5,325 research outputs found
A Study of Problems Modelled as Network Equilibrium Flows
This thesis presents an investigation into selfish routing games from three main perspectives. These three areas are tied together by a common thread that runs through the main text of this thesis, namely selfish routing games and network
equilibrium flows. First, it investigates methods and models for nonatomic selfish routing and then develops algorithms for solving atomic selfish routing games. A number of algorithms are introduced for the atomic selfish routing problem, including dynamic programming for a parallel network and a metaheuristic tabu search. A piece-wise mixed-integer linear programming problem is also presented which allows standard solvers to solve the atomic selfish routing problem. The connection between the atomic selfish routing problem, mixed-integer linear programming and the multicommodity
flow problem is explored when constrained by unsplittable flows or flows that are restricted to a number of paths. Additionally, some novel probabilistic online learning algorithms are presented and compared with the equilibrium solution given by the potential function of the nonatomic selfish routing game. Second, it considers multi-criteria extensions of selfish routing and the inefficiency
of the equilibrium solutions when compared with social cost. Models are presented that allow exploration of the Pareto set of solutions for a weighted sum model (akin to the social cost) and the equilibrium solution. A means by which
these solutions can be measured based on the Price of Anarchy for selfish routing games is also presented. Third, it considers the importance and criticality of components of the network (edges, vertices or a collection of both) within a selfish routing game and the impact of their removal. Existing network science measures and demand-based measures
are analysed to assess the change in total travel time and issues highlighted. A new measure which solves these issues is presented and the need for such a measure is evaluated.
Most of the new findings have been disseminated through conference talks and journal articles, while others represent the subject of papers currently in preparation
Selfish Routing on Dynamic Flows
Selfish routing on dynamic flows over time is used to model scenarios that
vary with time in which individual agents act in their best interest. In this
paper we provide a survey of a particular dynamic model, the deterministic
queuing model, and discuss how the model can be adjusted and applied to
different real-life scenarios. We then examine how these adjustments affect the
computability, optimality, and existence of selfish routings.Comment: Oberlin College Computer Science Honors Thesis. Supervisor: Alexa
Sharp, Oberlin Colleg
Routing Games over Time with FIFO policy
We study atomic routing games where every agent travels both along its
decided edges and through time. The agents arriving on an edge are first lined
up in a \emph{first-in-first-out} queue and may wait: an edge is associated
with a capacity, which defines how many agents-per-time-step can pop from the
queue's head and enter the edge, to transit for a fixed delay. We show that the
best-response optimization problem is not approximable, and that deciding the
existence of a Nash equilibrium is complete for the second level of the
polynomial hierarchy. Then, we drop the rationality assumption, introduce a
behavioral concept based on GPS navigation, and study its worst-case efficiency
ratio to coordination.Comment: Submission to WINE-2017 Deadline was August 2nd AoE, 201
Price of Anarchy for Non-atomic Congestion Games with Stochastic Demands
We generalize the notions of user equilibrium and system optimum to
non-atomic congestion games with stochastic demands. We establish upper bounds
on the price of anarchy for three different settings of link cost functions and
demand distributions, namely, (a) affine cost functions and general
distributions, (b) polynomial cost functions and general positive-valued
distributions, and (c) polynomial cost functions and the normal distributions.
All the upper bounds are tight in some special cases, including the case of
deterministic demands.Comment: 31 page
Bottleneck Routing Games with Low Price of Anarchy
We study {\em bottleneck routing games} where the social cost is determined
by the worst congestion on any edge in the network. In the literature,
bottleneck games assume player utility costs determined by the worst congested
edge in their paths. However, the Nash equilibria of such games are inefficient
since the price of anarchy can be very high and proportional to the size of the
network. In order to obtain smaller price of anarchy we introduce {\em
exponential bottleneck games} where the utility costs of the players are
exponential functions of their congestions. We find that exponential bottleneck
games are very efficient and give a poly-log bound on the price of anarchy:
, where is the largest path length in the
players' strategy sets and is the set of edges in the graph. By adjusting
the exponential utility costs with a logarithm we obtain games whose player
costs are almost identical to those in regular bottleneck games, and at the
same time have the good price of anarchy of exponential games.Comment: 12 page
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