An Abstraction-Refinement Methodology for Reasoning about Network Games

Authors: Guy Avni, Shibashis Guha, Orna Kupferman

IJCAI 2017 | Conference PDF | Archive PDF | Plain Text | LLM Run Details

Reproducibility Variable Result LLM Response
Research Type Experimental Our experimental results demonstrate the efficiency of the methodology.
Researcher Affiliation Academia Guy Avni IST Austria guy.avni@ist.ac.at Shibashis Guha The Hebrew University shibashis@cs.huji.ac.il Orna Kupferman The Hebrew University orna@cs.huji.ac.il
Pseudocode Yes Our procedure (see Fig. 2 for an overview)
Open Source Code No The paper states: "Our implementations are in Python, we use the library Networkx [Hagberg et al., 2008] for graph generation and graph algorithms", but it does not provide concrete access to the source code for the methodology described in the paper itself.
Open Datasets No The paper describes generating random games: "We generate a random game, given the parameters n, w, k IN and p [0, 1]. We use the Erd os-R eyni G(n, p) model to generate the network." This is not a publicly available dataset with concrete access information.
Dataset Splits No The paper describes generating random games but does not specify any training/test/validation dataset splits needed to reproduce the experiment.
Hardware Specification Yes we ran our experiments on a personal computer, Intel Core i5 quad core 1.75 GHz processor, with 8 GB memory.
Software Dependencies No Our implementations are in Python, we use the library Networkx [Hagberg et al., 2008] for graph generation and graph algorithms. (No version numbers provided for Python or Networkx.)
Experiment Setup Yes We generate a random game, given the parameters n, w, k IN and p [0, 1]. We use the Erd os-R eyni G(n, p) model to generate the network. Then, for each edge in the graph, we choose at random a cost in a set {0, . . . , w}. For each player i [k], we choose at random a source vertex si and a reachable target vertex ti. We focus on the number |V | of vertices in the concrete network, the number k of players, and the range |W| of weights on the edges. The number of edges is approximately 1/2 |V |2. We fix two of the parameters and increase the third.