240 research outputs found

    A Study of Truck Platooning Incentives Using a Congestion Game

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    We introduce an atomic congestion game with two types of agents, cars and trucks, to model the traffic flow on a road over various time intervals of the day. Cars maximize their utility by finding a trade-off between the time they choose to use the road, the average velocity of the flow at that time, and the dynamic congestion tax that they pay for using the road. In addition to these terms, the trucks have an incentive for using the road at the same time as their peers because they have platooning capabilities, which allow them to save fuel. The dynamics and equilibria of this game-theoretic model for the interaction between car traffic and truck platooning incentives are investigated. We use traffic data from Stockholm to validate parts of the modeling assumptions and extract reasonable parameters for the simulations. We use joint strategy fictitious play and average strategy fictitious play to learn a pure strategy Nash equilibrium of this game. We perform a comprehensive simulation study to understand the influence of various factors, such as the drivers' value of time and the percentage of the trucks that are equipped with platooning devices, on the properties of the Nash equilibrium.Comment: Updated Introduction; Improved Literature Revie

    Computing Optimal Tolls with Arc Restrictions and Heterogeneous Players

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    The problem of computing optimal network tolls that induce a Nash equilibrium of minimum total cost has been studied intensively in the literature, but mostly under the assumption that these tolls are unrestricted. Here we consider this problem under the more realistic assumption that the tolls have to respect some given upper bound restrictions on the arcs. The problem of taxing subnetworks optimally constitutes an important special case of this problem. We study the restricted network toll problem for both non-atomic and atomic (unweighted and weighted) players; our studies are the first that also incorporate heterogeneous players, i.e., players with different sensitivities to tolls. For non-atomic and heterogeneous players, we prove that the problem is NP-hard even for single-commodity networks and affine latency functions. We therefore focus on parallel-arc networks and give an algorithm for optimally taxing subnetworks with affine latency functions. For weighted atomic players, the problem is NP-hard already for parallel-arc networks and linear latency functions, even if players are homogeneous. In contrast, for unweighted atomic and homogeneous players, we develop an algorithm to compute optimal restricted tolls for parallel-arc networks and arbitrary (standard) latency functions. Similarly, for unweighted atomic and heterogeneous players, we derive an algorithm for optimally taxing subnetworks for parallel-arc networks and arbitrary (standard) latency functions. The key to most of our results is to derive (combinatorial) characterizations of flows that are inducible by restricted tolls. These characterizations might be of independent interest

    Equilibrium Computation in Atomic Splittable Routing Games

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    We present polynomial-time algorithms as well as hardness results for equilibrium computation in atomic splittable routing games, for the case of general convex cost functions. These games model traffic in freight transportation, market oligopolies, data networks, and various other applications. An atomic splittable routing game is played on a network where the edges have traffic-dependent cost functions, and player strategies correspond to flows in the network. A player can thus split its traffic arbitrarily among different paths. While many properties of equilibria in these games have been studied, efficient algorithms for equilibrium computation are known for only two cases: if cost functions are affine, or if players are symmetric. Neither of these conditions is met in most practical applications. We present two algorithms for routing games with general convex cost functions on parallel links. The first algorithm is exponential in the number of players, while the second is exponential in the number of edges; thus if either of these is small, we get a polynomial-time algorithm. These are the first algorithms for these games with convex cost functions. Lastly, we show that in general networks, given input C, it is NP-hard to decide if there exists an equilibrium where every player has cost at most C
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