900 research outputs found

    Routing Games over Time with FIFO policy

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    We study atomic routing games where every agent travels both along its decided edges and through time. The agents arriving on an edge are first lined up in a \emph{first-in-first-out} queue and may wait: an edge is associated with a capacity, which defines how many agents-per-time-step can pop from the queue's head and enter the edge, to transit for a fixed delay. We show that the best-response optimization problem is not approximable, and that deciding the existence of a Nash equilibrium is complete for the second level of the polynomial hierarchy. Then, we drop the rationality assumption, introduce a behavioral concept based on GPS navigation, and study its worst-case efficiency ratio to coordination.Comment: Submission to WINE-2017 Deadline was August 2nd AoE, 201

    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

    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 β\beta times any TT best responses, states with approximation ratio O(β)O(\beta) times the price of anarchy are reached after TloglognT \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 β\beta needed to fast obtain efficient states, left open by [9,10] and [3], in which fast convergence for constant β\beta and very slow convergence for β=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

    Routing Games with Progressive Filling

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    Max-min fairness (MMF) is a widely known approach to a fair allocation of bandwidth to each of the users in a network. This allocation can be computed by uniformly raising the bandwidths of all users without violating capacity constraints. We consider an extension of these allocations by raising the bandwidth with arbitrary and not necessarily uniform time-depending velocities (allocation rates). These allocations are used in a game-theoretic context for routing choices, which we formalize in progressive filling games (PFGs). We present a variety of results for equilibria in PFGs. We show that these games possess pure Nash and strong equilibria. While computation in general is NP-hard, there are polynomial-time algorithms for prominent classes of Max-Min-Fair Games (MMFG), including the case when all users have the same source-destination pair. We characterize prices of anarchy and stability for pure Nash and strong equilibria in PFGs and MMFGs when players have different or the same source-destination pairs. In addition, we show that when a designer can adjust allocation rates, it is possible to design games with optimal strong equilibria. Some initial results on polynomial-time algorithms in this direction are also derived

    Achieving target equilibria in network routing games without knowing the latency functions

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    The analysis of network routing games typically assumes precise, detailed information about the latency functions. Such information may, however, be unavailable or difficult to obtain. Moreover, one is often primarily interested in enforcing a desired target flow as an equilibrium. We ask whether one can achieve target flows as equilibria without knowing the underlying latency functions. We give a crisp positive answer to this question. We show that one can efficiently compute edge tolls that induce a given target multicommodity flow in a nonatomic routing game using a polynomial number of queries to an oracle that takes tolls as input and outputs the resulting equilibrium flow. This result is obtained via a novel application of the ellipsoid method, and extends to various other settings. We obtain improved query-complexity bounds for series-parallel networks, and single-commodity routing games with linear latency functions. Our techniques provide new insights into network routing games
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