routing games
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Author(s):  
Emilien Macault ◽  
Marco Scarsini ◽  
Tristan Tomala

Author(s):  
Roberto Cominetti ◽  
Valerio Dose ◽  
Marco Scarsini

AbstractThe price of anarchy has become a standard measure of the efficiency of equilibria in games. Most of the literature in this area has focused on establishing worst-case bounds for specific classes of games, such as routing games or more general congestion games. Recently, the price of anarchy in routing games has been studied as a function of the traffic demand, providing asymptotic results in light and heavy traffic. The aim of this paper is to study the price of anarchy in nonatomic routing games in the intermediate region of the demand. To achieve this goal, we begin by establishing some smoothness properties of Wardrop equilibria and social optima for general smooth costs. In the case of affine costs we show that the equilibrium is piecewise linear, with break points at the demand levels at which the set of active paths changes. We prove that the number of such break points is finite, although it can be exponential in the size of the network. Exploiting a scaling law between the equilibrium and the social optimum, we derive a similar behavior for the optimal flows. We then prove that in any interval between break points the price of anarchy is smooth and it is either monotone (decreasing or increasing) over the full interval, or it decreases up to a certain minimum point in the interior of the interval and increases afterwards. We deduce that for affine costs the maximum of the price of anarchy can only occur at the break points. For general costs we provide counterexamples showing that the set of break points is not always finite.


2021 ◽  
Author(s):  
Zijun Wu ◽  
Rolf H. Möhring ◽  
Yanyan Chen ◽  
Dachuan Xu

The price of anarchy (PoA) is a standard measure for the inefficiency of selfish routing in the static Wardrop traffic model. Empirical studies and a recent analysis reveal a surprising property that the PoA tends to one when the total demand T gets large. These results are extended by a new framework for the limit analysis of the PoA in arbitrary nonatomic congestion games that apply to arbitrary growth patterns of T and all regularly varying cost functions. For routing games with Bureau of Public Road (BPR) cost functions, the convergence follows a power law determined by the degree of the BPR functions, and a related conjecture need not hold. These findings are confirmed by an empirical analysis of traffic in Beijing.


2021 ◽  
pp. 298-307
Author(s):  
Sami Dallali ◽  
Clara Fontaine ◽  
Eitan Altman
Keyword(s):  

2020 ◽  
Author(s):  
Manxi Wu ◽  
Saurabh Amin ◽  
Asuman E. Ozdaglar

Over the years, travelers are increasingly relying on navigation services to inform their route choices and save time. How much value—in terms of saved time—can these services indeed provide to their users? The answer is not as simple as one may think because the value of traffic information not only depends on its accuracy, but also on how widely it is shared among travelers. For instance, information on an incident has the highest value for a traveler when the traveler is the only person who knows about it and takes a detour. However, this information becomes less valuable when it is shared with more travelers, who may take the same detour and cause congestion. Our work uses a game-theoretic approach to analyze how the relative value of information provided by different navigation services changes with their market share and how travelers may choose from different available services.


2020 ◽  
Vol 34 (02) ◽  
pp. 2200-2209
Author(s):  
Kengo Nakamura ◽  
Shinsaku Sakaue ◽  
Norihito Yasuda

Computation of equilibria for congestion games has been an important research subject. In many realistic scenarios, each strategy of congestion games is given by a combination of elements that satisfies certain constraints; such games are called combinatorial congestion games. For example, given a road network with some toll roads, each strategy of routing games is a path (a combination of edges) whose total toll satisfies a certain budget constraint. Generally, given a ground set of n elements, the set of all such strategies, called the strategy set, can be large exponentially in n, and it often has complicated structures; these issues make equilibrium computation very hard. In this paper, we propose a practical algorithm for such hard equilibrium computation problems. We use data structures, called zero-suppressed binary decision diagrams (ZDDs), to compactly represent strategy sets, and we develop a Frank–Wolfe-style iterative equilibrium computation algorithm whose per-iteration complexity is linear in the size of the ZDD representation. We prove that an ϵ-approximate Wardrop equilibrium can be computed in O(poly(n)/ϵ) iterations, and we improve the result to O(poly(n) log ϵ−1) for some special cases. Experiments confirm the practical utility of our method.


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