The strong price of anarchy of linear bottleneck congestion games
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Cites work
- A class of games possessing pure-strategy Nash equilibria
- A linear time approximation algorithm for multiprocessor scheduling
- Acceptable points in games of perfect information
- Algorithms and Computation
- Algorithms, games, and the internet
- Approximate equilibria and ball fusion
- Atomic routing games on maximum congestion
- Computing Pure Nash and Strong Equilibria in Bottleneck Congestion Games
- Coordination mechanisms for selfish scheduling
- Exact Price of Anarchy for Polynomial Congestion Games
- On the inefficiency of equilibria in linear bottleneck congestion games
- Performance guarantees of local search for multiprocessor scheduling
- Potential games
- Selfish load balancing
- Stretch in Bottleneck Games
- Strong Price of Anarchy for Machine Load Balancing
- Strong equilibria in games with the lexicographical improvement property
- Strong price of anarchy
- The price of anarchy of finite congestion games
- The price of routing unsplittable flow
- Tight bounds for worst-case equilibria
- Tradeoffs in worst-case equilibria
- Worst-case equilibria
- Worst-case equilibria
Cited in
(7)- On the inefficiency of equilibria in linear bottleneck congestion games
- Computation of equilibria and the price of anarchy in bottleneck congestion games
- Local smoothness and the price of anarchy in splittable congestion games
- Strong and Pareto Price of Anarchy in Congestion Games
- Price of anarchy for highly congested routing games in parallel networks
- Bottleneck congestion games with logarithmic price of anarchy
- Strong equilibria in games with the lexicographical improvement property
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