Firefighting as a Strategic Game

Q3 Mathematics Internet Mathematics Pub Date : 2016-03-03 DOI:10.1080/15427951.2015.1110542
Carme Àlvarez, M. Blesa, Hendrik Molter
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引用次数: 1

Abstract

ABSTRACT The Firefighter Problem was proposed in 1995 as a deterministic discrete-time model for the spread and containment of a fire. The problem is defined on an undirected finite graph G = (V, E), where fire breaks out initially at f nodes. In each subsequent time-step, two actions occur: a certain number b of firefighters are placed on nonburning nodes, permanently protecting them from the fire, then the fire spreads to all nondefended neighbors of the nodes on fire. Because the graph is finite, at some point each node is either on fire or saved, and thus the fire cannot spread further. One of the objectives for the problem is to place the firefighters in such a way that the number of saved nodes is maximized. The applications of the Firefighter Problem reach from real fires to the spreading of diseases and the containment of floods. Furthermore, it can be used to model the spread of computer viruses or viral marketing in communication networks. Most research on the problem considers the case in which the fire starts in a single place (i.e., f = 1), and in which the budget of available firefighters per time-step is one (i.e., b = 1). So does the work in this study. This configuration already leads to hard problems and, even in this case, the problem is known to be NP-hard. In this work, we study the problem from a game-theoretical perspective. We introduce a strategic game model for the Firefighter Problem to tackle its complexity from a different angle. We refer to it as the Firefighter Game. Such a game-based context seems very appropriate when applied to large networks where entities may act and make decisions based on their own interests, without global coordination. At every time-step of the game, a player decides whether to place a new firefighter in a nonburning node of the graph. If so, he must decide where to place it. By placing it, the player is indirectly deciding which nodes to protect at that time-step. We define different utility functions in order to model selfish and nonselfish scenarios, which lead to equivalent games. We show that the Price of Anarchy (PoA) is linear for a particular family of graphs, but it is at most two for trees. We also analyze the quality of the equilibria when coalitions among players are allowed. It turns out that it is possible to compute an equilibrium in polynomial time, even for constant-size coalitions. This yields to a polynomial time approximation algorithm for the problem and its approximation ratio equals the PoA of the corresponding game. We show that for some specific topologies, the PoA is constant when constant-size coalitions are considered.
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作为一种战略游戏的消防
消防员问题于1995年被提出,作为火灾蔓延和遏制的确定性离散时间模型。该问题定义在无向有限图G = (V, E)上,其中火灾在f个节点处初始爆发。在随后的每个时间步中,发生两个动作:一定数量的消防员被放置在未燃烧的节点上,永久地保护他们免受火灾的伤害,然后火势蔓延到所有未防御的节点的邻居。由于图是有限的,在某一点上,每个节点要么着火,要么获救,因此火灾无法进一步蔓延。该问题的目标之一是将消防员放置在这样一种方式中,以使保存的节点数量最大化。消防员问题的应用范围从真实的火灾到疾病的传播和洪水的控制。此外,它还可以用来模拟计算机病毒的传播或通信网络中的病毒式营销。大多数关于该问题的研究都考虑了火灾从一个地方开始的情况(即f = 1),并且每个时间步的可用消防员预算为1(即b = 1)。本研究的工作也是如此。这种配置已经导致了一些困难的问题,即使在这种情况下,这个问题也是np困难的。在这项工作中,我们从博弈论的角度来研究这个问题。本文引入了消防员问题的策略博弈模型,从不同的角度解决了消防员问题的复杂性。我们称之为消防员游戏。当应用于大型网络时,这种基于游戏的环境似乎非常合适,在大型网络中,实体可能根据自己的利益行事并做出决定,而无需全球协调。在游戏的每个时间步,玩家决定是否在图的非燃烧节点上放置一个新的消防员。如果是这样,他必须决定把它放在哪里。通过放置它,玩家可以间接地决定在那个时间步骤中要保护哪些节点。我们定义了不同的效用函数,以模拟自私和非自私的场景,从而产生等价的博弈。我们证明了无序价格(PoA)对于一组特定的图是线性的,但是对于树它最多是2。我们还分析了当参与者之间的联盟被允许时,均衡的质量。结果证明,在多项式时间内计算平衡是可能的,甚至对于常数大小的联盟也是如此。这就产生了问题的多项式时间近似算法,其近似比率等于相应博弈的PoA。我们表明,对于一些特定的拓扑,当考虑恒定大小的联盟时,PoA是恒定的。
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Internet Mathematics
Internet Mathematics Mathematics-Applied Mathematics
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