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Congestion Games, Load Balancing, and Price of Anarchy

机译:拥塞游戏,负载平衡和无政府状态的价格

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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.
机译:想象一组自私的客户,每个人都必须从允许的集合中选择服务器。服务器的延迟与其速度成反比,但它与(或更一般的,作为第POWER)线性增长,而是匹配的客户端的数量。许多新兴的互联网为中心的应用程序,例如点对点网络,多人在线游戏和分布式计算平台呈现出这样的自感受用户的互动。这种互动自然地建模为拥塞游戏,我们呼叫服务器匹配。在这篇概述论文中,我们总结了我们对服务器匹配游戏分析的持续工作的结果,并为未来的研究表达了一些有希望的方向。

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