On the Performance of Approximate Equilibria in Congestion Games (original) (raw)

Exact Price of Anarchy for Polynomial Congestion Games

SIAM Journal on Computing, 2011

We show exact values for the price of anarchy of weighted and unweighted congestion games with polynomial latency functions. The given values also hold for weighted and unweighted network congestion games.

On the inefficiency of equilibria in congestion games

2005

We present a short geometric proof of the price of anarchy and price of stability results that have recently been established in a series of papers on selfish routing. This novel proof also facilitates two types of new results: On the one hand, we give pseudoapproximation results that depend on the class of allowable cost functions. On the other hand, we offer improved bounds on the inefficiency of Nash equilibria for situations in which the equilibrium travel times are within reasonable limits of the free-flow travel times, a scenario that captures empirical observations in vehicular traffic networks. Our results actually hold in the more general context of congestion games, which provide the framework in which we describe this work.

On the price of anarchy for non-atomic congestion games under asymmetric cost maps and elastic demands

Computers & Mathematics with Applications, 2008

We derive several bounds for the price of anarchy of the noncooperative congestion games with elastic demands and asymmetric linear or nonlinear cost functions. The bounds established depend on a constant from the cost functions as well as the ratio between user benefit and social surplus at Nash equilibrium. The results can be viewed a generalization of that of Chau and Sim [C.K. Chau, K.M. Sim, The price of anarchy for non-atomic congestion games with symmetric cost maps and elastic demands, Operations Research Letters 31 (2003) 327-334] for the symmetric case, or a generalization of Perakis [G. Perakis, The price of anarchy when costs are nonseparable and asymmetric, Lecture Notes in Computer Science 3064 (2004) 46-58] to the elastic demand.

On the Inefficiency Ratio of Stable Equilibria in Congestion Games

Lecture Notes in Computer Science, 2009

Price of anarchy and price of stability are the primary notions for measuring the efficiency (i.e. the social welfare) of the outcome of a game. Both of these notions focus on extreme cases: one is defined as the inefficiency ratio of the worst-case equilibrium and the other as the best one. Therefore, studying these notions often results in discovering equilibria that are not necessarily the most likely outcomes of the dynamics of selfish and non-coordinating agents. The current paper studies the inefficiency of the equilibria that are most stable in the presence of noise. In particular, we study two variations of non-cooperative games: atomic congestion games and selfish load balancing. The noisy best-response dynamics in these games keeps the joint action profile around a particular set of equilibria that minimize the potential function. The inefficiency ratio in the neighborhood of these "stable" equilibria is much better than the price of anarchy. Furthermore, the dynamics reaches these equilibria in polynomial time. Our observations show that in the game environments where a small noise is present, the system as a whole works better than what a pessimist may predict. They also suggest that in congestion games, introducing a small noise in the payoff of the agents may improve the social welfare.

How to find Nash equilibria with extreme total latency in network congestion games?

2010

We study the complexity of finding extreme pure Nash equilibria in symmetric network congestion games and analyse how it depends on the graph topology and the number of users. In our context best and worst equilibria are those with minimum respectively maximum total latency. We establish that both problems can be solved by a Greedy algorithm with a suitable tie breaking rule on parallel links. On series-parallel graphs finding a worst Nash equilibrium is NP-hard for two or more users while finding a best one is solvable in polynomial time for two users and NP-hard for three or more. Additionally we establish NP-hardness in the strong sense for the problem of finding a worst Nash equilibrium on a general acyclic graph.

The Complexity of Approximate Nash Equilibrium in Congestion Games with Negative Delays

Lecture Notes in Computer Science, 2011

We extend the study of the complexity of finding an ε-approximate Nash equilibrium in congestion games from the case of positive delay functions to delays of arbitrary sign. We first prove that in symmetric games with α-bounded jump the ε-Nash dynamic converges in polynomial time when all delay functions are negative, similarly to the case of positive delays. We then establish a hardness result for symmetric games with α-bounded jump and with arbitrary delay functions: in that case finding an ε-Nash equilibrium becomes PLS-complete.

Solution-based congestion games

In this paper we develop the theory of potential of cooperative games for semivalues, characterize congestion models that are defined by semivalues, and suggest an application of these results to combinatorial auctions, which may explain the success of the Iowa electronic market. and they have been analyzed by several researchers from various additional fields, in particular computer science 2 , communication networks 3 , and economics/game theory. 4

Bounding the inefficiency of equilibria in nonatomic congestion games

Games and Economic Behavior, 2004

Equilibria in noncooperative games are typically inefficient, as illustrated by the Prisoner's Dilemma. In this paper, we quantify this inefficiency by comparing the payoffs of equilibria to the payoffs of a "best possible" outcome. We study a nonatomic version of the congestion games defined by Rosenthal , and identify games in which equilibria are approximately optimal in the sense that no other outcome achieves a significantly larger total payoff to the players-games in which optimization by individuals approximately optimizes the social good, in spite of the lack of coordination between players. Our results extend previous work on traffic routing games . * We thank Lou Billera for encouraging us to explore generalizations of our previous work on traffic routing, and Robert Rosenthal for introducing us to his congestion games. The first author thanks Amir Ronen for comments on a previous paper [16] that facilitated a generalization of the results therein to the nonatomic congestion games of this paper.

Congestion Games with Player-Specific Constants

Lecture Notes in Computer Science

We consider a special case of weighted congestion games with playerspecific latency functions where each player uses for each particular resource a fixed (non-decreasing) delay function together with a player-specific constant. For each particular resource, the resource-specific delay function and the playerspecific constant (for that resource) are composed by means of a group operation (such as addition or multiplication) into a player-specific latency function. We assume that the underlying group is a totally ordered abelian group. In this way, we obtain the class of weighted congestion games with player-specific constants; we observe that this class is contained in the new intuitive class of dominance weighted congestion games. We obtain the following results: Games on parallel links:-Every unweighted congestion game has a generalized ordinal potential.-There is a weighted congestion game with 3 players on 3 parallel links that does not have the Finite Best-Improvement Property.-There is a particular best-improvement cycle for general weighted congestion games with player-specific latency functions and 3 players whose outlaw implies the existence of a pure Nash equilibrium. This cycle is indeed outlawed for dominance weighted congestion games with 3 players-and hence for weighted congestion games with player-specific constants and 3 players. Network congestion games: For unweighted symmetric network congestion games with player-specific additive constants, it is PLS-complete to find a pure Nash equilibrium. Arbitrary (non-network) congestion games: Every weighted congestion game with linear delay functions and player-specific additive constants has a weighted potential.

Symmetry in Network Congestion Games: Pure Equilibria and Anarchy Cost

2005

We study computational and coordination efficiency issues of Nash equilibria in symmetric network congestion games. We first propose a simple and natural greedy method that computes a pure Nash equilibrium with respect to traffic congestion in a network. In this algorithm each user plays only once and allocates her traffic to a path selected via a shortest path computation. We then show that this algorithm works for series-parallel networks when users are identical or when users are of varying demands but have the same best response strategy for any initial network traffic. We also give constructions where the algorithm fails if either the above condition is violated (even for series-parallel networks) or the network is not series-parallel (even for identical users). Thus, we essentially indicate the limits of the applicability of this greedy approach. We also study the price of anarchy for the objective of maximum latency. We prove that for any network of m uniformly related links and for identical users, the price of anarchy is \({\it \Theta}({\frac{{\rm log} m}{{\rm log log} m}}\) ).