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On the Hardness of Network Design for Bottleneck Routing Games

机译:论瓶颈路由游戏网络设计的硬度

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In routing games, the network performance at equilibrium can be significantly improved if we remove some edges from the network. This counterintuitive fact, a.k.a. Braess's paradox, gives rise to the network design problem, where we seek to recognize routing games suffering from the paradox, and to improve the equilibrium performance by edge removal. In this work, we investigate the computational complexity and the approximability of network design for non-atomic bottleneck routing games, where the individual cost of each player is the bottleneck cost of her path, and the social cost is the bottleneck cost of the network. We first show that bottleneck routing games do not suffer from Braess's paradox either if the network is series-parallel, or if we consider only subpath-optimal Nash flows. On the negative side, we prove that even for games with strictly increasing linear latencies, it is NP-hard not only to recognize instances suffering from the paradox, but also to distinguish between instances for which the Price of Anarchy (PoA) can decrease to 1 and instances for which the PoA is Ω(n 0.121) and cannot improve by edge removal. Thus, the network design problem for such games is NP-hard to approximate within a factor of O(n 0.121???ε), for any constant ε?>?0. On the positive side, we show how to compute an almost optimal subnetwork w.r.t. the bottleneck cost of its worst Nash flow, when the worst Nash flow in the best subnetwork routes a non-negligible amount of flow on all edges. The running time is determined by the total number of paths, and is quasipolynomial if the number of paths is quasipolynomial.
机译:在路由游戏中,如果我们从网络中删除一些边缘,可以显着提高均衡的网络性能。这一反思的事实,A.K.A. Braess的悖论,导致网络设计问题,在那里我们寻求识别患有悖论的路由游戏,并通过边缘去除均衡性能。在这项工作中,我们调查了非原子瓶颈路由游戏的计算复杂性和网络设计的近似性,其中每个玩家的个别成本是她道路的瓶颈成本,社会成本是网络的瓶颈成本。我们首先显示,如果网络是平行的,则瓶颈路由游戏不会遭受Braess的悖论,或者我们考虑只考虑Subpath-Optalal Nash流程。在消极方面,我们证明即使对于具有严格增加线性延迟的游戏,它也是NP - 难以识别患有悖论的情况,而且还要区分无政府状态(POA)价格可以减少的情况1和POA为ω(n 0.121)的实例,不能通过边缘拆卸而改善。因此,这种游戏的网络设计问题是NP - 难以在O(n 0.121 ???ε)的因子范围内近似,用于任何常数ε?> 0。在积极的方面,我们展示了如何计算几乎最佳的子网w.r.t.当最佳子网中最糟糕的纳什流量路由所有边缘的流量不可忽略的流量时,其最糟糕的纳什流量的瓶颈成本。运行时间由路径总数决定,如果路径的数量是QuaasipOlynomial,则是QuasiPolynomial。

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