1,410 research outputs found

    On the Impact of Singleton Strategies in Congestion Games

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    To what extent does the structure of the players\u27 strategy space influence the efficiency of decentralized solutions in congestion games? In this work, we investigate whether better performance is possible when restricting to load balancing games in which players can only choose among single resources. We consider three different solutions concepts, namely, approximate pure Nash equilibria, approximate one-round walks generated by selfish players aiming at minimizing their personal cost and approximate one-round walks generated by cooperative players aiming at minimizing the marginal increase in the sum of the players\u27 personal costs. The last two concepts can also be interpreted as solutions of simple greedy online algorithms for the related resource selection problem. Under fairly general latency functions on the resources, we show that, for all three types of solutions, better bounds cannot be achieved if players are either weighted or asymmetric. On the positive side, we prove that, under mild assumptions on the latency functions, improvements on the performance of approximate pure Nash equilibria are possible for load balancing games with weighted and symmetric players in the case of identical resources. We also design lower bounds on the performance of one-round walks in load balancing games with unweighted players and identical resources (in this case, solutions generated by selfish and cooperative players coincide)

    Malicious Bayesian Congestion Games

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    In this paper, we introduce malicious Bayesian congestion games as an extension to congestion games where players might act in a malicious way. In such a game each player has two types. Either the player is a rational player seeking to minimize her own delay, or - with a certain probability - the player is malicious in which case her only goal is to disturb the other players as much as possible. We show that such games do in general not possess a Bayesian Nash equilibrium in pure strategies (i.e. a pure Bayesian Nash equilibrium). Moreover, given a game, we show that it is NP-complete to decide whether it admits a pure Bayesian Nash equilibrium. This result even holds when resource latency functions are linear, each player is malicious with the same probability, and all strategy sets consist of singleton sets. For a slightly more restricted class of malicious Bayesian congestion games, we provide easy checkable properties that are necessary and sufficient for the existence of a pure Bayesian Nash equilibrium. In the second part of the paper we study the impact of the malicious types on the overall performance of the system (i.e. the social cost). To measure this impact, we use the Price of Malice. We provide (tight) bounds on the Price of Malice for an interesting class of malicious Bayesian congestion games. Moreover, we show that for certain congestion games the advent of malicious types can also be beneficial to the system in the sense that the social cost of the worst case equilibrium decreases. We provide a tight bound on the maximum factor by which this happens.Comment: 18 pages, submitted to WAOA'0

    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

    Selfishness Level of Strategic Games

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    We introduce a new measure of the discrepancy in strategic games between the social welfare in a Nash equilibrium and in a social optimum, that we call selfishness level. It is the smallest fraction of the social welfare that needs to be offered to each player to achieve that a social optimum is realized in a pure Nash equilibrium. The selfishness level is unrelated to the price of stability and the price of anarchy and is invariant under positive linear transformations of the payoff functions. Also, it naturally applies to other solution concepts and other forms of games. We study the selfishness level of several well-known strategic games. This allows us to quantify the implicit tension within a game between players' individual interests and the impact of their decisions on the society as a whole. Our analyses reveal that the selfishness level often provides a deeper understanding of the characteristics of the underlying game that influence the players' willingness to cooperate. In particular, the selfishness level of finite ordinal potential games is finite, while that of weakly acyclic games can be infinite. We derive explicit bounds on the selfishness level of fair cost sharing games and linear congestion games, which depend on specific parameters of the underlying game but are independent of the number of players. Further, we show that the selfishness level of the nn-players Prisoner's Dilemma is c/(b(n−1)−c)c/(b(n-1)-c), where bb and cc are the benefit and cost for cooperation, respectively, that of the nn-players public goods game is (1−cn)/(c−1)(1-\frac{c}{n})/(c-1), where cc is the public good multiplier, and that of the Traveler's Dilemma game is 12(b−1)\frac{1}{2}(b-1), where bb is the bonus. Finally, the selfishness level of Cournot competition (an example of an infinite ordinal potential game, Tragedy of the Commons, and Bertrand competition is infinite.Comment: 34 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

    Computing Approximate Equilibria in Weighted Congestion Games via Best-Responses

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    We present a deterministic polynomial-time algorithm for computing dd+o(d)d^{d+o(d)}-approximate (pure) Nash equilibria in weighted congestion games with polynomial cost functions of degree at most dd. This is an exponential improvement of the approximation factor with respect to the previously best deterministic algorithm. An appealing additional feature of our algorithm is that it uses only best-improvement steps in the actual game, as opposed to earlier approaches that first had to transform the game itself. Our algorithm is an adaptation of the seminal algorithm by Caragiannis et al. [FOCS'11, TEAC 2015], but we utilize an approximate potential function directly on the original game instead of an exact one on a modified game. A critical component of our analysis, which is of independent interest, is the derivation of a novel bound of [d/W(d/ρ)]d+1[d/\mathcal{W}(d/\rho)]^{d+1} for the Price of Anarchy (PoA) of ρ\rho-approximate equilibria in weighted congestion games, where W\mathcal{W} is the Lambert-W function. More specifically, we show that this PoA is exactly equal to Ίd,ρd+1\Phi_{d,\rho}^{d+1}, where Ίd,ρ\Phi_{d,\rho} is the unique positive solution of the equation ρ(x+1)d=xd+1\rho (x+1)^d=x^{d+1}. Our upper bound is derived via a smoothness-like argument, and thus holds even for mixed Nash and correlated equilibria, while our lower bound is simple enough to apply even to singleton congestion games

    Tight Inefficiency Bounds for Perception-Parameterized Affine Congestion Games

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    Congestion games constitute an important class of non-cooperative games which was introduced by Rosenthal in 1973. In recent years, several extensions of these games were proposed to incorporate aspects that are not captured by the standard model. Examples of such extensions include the incorporation of risk sensitive players, the modeling of altruistic player behavior and the imposition of taxes on the resources. These extensions were studied intensively with the goal to obtain a precise understanding of the inefficiency of equilibria of these games. In this paper, we introduce a new model of congestion games that captures these extensions (and additional ones) in a unifying way. The key idea here is to parameterize both the perceived cost of each player and the social cost function of the system designer. Intuitively, each player perceives the load induced by the other players by an extent of {\rho}, while the system designer estimates that each player perceives the load of all others by an extent of {\sigma}. The above mentioned extensions reduce to special cases of our model by choosing the parameters {\rho} and {\sigma} accordingly. As in most related works, we concentrate on congestion games with affine latency functions here. Despite the fact that we deal with a more general class of congestion games, we manage to derive tight bounds on the price of anarchy and the price of stability for a large range of pa- rameters. Our bounds provide a complete picture of the inefficiency of equilibria for these perception-parameterized congestion games. As a result, we obtain tight bounds on the price of anarchy and the price of stability for the above mentioned extensions. Our results also reveal how one should "design" the cost functions of the players in order to reduce the price of anar- chy

    A Comprehensive Survey of Potential Game Approaches to Wireless Networks

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    Potential games form a class of non-cooperative games where unilateral improvement dynamics are guaranteed to converge in many practical cases. The potential game approach has been applied to a wide range of wireless network problems, particularly to a variety of channel assignment problems. In this paper, the properties of potential games are introduced, and games in wireless networks that have been proven to be potential games are comprehensively discussed.Comment: 44 pages, 6 figures, to appear in IEICE Transactions on Communications, vol. E98-B, no. 9, Sept. 201

    Resource Buying Games

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    In resource buying games a set of players jointly buys a subset of a finite resource set E (e.g., machines, edges, or nodes in a digraph). The cost of a resource e depends on the number (or load) of players using e, and has to be paid completely by the players before it becomes available. Each player i needs at least one set of a predefined family S_i in 2^E to be available. Thus, resource buying games can be seen as a variant of congestion games in which the load-dependent costs of the resources can be shared arbitrarily among the players. A strategy of player i in resource buying games is a tuple consisting of one of i's desired configurations S_i together with a payment vector p_i in R^E_+ indicating how much i is willing to contribute towards the purchase of the chosen resources. In this paper, we study the existence and computational complexity of pure Nash equilibria (PNE, for short) of resource buying games. In contrast to classical congestion games for which equilibria are guaranteed to exist, the existence of equilibria in resource buying games strongly depends on the underlying structure of the S_i's and the behavior of the cost functions. We show that for marginally non-increasing cost functions, matroids are exactly the right structure to consider, and that resource buying games with marginally non-decreasing cost functions always admit a PNE
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