy and Stability. Also, we present simulation results that compare our models and shed light on the obtained equilibria for our variants.
Davide Bilò, Vittorio Bilò, Michelle Döring, Pascal Lenzner, Louise Molitor, Jonas Schmidt 0002
IJCAI4
2023 Temporal Network Creation Games
abstract
Most networks are not static objects, but instead they change over time. This observation has sparked rigorous research on temporal graphs within the last years. In temporal graphs, we have a fixed set of nodes and the connections between them are only available at certain time steps. This gives rise to a plethora of algorithmic problems on such graphs, most prominently the problem of finding temporal spanners, i.e., the computation of subgraphs that guarantee all pairs reachability via temporal paths. To the best of our knowledge, only centralized approaches for the solution of this problem are known. However, many real-world networks are not shaped by a central designer but instead they emerge and evolve by the interaction of many strategic agents. This observation is the driving force of the recent intensive research on game-theoretic network formation models. In this work we bring together these two recent research directions: temporal graphs and game-theoretic network formation. As a first step into this new realm, we focus on a simplified setting where a complete temporal host graph is given and the agents, corresponding to its nodes, selfishly create incident edges to ensure that they can reach all other nodes via temporal paths in the created network. This yields temporal spanners as equilibria of our game. We prove results on the convergence to and the existence of equilibrium networks, on the complexity of finding best agent strategies, and on the quality of the equilibria. By taking these first important steps, we uncover challenging open problems that call for an in-depth exploration of the creation of temporal graphs by strategic agents.
Davide Bilò, Sarel Cohen, Tobias Friedrich 0001, Hans Gawendowicz, Nicolas Klodt, Pascal Lenzner, George Skretas
IJCAI6
2023 Strategic Resource Selection with Homophilic Agents
abstract
The strategic selection of resources by selfish agents is a classical research direction, with Resource Selection Games and Congestion Games as prominent examples. In these games, agents select available resources and their utility then depends on the number of agents using the same resources. This implies that there is no distinction between the agents, i.e., they are anonymous. We depart from this very general setting by proposing Resource Selection Games with heterogeneous agents that strive for a joint resource usage with similar agents. So, instead of the number of other users of a given resource, our model considers agents with different types and the decisive feature is the fraction of same-type agents among the users. More precisely, similarly to Schelling Games, there is a tolerance threshold tau in [0,1] which specifies the agents' desired minimum fraction of same-type agents on a resource. Agents strive to select resources where at least a tau-fraction of those resources' users have the same type as themselves. For tau=1, our model generalizes hedonic diversity games with single-peaked utilities with a peak at 1. For our general model, we consider the existence and quality of equilibria and the complexity of maximizing the social welfare. Additionally, we consider a bounded rationality model, where agents can only estimate the utility of a resource, since they only know the fraction of same-type agents on a given resource, but not the exact numbers. Thus, they cannot know the impact a strategy change would have on a target resource. Interestingly, we show that this type of bounded rationality yields favorable game-theoretic properties and specific equilibria closely approximate equilibria of the full knowledge setting.
Jonathan Gadea Harder, Simon Krogmann, Pascal Lenzner, Alexander Skopalik
IJCAI3
2023 The Impact of Cooperation in Bilateral Network Creation
abstract
Many real-world networks, like the Internet or social networks, are not the result of central design but instead the outcome of the interaction of local agents that selfishly optimize their individual utility. The well-known Network Creation Game by Fabrikant, Luthra, Maneva, Papadimitriou, and Shenker [23] models this. There, agents corresponding to network nodes buy incident edges towards other agents for a price of α > 0 and simultaneously try to minimize their buying cost and their total hop distance. Since in many real-world networks, e.g., social networks, consent from both sides is required to establish and maintain a connection, Corbo and Parkes [14] proposed a bilateral version of the Network Creation Game, in which mutual consent and payment are required in order to create edges. It is known that this cooperative version has a significantly higher Price of Anarchy compared to the unilateral version. On the first glance this is counter-intuitive, since cooperation should help to avoid socially bad states. However, in the bilateral version only a very restrictive form of cooperation is considered.
Tobias Friedrich 0001, Hans Gawendowicz, Pascal Lenzner, Arthur Zahn
PODC3
2023 Single-Peaked Jump Schelling Games
Tobias Friedrich 0001, Pascal Lenzner, Louise Molitor, Lars Seifert
SAGT2
2023 Social Distancing Network Creation
abstract
During a pandemic people have to find a trade-off between meeting others and staying safely at home. While meeting others is pleasant, it also increases the risk of infection. We consider this dilemma by introducing a game-theoretic network creation model in which selfish agents can form bilateral connections. They benefit from network neighbors, but at the same time, they want to maximize their distance to all other agents. This models the inherent conflict that social distancing rules impose on the behavior of selfish agents in a social network. Besides addressing this familiar issue, our model can be seen as the inverse to the well-studied Network Creation Game by Fabrikant et al. (in: PODC 2003, pp 347-351, 2003. 10.1145/872035.872088), where agents aim at being as central as possible in the created network. We look at two variants of network creation governed by social distancing. Firstly, a variant without connection restrictions, where we characterize optimal and equilibrium networks, and derive asymptotically tight bounds on the Price of Anarchy and Price of Stability. The second variant allows connection restrictions. As our main result, we prove that Swap-Maximal Routing-Cost Spanning Trees, an efficiently computable weaker variant of Maximum Routing-Cost Spanning Trees, actually resemble equilibria for a significant range of the parameter space. Moreover, we give almost tight bounds on the Price of Anarchy and Price of Stability. These results imply that under social distancing the agents' selfishness has a strong impact on the quality of the equilibria.
Tobias Friedrich 0001, Hans Gawendowicz, Pascal Lenzner, Anna Melnichenko
Algorithmica3
2022 Social Distancing Network Creation
abstract
During a pandemic people have to find a trade-off between meeting others and staying safely at home. While meeting others is pleasant, it also increases the risk of infection. We consider this dilemma by introducing a game-theoretic network creation model in which selfish agents can form bilateral connections. They benefit from network neighbors, but at the same time, they want to maximize their distance to all other agents. This models the inherent conflict that social distancing rules impose on the behavior of selfish agents in a social network. Besides addressing this familiar issue, our model can be seen as the inverse to the well-studied Network Creation Game by Fabrikant et al. [PODC 2003] where agents aim at being as central as possible in the created network. Thus, our work is in-line with studies that compare minimization problems with their maximization versions. We look at two variants of network creation governed by social distancing. In the first variant, there are no restrictions on the connections being formed. We characterize optimal and equilibrium networks, and we derive asymptotically tight bounds on the Price of Anarchy and Price of Stability. The second variant is the model's generalization that allows restrictions on the connections that can be formed. As our main result, we prove that Swap-Maximal Routing-Cost Spanning Trees, an efficiently computable weaker variant of Maximum Routing-Cost Spanning Trees, actually resemble equilibria for a significant range of the parameter space. Moreover, we give almost tight bounds on the Price of Anarchy and Price of Stability. These results imply that, compared the well-studied inverse models, under social distancing the agents' selfish behavior has a significantly stronger impact on the quality of the equilibria, i.e., allowing socially much worse stable states.
Tobias Friedrich 0001, Hans Gawendowicz, Pascal Lenzner, Anna Melnichenko
ICALP3
2022 Tolerance is Necessary for Stability: Single-Peaked Swap Schelling Games
abstract
Residential segregation in metropolitan areas is a phenomenon that can be observed all over the world. Recently, this was investigated via game-theoretic models. There, selfish agents of two types are equipped with a monotone utility function that ensures higher utility if an agent has more same-type neighbors. The agents strategically choose their location on a given graph that serves as residential area to maximize their utility. However, sociological polls suggest that real-world agents are actually favoring mixed-type neighborhoods, and hence should be modeled via non-monotone utility functions. To address this, we study Swap Schelling Games with single-peaked utility functions. Our main finding is that tolerance, i.e., agents favoring fifty-fifty neighborhoods or being in the minority, is necessary for equilibrium existence on almost regular or bipartite graphs. Regarding the quality of equilibria, we derive (almost) tight bounds on the Price of Anarchy and the Price of Stability. In particular, we show that the latter is constant on bipartite and almost regular graphs.
Davide Bilò, Vittorio Bilò, Pascal Lenzner, Louise Molitor
IJCAI3
2022 Network Creation with Homophilic Agents
abstract
Network Creation Games are an important framework for understanding the formation of real-world networks. These games usually assume a set of indistinguishable agents strategically buying edges at a uniform price leading to a network among them. However, in real life, agents are heterogeneous and their relationships often display a bias towards similar agents, say of the same ethnic group. This homophilic behavior on the agent level can then lead to the emergent global phenomenon of social segregation. We study Network Creation Games with multiple types of homophilic agents and non-uniform edge cost, introducing two models focusing on the perception of same-type and different-type neighboring agents, respectively. Despite their different initial conditions, both our theoretical and experimental analysis show that both the composition and segregation strength of the resulting stable networks are almost identical, indicating a robust structure of social networks under homophily.
Martin Bullinger, Pascal Lenzner, Anna Melnichenko
IJCAI2
2022 Improving Ranking Quality and Fairness in Swiss-System Chess Tournaments
abstract
The International Chess Federation (FIDE) imposes a voluminous and complex set of player pairing criteria in Swiss-system chess tournaments and endorses computer programs that are able to calculate the prescribed pairings. The purpose of these formalities is to ensure that players are paired fairly during the tournament and that the final ranking corresponds to the players' true strength order. We contest the official FIDE player pairing routine by presenting alternative pairing rules. These can be enforced by computing maximum weight matchings in a carefully designed graph. We demonstrate by extensive experiments that a tournament format using our mechanism (1) yields fairer pairings in the rounds of the tournament and (2) produces a final ranking that reflects the players' true strengths better than the state-of-the-art FIDE pairing system.
Pascal Führlich, Ágnes Cseh, Pascal Lenzner
EC3
2022 Topological influence and locality in swap schelling games
abstract
Abstract Residential segregation is a wide-spread phenomenon that can be observed in almost every major city. In these urban areas residents with different racial or socioeconomic background tend to form homogeneous clusters. Schelling’s famous agent-based model for residential segregation explains how such clusters can form even if all agents are tolerant, i.e., if they agree to live in mixed neighborhoods. For segregation to occur, all it needs is a slight bias towards agents preferring similar neighbors. Very recently, Schelling’s model has been investigated from a game-theoretic point of view with selfish agents that strategically select their residential location. In these games, agents can improve on their current location by performing a location swap with another agent who is willing to swap. We significantly deepen these investigations by studying the influence of the underlying topology modeling the residential area on the existence of equilibria, the Price of Anarchy and on the dynamic properties of the resulting strategic multi-agent system. Moreover, as a new conceptual contribution, we also consider the influence of locality, i.e., if the location swaps are restricted to swaps of neighboring agents. We give improved almost tight bounds on the Price of Anarchy for arbitrary underlying graphs and we present (almost) tight bounds for regular graphs, paths and cycles. Moreover, we give almost tight bounds for grids, which are commonly used in empirical studies. For grids we also show that locality has a severe impact on the game dynamics.
Davide Bilò, Vittorio Bilò, Pascal Lenzner, Louise Molitor
Auton. Agents Multi Agent Syst.3
2021 Selfish Creation of Social Networks
abstract
Understanding real-world networks is a core research endeavor within the last two decades. Network Creation Games are a promising approach for this from a game-theoretic perspective. In these games, selfish agents corresponding to nodes in a network strategically decide which links to form to optimize their centrality. Many versions have been introduced and analyzed, but none of them fits to modeling the evolution of social networks. In real-world social networks connections are often established by recommendations from common acquaintances or by a chain of such recommendations. Thus establishing and maintaining a contact with a friend of a friend is easier than connecting to complete strangers. This explains the high clustering, i.e., the abundance of triangles, in real-world social networks. We propose and analyze a network creation model inspired by real-world social networks. In our model edges are formed via bilateral consent of both endpoints and the cost for establishing and maintaining an edge is proportional to the distance of the endpoints before establishing the connection. We provide results for generic cost functions which essentially only must be convex functions in the distance of the endpoints without the respective edge. For this broad class of cost functions we provide many structural properties of equilibrium networks and prove (almost) tight bounds on the diameter, the Price of Anarchy and the Price of Stability. Moreover, as a proof-of-concept we show via experiments that the created equilibrium networks of our model indeed closely mimic real-world social networks. We observe degree distributions that seem to follow a power-law, high clustering, and low diameters. This can be seen as a promising first step towards game-theoretic network creation models that predict networks featuring all core real-world properties.
Davide Bilò, Tobias Friedrich 0001, Pascal Lenzner, Stefanie Lowski, Anna Melnichenko
AAAI3
2021 Two-Stage Facility Location Games with Strategic Clients and Facilities
abstract
We consider non-cooperative facility location games where both facilities and clients act strategically and heavily influence each other. This contrasts established game-theoretic facility location models with non-strategic clients that simply select the closest opened facility. In our model, every facility location has a set of attracted clients and each client has a set of shopping locations and a weight that corresponds to its spending capacity. Facility agents selfishly select a location for opening their facility to maximize the attracted total spending capacity, whereas clients strategically decide how to distribute their spending capacity among the opened facilities in their shopping range. We focus on a natural client behavior similar to classical load balancing: our selfish clients aim for a distribution that minimizes their maximum waiting time for getting serviced, where a facility’s waiting time corresponds to its total attracted client weight. We show that subgame perfect equilibria exist and we give almost tight constant bounds on the Price of Anarchy and the Price of Stability, which even hold for a broader class of games with arbitrary client behavior. Since facilities and clients influence each other, it is crucial for the facilities to anticipate the selfish clients’ behavior when selecting their location. For this, we provide an efficient algorithm that also implies an efficient check for equilibrium. Finally, we show that computing a socially optimal facility placement is NP-hard and that this result holds for all feasible client weight distributions.
Simon Krogmann, Pascal Lenzner, Louise Molitor, Alexander Skopalik
IJCAI2
2021 Efficiency and Stability in Euclidean Network Design
abstract
Network Design problems typically ask for a minimum cost sub-network from a given host network. This classical point-of-view assumes a central authority enforcing the optimum solution. But how should networks be designed to cope with selfish agents that own parts of the network? In this setting, minimum cost networks may be very unstable in that agents will deviate from a proposed solution if this decreases their individual cost. Hence, designed networks should be both efficient in terms of total cost and stable in terms of the agents' willingness to accept the network.
Wilhelm Friedemann, Tobias Friedrich 0001, Hans Gawendowicz, Pascal Lenzner, Anna Melnichenko, Jannik Peters 0001, Daniel Stephan, Michael Vaichenker
SPAA4
2020 A Strategic Routing Framework and Algorithms for Computing Alternative Paths
abstract
Traditional navigation services find the fastest route for a single driver. Though always using the fastest route seems desirable for every individual, selfish behavior can have undesirable effects such as higher energy consumption and avoidable congestion, even leading to higher overall and individual travel times. In contrast, strategic routing aims at optimizing the traffic for all agents regarding a global optimization goal. We introduce a framework to formalize real-world strategic routing scenarios as algorithmic problems and study one of them, which we call Single Alternative Path (SAP), in detail. There, we are given an original route between a single origin--destination pair. The goal is to suggest an alternative route to all agents that optimizes the overall travel time under the assumption that the agents distribute among both routes according to a psychological model, for which we introduce the concept of Pareto-conformity. We show that the SAP problem is NP-complete, even for such models. Nonetheless, assuming Pareto-conformity, we give multiple algorithms for different variants of SAP, using multi-criteria shortest path algorithms as subroutines. Moreover, we prove that several natural models are in fact Pareto-conform. The implementation of our algorithms serves as a proof of concept, showing that SAP can be solved in reasonable time even though the algorithms have exponential running time in the worst case.
Thomas Bläsius, Maximilian Böther, Philipp Fischbeck, Tobias Friedrich 0001, Alina Gries, Falk Hüffner, Otto Kißig, Pascal Lenzner, Louise Molitor, Leon Schiller, Armin Wells, Simon Wietheger
ATMOS8
2020 Fair Tree Connection Games with Topology-Dependent Edge Cost
abstract
How do rational agents self-organize when trying to connect to a common target? We study this question with a simple tree formation game which is related to the well-known fair single-source connection game by Anshelevich et al. (FOCS'04) and selfish spanning tree games by Gourvès and Monnot (WINE'08). In our game agents correspond to nodes in a network that activate a single outgoing edge to connect to the common target node (possibly via other nodes). Agents pay for their path to the common target, and edge costs are shared fairly among all agents using an edge. The main novelty of our model is dynamic edge costs that depend on the in-degree of the respective endpoint. This reflects that connecting to popular nodes that have increased internal coordination costs is more expensive since they can charge higher prices for their routing service. In contrast to related models, we show that equilibria are not guaranteed to exist, but we prove the existence for infinitely many numbers of agents. Moreover, we analyze the structure of equilibrium trees and employ these insights to prove a constant upper bound on the Price of Anarchy as well as non-trivial lower bounds on both the Price of Anarchy and the Price of Stability. We also show that in comparison with the social optimum tree the overall cost of an equilibrium tree is more fairly shared among the agents. Thus, we prove that self-organization of rational agents yields on average only slightly higher cost per agent compared to the centralized optimum, and at the same time, it induces a more fair cost distribution. Moreover, equilibrium trees achieve a beneficial trade-off between a low height and low maximum degree, and hence these trees might be of independent interest from a combinatorics point-of-view. We conclude with a discussion of promising extensions of our model.
Davide Bilò, Tobias Friedrich 0001, Pascal Lenzner, Anna Melnichenko, Louise Molitor
FSTTCS3
2020 Flow-Based Network Creation Games
abstract
Network Creation Games(NCGs) model the creation of decentralized communication networks like the Internet. In such games strategic agents corresponding to network nodes selfishly decide with whom to connect to optimize some objective function. Past research intensively analyzed models where the agents strive for a central position in the network. This models agents optimizing the network for low-latency applications like VoIP. However, with today's abundance of streaming services it is important to ensure that the created network can satisfy the increased bandwidth demand. To the best of our knowledge, this natural problem of the decentralized strategic creation of networks with sufficient bandwidth has not yet been studied. We introduce Flow-Based NCGs where the selfish agents focus on bandwidth instead of latency. In essence, budget-constrained agents create network links to maximize their minimum or average network flow value to all other network nodes. Equivalently, this can also be understood as agents who create links to increase their connectivity and thus also the robustness of the network. For this novel type of NCG we prove that pure Nash equilibria exist, we give a simple algorithm for computing optimal networks, we show that the Price of Stability is 1 and we prove an (almost) tight bound of 2 on the Price of Anarchy. Last but not least, we show that our models do not admit a potential function.
Hagen Echzell, Tobias Friedrich 0001, Pascal Lenzner, Anna Melnichenko
IJCAI3
2020 Topological Influence and Locality in Swap Schelling Games
abstract
Residential segregation is a wide-spread phenomenon that can be observed in almost every major city. In these urban areas residents with different racial or socioeconomic background tend to form homogeneous clusters. Schelling’s famous agent-based model for residential segregation explains how such clusters can form even if all agents are tolerant, i.e., if they agree to live in mixed neighborhoods. For segregation to occur, all it needs is a slight bias towards agents preferring similar neighbors. Very recently, Schelling’s model has been investigated from a game-theoretic point of view with selfish agents that strategically select their residential location. In these games, agents can improve on their current location by performing a location swap with another agent who is willing to swap. We significantly deepen these investigations by studying the influence of the underlying topology modeling the residential area on the existence of equilibria, the Price of Anarchy and on the dynamic properties of the resulting strategic multi-agent system. Moreover, as a new conceptual contribution, we also consider the influence of locality, i.e., if the location swaps are restricted to swaps of neighboring agents. We give improved almost tight bounds on the Price of Anarchy for arbitrary underlying graphs and we present (almost) tight bounds for regular graphs, paths and cycles. Moreover, we give almost tight bounds for grids, which are commonly used in empirical studies. For grids we also show that locality has a severe impact on the game dynamics.
Davide Bilò, Vittorio Bilò, Pascal Lenzner, Louise Molitor
MFCS3
2020 On the Tree Conjecture for the Network Creation Game
Davide Bilò, Pascal Lenzner
Theory Comput. Syst.2
2019 Geometric Network Creation Games
abstract
Network Creation Games are a well-known approach for explaining and analyzing the structure, quality and dynamics of real-world networks like the Internet and other infrastructure networks which evolved via the interaction of selfish agents without a central authority. In these games selfish agents which correspond to nodes in a network strategically buy incident edges to improve their centrality. However, past research on these games has only considered the creation of networks with unit-weight edges. In practice, e.g. when constructing a fiber-optic network, the choice of which nodes to connect and also the induced price for a link crucially depends on the distance between the involved nodes and such settings can be modeled via edge-weighted graphs. We incorporate arbitrary edge weights by generalizing the well-known model by Fabrikant et al. [PODC'03] to edge-weighted host graphs and focus on the geometric setting where the weights are induced by the distances in some metric space. In stark contrast to the state-of-the-art for the unit-weight version, where the Price of Anarchy is conjectured to be constant and where resolving this is a major open problem, we prove a tight non-constant bound on the Price of Anarchy for the metric version and a slightly weaker upper bound for the non-metric case. Moreover, we analyze the existence of equilibria, the computational hardness and the game dynamics for several natural metrics. The model we propose can be seen as the game-theoretic analogue of a variant of the classical Network Design Problem. Thus, low-cost equilibria of our game correspond to decentralized and stable approximations of the optimum network design.
Davide Bilò, Tobias Friedrich 0001, Pascal Lenzner, Anna Melnichenko
SPAA3
2019 Convergence and Hardness of Strategic Schelling Segregation
Hagen Echzell, Tobias Friedrich 0001, Pascal Lenzner, Louise Molitor, Marcus Pappik, Friedrich Schöne, Fabian Sommer, David Stangl
WINE3
2018 Schelling Segregation with Strategic Agents
Ankit Chauhan, Pascal Lenzner, Louise Molitor
SAGT2
2018 On the Tree Conjecture for the Network Creation Game
abstract
Selfish Network Creation focuses on modeling real world networks from a game-theoretic point of view. One of the classic models by Fabrikant et al.[PODC'03] is the network creation game, where agents correspond to nodes in a network which buy incident edges for the price of alpha per edge to minimize their total distance to all other nodes. The model is well-studied but still has intriguing open problems. The most famous conjectures state that the price of anarchy is constant for all alpha and that for alpha >= n all equilibrium networks are trees. We introduce a novel technique for analyzing stable networks for high edge-price alpha and employ it to improve on the best known bounds for both conjectures. In particular we show that for alpha > 4n-13 all equilibrium networks must be trees, which implies a constant price of anarchy for this range of alpha. Moreover, we also improve the constant upper bound on the price of anarchy for equilibrium trees.
Davide Bilò, Pascal Lenzner
STACS2
2017 Selfish Network Creation with Non-uniform Edge Cost
Ankit Chauhan, Pascal Lenzner, Anna Melnichenko, Louise Molitor
SAGT2
2017 Efficient Best Response Computation for Strategic Network Formation Under Attack
Tobias Friedrich 0001, Sven Ihde, Christoph Keßler, Pascal Lenzner, Stefan Neubert, David Schumann
SAGT4
2017 Brief Announcement: Efficient Best Response Computation for Strategic Network Formation under Attack
abstract
Inspired by real world examples, e.g. the Internet, researchers have introduced an abundance of strategic games to study natural phenomena in networks. Unfortunately, almost all of these games have the conceptual drawback of being computationally intractable, i.e. computing a best response strategy or checking if an equilibrium is reached is NP-hard. Thus, a main challenge in the field is to find tractable realistic network formation models. We address this challenge by establishing that the recently introduced model by Goyal et al.[WINE'16], which focuses on robust networks in the presence of a strong adversary, is a rare exception which is both realistic and computationally tractable. In particular, we sketch an efficient algorithm for computing a best response strategy, which implies that deciding whether the game has reached a Nash equilibrium can be done efficiently as well. Our algorithm essentially solves the problem of computing a minimal connection to a network which maximizes the reachability while hedging against severe attacks on the network infrastructure.
Tobias Friedrich 0001, Sven Ihde, Christoph Keßler, Pascal Lenzner, Stefan Neubert, David Schumann
SPAA4
2016 On Selfish Creation of Robust Networks
Ankit Chauhan, Pascal Lenzner, Anna Melnichenko, Martin Münn
SAGT2
2015 Network Creation Games: Think Global - Act Local
Andreas Cord-Landwehr, Pascal Lenzner
MFCS (2)2
2013 On dynamics in selfish network creation
abstract
We consider the dynamic behavior of several variants of the Network Creation Game, introduced by Fabrikant et al. [PODC'03]. Equilibrium networks in these models have desirable properties like low social cost and small diameter, which makes them attractive for the decentralized creation of overlay-networks. Unfortunately, due to the non-constructiveness of the Nash equilibrium, no distributed algorithm for finding such networks is known. We treat these games as sequential-move games and analyze if (uncoordinated) selfish play eventually converges to an equilibrium. Thus, we shed light on one of the most natural algorithms for this problem: distributed local search, where in each step some agent performs a myopic selfish improving move.
Bernd Kawald, Pascal Lenzner
SPAA2
2011 On Dynamics in Basic Network Creation Games
Pascal Lenzner
SAGT1
2011 Balanced Interval Coloring
abstract
We consider the discrepancy problem of coloring n intervals with k colors such that at each point on the line, the maximal difference between the number of intervals of any two colors is minimal. Somewhat surprisingly, a coloring with maximal difference at most one always exists. Furthermore, we give an algorithm with running time O(n log n + kn log k) for its construction. This is in particular interesting because many known results for discrepancy problems are non-constructive. This problem naturally models a load balancing scenario, where $n$~tasks with given start- and endtimes have to be distributed among $k$~servers. Our results imply that this can be done ideally balanced. When generalizing to $d$-dimensional boxes (instead of intervals), a solution with difference at most one is not always possible. We show that for any d >= 2 and any k >= 2 it is NP-complete to decide if such a solution exists, which implies also NP-hardness of the respective minimization problem. In an online scenario, where intervals arrive over time and the color has to be decided upon arrival, the maximal difference in the size of color classes can become arbitrarily high for any online algorithm.
Antonios Antoniadis 0001, Falk Hüffner, Pascal Lenzner, Carsten Moldenhauer, Alexander Souza
STACS3