331 research outputs found

    Wardrop Equilibrium in Discrete-Time Selfish Routing with Time-Varying Bounded Delays

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    This paper presents a multi-commodity, discrete- time, distributed and non-cooperative routing algorithm, which is proved to converge to an equilibrium in the presence of heterogeneous, unknown, time-varying but bounded delays. Under mild assumptions on the latency functions which describe the cost associated to the network paths, two algorithms are proposed: the former assumes that each commodity relies only on measurements of the latencies associated to its own paths; the latter assumes that each commodity has (at least indirectly) access to the measures of the latencies of all the network paths. Both algorithms are proven to drive the system state to an invariant set which approximates and contains the Wardrop equilibrium, defined as a network state in which no traffic flow over the network paths can improve its routing unilaterally, with the latter achieving a better reconstruction of the Wardrop equilibrium. Numerical simulations show the effectiveness of the proposed approach

    Emergence of Equilibria from Individual Strategies in Online Content Diffusion

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    Social scientists have observed that human behavior in society can often be modeled as corresponding to a threshold type policy. A new behavior would propagate by a procedure in which an individual adopts the new behavior if the fraction of his neighbors or friends having adopted the new behavior exceeds some threshold. In this paper we study the question of whether the emergence of threshold policies may be modeled as a result of some rational process which would describe the behavior of non-cooperative rational members of some social network. We focus on situations in which individuals take the decision whether to access or not some content, based on the number of views that the content has. Our analysis aims at understanding not only the behavior of individuals, but also the way in which information about the quality of a given content can be deduced from view counts when only part of the viewers that access the content are informed about its quality. In this paper we present a game formulation for the behavior of individuals using a meanfield model: the number of individuals is approximated by a continuum of atomless players and for which the Wardrop equilibrium is the solution concept. We derive conditions on the problem's parameters that result indeed in the emergence of threshold equilibria policies. But we also identify some parameters in which other structures are obtained for the equilibrium behavior of individuals

    A destination-preserving model for simulating Wardrop equilibria in traffic flow on networks

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    In this paper we propose a LWR-like model for traffic flow on networks which allows one to track several groups of drivers, each of them being characterized only by their destination in the network. The path actually followed to reach the destination is not assigned a priori, and can be chosen by the drivers during the journey, taking decisions at junctions. The model is then used to describe three possible behaviors of drivers, associated to three different ways to solve the route choice problem: 1. Drivers ignore the presence of the other vehicles; 2. Drivers react to the current distribution of traffic, but they do not forecast what will happen at later times; 3. Drivers take into account the current and future distribution of vehicles. Notice that, in the latter case, we enter the field of differential games, and, if a solution exists, it likely represents a global equilibrium among drivers. Numerical simulations highlight the differences between the three behaviors and suggest the existence of multiple Wardrop equilibria

    Unilateral Altruism in Network Routing Games with Atomic Players

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    We study a routing game in which one of the players unilaterally acts altruistically by taking into consideration the latency cost of other players as well as his own. By not playing selfishly, a player can not only improve the other players' equilibrium utility but also improve his own equilibrium utility. To quantify the effect, we define a metric called the Value of Unilateral Altruism (VoU) to be the ratio of the equilibrium utility of the altruistic user to the equilibrium utility he would have received in Nash equilibrium if he were selfish. We show by example that the VoU, in a game with nonlinear latency functions and atomic players, can be arbitrarily large. Since the Nash equilibrium social welfare of this example is arbitrarily far from social optimum, this example also has a Price of Anarchy (PoA) that is unbounded. The example is driven by there being a small number of players since the same example with non-atomic players yields a Nash equilibrium that is fully efficient

    Nash and Wardrop equilibria in aggregative games with coupling constraints

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    We consider the framework of aggregative games, in which the cost function of each agent depends on his own strategy and on the average population strategy. As first contribution, we investigate the relations between the concepts of Nash and Wardrop equilibrium. By exploiting a characterization of the two equilibria as solutions of variational inequalities, we bound their distance with a decreasing function of the population size. As second contribution, we propose two decentralized algorithms that converge to such equilibria and are capable of coping with constraints coupling the strategies of different agents. Finally, we study the applications of charging of electric vehicles and of route choice on a road network.Comment: IEEE Trans. on Automatic Control (Accepted without changes). The first three authors contributed equall
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