5,163 research outputs found

    Dynamic Network Congestion Games

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    Congestion games are a classical type of games studied in game theory, in which n players choose a resource, and their individual cost increases with the number of other players choosing the same resource. In network congestion games (NCGs), the resources correspond to simple paths in a graph, e.g. representing routing options from a source to a target. In this paper, we introduce a variant of NCGs, referred to as dynamic NCGs: in this setting, players take transitions synchronously, they select their next transitions dynamically, and they are charged a cost that depends on the number of players simultaneously using the same transition. We study, from a complexity perspective, standard concepts of game theory in dynamic NCGs: social optima, Nash equilibria, and subgame perfect equilibria. Our contributions are the following: the existence of a strategy profile with social cost bounded by a constant is in PSPACE and NP-hard. (Pure) Nash equilibria always exist in dynamic NCGs; the existence of a Nash equilibrium with bounded cost can be decided in EXPSPACE, and computing a witnessing strategy profile can be done in doubly-exponential time. The existence of a subgame perfect equilibrium with bounded cost can be decided in 2EXPSPACE, and a witnessing strategy profile can be computed in triply-exponential time

    Resource Competition on Integral Polymatroids

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    We study competitive resource allocation problems in which players distribute their demands integrally on a set of resources subject to player-specific submodular capacity constraints. Each player has to pay for each unit of demand a cost that is a nondecreasing and convex function of the total allocation of that resource. This general model of resource allocation generalizes both singleton congestion games with integer-splittable demands and matroid congestion games with player-specific costs. As our main result, we show that in such general resource allocation problems a pure Nash equilibrium is guaranteed to exist by giving a pseudo-polynomial algorithm computing a pure Nash equilibrium.Comment: 17 page

    On the Convergence Time of the Best Response Dynamics in Player-specific Congestion Games

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    We study the convergence time of the best response dynamics in player-specific singleton congestion games. It is well known that this dynamics can cycle, although from every state a short sequence of best responses to a Nash equilibrium exists. Thus, the random best response dynamics, which selects the next player to play a best response uniformly at random, terminates in a Nash equilibrium with probability one. In this paper, we are interested in the expected number of best responses until the random best response dynamics terminates. As a first step towards this goal, we consider games in which each player can choose between only two resources. These games have a natural representation as (multi-)graphs by identifying nodes with resources and edges with players. For the class of games that can be represented as trees, we show that the best-response dynamics cannot cycle and that it terminates after O(n^2) steps where n denotes the number of resources. For the class of games represented as cycles, we show that the best response dynamics can cycle. However, we also show that the random best response dynamics terminates after O(n^2) steps in expectation. Additionally, we conjecture that in general player-specific singleton congestion games there exists no polynomial upper bound on the expected number of steps until the random best response dynamics terminates. We support our conjecture by presenting a family of games for which simulations indicate a super-polynomial convergence time

    On the Impact of Fair Best Response Dynamics

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    In this work we completely characterize how the frequency with which each player participates in the game dynamics affects the possibility of reaching efficient states, i.e., states with an approximation ratio within a constant factor from the price of anarchy, within a polynomially bounded number of best responses. We focus on the well known class of congestion games and we show that, if each player is allowed to play at least once and at most ÎČ\beta times any TT best responses, states with approximation ratio O(ÎČ)O(\beta) times the price of anarchy are reached after T⌈log⁥log⁥n⌉T \lceil \log \log n \rceil best responses, and that such a bound is essentially tight also after exponentially many ones. One important consequence of our result is that the fairness among players is a necessary and sufficient condition for guaranteeing a fast convergence to efficient states. This answers the important question of the maximum order of ÎČ\beta needed to fast obtain efficient states, left open by [9,10] and [3], in which fast convergence for constant ÎČ\beta and very slow convergence for ÎČ=O(n)\beta=O(n) have been shown, respectively. Finally, we show that the structure of the game implicitly affects its performances. In particular, we show that in the symmetric setting, in which all players share the same set of strategies, the game always converges to an efficient state after a polynomial number of best responses, regardless of the frequency each player moves with

    On Existence and Properties of Approximate Pure Nash Equilibria in Bandwidth Allocation Games

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    In \emph{bandwidth allocation games} (BAGs), the strategy of a player consists of various demands on different resources. The player's utility is at most the sum of these demands, provided they are fully satisfied. Every resource has a limited capacity and if it is exceeded by the total demand, it has to be split between the players. Since these games generally do not have pure Nash equilibria, we consider approximate pure Nash equilibria, in which no player can improve her utility by more than some fixed factor α\alpha through unilateral strategy changes. There is a threshold αΎ\alpha_\delta (where ÎŽ\delta is a parameter that limits the demand of each player on a specific resource) such that α\alpha-approximate pure Nash equilibria always exist for α≄αΎ\alpha \geq \alpha_\delta, but not for α<αΎ\alpha < \alpha_\delta. We give both upper and lower bounds on this threshold αΎ\alpha_\delta and show that the corresponding decision problem is NP{\sf NP}-hard. We also show that the α\alpha-approximate price of anarchy for BAGs is α+1\alpha+1. For a restricted version of the game, where demands of players only differ slightly from each other (e.g. symmetric games), we show that approximate Nash equilibria can be reached (and thus also be computed) in polynomial time using the best-response dynamic. Finally, we show that a broader class of utility-maximization games (which includes BAGs) converges quickly towards states whose social welfare is close to the optimum

    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

    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+ϔ)(2+\epsilon)-approximate pure Nash equilibria in time polynomial in the number of players, the number of resources and 1/ϔ1/\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
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