Congestion Games with Player-Specific Constants
Marios Mavronicolas, Igal Milchtaich, Burkhard Monien, Karsten Tiemann
We consider a special case of weighted congestion games with player-specific
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 player-specific 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 focus on pure Nash equilibria
for congestion games with player-specific constants;
for these equilibria, we study questions of existence,
computational complexity and convergence via improvement or best-reply steps of players.
Our findings are as follows:
-
Games on parallel links:
-
Every unweighted congestion game has an ordinal potential; hence, it
has the Finite Improvement Property and a pure Nash equilibrium.
-
There is a weighted congestion game with 3 players on 3 parallel links that
does not have the Finite Best-Reply Property (and hence neither the
Finite Improvement Property).
-
There is a particular best-reply 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.
Hence, (weighted) congestion games with player-specific constants and 3 players have a pure Nash
equilibrium.
-
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 (and hence with affine
player-specific latency functions)
has an ordinal
potential; hence, it has the
Finite Improvement Property and a pure Nash equilibrium.