Airdrop Games

Fuente: arXiv
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Autores principales: Georganas, Sotiris, Kiayias, Aggelos, Penna, Paolo
Formato: Preprint
Publicado: 2025
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author Georganas, Sotiris
Kiayias, Aggelos
Penna, Paolo
author_facet Georganas, Sotiris
Kiayias, Aggelos
Penna, Paolo
contents Launching a new blockchain system or application is frequently facilitated by a so called airdrop, where the system designer chooses a pre-existing set of potentially interested parties and allocates newly minted tokens to them with the expectation that they will participate in the system - such engagement, especially if it is of significant level, facilitates the system and raises its value and also the value of its newly minted token, hence benefiting the airdrop recipients. A number of challenging questions befuddle designers in this setting, such as how to choose the set of interested parties and how to allocate tokens to them. To address these considerations we put forward a game-theoretic model for such airdrop games. Our model can be used to guide the designer's choices based on the way the system's value depends on participation (modeled by a ''technology function'' in our framework) and the costs that participants incur. We identify both bad and good equilibria and identify the settings and the choices that can be made where the designer can influence the players towards good equilibria in an expedient manner.
format Preprint
id arxiv_https___arxiv_org_abs_2505_03428
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Airdrop Games
Georganas, Sotiris
Kiayias, Aggelos
Penna, Paolo
Computer Science and Game Theory
Launching a new blockchain system or application is frequently facilitated by a so called airdrop, where the system designer chooses a pre-existing set of potentially interested parties and allocates newly minted tokens to them with the expectation that they will participate in the system - such engagement, especially if it is of significant level, facilitates the system and raises its value and also the value of its newly minted token, hence benefiting the airdrop recipients. A number of challenging questions befuddle designers in this setting, such as how to choose the set of interested parties and how to allocate tokens to them. To address these considerations we put forward a game-theoretic model for such airdrop games. Our model can be used to guide the designer's choices based on the way the system's value depends on participation (modeled by a ''technology function'' in our framework) and the costs that participants incur. We identify both bad and good equilibria and identify the settings and the choices that can be made where the designer can influence the players towards good equilibria in an expedient manner.
title Airdrop Games
topic Computer Science and Game Theory
url https://arxiv.org/abs/2505.03428