Abstract

The 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.

Highlights

  • Nonatomic routing games provide a model for the distribution of traffic over networks with a large number of drivers, each one representing a negligible fraction of the total demand

  • The aggregate social cost experienced by the whole traffic is the product of these minimal delays multiplied by the corresponding traffic demands, summed over all OD pairs

  • We consider nonatomic routing games over a network with a single OD, and we study the behavior of the price of anarchy as a function of the traffic demand

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Summary

Introduction

Nonatomic routing games provide a model for the distribution of traffic over networks with a large number of drivers, each one representing a negligible fraction of the total demand. The standard solution concept for such nonatomic games is the Wardrop equilibrium, according to which the traffic in each OD pair travels along paths of minimum delay. It starts at 1 for low levels of traffic, it exhibits some oscillations with a number of nonsmooth spikes, and eventually it decreases smoothly back to 1 in the highly congested regime. The shape and number of these oscillations and spikes is the object of this paper

Our contribution
Related work
Organization of the paper
The nonatomic congestion model
Wardrop equilibrium
Social optimum and efficiency of equilibria
Differentiability of equilibria and price of anarchy
Differentiability of equilibrium costs
Behavior of the price of anarchy
Examples and counter examples
Full Text
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