Results 1 - 10
of
83
Selfish Routing and the Price of Anarchy
- MATHEMATICAL PROGRAMMING SOCIETY NEWSLETTER
, 2007
"... Selfish routing is a classical mathematical model of how self-interested users might route traffic through a congested network. The outcome of selfish routing is generally inefficient, in that it fails to optimize natural objective functions. The price of anarchy is a quantitative measure of this in ..."
Abstract
-
Cited by 255 (11 self)
- Add to MetaCart
Selfish routing is a classical mathematical model of how self-interested users might route traffic through a congested network. The outcome of selfish routing is generally inefficient, in that it fails to optimize natural objective functions. The price of anarchy is a quantitative measure of this inefficiency. We survey recent work that analyzes the price of anarchy of selfish routing. We also describe related results on bounding the worst-possible severity of a phenomenon called Braess’s Paradox, and on three techniques for reducing the price of anarchy of selfish routing. This survey concentrates on the contributions of the author’s PhD thesis, but also discusses several more recent results in the area.
Intrinsic Robustness of the Price of Anarchy
- STOC'09
, 2009
"... The price of anarchy (POA) is a worst-case measure of the inefficiency of selfish behavior, defined as the ratio of the objective function value of a worst Nash equilibrium of a game and that of an optimal outcome. This measure implicitly assumes that players successfully reach some Nash equilibrium ..."
Abstract
-
Cited by 101 (12 self)
- Add to MetaCart
(Show Context)
The price of anarchy (POA) is a worst-case measure of the inefficiency of selfish behavior, defined as the ratio of the objective function value of a worst Nash equilibrium of a game and that of an optimal outcome. This measure implicitly assumes that players successfully reach some Nash equilibrium. This drawback motivates the search for inefficiency bounds that apply more generally to weaker notions of equilibria, such as mixed Nash and correlated equilibria; or to sequences of outcomes generated by natural experimentation strategies, such as successive best responses or simultaneous regret-minimization. We prove a general and fundamental connection between the price of anarchy and its seemingly stronger relatives in classes of games with a sum objective. First, we identify a “canonical sufficient condition ” for an upper bound of the POA for pure Nash equilibria, which we call a smoothness argument. Second, we show that every bound derived via a smoothness argument extends automatically, with no quantitative degradation in the bound, to mixed Nash equilibria, correlated equilibria, and the average objective function value of regret-minimizing players (or “price of total anarchy”). Smoothness arguments also have automatic implications for the inefficiency of approximate and Bayesian-Nash equilibria and, under mild additional assumptions, for bicriteria bounds and for polynomial-length best-response sequences. We also identify classes of games — most notably, congestion games with cost functions restricted to an arbitrary fixed set — that are tight, in the sense that smoothness arguments are guaranteed to produce an optimal worst-case upper bound on the POA, even for the smallest set of interest (pure Nash equilibria). Byproducts of our proof of this result include the first tight bounds on the POA in congestion games with non-polynomial cost functions, and the first
Convergence to Approximate Nash Equilibria in Congestion Games
- In SODA ’07
, 2007
"... ..."
(Show Context)
Tight approximation algorithms for maximum general assignment problems
- Proc. of ACM-SIAM SODA
, 2006
"... A separable assignment problem (SAP) is defined by a set of bins and a set of items to pack in each bin; a value, fij, for assigning item j to bin i; and a separate packing constraint for each bin – i.e. for bin i, a family Ii of subsets of items that fit in bin i. The goal is to pack items into bin ..."
Abstract
-
Cited by 63 (7 self)
- Add to MetaCart
(Show Context)
A separable assignment problem (SAP) is defined by a set of bins and a set of items to pack in each bin; a value, fij, for assigning item j to bin i; and a separate packing constraint for each bin – i.e. for bin i, a family Ii of subsets of items that fit in bin i. The goal is to pack items into bins to maximize the aggregate value. This class of problems includes the maximum generalized assignment problem (GAP) 1) and a distributed caching problem (DCP) described in this paper. Given a β-approximation algorithm for finding the highest value packing of a single bin, we give 1. A polynomial-time LP-rounding based ((1 − 1 e)β)approximation algorithm. 2. A simple polynomial-time local search ( β approximation algorithm, for any ɛ> 0. β+1 − ɛ)-Therefore, for all examples of SAP that admit an approximation scheme for the single-bin problem, we obtain an LPbased algorithm with (1 − 1 e − ɛ)-approximation and a local search algorithm with ( 1 2 −ɛ)-approximation guarantee. Furthermore, for cases in which the subproblem admits a fully polynomial approximation scheme (such as for GAP), the LP-based algorithm analysis can be strengthened to give a guarantee of 1 − 1 e. The best previously known approximation algorithm for GAP is a 1 2-approximation by Shmoys and Tardos; and Chekuri and Khanna. Our LP algorithm is based on rounding a new linear programming relaxation, with a provably better integrality gap. To complement these results, we show that SAP and DCP cannot be approximated within a factor better than 1 − 1 e unless NP ⊆ DTIME(n O(log log n)), even if there exists a polynomial-time exact algorithm for the single-bin problem.
Regret minimization and the price of total anarchy
, 2008
"... We propose weakening the assumption made when studying the price of anarchy: Rather than assume that self-interested players will play according to a Nash equilibrium (which may even be computationally hard to find), we assume only that selfish players play so as to minimize their own regret. Regret ..."
Abstract
-
Cited by 59 (10 self)
- Add to MetaCart
(Show Context)
We propose weakening the assumption made when studying the price of anarchy: Rather than assume that self-interested players will play according to a Nash equilibrium (which may even be computationally hard to find), we assume only that selfish players play so as to minimize their own regret. Regret minimization can be done via simple, efficient algorithms even in many settings where the number of action choices for each player is exponential in the natural parameters of the problem. We prove that despite our weakened assumptions, in several broad classes of games, this “price of total anarchy” matches the Nash price of anarchy, even though play may never converge to Nash equilibrium. In contrast to the price of anarchy and the recently introduced price of sinking [15], which require all players to behave in a prescribed manner, we show that the price of total anarchy is in many cases resilient to the presence of Byzantine players, about whom we make no assumptions. Finally, because the price of total anarchy is an upper bound on the price of anarchy even in mixed strategies, for some games our results yield as corollaries previously unknown bounds on the price of anarchy in mixed strategies.
Network Design with Weighted Players
- In Proceedings of the 18th Annual ACM Symposium on Parallel Algorithms and Architectures (SPAA
, 2006
"... We consider a model of game-theoretic network design initially studied by Anshelevich et al. [2], where selfish players select paths in a network to minimize their cost, which is prescribed by Shapley cost shares. If all players are identical, the cost share incurred by a player for an edge in its p ..."
Abstract
-
Cited by 49 (7 self)
- Add to MetaCart
(Show Context)
We consider a model of game-theoretic network design initially studied by Anshelevich et al. [2], where selfish players select paths in a network to minimize their cost, which is prescribed by Shapley cost shares. If all players are identical, the cost share incurred by a player for an edge in its path is the fixed cost of the edge divided by the number of players using it. In this special case, Anshelevich et al. [2] proved that pure-strategy Nash equilibria always exist and that the price of stability—the ratio in costs of a minimumcost Nash equilibrium and an optimal solution—is Θ(log k), where k is the number of players. Little was known about the existence of equilibria or the price of stability in the general weighted version of the game. Here, each player i has aweightwi≥1, and its cost share of an edge in its path
Convergence and Approximation in Potential Games
, 2006
"... We study the speed of convergence to approximately optimal states in two classes of potential games. We provide bounds in terms of the number of rounds, where a round consists of a sequence of movements, with each player appearing at least once in each round. We model the sequential interaction betw ..."
Abstract
-
Cited by 39 (3 self)
- Add to MetaCart
(Show Context)
We study the speed of convergence to approximately optimal states in two classes of potential games. We provide bounds in terms of the number of rounds, where a round consists of a sequence of movements, with each player appearing at least once in each round. We model the sequential interaction between players by a best-response walk in the state graph, where every transition in the walk corresponds to a best response of a player. Our goal is to bound the social value of the states at the end of such walks. In this paper, we focus on two classes of potential games: selfish routing games, and cut games (or party affiliation games [7]).
Designing networks with good equilibria
- In SODA ’08
, 2007
"... In a network with selfish users, designing and deploying a protocol determines the rules of the game by which end users interact with each other and with the network. We study the problem of designing a protocol to optimize the equilibrium behavior of the induced network game. We consider network co ..."
Abstract
-
Cited by 34 (4 self)
- Add to MetaCart
(Show Context)
In a network with selfish users, designing and deploying a protocol determines the rules of the game by which end users interact with each other and with the network. We study the problem of designing a protocol to optimize the equilibrium behavior of the induced network game. We consider network cost-sharing games, where the set of Nash equilibria depends fundamentally on the choice of an edge cost-sharing protocol. Previous research focused on the Shapley protocol, in which the cost of each edge is shared equally among its users. We systematically study the design of optimal costsharing protocols for undirected and directed graphs, single-sink and multicommodity networks, different classes of cost-sharing methods, and different measures of the inefficiency of equilibria. One of our main technical tools is a complete characterization of the uniform cost-sharing protocols—protocols that are designed without foreknowledge of or assumptions on the network in which they will be deployed. We use this characterization result to identify the optimal uniform protocol in several scenarios: for example, the Shapley protocol is optimal in directed graphs, while the optimal protocol in undirected graphs, a simple priority scheme, has exponentially smaller worst-case price of anarchy than the Shapley protocol. We also provide several matching upper and lower bounds on the bestpossible performance of non-uniform cost-sharing protocols.
The complexity of game dynamics: Bgp oscillations, sink equilibria, and beyond
- In SODA ’08: Proceedings of the nineteenth annual ACM-SIAM symposium on Discrete algorithms
, 2008
"... We settle the complexity of a well-known problem in networking by establishing that it is PSPACE-complete to tell whether a system of path preferences in the BGP protocol [25] can lead to oscillatory behavior; one key insight is that the BGP oscillation question is in fact one about Nash dynamics. W ..."
Abstract
-
Cited by 34 (4 self)
- Add to MetaCart
(Show Context)
We settle the complexity of a well-known problem in networking by establishing that it is PSPACE-complete to tell whether a system of path preferences in the BGP protocol [25] can lead to oscillatory behavior; one key insight is that the BGP oscillation question is in fact one about Nash dynamics. We show that the concept of sink equilibria proposed recently in [11] is also PSPACE-complete to analyze and approximate for graphical games. Finally, we propose a new equilibrium concept inspired by game dynamics, unit recall equilibria, which we show to be close to universal (exists with high probability in a random game) and algorithmically promising. We also give a relaxation thereof, called componentwise unit recall equilibria, which we show to be both tractable and universal (guaranteed to exist in every game).