No Arabic 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.
This paper examines the behavior of the price of anarchy as a function of the traffic inflow in nonatomic congestion games with multiple origin-destination (O/D) pairs. Empirical studies in real-world networks show that the price of anarchy is close to 1 in both light and heavy traffic, thus raising the question: can these observations be justified theoretically? We first show that this is not always the case: the price of anarchy may remain a positive distance away from 1 for all values of the traffic inflow, even in simple three-link networks with a single O/D pair and smooth, convex costs. On the other hand, for a large class of cost functions (including all polynomials), the price of anarchy does converge to 1 in both heavy and light traffic, irrespective of the network topology and the number of O/D pairs in the network. We also examine the rate of convergence of the price of anarchy, and we show that it follows a power law whose degree can be computed explicitly when the networks cost functions are polynomials.
We consider an atomic congestion game in which each player participates in the game with an exogenous and known probability $p_{i}in[0,1]$, independently of everybody else, or stays out and incurs no cost. We first prove that the resulting game is potential. Then, we compute the parameterized price of anarchy to characterize the impact of demand uncertainty on the efficiency of selfish behavior. It turns out that the price of anarchy as a function of the maximum participation probability $p=max_{i} p_{i}$ is a nondecreasing function. The worst case is attained when players have the same participation probabilities $p_{i}equiv p$. For the case of affine costs, we provide an analytic expression for the parameterized price of anarchy as a function of $p$. This function is continuous on $(0,1]$, is equal to $4/3$ for $0<pleq 1/4$, and increases towards $5/2$ when $pto 1$. Our work can be interpreted as providing a continuous transition between the price of anarchy of nonatomic and atomic games, which are the extremes of the price of anarchy function we characterize. We show that these bounds are tight and are attained on routing games -- as opposed to general congestion games -- with purely linear costs (i.e., with no constant terms).
In this paper, we analyze a transportation game first introduced by Fotakis, Gourv`es, and Monnot in 2017, where players want to be transported to a common destination as quickly as possible and, in order to achieve this goal, they have to choose one of the available buses. We introduce a sequential version of this game and provide bounds for the Sequential Price of Stability and the Sequential Price of Anarchy in both metric and non-metric instances, considering three social cost functions: the total traveled distance by all buses, the maximum distance traveled by a bus, and the sum of the distances traveled by all players (a new social cost function that we introduce). Finally, we analyze the Price of Stability and the Price of Anarchy for this new function in simultaneous transportation games.
Algorithmic-matching sites offer users access to an unprecedented number of potential mates. However, they also pose a principal-agent problem with a potential moral hazard. The agents interest is to maximize usage of the Web site, while the principals interest is to find the best possible romantic partners. This creates a conflict of interest: optimally matching users would lead to stable couples and fewer singles using the site, which is detrimental for the online dating industry. Here, we borrow the notion of Price-of-Anarchy from game theory to quantify the decrease in social efficiency of online dating sites caused by the agents self-interest. We derive theoretical bounds on the price-of-anarchy, showing it can be bounded by a constant that does not depend on the number of users of the dating site. This suggests that as online dating sites grow, their potential benefits scale up without sacrificing social efficiency. Further, we performed experiments involving human subjects in a matching market, and compared the social welfare achieved by an optimal matching service against a self-interest matching algorithm. We show that by introducing competition among dating sites, the selfish behavior of agents aligns with its users, and social efficiency increases.
A basic lesson from game theory is that strategic behavior often renders the equilibrium outcome inefficient. The recent literature of information design -- a.k.a. signaling or persuasion -- looks to improve equilibria by providing carefully-tuned information to players in order to influence their actions. Most previous studies have focused on the question of designing optimal signaling schemes. This work departs from previous research by considering a descriptive question and looks to quantitatively characterize the power of signaling (PoS), i.e., how much a signaling designer can improve her objective of the equilibrium outcome. We consider four signaling schemes with increasing power: full information, optimal public signaling, optimal private signaling and optimal ex-ante private signaling. Our main result is a clean and tight characterization of the additional power each signaling scheme has over its immediate predecessor above in the broad classes of cost-minimization and payoff-maximization games where: (1) all players minimize non-negative cost functions or maximize non-negative payoff functions; (2) the signaling designer (naturally) optimizes the sum of players utilities. We prove that the additional power of signaling -- defined as the worst-case ratio between the equilibrium objectives of two consecutive signaling schemes in the above list -- is bounded precisely by the well-studied notion of the price of anarchy of the corresponding games. Moreover, we show that all these bounds are tight.