Related papers: Selfish routing games with priority lanes
We study a pricing game in multi-hop relay networks where nodes price their services and route their traffic selfishly and strategically. In this game, each node (1) announces pricing functions which specify the payments it demands from its…
We analyze the network congestion game with atomic players, asymmetric strategies, and the maximum latency among all players as social cost. This important social cost function is much less understood than the average latency. We show that…
We propose a model of discrete time dynamic congestion games with atomic players and a single source-destination pair. The latencies of edges are composed by free-flow transit times and possible queuing time due to capacity constraints. We…
We study {\em bottleneck routing games} where the social cost is determined by the worst congestion on any edge in the network. In the literature, bottleneck games assume player utility costs determined by the worst congested edge in their…
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 reconsider the well-studied Selfish Routing game with affine latency functions. The Price of Anarchy for this class of games takes maximum value 4/3; this maximum is attained already for a simple network of two parallel links, known as…
We study bottleneck routing games where the social cost is determined by the worst congestion on any edge in the network. Bottleneck games have been studied in the literature by having the player's utility costs to be determined by the…
We study a heterogeneous routing game in which vehicles might belong to more than one type. The type determines the cost of traveling along an edge as a function of the flow of various types of vehicles over that edge. We relax the…
We consider the well-studied game-theoretic version of machine scheduling in which jobs correspond to self-interested users and machines correspond to resources. Here each user chooses a machine trying to minimize her own cost, and such…
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…
Path selection by selfish agents has traditionally been studied by comparing social optima and equilibria in the Wardrop model, i.e., by investigating the Price of Anarchy in selfish routing. In this work, we refine and extend the…
We investigate packet routing games in which network users selfishly route themselves through a network over discrete time, aiming to reach the destination as quickly as possible. Conflicts due to limited capacities are resolved by the…
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…
We study the inefficiency of equilibria for various classes of games when players are (partially) altruistic. We model altruistic behavior by assuming that player i's perceived cost is a convex combination of 1-\alpha_i times his direct…
When traffic is routed through a network that is susceptible to congestion, the self-interested decisions made by individual users do not, in general, produce the optimal flow. This discrepancy is quantified by the so-called "price of…
We consider a network pricing game on a parallel network with congestion effects in which link owners set tolls for travel so as to maximize profit. A central authority is able to regulate this competition by means of a (uniform) price cap.…
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…
Within mobility systems, the presence of self-interested users can lead to aggregate routing patterns that are far from the societal optimum which could be achieved by centrally controlling the users' choices. In this paper, we design a…
We investigate traffic routing both from the perspective of theory as well as real world data. First, we introduce a new type of games: $\theta$-free flow games. Here, commuters only consider, in their strategy sets, paths whose free-flow…
We study a network congestion game of discrete-time dynamic traffic of atomic agents with a single origin-destination pair. Any agent freely makes a dynamic decision at each vertex (e.g., road crossing) and traffic is regulated with given…