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We study the problem of <italic>routing</italic> traffic through a congested network. We focus on the simplest case of a network consisting of <italic>m</italic> parallel <italic>links</italic>. We assume a collection of <italic>n</italic> network <italic>users</italic>, each employing a <italic>mixed strategy</italic> which is a probability distribution(More)
In this work, we study the combinatorial structure and the computational complexity of Nash equilibria for a certain game that models selfish routing over a network consisting of m parallel links. We assume a collection of n users, each employing a mixed strategy, which is a probability distribution over links, to control the routing of its own assigned(More)
We consider the problem of routing n users on m parallel links, under the restriction that each user may only be routed on a link from a certain set of <i>allowed links</i> for the user. Thus, the problem is equivalent to the correspondingly restricted problem of assigning n jobs to m parallel machines. In a <i>pure</i> Nash equilibrium, no user may improve(More)
We consider selfish routing over a network consisting of m parallel links through which $n$ selfish users route their traffic trying to minimize their own expected latency. We study the class of mixed strategies in which the expected latency through each link is at most a constant multiple of the optimum maximum latency had global regulation been available.(More)
In this work, we introduce and study a new, potentially rich model for selfish routing over non-cooperative networks as an interesting hybridization of the two prevailing such models, namely the KP model [26] and the W model [36]. In the hybrid model, each of n users is using a mixed strategy to ship its unsplittable traffic over a network consisting of m(More)
We consider a special case of weighted congestion games with playerspecific latency functions where each player uses for each particular resource a fixed (non-decreasing) delay function together with a player-specific constant. For each particular resource, the resource-specific delay function and the playerspecific constant (for that resource) are composed(More)
In a Voronoi game, each of a finite number of players chooses a point in some metric space. The utility of a player is the total measure of all points that are closer to him than to any other player, where points equidistant to several players are split up evenly among the closest players. In a recent paper, Dürr and Thang (2007) considered discrete Voronoi(More)
Counting networks are a class of distributed data structures that support highly concurrent implementations of shared Fetch&Increment counters. Applications of these counters include shared pools and stacks, load balancing, and software barriers [4, 12, 13, 18]. A limitation of counting networks is that the resulting shared counters can be incremented, but(More)