congestion games
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Author(s):  
Layla Martin ◽  
Stefan Minner ◽  
Diogo Poças ◽  
Andreas S. Schulz

Competition between one-way car-sharing operators is currently increasing. Fleet relocation as a means to compensate demand imbalances constitutes a major cost factor in a business with low profit margins. Existing decision support models have so far ignored the aspect of a competitor when the fleet is rebalanced for better availability. We present mixed-integer linear programming formulations for a pickup and delivery orienteering problem under different business models with multiple (competing) operators. Structural solution properties, including existence of equilibria and bounds on losses as a result of competition, of the competitive pickup and delivery problem under the restrictions of unit-demand stations, homogeneous payoffs, and indifferent customers based on results for congestion games are derived. Two algorithms to find a Nash equilibrium for real-life instances are proposed. One can find equilibria in the most general case; the other can only be applied if the game can be represented as a congestion game, that is, under the restrictions of homogeneous payoffs, unit-demand stations, and indifferent customers. In a numerical study, we compare different business models for car-sharing operations, including a merger between operators and outsourcing relocation operations to a common service provider (coopetition). Gross profit improvements achieved by explicitly incorporating competitor decisions are substantial, and the presence of competition decreases gross profits for all operators (compared with a merger). Using a Munich, Germany, case study, we quantify the gross profit gains resulting from considering competition as approximately 35% (over assuming absence of competition) and 12% (over assuming that the competitor is omnipresence) and the losses because of the presence of competition to be approximately 10%.


2021 ◽  
Vol 9 (3) ◽  
pp. 1-33
Author(s):  
Dario Paccagnan ◽  
Rahul Chandan ◽  
Bryce L. Ferguson ◽  
Jason R. Marden

How can we design mechanisms to promote efficient use of shared resources? Here, we answer this question in relation to the well-studied class of atomic congestion games, used to model a variety of problems, including traffic routing. Within this context, a methodology for designing tolling mechanisms that minimize the system inefficiency (price of anarchy) exploiting solely local information is so far missing in spite of the scientific interest. In this article, we resolve this problem through a tractable linear programming formulation that applies to and beyond polynomial congestion games. When specializing our approach to the polynomial case, we obtain tight values for the optimal price of anarchy and corresponding tolls, uncovering an unexpected link with load balancing games. We also derive optimal tolling mechanisms that are constant with the congestion level, generalizing the results of Caragiannis et al. [8] to polynomial congestion games and beyond. Finally, we apply our techniques to compute the efficiency of the marginal cost mechanism. Surprisingly, optimal tolling mechanism using only local information perform closely to existing mechanism that utilize global information, e.g., Bilò and Vinci [6], while the marginal cost mechanism, known to be optimal in the continuous-flow model, has lower efficiency than that encountered levying no toll. All results are tight for pure Nash equilibria and extend to coarse correlated equilibria.


Author(s):  
Yiannis Giannakopoulos ◽  
Georgy Noarov ◽  
Andreas S. Schulz

We present a deterministic polynomial-time algorithm for computing [Formula: see text]-approximate (pure) Nash equilibria in (proportional sharing) weighted congestion games with polynomial cost functions of degree at most [Formula: see text]. This is an exponential improvement of the approximation factor with respect to the previously best deterministic algorithm. An appealing additional feature of the algorithm is that it only uses best-improvement steps in the actual game, as opposed to the previously best algorithms, that first had to transform the game itself. Our algorithm is an adaptation of the seminal algorithm by Caragiannis at al. [Caragiannis I, Fanelli A, Gravin N, Skopalik A (2011) Efficient computation of approximate pure Nash equilibria in congestion games. Ostrovsky R, ed. Proc. 52nd Annual Symp. Foundations Comput. Sci. (FOCS) (IEEE Computer Society, Los Alamitos, CA), 532–541; Caragiannis I, Fanelli A, Gravin N, Skopalik A (2015) Approximate pure Nash equilibria in weighted congestion games: Existence, efficient computation, and structure. ACM Trans. Econom. Comput. 3(1):2:1–2:32.], but we utilize an approximate potential function directly on the original game instead of an exact one on a modified game. A critical component of our analysis, which is of independent interest, is the derivation of a novel bound of [Formula: see text] for the price of anarchy (PoA) of [Formula: see text]-approximate equilibria in weighted congestion games, where [Formula: see text] is the Lambert-W function. More specifically, we show that this PoA is exactly equal to [Formula: see text], where [Formula: see text] is the unique positive solution of the equation [Formula: see text]. Our upper bound is derived via a smoothness-like argument, and thus holds even for mixed Nash and correlated equilibria, whereas our lower bound is simple enough to apply even to singleton congestion games.


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.


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