6,481 research outputs found

    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

    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

    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+ϵ)(2+\epsilon)-approximate pure Nash equilibria in time polynomial in the number of players, the number of resources and 1/ϵ1/\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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