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On the Hardness of Network Design for Bottleneck Routing Games

机译:论瓶颈路由游戏的网络设计难点

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摘要

In routing games, the network performance at equilibrium can be significantlyimproved if we remove some edges from the network. This counterintuitive fact,widely known as Braess's paradox, gives rise to the (selfish) network designproblem, where we seek to recognize routing games suffering from the paradox,and to improve the equilibrium performance by edge removal. In this work, weinvestigate the computational complexity and the approximability of the networkdesign problem for non-atomic bottleneck routing games, where the individualcost of each player is the bottleneck cost of her path, and the social cost isthe bottleneck cost of the network. We first show that bottleneck routing gamesdo 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, weprove that even for games with strictly increasing linear latencies, it isNP-hard not only to recognize instances suffering from the paradox, but also todistinguish between instances for which the Price of Anarchy (PoA) can decreaseto 1 and instances for which the PoA is as large as \Omega(n^{0.121}) andcannot improve by edge removal. Thus, the network design problem for such gamesis NP-hard to approximate within a factor of O(n^{0.121-\eps}), for anyconstant \eps > 0. On the positive side, we show how to compute an almostoptimal subnetwork w.r.t. the bottleneck cost of its worst Nash flow, when theworst Nash flow in the best subnetwork routes a non-negligible amount of flowon all used edges. The running time is determined by the total number of paths,and is quasipolynomial when 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,则可以显着提高处于平衡状态的网络性能。这个与直觉相反的事实,通常被称为布雷斯悖论,引起了(自私的)网络设计问题,我们试图在其中认识遭受悖论的路由博弈,并通过去除边来提高平衡性能。在这项工作中,我们研究了非原子性瓶颈路由游戏的网络设计问题的计算复杂性和可逼近性,其中每个玩家的个人成本是其路径的瓶颈成本,而社会成本是网络的瓶颈成本。我们首先证明,无论网络是串并联还是仅考虑子路径最优的Nash流,瓶颈路由游戏都不会遭受Braess悖论的困扰。消极的一面,我们证明即使对于线性延迟潜伏期严格增加的游戏,NP不仅难以识别遭受自相矛盾的情况,而且难以区分无政府状态价格(PoA)可以减少到1的情况和PoA等于\ Omega(n ^ {0.121}),并且无法通过边缘去除来改善。因此,对于任何常数\ eps> 0,此类游戏的网络设计问题都难以在O(n ^ {0.121- \ eps})内逼近NP。在积极方面,我们展示了如何计算几乎最佳的子网wrt当最佳子网络中最差的纳什流量在所有使用的边缘上路由不可忽略的流量时,其最坏的纳什流量的瓶颈成本就会增加。运行时间由路径总数决定,当路径数为准多项式时,运行时间为准多项式。

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