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Tom Wexler

dblp:68/6928 · DBLP profile ↗
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13ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 10Artificial intelligence and machine learning · 2Systems, architecture and hardware · 2Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
9 papers
Algorithmic game theory and mechanism design · 76% Approximation and online algorithms · 8% Algorithms and data structures · 7%
Computer networks
3 papers
Network optimization and economics · 54% Internet architecture and protocols · 29% Network measurement and analytics · 18%

Topics — the 26 heaviest of 27, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › network games
network design game
0.232008
The Price of Stability for Network Design with Fair Cost Allocation · SIAM J. Comput. 2008
The Price of Stability for Network Design with Fair Cost Allocation · FOCS 2004
Near-optimal network design with selfish agents · STOC 2003
Algorithmic game theory and mechanism design › fair division › fair resource allocation
fair cost allocation
0.122008
The Price of Stability for Network Design with Fair Cost Allocation · SIAM J. Comput. 2008
The Price of Stability for Network Design with Fair Cost Allocation · FOCS 2004
Algorithmic game theory and mechanism design › price of anarchy
price of stability
0.122008
The Price of Stability for Network Design with Fair Cost Allocation · SIAM J. Comput. 2008
The Price of Stability for Network Design with Fair Cost Allocation · FOCS 2004
Algorithms and data structures
metric embedding
0.122009
Triangulation and embedding using small sets of beacons · J. ACM 2009
Triangulation and Embedding Using Small Sets of Beacons · FOCS 2004
Computational geometry
triangulation
0.112009
Triangulation and embedding using small sets of beacons · J. ACM 2009
Algorithmic game theory and mechanism design › learning in games
best-response dynamics
0.112008
The Price of Stability for Network Design with Fair Cost Allocation · SIAM J. Comput. 2008
Algorithmic game theory and mechanism design › mechanism design › public good provision
cost-sharing mechanisms
0.112008
The Price of Stability for Network Design with Fair Cost Allocation · SIAM J. Comput. 2008
Algorithmic game theory and mechanism design › network games
network formation game
0.112008
Strategic network formation with structural holes · EC 2008
Algorithmic game theory and mechanism design › network games
strategic network formation
0.112008
Strategic network formation with structural holes · EC 2008
Algorithmic game theory and mechanism design
network games
0.112007
The role of compatibility in the diffusion of technologies through social networks · EC 2007
Algorithmic game theory and mechanism design
congestion games
0.112006
The effect of collusion in congestion games · STOC 2006
Algorithmic game theory and mechanism design
price of anarchy
0.112006
The effect of collusion in congestion games · STOC 2006
Algorithmic game theory and mechanism design › congestion games
selfish load balancing
0.112006
The effect of collusion in congestion games · STOC 2006
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.122004
Near-optimal network design with selfish agents · STOC 2003
The Price of Stability for Network Design with Fair Cost Allocation · FOCS 2004
Network optimization and economics
pricing
0.112005
A network pricing game for selfish traffic · PODC 2005
Algorithmic game theory and mechanism design › cooperative game theory
cost sharing
0.012004
The Price of Stability for Network Design with Fair Cost Allocation · FOCS 2004
Approximation and online algorithms
approximation algorithms
0.012003
Near-optimal network design with selfish agents · STOC 2003
Approximation and online algorithms
facility location
0.012001
Facility Location with Nonuniform Hard Capacities · FOCS 2001
Mathematical optimization › combinatorial optimization
local search
0.012001
Facility Location with Nonuniform Hard Capacities · FOCS 2001
Approximation and online algorithms › approximation algorithms › combinatorial approximation algorithms
local search approximation
0.012001
Facility Location with Nonuniform Hard Capacities · FOCS 2001
Network measurement and analytics
distance estimation
0.012009
Triangulation and embedding using small sets of beacons · J. ACM 2009
Algorithmic game theory and mechanism design › network economics
network formation
0.012007
The role of compatibility in the diffusion of technologies through social networks · EC 2007
Network optimization and economics
resource allocation
0.012005
A network pricing game for selfish traffic · PODC 2005
Network optimization and economics › game theory › routing game
selfish routing
0.012005
A network pricing game for selfish traffic · PODC 2005
Computational geometry › metric geometry
doubling metrics
0.012004
Triangulation and Embedding Using Small Sets of Beacons · FOCS 2004
Approximation and online algorithms › approximation algorithms
network design
0.012004
The Price of Stability for Network Design with Fair Cost Allocation · FOCS 2004

Methods — techniques the papers use, named apart from their topics

game theory · 0.3triangle inequality · 0.2doubling dimension · 0.2shapley value · 0.1potential game · 0.1nash equilibrium · 0.1computational experiments · 0.1diffusion model · 0.1price of anarchy analysis · 0.1distributed algorithm · 0.0best response dynamics · 0.0approximation algorithm · 0.0
YearPublicationVenuePosition
2016 Assignment Games with Conflicts: Robust Price of Anarchy and Convergence Results via Semi-Smoothness
Elliot Anshelevich, John Postl, Tom Wexler
Theory Comput. Syst.3
2012 Computing Shapley Value in Supermodular Coalitional Games
David Liben-Nowell, Alexa Sharp, Tom Wexler, Kevin M. Woods
COCOON3
2009 Triangulation and embedding using small sets of beacons
abstract
Concurrent with recent theoretical interest in the problem of metric embedding, a growing body of research in the networking community has studied the distance matrix defined by node-to-node latencies in the Internet, resulting in a number of recent approaches that approximately embed this distance matrix into low-dimensional Euclidean space. There is a fundamental distinction, however, between the theoretical approaches to the embedding problem and this recent Internet-related work: in addition to computational limitations, Internet measurement algorithms operate under the constraint that it is only feasible to measure distances for a linear (or near-linear) number of node pairs, and typically in a highly structured way. Indeed, the most common framework for Internet measurements of this type is a beacon-based approach one chooses uniformly at random a constant number of nodes (“beacons”) in the network, each node measures its distance to all beacons, and one then has access to only these measurements for the remainder of the algorithm. Moreover, beacon-based algorithms are often designed not for embedding but for the more basic problem of triangulation , in which one uses the triangle inequality to infer the distances that have not been measured. Here we give algorithms with provable performance guarantees for beacon-based triangulation and embedding. We show that in addition to multiplicative error in the distances, performance guarantees for beacon-based algorithms typically must include a notion of slack —a certain fraction of all distances may be arbitrarily distorted. For metric spaces of bounded doubling dimension (which have been proposed as a reasonable abstraction of Internet latencies), we show that triangulation-based distance reconstruction with a constant number of beacons can achieve multiplicative error 1 + δ on a 1 − ϵ fraction of distances, for arbitrarily small constants δ and ϵ. For this same class of metric spaces, we give a beacon-based embedding algorithm that achieves constant distortion on a 1 − ϵ fraction of distances; this provides some theoretical justification for the success of the recent Global Network Positioning algorithm of Ng and Zhang [2002], and it forms an interesting contrast with lower bounds showing that it is not possible to embed all distances in a doubling metric space with constant distortion. We also give results for other classes of metric spaces, as well as distributed algorithms that require only a sparse set of distances but do not place too much measurement load on any one node.
Jon M. Kleinberg, Aleksandrs Slivkins, Tom Wexler
J. ACM3
2008 Strategic network formation with structural holes
abstract
A fundamental principle in social network research is that individuals can benefit from serving as intermediaries between others who are not directly connected. Through such intermediation, they potentially can broker the flow of information and synthesize ideas arising in different parts of the network. These principles form the underpinning for the theory of structural holes, which studies the ways in which individuals, particularly in organizational settings, fill the holes between people or groups that are not otherwise interacting.We apply a game-theoretic approach to this notion, studying the structures that evolve when individuals in a social network have incentives to form links that bridge otherwise disconnected parties. We model payoffs as a trade-off between the benefits of connecting non-neighboring nodes, and the cost, in effort, to maintain links - including settings where the costs are non-uniform to reflect the increased difficulty in spanning different parts of a hierarchical organization.We find, both through theoretical results and computational experiments, that the equilibrium networks in this model have rich combinatorial structure, and capture qualitative observations arising in the study of structural holes. In particular, even in completely symmetric settings, individuals will differentiate themselves in equilibrium, occupying different social strata and receiving correspondingly different payoffs.
Jon M. Kleinberg, Siddharth Suri, Éva Tardos, Tom Wexler
EC4
2008 The Price of Stability for Network Design with Fair Cost Allocation
abstract
Network design is a fundamental problem for which it is important to understand the effects of strategic behavior. Given a collection of self-interested agents who want to form a network connecting certain endpoints, the set of stable solutions—the Nash equilibria—may look quite different from the centrally enforced optimum. We study the quality of the best Nash equilibrium, and refer to the ratio of its cost to the optimum network cost as the price of stability. The best Nash equilibrium solution has a natural meaning of stability in this context—it is the optimal solution that can be proposed from which no user will defect. We consider the price of stability for network design with respect to one of the most widely studied protocols for network cost allocation, in which the cost of each edge is divided equally between users whose connections make use of it; this fair-division scheme can be derived from the Shapley value and has a number of basic economic motivations. We show that the price of stability for network design with respect to this fair cost allocation is $O(\log k)$, where k is the number of users, and that a good Nash equilibrium can be achieved via best-response dynamics in which users iteratively defect from a starting solution. This establishes that the fair cost allocation protocol is in fact a useful mechanism for inducing strategic behavior to form near-optimal equilibria. We discuss connections to the class of potential games defined by Monderer and Shapley, and extend our results to cases in which users are seeking to balance network design costs with latencies in the constructed network, with stronger results when the network has only delays and no construction costs. We also present bounds on the convergence time of best-response dynamics, and discuss extensions to a weighted game.
Elliot Anshelevich, Anirban Dasgupta 0001, Jon M. Kleinberg, Éva Tardos, Tom Wexler, Timothy Roughgarden
SIAM J. Comput.5
2007 The role of compatibility in the diffusion of technologies through social networks
abstract
In many settings, competing technologies -- for example, operating systems, instant messenger systems, or document formats -- can be seen adopting a limited amount of compatibility with one another; in other words, the difficulty in using multiple technologies is balanced somewhere between the two extremes of impossibility and effortless interoperability. There are a range of reasons why this phenomenon occurs, many of which -- based on legal, social, or business considerations -- seem to defy concise mathematical models. Despite this, we show that the advantages of limited compatibility can arise in a very simple model of diffusion in social networks, thus offering a basic explanation for this phenomenon in purely strategic terms. Our approach builds on work on the diffusion of innovations in the economics literature, which seeks to model how a new technology A might spread through a social network of individuals who are currently users of technology B. We consider several ways of capturing the compatibility of A and B, focusing primarily on a model in which users can choose to adopt A, adopt B, or -- at an extra cost -- adopt both A and B. We characterize how the ability of A to spread depends on both its quality relative to B, and also this additional cost of adopting both, and find some surprising non-monotonicity properties in the dependence on these parameters: in some cases, for one technology to survive the introduction of another, the cost of adopting both technologies must be balanced within a narrow, intermediate range. We also extend the framework to the case of multiple technologies, where we find that a simple model captures the phenomenon of two firms adopting a limited "strategic alliance" to defend against a new, third technology.
Nicole Immorlica, Jon M. Kleinberg, Mohammad Mahdian, Tom Wexler
EC4
2007 A network pricing game for selfish traffic
Ara Hayrapetyan, Éva Tardos, Tom Wexler
Distributed Comput.3
2006 The effect of collusion in congestion games
abstract
In this paper we initiate the study of how collusion alters the quality of solutions obtained in competitive games. The price of anarchy aims to measure the cost of the lack of coordination by comparing the quality of a Nash equilibrium to that of a centrally designed optimal solution. This notion assumes that players act not only selfishly, but also independently. We propose a framework for modeling groups of colluding players, in which members of a coalition cooperate so as to selfishly maximize their collective welfare. Clearly, such coalitions can improve the social welfare of the participants, but they can also harm the welfare of those outside the coalition. One might hope that the improvement for the coalition participants outweighs the negative effects on the others. This would imply that increased cooperation can only improved the overall solution quality of stable outcomes. However, increases in coordination can actually lead to significant decreases in total social welfare. In light of this, we propose the price of collusion as a measure of the possible negative effect of collusion, specifying the factor by which solution quality can deteriorate in the presence of coalitions. We give examples to show that the price of collusion can be arbitrarily high even in convex games. Our main results show that in the context of load-balancing games, the price of collusion depends upon the disparity in market power among the game participants. We show that in some symmetric nonatomic games (where all users have access to the same set of strategies) increased cooperation always improves the solution quality, and in the discrete analogs of such games, the price of collusion is bounded by two.
Ara Hayrapetyan, Éva Tardos, Tom Wexler
STOC3
2005 A network pricing game for selfish traffic
abstract
The success of the Internet is remarkable in light of the decentralized manner in which it is designed and operated. Unlike small scale networks, the Internet is built and controlled by a large number of disperate service providers who are not interested in any global optimization. Instead, providers simply seek to maximize their own profit by charging users for access to their service. Users themselves also behave selfishly, optimizing over price and quality of service. Game theory provides a natural framework for the study of such a situation. However, recent work in this area tends to focus on either the service providers or the network users, but not both. This paper introduces a new model for exploring the interaction of these two elements, in which network managers compete for users via prices and the quality of service provided. We study the extent to which competition between service providers hurts the overall social utility of the system.
Ara Hayrapetyan, Éva Tardos, Tom Wexler
PODC3
2004 The Price of Stability for Network Design with Fair Cost Allocation
abstract
Network design is a fundamental problem for which it is important to understand the effects of strategic behavior. Given a collection of self-interested agents who want to form a network connecting certain endpoints, the set of stable solutions - the Nash equilibria - may look quite different from the centrally enforced optimum. We study the quality of the best Nash equilibrium, and refer to the ratio of its cost to the optimum network cost as the price of stability. The best Nash equilibrium solution has a natural meaning of stability in this context - it is the optimal solution that can be proposed from which no user will "defect". We consider the price of stability for network design with respect to one of the most widely-studied protocols for network cost allocation, in which the cost of each edge is divided equally between users whose connections make use of it; this fair-division scheme can be derived from the Shapley value, and has a number of basic economic motivations. We show that the price of stability for network design with respect to this fair cost allocation is O(log k), where k is the number of users, and that a good Nash equilibrium can be achieved via best-response dynamics in which users iteratively defect from a starting solution. This establishes that the fair cost allocation protocol is in fact a useful mechanism for inducing strategic behavior to form near-optimal equilibria. We discuss connections to the class of potential games defined by Monderer and Shapley, and extend our results to cases in which users are seeking to balance network design costs with latencies in the constructed network, with stronger results when the network has only delays and no construction costs. We also present bounds on the convergence time of best-response dynamics, and discuss extensions to a weighted game.
Elliot Anshelevich, Anirban Dasgupta 0001, Jon M. Kleinberg, Éva Tardos, Tom Wexler, Timothy Roughgarden
FOCS5
2004 Triangulation and Embedding Using Small Sets of Beacons
abstract
Concurrent with recent theoretical interest in the problem of metric embedding, a growing body of research in the networking community has studied the distance matrix defined by node-to-node latencies in the Internet, resulting in a number of recent approaches that approximately embed this distance matrix into low-dimensional Euclidean space. Here we give algorithms with provable performance guarantees for beacon-based triangulation and embedding. We show that in addition to multiplicative error in the distances, performance guarantees for beacon-based algorithms typically must include a notion of slack - a certain fraction of all distances may be arbitrarily distorted. For metrics of bounded doubling dimension (which have been proposed as a reasonable abstraction of Internet latencies), we show that triangulation-based reconstruction with a constant number of beacons can achieve multiplicative error 1 + /spl delta/ on a 1 - /spl epsiv/ fraction of distances, for arbitrarily small constants /spl delta/ and /spl epsiv/. For this same class of metrics, we give a beacon-based embedding algorithm that achieves constant distortion on a 1 - /spl epsiv/ fraction of distances; this provides some theoretical justification for the success of the recent global network positioning algorithm of Ng and Zhang, and it forms an interesting contrast with lower bounds showing that it is not possible to embed all distances in a doubling metric with constant distortion. We also give results for other classes of metrics, as well as distributed algorithms that require only a sparse set of distances but do not place too much measurement load on any one node.
Jon M. Kleinberg, Aleksandrs Slivkins, Tom Wexler
FOCS3
2003 Near-optimal network design with selfish agents
abstract
We introduce a simple network design game that models how independent selfish agents can build or maintain a large network. In our game every agent has a specific connectivity requirement, i.e. each agent has a set of terminals and wants to build a network in which his terminals are connected. Possible edges in the network have costs and each agent's goal is to pay as little as possible. Determining whether or not a Nash equilibrium exists in this game is NP-complete. However, when the goal of each player is to connect a terminal to a common source, we prove that there is a Nash equilibrium as cheap as the optimal network, and give a polynomial time algorithm to find a (1+ε)-approximate Nash equilibrium that does not cost much more. For the general connection game we prove that there is a 3-approximate Nash equilibrium that is as cheap as the optimal network, and give an algorithm to find a (4.65+ε)-approximate Nash equilibrium that does not cost much more.
Elliot Anshelevich, Anirban Dasgupta 0001, Éva Tardos, Tom Wexler
STOC4
2001 Facility Location with Nonuniform Hard Capacities
abstract
The authors give the first constant factor approximation algorithm for the facility location problem with nonuniform, hard capacities. Facility location problems have received a great deal of attention in recent years. Approximation algorithms have been developed for many variants. Most of these algorithms are based on linear programming, but the LP techniques developed thus far have been unsuccessful in dealing with hard capacities. A local-search based approximation algorithm (M. Korupolu et al., 1998; F.A. Chudak and D.P. Williamson, 1999) is known for the special case of hard but uniform capacities. We present a local-search heuristic that yields an approximation guarantee of 9 + /spl epsi/ for the case of nonuniform hard capacities. To obtain this result, we introduce new operations that are natural in this context. Our proof is based on network flow techniques.
Martin Pál, Éva Tardos, Tom Wexler
FOCS3