@inproceedings{20129,
  author       = {{Hamann, Heiko and Sayama, Hiroki and Rieffel, John and Risi, Sebastian and Doursat, Rene and Lipson, Hod}},
  booktitle    = {{14th Int. Conf. on the Synthesis and Simulation of Living Systems (ALIFE 2014)}},
  pages        = {{344--351}},
  publisher    = {{MIT Press}},
  title        = {{{Evolution of Collective Behaviors by Minimizing Surprise}}},
  doi          = {{10.7551/978-0-262-32621-6-ch055}},
  year         = {{2014}},
}

@inproceedings{20130,
  author       = {{Cervera, Enric and Khaluf, Yara and Birattari, Mauro and Hamann, Heiko and Pobil, Angel P.  del and Chinellato, Eris and Martinez-Martin, Ester and Hallam, John and Morales, Antonio}},
  booktitle    = {{Simulation of Adaptive Behavior (SAB 2014)}},
  pages        = {{270--279}},
  title        = {{{A Swarm Robotics Approach to Task Allocation Under Soft Deadlines and Negligible Switching Costs}}},
  doi          = {{10.1007/978-3-319-08864-8_26}},
  volume       = {{8575}},
  year         = {{2014}},
}

@inproceedings{368,
  abstract     = {{We consider the problem of scheduling a number of jobs on $m$ identical processors sharing a continuously divisible resource. Each job j comes with a resource requirement r_j \in {0,1}. The job can be processed at full speed if granted its full resource requirement. If receiving only an x-portion of r_j, it is processed at an x-fraction of the full speed. Our goal is to find a resource assignment that minimizes the makespan (i.e., the latest completion time). Variants of such problems, relating the resource assignment of jobs to their \emph{processing speeds}, have been studied under the term discrete-continuous scheduling. Known results are either very pessimistic or heuristic in nature.In this paper, we suggest and analyze a slightly simplified model. It focuses on the assignment of shared continuous resources to the processors. The job assignment to processors and the ordering of the jobs have already been fixed. It is shown that, even for unit size jobs, finding an optimal solution is NP-hard if the number of processors is part of the input. Positive results for unit size jobs include an efficient optimal algorithm for 2 processors. Moreover, we prove that balanced schedules yield a 2-1/m-approximation for a fixed number of processors. Such schedules are computed by our GreedyBalance algorithm, for which the bound is tight.}},
  author       = {{Brinkmann, Andre and Kling, Peter and Meyer auf der Heide, Friedhelm and Nagel, Lars and Riechers, Sören and Suess, Tim }},
  booktitle    = {{Proceedings of the 26th ACM Symposium on Parallelism in Algorithms and Architectures (SPAA)}},
  pages        = {{128--137}},
  title        = {{{Scheduling Shared Continuous Resources on Many-Cores}}},
  doi          = {{10.1145/2612669.2612698}},
  year         = {{2014}},
}

@inproceedings{370,
  abstract     = {{Max-min fairness (MMF) is a widely known approach to a fair allocation of bandwidth to each of the users in a network. This allocation can be computed by uniformly raising the bandwidths of all users without violating capacity constraints. We consider an extension of these allocations by raising the bandwidth with arbitrary and not necessarily uniform time-depending velocities (allocation rates). These allocations are used in a game-theoretic context for routing choices, which we formalize in progressive filling games (PFGs).We present a variety of results for equilibria in PFGs. We show that these games possess pure Nash and strong equilibria. While computation in general is NP-hard, there are polynomial-time algorithms for prominent classes of Max-Min-Fair Games (MMFG), including the case when all users have the same source-destination pair. We characterize prices of anarchy and stability for pure Nash and strong equilibria in PFGs and MMFGs when players have different or the same source-destination pairs. In addition, we show that when a designer can adjust allocation rates, it is possible to design games with optimal strong equilibria. Some initial results on polynomial-time algorithms in this direction are also derived. }},
  author       = {{Harks, Tobias and Höfer, Martin and Schewior, Kevin and Skopalik, Alexander}},
  booktitle    = {{Proceedings of the 33rd Annual IEEE International Conference on Computer Communications (INFOCOM'14)}},
  pages        = {{352--360}},
  title        = {{{Routing Games with Progressive Filling}}},
  doi          = {{10.1109/TNET.2015.2468571}},
  year         = {{2014}},
}

@misc{373,
  author       = {{Pahl, David}},
  publisher    = {{Universität Paderborn}},
  title        = {{{Reputationssysteme für zusammengesetzte Dienstleistungen}}},
  year         = {{2014}},
}

@inproceedings{379,
  abstract     = {{In the leasing variant of Set Cover presented by Anthony et al.[1], elements U arrive over time and must be covered by sets from a familyF of subsets of U. Each set can be leased for K different periods of time.Let |U| = n and |F| = m. Leasing a set S for a period k incurs a cost ckS and allows S to cover its elements for the next lk time steps. The objectiveis to minimize the total cost of the sets leased, such that elements arrivingat any time t are covered by sets which contain them and are leased duringtime t. Anthony et al. [1] gave an optimal O(log n)-approximation forthe problem in the offline setting, unless P = NP [22]. In this paper, wegive randomized algorithms for variants of Set Cover Leasing in the onlinesetting, including a generalization of Online Set Cover with Repetitionspresented by Alon et al. [2], where elements appear multiple times andmust be covered by a different set at each arrival. Our results improve theO(log2(mn)) competitive factor of Online Set Cover with Repetitions [2]to O(log d log(dn)) = O(logmlog(mn)), where d is the maximum numberof sets an element belongs to.}},
  author       = {{Abshoff, Sebastian and Markarian, Christine and Meyer auf der Heide, Friedhelm}},
  booktitle    = {{Proceedings of the 8th Annual International Conference on Combinatorial Optimization and Applications (COCOA)}},
  pages        = {{25--34}},
  title        = {{{Randomized Online Algorithms for Set Cover Leasing Problems}}},
  doi          = {{10.1007/978-3-319-12691-3_3}},
  year         = {{2014}},
}

@inproceedings{380,
  abstract     = {{Network creation games model the creation and usage costs of networks formed by n selfish nodes. Each node v can buy a set of edges, each for a fixed price α > 0. Its goal is to minimize its private costs, i.e., the sum (SUM-game, Fabrikant et al., PODC 2003) or maximum (MAX-game, Demaine et al., PODC 2007) of distances from v to all other nodes plus the prices of the bought edges. The above papers show the existence of Nash equilibria as well as upper and lower bounds for the prices of anarchy and stability. In several subsequent papers, these bounds were improved for a wide range of prices α. In this paper, we extend these models by incorporating quality-of-service aspects: Each edge cannot only be bought at a fixed quality (edge length one) for a fixed price α. Instead, we assume that quality levels (i.e., edge lengths) are varying in a fixed interval [βˇ,β^] , 0 series = {LNCS}}},
  author       = {{Cord-Landwehr, Andreas and Mäcker, Alexander and Meyer auf der Heide, Friedhelm}},
  booktitle    = {{Proceedings of the 10th International Conference on Web and Internet Economics (WINE)}},
  pages        = {{423--428}},
  title        = {{{Quality of Service in Network Creation Games}}},
  doi          = {{10.1007/978-3-319-13129-0_34}},
  year         = {{2014}},
}

@inproceedings{17659,
  author       = {{Polevoy, Gleb and Trajanovski, Stojan and de Weerdt, Mathijs M.}},
  booktitle    = {{Proceedings of the 2014 International Conference on Autonomous Agents and Multi-agent Systems}},
  isbn         = {{978-1-4503-2738-1}},
  keywords     = {{competition, equilibrium, market, models, shared effort games, simulation}},
  pages        = {{861--868}},
  publisher    = {{International Foundation for Autonomous Agents and Multiagent Systems}},
  title        = {{{Nash Equilibria in Shared Effort Games}}},
  year         = {{2014}},
}

@inproceedings{17660,
  author       = {{Polevoy, Gleb and de Weerdt, Mathijs M.}},
  booktitle    = {{Proceedings of the 2014 International Conference on Autonomous Agents and Multi-agent Systems}},
  isbn         = {{978-1-4503-2738-1}},
  keywords     = {{dynamics, emotion modeling, negotiation, network interaction, shared effort game}},
  pages        = {{1741--1742}},
  publisher    = {{International Foundation for Autonomous Agents and Multiagent Systems}},
  title        = {{{Improving Human Interaction in Crowdsensing}}},
  year         = {{2014}},
}

@inproceedings{17661,
  author       = {{King, Thomas C. and Liu, Qingzhi and Polevoy, Gleb and de Weerdt, Mathijs and Dignum, Virginia and van Riemsdijk, M. Birna and Warnier, Martijn}},
  booktitle    = {{Proceedings of the 2014 International Conference on Autonomous Agents and Multi-agent Systems}},
  isbn         = {{978-1-4503-2738-1}},
  keywords     = {{crowd-sensing, crowdsourcing, data aggregation, game theory, norms, reciprocation, self interested agents, simulation}},
  pages        = {{1651--1652}},
  publisher    = {{International Foundation for Autonomous Agents and Multiagent Systems}},
  title        = {{{Request Driven Social Sensing}}},
  year         = {{2014}},
}

@article{17662,
  author       = {{Polevoy, Gleb and Smorodinsky, Rann and Tennenholtz, Moshe}},
  issn         = {{2167-8375}},
  journal      = {{ACM Trans. Econ. Comput.}},
  keywords     = {{Competition, efficiency, equilibrium, market, social welfare}},
  number       = {{1}},
  pages        = {{1:1--1:16}},
  publisher    = {{ACM}},
  title        = {{{Signaling Competition and Social Welfare}}},
  doi          = {{10.1145/2560766}},
  volume       = {{2}},
  year         = {{2014}},
}

@phdthesis{19039,
  author       = {{Petring, Ralf}},
  title        = {{{Multi-Algorithmen-Rendering: Darstellung heterogener 3-D-Szenen in Echtzeit}}},
  year         = {{2014}},
}

@inproceedings{451,
  abstract     = {{We introduce the concept of budget games. Players choose a set of tasks and each task has a certain demand on every resource in the game. Each resource has a budget. If the budget is not enough to satisfy the sum of all demands, it has to be shared between the tasks. We study strategic budget games, where the budget is shared proportionally. We also consider a variant in which the order of the strategic decisions influences the distribution of the budgets. The complexity of the optimal solution as well as existence, complexity and quality of equilibria are analysed. Finally, we show that the time an ordered budget game needs to convergence towards an equilibrium may be exponential.}},
  author       = {{Drees, Maximilian and Riechers, Sören and Skopalik, Alexander}},
  booktitle    = {{Proceedings of the 7th International Symposium on Algorithmic Game Theory (SAGT)}},
  editor       = {{Lavi, Ron}},
  pages        = {{110--121}},
  title        = {{{Budget-restricted utility games with ordered strategic decisions}}},
  doi          = {{10.1007/978-3-662-44803-8_10}},
  year         = {{2014}},
}

@inproceedings{452,
  abstract     = {{Today's networks, like the Internet, do not consist of one but a mixture of several interconnected networks. Each has individual qualities and hence the performance of a network node results from the networks' interplay.We introduce a new game theoretic model capturing the interplay between a high-speed backbone network and a low-speed general purpose network. In our model, n nodes are connected by a static network and each node can decide individually to become a gateway node. A gateway node pays a fixed price for its connection to the high-speed network, but can utilize the high-speed network to gain communication distance 0 to all other gateways. Communication distances in the low-speed network are given by the hop distances. The effective communication distance between any two nodes then is given by the shortest path, which is possibly improved by using gateways as shortcuts.Every node v has the objective to minimize its communication costs, given by the sum (SUM-game) or maximum (MAX-game) of the effective communication distances from v to all other nodes plus a fixed price \alpha > 0, if it decides to be a gateway. For both games and different ranges of \alpha, we study the existence of equilibria, the price of anarchy, and convergence properties of best-response dynamics.}},
  author       = {{Abshoff, Sebastian and Cord-Landwehr, Andreas and Jung, Daniel and Skopalik, Alexander}},
  booktitle    = {{Proceedings of the 7th International Symposium on Algorithmic Game Theory (SAGT)}},
  editor       = {{Lavi, Ron}},
  pages        = {{294}},
  title        = {{{Brief Announcement: A Model for Multilevel Network Games}}},
  year         = {{2014}},
}

@inproceedings{453,
  abstract     = {{In this paper we study the potential function in congestion games. We consider both games with non-decreasing cost functions as well as games with non-increasing utility functions. We show that the value of the potential function $\Phi(\sf s)$ of any outcome $\sf s$ of a congestion game approximates the optimum potential value $\Phi(\sf s^*)$ by a factor $\Psi_{\mathcal{F}}$ which only depends on the set of cost/utility functions $\mathcal{F}$, and an additive term which is bounded by the sum of the total possible improvements of the players in the outcome $\sf s$. The significance of this result is twofold. On the one hand it provides \emph{Price-of-Anarchy}-like results with respect to the potential function. On the other hand, we show that these approximations can be used to compute $(1+\varepsilon)\cdot\Psi_{\mathcal{F}}$-approximate pure Nash equilibria for congestion games with non-decreasing cost functions. For the special case of polynomial cost functions, this significantly improves the guarantees from Caragiannis et al. [FOCS 2011]. Moreover, our machinery provides the first guarantees for general latency functions.}},
  author       = {{Feldotto, Matthias and Gairing, Martin and Skopalik, Alexander}},
  booktitle    = {{Proceedings of the 10th International Conference on Web and Internet Economics (WINE)}},
  pages        = {{30--43}},
  title        = {{{Bounding the Potential Function in Congestion Games and Approximate Pure Nash Equilibria}}},
  doi          = {{10.1007/978-3-319-13129-0_3}},
  year         = {{2014}},
}

@inproceedings{455,
  abstract     = {{We study the existence of approximate pure Nash equilibria in weighted congestion games and develop techniques to obtain approximate potential functions that prove the existence of alpha-approximate pure Nash equilibria and the convergence of alpha-improvement steps. Specifically, we show how to obtain upper bounds for approximation factor alpha for a given class of cost functions. For example for concave cost functions the factor is at most 3/2, for quadratic cost functions it is at most 4/3, and for polynomial cost functions of maximal degree d it is at at most d + 1. For games with two players we obtain tight bounds which are as small as for example 1.054 in the case of quadratic cost functions.}},
  author       = {{Hansknecht, Christoph and Klimm, Max and Skopalik, Alexander}},
  booktitle    = {{Proceedings of the 17th. International Workshop on Approximation Algorithms for Combinatorial Optimization Problems (APPROX)}},
  pages        = {{242 -- 257}},
  title        = {{{Approximate pure Nash equilibria in weighted congestion games}}},
  doi          = {{10.4230/LIPIcs.APPROX-RANDOM.2014.242}},
  year         = {{2014}},
}

@inproceedings{456,
  abstract     = {{We study the existence of approximate pure Nash equilibriain social context congestion games. For any given set of allowed costfunctions F, we provide a threshold value μ(F), and show that for theclass of social context congestion games with cost functions from F, α-Nash dynamics are guaranteed to converge to α-approximate pure Nashequilibrium if and only if α > μ(F).Interestingly, μ(F) is related and always upper bounded by Roughgarden’sanarchy value [19].}},
  author       = {{Gairing, Martin and Kotsialou, Grammateia and Skopalik, Alexander}},
  booktitle    = {{Proceedings of the 10th International Conference on Web and Internet Economics (WINE)}},
  pages        = {{480 -- 485}},
  title        = {{{Approximate pure Nash equilibria in Social Context Congestion Games}}},
  doi          = {{10.1007/978-3-319-13129-0_43}},
  year         = {{2014}},
}

@inproceedings{459,
  abstract     = {{In this survey article, we discuss two algorithmic research areas that emerge from problems that arise when resources are offered in the cloud. The first area, online leasing, captures problems arising from the fact that resources in the cloud are not bought, but leased by cloud vendors. The second area, Distributed Storage Systems, deals with problems arising from so-called cloud federations, i.e., when several cloud providers are needed to fulfill a given task.}},
  author       = {{Kniesburges, Sebastian and Markarian, Christine and Meyer auf der Heide, Friedhelm and Scheideler, Christian}},
  booktitle    = {{Proceedings of the 21st International Colloquium on Structural Information and Communication Complexity (SIROCCO)}},
  pages        = {{1--13}},
  title        = {{{Algorithmic Aspects of Resource Management in the Cloud}}},
  doi          = {{10.1007/978-3-319-09620-9_1}},
  year         = {{2014}},
}

@inproceedings{462,
  abstract     = {{We discuss a technique to analyze complex infinitely repeated games using techniques from the fields of game theory and simulations. Our research is motivated by the analysis of electronic markets with thousands of participants and possibly complex strategic behavior. We consider an example of a global market of composed IT services to demonstrate the use of our simulation technique. We present our current work in this area and we want to discuss further approaches for the future.}},
  author       = {{Feldotto, Matthias and Skopalik, Alexander}},
  booktitle    = {{Proceedings of the 4th International Conference on Simulation and Modeling Methodologies, Technologies and Applications (SIMULTECH 2014)}},
  pages        = {{625--630}},
  title        = {{{A Simulation Framework for Analyzing Complex Infinitely Repeated Games}}},
  doi          = {{10.5220/0005110406250630}},
  year         = {{2014}},
}

@inproceedings{395,
  abstract     = {{We consider a multilevel network game, where nodes can improvetheir communication costs by connecting to a high-speed network.The n nodes are connected by a static network and each node can decideindividually to become a gateway to the high-speed network. The goalof a node v is to minimize its private costs, i.e., the sum (SUM-game) ormaximum (MAX-game) of communication distances from v to all othernodes plus a fixed price α > 0 if it decides to be a gateway. Between gatewaysthe communication distance is 0, and gateways also improve othernodes’ distances by behaving as shortcuts. For the SUM-game, we showthat for α ≤ n − 1, the price of anarchy is Θ (n/√α) and in this rangeequilibria always exist. In range α ∈ (n−1, n(n−1)) the price of anarchyis Θ(√α), and for α ≥ n(n − 1) it is constant. For the MAX-game, weshow that the price of anarchy is either Θ (1 + n/√α), for α ≥ 1, orelse 1. Given a graph with girth of at least 4α, equilibria always exist.Concerning the dynamics, both games are not potential games. For theSUM-game, we even show that it is not weakly acyclic.}},
  author       = {{Abshoff, Sebastian and Cord-Landwehr, Andreas and Jung, Daniel and Skopalik, Alexander}},
  booktitle    = {{Proceedings of the 10th International Conference on Web and Internet Economics (WINE)}},
  pages        = {{435--440}},
  title        = {{{Multilevel Network Games}}},
  doi          = {{10.1007/978-3-319-13129-0_36}},
  year         = {{2014}},
}

