Abstract
The notion ofS-modularity was developed by Glasserman and Yao [9] in the context of optimal control of queueing networks.S-modularity allows the objective function to be supermodular in some variables and submodular in others. It models both compatible and conflicting incentives, and hence conveniently accommodates a wide variety of applications. In this paper, we introduceS-modularity into the context ofn-player noncooperative games. This generalizes the well-known supermodular games of Topkis [22], where each player maximizes a supermodular payoff function (or equivalently, minimizes a submodular payoff function). We illustrate the theory through a variety of applications in queueing systems.
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Supported in part by NSF Grant MSS-92-16490, and by Columbia's Center for Telecommunications Research.
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Yao, D.D. S-modular games, with queueing applications. Queueing Syst 21, 449–475 (1995). https://doi.org/10.1007/BF01149170
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DOI: https://doi.org/10.1007/BF01149170