Related papers: The Impact of Worst-Case Deviations in Non-Atomic …
We consider non-atomic network congestion games with heterogeneous players where the latencies of the paths are subject to some bounded deviations. This model encompasses several well-studied extensions of the classical Wardrop model which…
We consider a nonatomic selfish routing model with independent stochastic travel times, represented by mean and variance latency functions for each edge that depend on their flows. In an effort to decouple the effect of risk-averse player…
An atomic routing game is a multiplayer game on a directed graph. Each player in the game chooses a path -- a sequence of links that connect its origin node to its destination node -- with the lowest cost, where the cost of each link is a…
We investigate the sensitivity of the Nash equilibrium of constrained network aggregative games to changes in exogenous parameters affecting the cost function of the players. This setting is motivated by two applications. The first is the…
We study a routing game in which one of the players unilaterally acts altruistically by taking into consideration the latency cost of other players as well as his own. By not playing selfishly, a player can not only improve the other…
The paper studies the routing in the network shared by several users. Each user seeks to optimize either its own performance or some combination between its own performance and that of other users, by controlling the routing of its given…
Selfish routing is a central problem in algorithmic game theory, with one of the principal applications being that of routing in road networks. Inspired by the emergence of routing technologies and autonomous driving, we revisit selfish…
We examine the routing problem for self-interested vehicles using stochastic decision strategies. By approximating the road latency functions and a non-linear variable transformation, we frame the problem as an aggregative game. We…
We study the robust Nash equilibrium (RNE) for a class of games in communications systems and networks where the impact of users on each other is an additive function of their strategies. Each user measures this impact, which may be…
The decisions that human beings make to allocate time has significant bearing on economic output and to the sustenance of social networks. The time allocation problem motivates our formal analysis of the resource allocation game, where…
We investigate the relationship between the team-optimal solution and the Nash equilibrium (NE) to assess the impact of strategy deviation on team performance. As a working use case, we focus on a class of flow assignment problems in which…
Game-theoretic approaches and Nash equilibrium have been widely applied across various engineering domains. However, practical challenges such as disturbances, delays, and actuator limitations can hinder the precise execution of Nash…
We study a class of games in which a finite number of agents each controls a quantity of flow to be routed through a network, and are able to split their own flow between multiple paths through the network. Recent work on this model has…
Considering a class of gradient-based multi-agent learning algorithms in non-cooperative settings, we provide local convergence guarantees to a neighborhood of a stable local Nash equilibrium. In particular, we consider continuous games…
In routing games, the network performance at equilibrium can be significantly improved if we remove some edges from the network. This counterintuitive fact, widely known as Braess's paradox, gives rise to the (selfish) network design…
Best response (BR) dynamics is a natural method by which players proceed toward a pure Nash equilibrium via a local search method. The quality of the equilibrium reached may depend heavily on the order by which players are chosen to perform…
We propose average unfairness as a new measure of fairness in routing games, defined as the ratio between the average latency and the minimum latency experienced by users. This measure is a natural complement to two existing unfairness…
In this paper we present a new competitive packet routing model with edge priorities. We consider players that route selfishly through a network over time and try to reach their destinations as fast as possible. If the number of players who…
We consider a routing game among non-atomic agents where link latency functions are conditional on an uncertain state of the network. The agents have the same prior belief about the state, but only a fixed fraction receive private route…
We consider a class of interdependent security games on networks where each node chooses a personal level of security investment. The attack probability experienced by a node is a function of her own investment and the investment by her…