The price of anarchy, originally introduced to quantify the inefficiency of selfish behavior in routing games, is extended to mean field games. The price of anarchy is defined as the ratio of a worst case social cost computed for a mean field game equilibrium to the optimal social cost as computed by a central planner. We illustrate properties of such a price of anarchy on linear quadratic extended mean field games, for which explicit computations are possible. Various asymptotic behaviors of the price of anarchy are proved for limiting behaviors of the coefficients in the model and numerics are presented.
We study routing behavior in transportation networks with mixed autonomy, that is, networks in which a fraction of the vehicles on each road are equipped with autonomous capabilities such as adaptive cruise control that enable reduced headways and increased road capacity. Motivated by capacity models developed for such roads with mixed autonomy, we consider transportation networks in which the delay on each road or link is an affine function of two quantities: the number of vehicles with autonomous capabilities on the link and the number of regular vehicles on the link. We particularly study t…
We consider nonatomic network games with one source and one destination. We examine the asymptotic behavior of the price of anarchy as the inflow increases. In accordance with some empirical observations, we show that, under suitable conditions, the price of anarchy is asymptotic to one. We show with some counterexamples that this is not always the case. The counterexamples occur in very simple parallel graphs.
We consider the problem of optimal charging of plug-in electric vehicles (PEVs). We treat this problem as a multi-agent game, where vehicles/agents are heterogeneous since they are subject to possibly different constraints. Under the assumption that electricity price is affine in total demand, we show that, for any finite number of heterogeneous agents, the PEV charging control game admits a unique Nash equilibrium, which is the optimizer of an auxiliary minimization program. We are also able to quantify the asymptotic behaviour of the price of anarchy for this class of games. More precisely, …
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. …
We generalize the notions of user equilibrium and system optimum to non-atomic congestion games with stochastic demands. We establish upper bounds on the price of anarchy for three different settings of link cost functions and demand distributions, namely, (a) affine cost functions and general distributions, (b) polynomial cost functions and general positive-valued distributions, and (c) polynomial cost functions and the normal distributions. All the upper bounds are tight in some special cases, including the case of deterministic demands.
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 smo…
Game theory has emerged as a fruitful paradigm for the design of networked multiagent systems. A fundamental component of this approach is the design of agents' utility functions so that their self-interested maximization results in a desirable collective behavior. In this work we focus on a well-studied class of distributed resource allocation problems where each agent is requested to select a subset of resources with the goal of optimizing a given system-level objective. Our core contribution is the development of a novel framework to tightly characterize the worst case performance of any re…
Among the many functions a Smart City must support, transportation dominates in terms of resource consumption, strain on the environment, and frustration of its citizens. We study transportation networks under two different routing policies, the commonly assumed selfish user-centric routing policy and a socially-optimal system-centric one. We consider a performance metric of efficiency - the Price of Anarchy (PoA) - defined as the ratio of the total travel latency cost under selfish routing over the corresponding quantity under socially-optimal routing. We develop a data-driven approach to est…
We consider the capacitated selfish replication (CSR) game with binary preferences, over general undirected networks. We first show that such games have an associated ordinary potential function, and hence always admit a pure-strategy Nash equilibrium (NE). Further, when the minimum degree of the network and the number of resources are of the same order, there exists an exact polynomial time algorithm which can find a NE. Following this, we study the price of anarchy of such games, and show that it is bounded above by 3; we further provide some instances for which the price of anarchy is at le…
This work presents a variation of Naor's strategic observable model (1969), by adding a component of customer heterogeneity induced by the location of customers in relation to the server. Accordingly, customers incur a travel cost which depends linearly on the distance of the customer from the server. The arrival of customers with distances less than x is assumed to be a Poisson process with rate lambda(x)=int_0^x h(y)dy<\infty, where h(y) is a nonnegative intensity function of the distance y. In a loss system M/G/1/1 we define the threshold Nash equilibrium strategy x_e and the optimal social…
We study a static game played by a finite number of agents, in which agents are assigned independent and identically distributed random types and each agent minimizes its objective function by choosing from a set of admissible actions that depends on its type. The game is anonymous in the sense that the objective function of each agent depends on the actions of other agents only through the empirical distribution of their type-action pairs. We study the asymptotic behavior of Nash equilibria, as the number of agents tends to infinity, first by deriving laws of large numbers characterizes almos…
A fundamental component of the game theoretic approach to distributed control is the design of local utility functions.Relative to resource allocation problems that are additive over the resources, Part I showed how to design local utilities so as to maximize the associated performance guarantees [Paccagnan et al., TAC 2019] which we measure by the price of anarchy. The purpose of the present manuscript is to specialize these results to the case of submodular, covering, and supermodular problems. In all these cases we obtain tight expressions for the price of anarchy that often match or improv…
We analyze a mean field tournament: a mean field game in which the agents receive rewards according to the ranking of the terminal value of their projects and are subject to cost of effort. Using Schrödinger bridges we are able to explicitly calculate the equilibrium. This allows us to identify the reward functions which would yield a desired equilibrium and solve several related mechanism design problems. We are also able to identify the effect of reward inequality on the players' welfare as well as calculate the price of anarchy.
In this paper, we introduce and study a class of games called price-coupling games that arise in many scenarios, especially in the electricity industry. In a price-coupling game, there is a part of the objective function of a player which has an identical form for all players and there is coupling in the cost functions of players through a price which is determined uniformly for all players by an independent entity called the \textit{price-determining player} (e.g. independent system operator (ISO) in an electricity market). This price appears in the objective function only in the part which i…