Network Formation Games And The Potential Function Method
The local connection game (Fabrikant et al.) — optimal networks (star vs clique at alpha = 2), stable networks (alpha = 1), price of stability at most 4/3, diameter-based PoA bounds O(sqrt alpha) and O(1 + alpha/sqrt n); the global connection game with Shapley (fair) cost sharing, PoA k, the harmonic potential and PoS H_k; exact potential games, existence of pure equilibria, best-response convergence, Rosenthal and Monderer–Shapley congestion-game equivalence; the potential function method (PoS at most AB); PLS-completeness of pure equilibria via weighted MAX-SAT; cost-sharing games, Prim-simulating nonoblivious scheme with PoA 2 and optimality of Shapley among oblivious schemes; Vetta's competitive facility location game, welfare as potential, utility games (submodular, basic, monotone), PoA 2, and a (1/2 - eps) guarantee after O(n) random best responses
Motivation: why are selfishly built networks so good?
The Internet is built and run by many independent, competing providers (Autonomous Systems), each optimizing its own cost and quality. Yet the result is surprisingly efficient. What principles of interaction lead selfish builders to efficient networks?
Every model in this chapter captures the same tension:
- players want to pay little to build the network;
- players want the network to give them good service.
“Service” here is measured by distance or connectivity, not congestion (congestion was the subject of routing-games).
IntuitionThe central question
When each agent builds only what serves itself, how far is the resulting stable network (a Nash equilibrium) from the socially efficient one (minimum total cost, or maximum total welfare)?
Conventions. The solution concept is Nash equilibrium, and equilibrium networks are called stable. This is appropriate because players can build edges unilaterally. Social cost is the sum of players’ costs. We bound the price of anarchy and price of stability from inefficiency-of-equilibria.
| Game | Players | Strategy | Objective | Main result |
|---|---|---|---|---|
| local connection | nodes | buy incident edges | (edges bought) + sum of distances | PoS ; PoA , and for |
| global connection | terminal pairs | an – path, costs shared fairly | own cost share | PoA ; PoS (tight) |
| facility location | service providers | a facility location; prices set competitively | profit | PoS ; PoA |
The local connection game
Motivation. Model social networks, peering between subnetworks, or P2P overlays. Nodes link directly to others, trading link cost against closeness to everyone.
DefinitionLocal connection game (Fabrikant et al. 2003)
players, one per node. Player ‘s strategy is a set of undirected edges incident to that it pays for. The network is the union of all strategies. With the hop distance in and the number of edges buys, player minimizes The single parameter is the cost of any edge.
Three consequences of the definition:
- An edge bought by is usable by too, so at equilibrium at most one endpoint pays for each edge.
- Disconnection means infinite distance, so equilibrium graphs are connected.
- is stable for if some equilibrium strategy vector forms it.
FormulaSocial cost
Each distance counts twice, once for each endpoint.
NoteUnilateral vs bilateral
The economics literature usually requires both endpoints to consent to an edge, and uses pairwise stability instead of Nash equilibrium. See Variants and open problems.
Optimal networks
LemmaLemma 19.1 — star or clique
If , every star is optimal. If , the complete graph is optimal.
ProofA lower bound that both extremes meet
Step 1: Count distances. Let the graph have edges (it must be connected). Exactly ordered pairs are at distance 1. The other ordered pairs are at distance .
Step 2: Lower-bound the cost.
Step 3: Both extremes are tight. A star and a clique have diameter , so they meet this bound exactly. The bound is linear in : minimize (star, ) when , and maximize it (clique) when .
∎
IntuitionWhy the threshold is 2
An extra edge costs once but shortens one pair’s distance from 2 to 1, which counts twice in social cost. So it pays off exactly when .
Stable networks and the price of stability
LemmaLemma 19.2 — stars and cliques can be stable
If , every star is a Nash equilibrium. If , the complete graph is a Nash equilibrium.
ProofCheck deviations from each structure
Star, . Let the center buy all edges. The center can’t drop any, since that disconnects the graph. A leaf can only add edges: new edges cost and save only in distance (each target goes from distance 2 to 1). That is not profitable.
Clique, . Assign each edge to one endpoint. Dropping edges saves but adds to distance (each target goes from 1 to 2). That is not profitable.
∎
IntuitionWhy the stability threshold is 1, not 2
An individual counts only its own distance, so an edge is worth 1 to its buyer rather than 2 to society. For the clique is optimal but no one wants to pay for its edges.
TheoremTheorem 19.3 — price of stability
PoS if or . For , PoS .
ProofCompare the stable star with the optimal clique
For or , Lemmas 19.1–19.2 give an optimal network that is stable. For , the star is stable and the clique is optimal. By Step 2 of Lemma 19.1, their costs are and . The ratio is largest as :
∎
NoteOther equilibria (exercises)
The clique is the unique equilibrium for (Exercise 19.3), so PoA there too. Less efficient equilibria exist for larger (Exercise 19.6).
The price of anarchy via the diameter
The strategy has two steps: (1) a stable graph of diameter costs at most times optimal; (2) stable graphs have small diameter.
LemmaLemma 19.4 — cost is optimal
If a stable graph has diameter , then .
ProofSplit into distances, cut edges, noncut edges
Step 1: Lower-bound OPT. Any connected graph costs at least , and there are distances of at least 1. So .
Step 2: Distance cost. At most , which is OPT.
Step 3: Cut edges (removal disconnects ). There are at most of them, costing OPT.
Step 4: Noncut edges bought by . For each such , let be the nodes whose shortest path from uses . If deleting leaves (Step 5), each gets at most farther. Stability (dropping saves ) forces , i.e. . The sets are disjoint, so buys at most noncut edges, costing . Over all nodes this is .
Step 5: Deleting leaves within of . Take a shortest – path avoiding , and let be where it enters (Fig. 19.1).
- , so the shortest – path doesn’t use and has length .
- , so followed by (from to ) is a shortest – path. Hence .
The detour has length .
Total: OPT.
∎
graph LR U["u"] -->|"edge e, deleted"| V["v"] U -->|"P_u, at most d"| UP["u' outside V_e"] UP -->|"edge e'"| VP["v' inside V_e"] VP -->|"P_v, at most d - 1"| V
TheoremTheorem 19.5 — PoA
Stable graphs have diameter , so PoA .
ProofA far-away node would buy a shortcut
Step 1: Suppose a long path. Let .
Step 2: Value of buying the edge . The nodes on the far half of the path, at positions from , get closer by , a total saving of .
The key step: if , buying is a profitable deviation. So stable graphs have diameter below about . Lemma 19.4 finishes the proof.
∎
TheoremTheorem 19.6 — PoA (Lin; Albers et al.)
In particular, PoA when .
ProofBalls must be large, and large balls force small diameter
Let , , and let be the ball of radius around .
Step 1: wouldn’t buy an edge to . For , before, and after adding . The saving per node is . Stability gives
Step 2: wouldn’t buy an edge to the boundary of . For , let be the nodes whose shortest – path leaves right after . Then is at distance exactly . Buying saves for each , so .
Step 3: Some boundary node carries many. The nodes outside are split among at most sets , so some . Hence , i.e. . Using , this gives
Step 4: Combine.
so and . Lemma 19.4 finishes the proof.
∎
WarningThe case split hidden in Step 3
Step 3 uses . For small , Theorem 19.5’s already gives . (This remark is mine; the chapter doesn’t comment on it.)
ImportantThe lever in every PoA proof here
Every bound comes from a deviation some node declines. Dropping an edge gives . Buying a shortcut bounds the diameter. Buying an edge to the ball’s boundary bounds . Stability is used only through single-edge additions and removals.
The global connection game
Motivation. Model players who build and maintain large shared physical networks. They can buy edges anywhere, care only about connecting their terminals (not distance), and share the cost of common edges.
DefinitionGlobal connection game (Anshelevich et al. 2004)
A directed graph with edge costs . There are players, and player has a source and sink . A strategy is an – path . The built network is . With the number of players using : The shares add up to exactly the network’s cost. The social objective is the cost of the built network.
RemarkWhy “fair” or “Shapley” sharing
Equal division derives from the Shapley value (Moulin–Shenker) and is the unique scheme satisfying several natural axiom sets. It is the per-edge Shapley rule from cost-sharing.
NoteContrast with routing
This is a competitive version of the generalized Steiner forest problem, and the optimal Steiner forest is the benchmark. Unlike routing-games, per-user cost decreases with sharing, so players seek crowded edges.
The two Chapter 17 examples, revisited
| Example | Network | Result |
|---|---|---|
| 17.2 | parallel edges and , common | equilibria of cost and : PoA , PoS |
| 17.3 | direct edges vs a shared route | unique equilibrium costs : PoS |
NotePoA is at most (Exercise 19.9)
So Example 17.2 is the worst case for PoA, and the interesting question is PoS.
The harmonic potential
FormulaPotential for fair cost sharing
IntuitionWhere comes from
Imagine the users of edge arriving one at a time, each paying the fair share at the moment it arrives: . The sum is . This is Rosenthal’s potential with per-user cost (compare routing-games).
LemmaLemma 19.7 — tracks every unilateral move
If player switches from to , giving , then
ProofEdge-by-edge accounting
Step 1: Edges in both or neither path. ’s share and are unchanged.
Step 2: Edges in . stops paying , and drops from to , also a drop of .
Step 3: Edges in . starts paying , and rises by exactly .
Summing over edges gives the claim.
∎
LemmaLemma 19.8 — potential vs cost
since each used edge has , so .
TheoremTheorems 19.9–19.10 — existence and PoS
Every global connection game has a pure Nash equilibrium, best-response dynamics converge, and PoS . By Example 17.3 this is tight.
These follow from general facts about potential games, next.
Potential games
DefinitionExact potential game
A finite game has an (exact) potential if, for every , every player and every alternative , with : With costs, the potential decreases by exactly what the mover saves. The potential is unique up to an additive constant.
TheoremTheorem 19.11 — pure equilibria exist
Every potential game has a pure Nash equilibrium: any minimizer of .
ProofA global minimum admits no improving move
Let minimize . Any unilateral move to has , so the mover’s utility changes by . No one gains.
∎
The argument needs only a local minimum under single-player moves.
TheoremTheorem 19.12 — best responses converge
In any finite potential game, best-response dynamics converge to a Nash equilibrium.
IntuitionBest response is local search on
Every improving move strictly lowers . There are finitely many profiles, so the process can’t cycle and must stop, and it stops exactly at a local minimum, which is an equilibrium.
DefinitionCongestion game (Rosenthal 1973)
players and a set of resources. Player picks a strategy resources from an allowed family. Resource has cost when used by players, and player pays .
The global connection game is one: edges are resources, paths are strategies, and .
TheoremCongestion games = potential games
- Rosenthal: every congestion game is a potential game (Exercise 19.15), with .
- Monderer–Shapley: conversely, every potential game has a congestion game with the same potential.
The potential function method
TheoremTheorem 19.13 — PoS from a sandwiched potential
If for all , then PoS .
ProofLook at the potential minimizer
Let minimize , which is an equilibrium by Theorem 19.11, and let be optimal.
- (a) Lower half of the hypothesis.
- (b) minimizes .
- (c) Upper half of the hypothesis.
∎
CorollaryGlobal connection game
Lemma 19.8 gives and , so PoS (Theorem 19.10).
WarningOnly the price of stability
The method speaks about one equilibrium, the potential minimizer. That may not even be the best equilibrium, so the bound isn’t always tight (Exercise 19.14). For the global connection game it is tight, by Example 17.3.
RemarkSeen before
Theorem 18.16 in routing-games is the same method. It could be phrased as a price-of-anarchy bound only because nonatomic equilibria all have equal cost.
graph TD CG["Congestion game"] <-->|"Rosenthal / Monderer-Shapley"| PG["Exact potential game"] PG --> E["Pure Nash equilibrium exists: minimize potential"] PG --> BR["Best-response dynamics converge"] PG --> PoS["Potential sandwich gives price of stability bound"] PG --> PLS["Finding an equilibrium is PLS-complete"]
Finding equilibria: PLS
Theorem 19.12 guarantees convergence but says nothing about speed. In some games best responses are fast, and in others minimizing is NP-hard.
DefinitionPLS (Johnson–Papadimitriou–Yannakakis)
A local optimization problem has instances , feasible solutions , costs and neighbourhoods . It is in PLS if polynomial-time oracles
- check feasibility and compute , and
- decide whether is locally optimal, and if not return a better neighbour.
It is PLS-complete if every PLS problem reduces to it, with local optima of the target mapping to local optima of the source.
TheoremTheorem 19.14 — pure Nash in potential games is PLS-complete
Assume best responses are polynomial-time computable (Fabrikant et al. 2004).
ProofMembership, then a reduction from weighted MAX-SAT
Step 1: In PLS. The neighbours of a profile are the single-player deviations. Local minima of are exactly the pure equilibria.
Step 2: The source problem. Weighted satisfiability (Krentel): clauses with weights , cost = total weight of unsatisfied clauses, neighbours = flip one variable. It is PLS-complete.
Step 3: Build a congestion game. There is one player per variable and one resource per clause. Player has two strategies:
- = the clauses containing literal , meaning ” is false”;
- = the clauses containing , meaning ” is true”.
So the load on clause equals its number of false literals.
Step 4: Costs. With literals in clause , set for and . A clause is false iff its load is .
The key step: the Rosenthal potential is the weight of unsatisfied clauses. So equilibria are exactly the local optima of the MAX-SAT instance.
∎
Other cost-sharing rules
Could a sharing rule other than Shapley do better? This is mechanism design in a broad sense: we want existence and efficiency of stable outcomes, not truthfulness.
WarningDesign must be “reasonable”
Penalizing every path that deviates from an optimal solution gives PoA 1 trivially, but it abandons decentralization. The class of allowed games has to be fixed first.
DefinitionCost-sharing games (Chen–Roughgarden–Valiant)
The same graph, terminals and path strategies. For each edge, a method assigns shares, where is the set of users of . It must satisfy:
- fairness: if ;
- budget balance: .
A scheme is oblivious if depends only on and , not on the rest of the network. Shapley, , is oblivious.
TheoremTheorem 19.15 — nonoblivious schemes can get PoA 2
In undirected networks where all players share one sink, some nonoblivious scheme has PoA .
ProofMake equilibrium play simulate Prim’s heuristic
Step 1: Order the players. Player 1’s source is closest to . Player 2 is closest to , and so on.
Step 2: Lowest index pays all. Charge the full to the lowest-indexed user of .
Step 3: Induct. Player 1 pays for its whole path regardless, so it takes a shortest – path. Player 2 pays only for edges player 1 doesn’t use, so it connects by a cheapest path to the existing tree, and so on.
The key step: equilibrium play reproduces Prim’s MST heuristic for Steiner tree, which is a 2-approximation.
∎
TheoremShapley is optimal among oblivious schemes (Chen–Roughgarden–Valiant)
Every oblivious scheme either fails to guarantee pure equilibria or has PoS on some game.
NoteStated without proof
Compare inefficiency-of-equilibria. This is the network-design twin of “proportional sharing is optimal among single-price mechanisms.”
Competitive facility location
Motivation. Real providers build networks to make money. So let players set prices, let users shop for the cheapest service, and ask how selfish pricing affects efficiency.
DefinitionVetta’s facility location game
- providers; provider picks a location , and .
- Serving client from location costs . These form a bipartite client–location graph.
- Client values service at . WLOG : capping costs at changes no assignment’s value.
- Each client is served by its cheapest selected facility, at price equal to the second-cheapest connection: .
- Provider earns from client .
Social welfare . The price only redistributes surplus between client and provider.
graph TB A1["Provider 1 candidate locations"] -->|"service cost"| C["Clients"] A2["Provider 2 candidate locations"] -->|"service cost"| C
IntuitionWhy second-price pricing
Charging more than the next-best competitor’s cost would invite undercutting. The same outcome arises in a three-stage game (locate, price, choose provider) under trembling-hand perfect equilibrium. The perturbation rules out providers posting unprofitably low prices just to force rivals down.
Welfare is the potential
TheoremTheorem 19.16 — potential game
The facility location game is a potential game with potential .
ProofDrop out, then re-enter
Step 1: Dropping out costs society exactly ‘s profit. If provider leaves, each of its clients switches to its second-best option, costing instead of . The welfare loss per client is , exactly ‘s profit from .
Step 2: Any move is leave-then-re-enter. The change in equals the difference in ‘s profit between the two locations.
∎
CorollaryCorollary 19.17 — PoS = 1
Pure equilibria exist, every welfare-maximizing outcome is stable, and best responses converge, though possibly to a suboptimal equilibrium.
Utility games
Theorem 19.16 is one instance of a general framework.
DefinitionUtility game (Vetta 2002)
Players pick locations from . Welfare is defined on all subsets , and is player ‘s payoff. Require:
- Submodular: for . Marginal value diminishes.
- Players don’t overclaim: .
- Players get at least their marginal contribution: .
The game is basic if (3) holds with equality, and monotone if .
IntuitionWhy these three
(3) makes selfish moves aligned with social value: you are paid at least what you add. (2) ensures payoffs can’t exceed what exists. (1) caps how much the optimum’s extra locations can add on top of the equilibrium.
TheoremTheorem 19.18 — facility location is a monotone basic utility game
(2) holds by construction. (3) with equality is Theorem 19.16’s “drop-out = profit.” (1): a new facility lowers some clients’ costs, and by less when they already have more options. Monotone: adding a facility never raises any client’s cost.
NoteBasic utility games are potential games
In any basic utility game, is a potential, so PoS . General utility games need not be potential games, and may lack pure equilibria.
TheoremTheorem 19.19 — PoA ≤ 2 for monotone utility games
Every pure Nash equilibrium of a monotone utility game has welfare at least half the optimum.
ProofAdd the optimum’s locations one at a time
Let be an equilibrium, optimal, and .
- (a) Monotonicity.
- (b) Submodularity: , so adding is worth at least as much to the smaller set.
- (c) Property (3) at the profile where plays .
- (d) is an equilibrium, so switching to doesn’t help .
- (e) Property (2).
So .
∎
NoteMixed equilibria too
Vetta shows the bound also holds for mixed equilibria, which matters because general utility games may have no pure ones.
WarningMonotonicity is essential
If building a facility has an installation cost , welfare is no longer monotone and no constant PoA holds (Exercise 19.17): selfish players underinvest.
Quality without reaching equilibrium
Equilibria may be hard to find (Chapter 2), and play may not converge (Chapter 4). So bounds on transient outcomes are valuable. This game is one of the few classes where such bounds are known.
TheoremTheorem 19.20 — random best responses reach nearly fast
In a monotone basic utility game with players, start anywhere. At each step pick a uniformly random player and let it best-respond. For any constant , after steps (the constant depends on ), the expected welfare is at least .
ProofThe gap shrinks geometrically
Step 1: Improvement per step. Let be the best possible gain in player ‘s payoff. In a basic game, ‘s payoff change equals the welfare change. So the expected welfare gain per step is .
Step 2: Lower-bound . Switching to is available, and the game is basic, so
Step 3: Rerun the PoA chain. As in Theorem 19.19,
So .
The key step: writing , each step raises by at least in expectation. So shrinks by a factor of about per step: by after steps, and to an fraction after steps.
∎
WarningOnly for basic games
In general utility games, welfare can stay low even after infinitely long play (Mirrokni–Vetta). Goemans et al. give such transient bounds for a few other games, including some routing games.
Variants and open problems
Local connection, bilateral versions.
DefinitionPairwise stability (Jackson–Wolinsky)
No node wants to drop an incident edge, and no pair both want to add . It resembles Nash equilibrium with deviating coalitions of size 2, like blocking pairs in stable matching.
| Question | Unilateral (this chapter) | Bilateral (both pay ; Corbo–Parkes) |
|---|---|---|
| Nash equilibrium sensible? | yes | no: the empty graph is always a Nash equilibrium |
| Optimal network | star/clique threshold at | the same with edge cost |
| Stable networks | star for , clique for | pairwise stable in the same ranges; PoS |
| PoA bounds | Theorems 19.5–19.6 | extend to pairwise stability (Exercise 19.8) |
RemarkCoalitions (Andelman et al.)
For , no network resists deviations by coalitions of size 3. For , all strong Nash equilibria cost at most twice optimal (strong PoA ).
NoteOpen problems: local connection
- Is PoA for all ? It is known for and (Albers et al.; Exercise 19.7 covers ).
- Nonuniform traffic weights: Albers et al. get only when . Which traffic patterns support constant PoA? What about nonuniform edge costs?
- PoA for approximate equilibria, argued to be more realistic (Christin et al.).
- Does natural play converge? If not, can quality be bounded after long play?
- An endogenous, incentive-based model producing realistic networks (power laws, clustering).
Global connection, extensions that keep a potential (so pure equilibria and PoS survive):
- undirected graphs;
- more than two terminals per player (strategies are trees);
- edge cost concave in the number of users (economies of scale).
Extensions that break it:
| Variant | Outcome |
|---|---|
| players choose their own shares, and an edge is built once shares cover it (Anshelevich et al. 2003) | pure equilibria may not exist; even PoS can be ; PoS with a single source |
| weighted fair sharing (Chen–Roughgarden) | not a potential game; pure equilibria may not exist |
NoteOpen problems: global connection
- In undirected graphs the example collapses to PoS 1. The true worst case for undirected graphs is open.
- PoA, PoS and even existence for most non-Shapley schemes.
- Which utility measures (unconnected terminals allowed, distances, congestion) keep PoS small?
- Why are most known PoA results for potential games? Routing, facility location and load balancing all are, even when their proofs use other techniques.
NoteOpen problems: facility location and pricing
Which other pricing games have pure equilibria and small PoA? Which admit quality bounds after limited play?
Quick reference
| Object | Statement | Note |
|---|---|---|
| Local connection cost | unilateral, undirected edges | |
| Social cost | distances counted twice | |
| Lemma 19.1 | : star optimal; : clique | via |
| Lemma 19.2 | : star stable; : clique stable | own distance counts once |
| Thm 19.3 | PoS outside ; inside | star vs clique at |
| Lemma 19.4 | diameter ⇒ cost OPT | ; detour |
| Thm 19.5 | diameter ; PoA | shortcut saves |
| Thm 19.6 | PoA | ball-and-boundary argument |
| Global connection cost | Shapley (fair) sharing | |
| Global PoA | (Ex. 17.2, Exercise 19.9) | |
| Harmonic potential | Lemma 19.7: exact potential | |
| Lemma 19.8 | ||
| Thms 19.9–19.10 | pure NE exist; best responses converge; PoS | tight (Ex. 17.3) |
| Exact potential | unique up to a constant | |
| Thm 19.11 | is a pure NE | local minima suffice |
| Thm 19.12 | best responses converge (finite games) | local search on |
| Congestion ⟺ potential | Rosenthal; Monderer–Shapley | |
| Thm 19.13 | ⇒ PoS | PoS only |
| Thm 19.14 | pure NE in potential games is PLS-complete | from weighted MAX-SAT |
| Cost-sharing games | fair + budget-balanced per edge; oblivious if local | |
| Thm 19.15 | nonoblivious, single sink, undirected: PoA | simulates Prim |
| Chen–Roughgarden–Valiant | oblivious ⇒ no pure NE, or PoS | Shapley optimal |
| Facility location | price = second-cheapest connection | trembling-hand perfect |
| Thm 19.16 | welfare is an exact potential | drop-out loss = profit |
| Cor 19.17 | PoS | |
| Utility game | submodular; ; marginal | basic: equality; monotone |
| Thm 19.18 | facility location is monotone basic | |
| Thm 19.19 | monotone utility game: PoA | also for mixed NE |
| Thm 19.20 | random best responses: OPT | basic games only |
| Installation costs | no constant PoA | Exercise 19.17 |
Facts to keep to hand
- Potential functions buy three things and not a fourth. They give existence of pure equilibria, convergence of best responses, and PoS via a sandwich. They don’t give PoA: that needed diameter arguments (local connection) or submodularity (utility games).
- Every potential in this part is “arrival-order accounting.” Beckmann , Rosenthal , harmonic : charge each user what it paid on arrival. Welfare in facility location is a potential for a different reason: each player is paid exactly its marginal contribution.
- “Paid at least your marginal contribution” aligns incentives. Property (3) is what makes selfish moves socially productive. With equality it makes welfare a potential; with submodularity and monotonicity it caps PoA at 2.
- The social and private thresholds differ by the double count. An edge is worth 2 to society (both endpoints) but 1 to its buyer. That gap is why is the one range of where stable and optimal networks differ.
- Sharing flips the congestion intuition. In routing, users avoid crowded edges. In network formation, crowding lowers each user’s share, which causes the coordination failures behind PoA .
- Obliviousness is the price of Shapley’s . A scheme that knows the topology gets PoA 2 by simulating Prim. No scheme that sees only beats in the worst case.
- Existence is easy, finding is hard. Potential games always have pure equilibria and best responses always converge, but finding an equilibrium is PLS-complete. Theorem 19.20 is valuable because it bounds quality without reaching equilibrium.
References
- Nisan, Roughgarden, Tardos, Vazirani, Algorithmic Game Theory — chapter 19 (Tardos, Wexler)