149 research outputs found

    Efficient computation of approximate pure Nash equilibria in congestion games

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    Congestion games constitute an important class of games in which computing an exact or even approximate pure Nash equilibrium is in general {\sf PLS}-complete. We present a surprisingly simple polynomial-time algorithm that computes O(1)-approximate Nash equilibria in these games. In particular, for congestion games with linear latency functions, our algorithm computes (2+ϵ)(2+\epsilon)-approximate pure Nash equilibria in time polynomial in the number of players, the number of resources and 1/ϵ1/\epsilon. It also applies to games with polynomial latency functions with constant maximum degree dd; there, the approximation guarantee is dO(d)d^{O(d)}. The algorithm essentially identifies a polynomially long sequence of best-response moves that lead to an approximate equilibrium; the existence of such short sequences is interesting in itself. These are the first positive algorithmic results for approximate equilibria in non-symmetric congestion games. We strengthen them further by proving that, for congestion games that deviate from our mild assumptions, computing ρ\rho-approximate equilibria is {\sf PLS}-complete for any polynomial-time computable ρ\rho

    Approximate Pure Nash Equilibria in Weighted Congestion Games: Existence, Efficient Computation, and Structure

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    We consider structural and algorithmic questions related to the Nash dynamics of weighted congestion games. In weighted congestion games with linear latency functions, the existence of (pure Nash) equilibria is guaranteed by potential function arguments. Unfortunately, this proof of existence is inefficient and computing equilibria is such games is a {\sf PLS}-hard problem. The situation gets worse when superlinear latency functions come into play; in this case, the Nash dynamics of the game may contain cycles and equilibria may not even exist. Given these obstacles, we consider approximate equilibria as alternative solution concepts. Do such equilibria exist? And if so, can we compute them efficiently? We provide positive answers to both questions for weighted congestion games with polynomial latency functions by exploiting an "approximation" of such games by a new class of potential games that we call Ψ\Psi-games. This allows us to show that these games have d!d!-approximate equilibria, where dd is the maximum degree of the latency functions. Our main technical contribution is an efficient algorithm for computing O(1)-approximate equilibria when dd is a constant. For games with linear latency functions, the approximation guarantee is 3+52+O(γ)\frac{3+\sqrt{5}}{2}+O(\gamma) for arbitrarily small γ>0\gamma>0; for latency functions with maximum degree d2d\geq 2, it is d2d+o(d)d^{2d+o(d)}. The running time is polynomial in the number of bits in the representation of the game and 1/γ1/\gamma. As a byproduct of our techniques, we also show the following structural statement for weighted congestion games with polynomial latency functions of maximum degree d2d\geq 2: polynomially-long sequences of best-response moves from any initial state to a dO(d2)d^{O(d^2)}-approximate equilibrium exist and can be efficiently identified in such games as long as dd is constant.Comment: 31 page

    Equilibrium Computation in Resource Allocation Games

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    We study the equilibrium computation problem for two classical resource allocation games: atomic splittable congestion games and multimarket Cournot oligopolies. For atomic splittable congestion games with singleton strategies and player-specific affine cost functions, we devise the first polynomial time algorithm computing a pure Nash equilibrium. Our algorithm is combinatorial and computes the exact equilibrium assuming rational input. The idea is to compute an equilibrium for an associated integrally-splittable singleton congestion game in which the players can only split their demands in integral multiples of a common packet size. While integral games have been considered in the literature before, no polynomial time algorithm computing an equilibrium was known. Also for this class, we devise the first polynomial time algorithm and use it as a building block for our main algorithm. We then develop a polynomial time computable transformation mapping a multimarket Cournot competition game with firm-specific affine price functions and quadratic costs to an associated atomic splittable congestion game as described above. The transformation preserves equilibria in either games and, thus, leads -- via our first algorithm -- to a polynomial time algorithm computing Cournot equilibria. Finally, our analysis for integrally-splittable games implies new bounds on the difference between real and integral Cournot equilibria. The bounds can be seen as a generalization of the recent bounds for single market oligopolies obtained by Todd [2016].Comment: This version contains some typo corrections onl

    Improving Approximate Pure Nash Equilibria in Congestion Games

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    Congestion games constitute an important class of games to model resource allocation by different users. As computing an exact or even an approximate pure Nash equilibrium is in general PLS-complete, Caragiannis et al. (2011) present a polynomial-time algorithm that computes a (2+ϵ2 + \epsilon)-approximate pure Nash equilibria for games with linear cost functions and further results for polynomial cost functions. We show that this factor can be improved to (1.61+ϵ)(1.61+\epsilon) and further improved results for polynomial cost functions, by a seemingly simple modification to their algorithm by allowing for the cost functions used during the best response dynamics be different from the overall objective function. Interestingly, our modification to the algorithm also extends to efficiently computing improved approximate pure Nash equilibria in games with arbitrary non-decreasing resource cost functions. Additionally, our analysis exhibits an interesting method to optimally compute universal load dependent taxes and using linear programming duality prove tight bounds on PoA under universal taxation, e.g, 2.012 for linear congestion games and further results for polynomial cost functions. Although our approach yield weaker results than that in Bil\`{o} and Vinci (2016), we remark that our cost functions are locally computable and in contrast to Bil\`{o} and Vinci (2016) are independent of the actual instance of the game

    Node-Max-Cut and the Complexity of Equilibrium in Linear Weighted Congestion Games

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    In this work, we seek a more refined understanding of the complexity of local optimum computation for Max-Cut and pure Nash equilibrium (PNE) computation for congestion games with weighted players and linear latency functions. We show that computing a PNE of linear weighted congestion games is PLS-complete either for very restricted strategy spaces, namely when player strategies are paths on a series-parallel network with a single origin and destination, or for very restricted latency functions, namely when the latency on each resource is equal to the congestion. Our results reveal a remarkable gap regarding the complexity of PNE in congestion games with weighted and unweighted players, since in case of unweighted players, a PNE can be easily computed by either a simple greedy algorithm (for series-parallel networks) or any better response dynamics (when the latency is equal to the congestion). For the latter of the results above, we need to show first that computing a local optimum of a natural restriction of Max-Cut, which we call Node-Max-Cut, is PLS-complete. In Node-Max-Cut, the input graph is vertex-weighted and the weight of each edge is equal to the product of the weights of its endpoints. Due to the very restricted nature of Node-Max-Cut, the reduction requires a careful combination of new gadgets with ideas and techniques from previous work. We also show how to compute efficiently a (1+?)-approximate equilibrium for Node-Max-Cut, if the number of different vertex weights is constant

    Strong Nash Equilibria in Games with the Lexicographical Improvement Property

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    We introduce a class of finite strategic games with the property that every deviation of a coalition of players that is profitable to each of its members strictly decreases the lexicographical order of a certain function defined on the set of strategy profiles. We call this property the Lexicographical Improvement Property (LIP) and show that it implies the existence of a generalized strong ordinal potential function. We use this characterization to derive existence, efficiency and fairness properties of strong Nash equilibria. We then study a class of games that generalizes congestion games with bottleneck objectives that we call bottleneck congestion games. We show that these games possess the LIP and thus the above mentioned properties. For bottleneck congestion games in networks, we identify cases in which the potential function associated with the LIP leads to polynomial time algorithms computing a strong Nash equilibrium. Finally, we investigate the LIP for infinite games. We show that the LIP does not imply the existence of a generalized strong ordinal potential, thus, the existence of SNE does not follow. Assuming that the function associated with the LIP is continuous, however, we prove existence of SNE. As a consequence, we prove that bottleneck congestion games with infinite strategy spaces and continuous cost functions possess a strong Nash equilibrium
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