111 research outputs found
Path deviations outperform approximate stability in heterogeneous congestion games
We consider non-atomic network congestion games with heterogeneous players
where the latencies of the paths are subject to some bounded deviations. This
model encompasses several well-studied extensions of the classical Wardrop
model which incorporate, for example, risk-aversion, altruism or travel time
delays. Our main goal is to analyze the worst-case deterioration in social cost
of a perturbed Nash flow (i.e., for the perturbed latencies) with respect to an
original Nash flow. We show that for homogeneous players perturbed Nash flows
coincide with approximate Nash flows and derive tight bounds on their
inefficiency. In contrast, we show that for heterogeneous populations this
equivalence does not hold. We derive tight bounds on the inefficiency of both
perturbed and approximate Nash flows for arbitrary player sensitivity
distributions. Intuitively, our results suggest that the negative impact of
path deviations (e.g., caused by risk-averse behavior or latency perturbations)
is less severe than approximate stability (e.g., caused by limited
responsiveness or bounded rationality). We also obtain a tight bound on the
inefficiency of perturbed Nash flows for matroid congestion games and
homogeneous populations if the path deviations can be decomposed into edge
deviations. In particular, this provides a tight bound on the Price of
Risk-Aversion for matroid congestion games
Price of Anarchy in Bernoulli Congestion Games with Affine Costs
We consider an atomic congestion game in which each player participates in
the game with an exogenous and known probability , independently
of everybody else, or stays out and incurs no cost. We first prove that the
resulting game is potential. Then, we compute the parameterized price of
anarchy to characterize the impact of demand uncertainty on the efficiency of
selfish behavior. It turns out that the price of anarchy as a function of the
maximum participation probability is a nondecreasing
function. The worst case is attained when players have the same participation
probabilities . For the case of affine costs, we provide an
analytic expression for the parameterized price of anarchy as a function of
. This function is continuous on , is equal to for , and increases towards when . Our work can be interpreted as
providing a continuous transition between the price of anarchy of nonatomic and
atomic games, which are the extremes of the price of anarchy function we
characterize. We show that these bounds are tight and are attained on routing
games -- as opposed to general congestion games -- with purely linear costs
(i.e., with no constant terms).Comment: 29 pages, 6 figure
Wardrop Equilibrium in Discrete-Time Selfish Routing with Time-Varying Bounded Delays
This paper presents a multi-commodity, discrete-
time, distributed and non-cooperative routing algorithm, which is
proved to converge to an equilibrium in the presence of
heterogeneous, unknown, time-varying but bounded delays.
Under mild assumptions on the latency functions which describe
the cost associated to the network paths, two algorithms are
proposed: the former assumes that each commodity relies only on
measurements of the latencies associated to its own paths; the
latter assumes that each commodity has (at least indirectly) access
to the measures of the latencies of all the network paths. Both
algorithms are proven to drive the system state to an invariant set
which approximates and contains the Wardrop equilibrium,
defined as a network state in which no traffic flow over the
network paths can improve its routing unilaterally, with the latter
achieving a better reconstruction of the Wardrop equilibrium.
Numerical simulations show the effectiveness of the proposed
approach
Different Policy Objectives of the Road Pricing Problem – a Game Theory Approach
Using game theory we investigate a new approach to formulate and solve optimal tolls with a focus on different policy objectives of the road authority. The aim is to gain more insight into determining optimal tolls as well as into the behavior of users after tolls have been imposed on the network. The problem of determining optimal tolls is stated and defined using utility maximization theory, including elastic demand on the travelers’ side and different objectives for the road authority. Game theory notions are adopted regarding different games and players, rules and outcomes of the games played between travelers on the one hand and the road authority on the other. Different game concepts (Cournot, Stackelberg and monopoly game) are mathematically formulated and the relationship between players, their payoff functions and rules of the games are defined for very simplistic cases. The games are solved for different scenarios and different objectives for the road authority, using the Nash equilibrium concept. Using the Stackelberg game concept as being most realistic for road pricing, a few experiments are presented illustrating the optimal toll design problem subject to different pricing policies considering different objectives of the road authority. Results show different outcomes both in terms of optimal tolls as well as in payoffs for travelers. There exist multiple optimal solutions and objective function may have a non- continuous shape. The main contribution is the two-level separation between of the users from the road authority in terms of their objectives and influences.
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